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Jun 6th, 2016
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  1. // This file is not original DMA Design Source Code.
  2. //
  3. // This is, in fact, the only file from the GTA3 Multifile Source Code that wasn't
  4. // leaked in its 10th Anniversary. As such, this is a recreation of it.
  5. //
  6. VAR_FLOAT var_2 // (2)
  7. VAR_FLOAT var_3 // (3)
  8. VAR_FLOAT var_4 // (4)
  9. VAR_INT var_5 // (5)
  10. VAR_INT flag_taken_money_off_fm3 // (6)
  11. VAR_INT flag_player_had_gun_message // (7)
  12. VAR_INT flag_reached_hideout // (8)
  13. VAR_INT var_9 // (9)
  14. VAR_INT blob_flag // (10)
  15. VAR_INT script_controlled_player // (11)
  16. VAR_INT controlmode // (12)
  17. VAR_INT backdoor // (13)
  18. VAR_INT playersdoor // (14)
  19. VAR_INT dogfood_factory_gate // (15)
  20. VAR_INT doggy_door // (16)
  21. VAR_INT misty_door1 // (17)
  22. VAR_INT misty_door2 // (18)
  23. VAR_INT var_19 // (19)
  24. VAR_INT var_20 // (20)
  25. VAR_INT laundrete_door1 // (21)
  26. VAR_INT laundrete_door2 // (22)
  27. VAR_INT fish_factory_gate // (23)
  28. VAR_INT Bank_job_door // (24)
  29. VAR_INT bankdoor1 // (25)
  30. VAR_INT bankdoor2 // (26)
  31. VAR_INT fuzz_door1 // (27)
  32. VAR_INT fuzz_door2 // (28)
  33. VAR_INT joeys_garage_door2 // (29)
  34. VAR_INT joeys_garage_door3 // (30)
  35. VAR_INT var_31 // (31)
  36. VAR_INT var_32 // (32)
  37. VAR_INT var_33 // (33)
  38. VAR_INT subway_gate_industrial // (34)
  39. VAR_INT tunnel_gate_industrial // (35)
  40. VAR_INT bridge_is_damaged // (36)
  41. VAR_INT subway_gate_suburban1 // (37)
  42. VAR_INT subway_gate_suburban2 // (38)
  43. VAR_INT tunnel_gate_suburban // (39)
  44. VAR_FLOAT joeydoor2_X // (40)
  45. VAR_FLOAT joeydoor2_Y // (41)
  46. VAR_FLOAT joeydoor2_Z // (42)
  47. VAR_FLOAT joeydoor3_X // (43)
  48. VAR_FLOAT joeydoor3_Y // (44)
  49. VAR_FLOAT joeydoor3_Z // (45)
  50. VAR_INT var_46 // (46)
  51. VAR_INT var_47 // (47)
  52. VAR_INT police_door_one // (48)
  53. VAR_INT police_door_two // (49)
  54. VAR_INT colombian_gate // (50)
  55. VAR_INT helix_barrier // (51)
  56. VAR_INT phils_compnd_gate // (52)
  57. VAR_INT flag_player_on_phil_mission // (53)
  58. VAR_INT inside_fence // (54)
  59. VAR_INT outside_fence // (55)
  60. VAR_INT var_56 // (56)
  61. VAR_INT Columbian_gate2 // (57)
  62. VAR_INT airportdoor1 // (58)
  63. VAR_INT airportdoor2 // (59)
  64. VAR_INT var_60 // (60)
  65. VAR_INT var_61 // (61)
  66. VAR_INT sprayshop1 // (62)
  67. VAR_INT collect_all_cars1 // (63)
  68. VAR_INT var_64 // (64)
  69. VAR_INT hours // (65)
  70. VAR_INT minutes // (66)
  71. VAR_INT frankie_garage // (67)
  72. VAR_INT Garage_bank // (68)
  73. VAR_INT garage_lm2 // (69)
  74. VAR_INT var_70 // (70)
  75. VAR_INT var_71 // (71)
  76. VAR_INT var_72 // (72)
  77. VAR_INT garage_yd3 // (73)
  78. VAR_INT garage1_love1 // (74)
  79. VAR_INT garage2_love1 // (75)
  80. VAR_INT garage3_love1 // (76)
  81. VAR_INT garage4_love1 // (77)
  82. VAR_INT garage5_love1 // (78)
  83. VAR_INT garage_km2 // (79)
  84. VAR_INT rays_prize_garage // (80)
  85. VAR_INT witsec_garage // (81)
  86. VAR_INT var_82 // (82)
  87. VAR_FLOAT garage_min_x_yd3 // (83)
  88. VAR_FLOAT garage_min_y_yd3 // (84)
  89. VAR_FLOAT garage_max_x_yd3 // (85)
  90. VAR_FLOAT garage_max_y_yd3 // (86)
  91. VAR_INT var_87 // (87)
  92. VAR_INT var_88 // (88)
  93. VAR_INT garage_hm3 // (89)
  94. VAR_INT garage_hm4 // (90)
  95. VAR_INT escort_garage // (91)
  96. VAR_INT collect_all_cars2 // (92)
  97. VAR_INT var_93 // (93)
  98. VAR_INT ammu_shop_bloke1 // (94)
  99. VAR_INT time_difference // (95)
  100. VAR_INT current_time // (96)
  101. VAR_INT time_since_murdering_shopkeeper1 // (97)
  102. VAR_INT var_98 // (98)
  103. VAR_INT var_99 // (99)
  104. VAR_INT SHOP_UZI // (100)
  105. VAR_INT SHOP_UZI2 // (101)
  106. VAR_INT var_102 // (102)
  107. VAR_INT var_103 // (103)
  108. VAR_INT var_104 // (104)
  109. VAR_INT var_105 // (105)
  110. VAR_INT var_106 // (106)
  111. VAR_INT out_of_stock_uzi // (107)
  112. VAR_INT out_of_stock_pistol // (108)
  113. VAR_INT var_109 // (109)
  114. VAR_INT var_110 // (110)
  115. VAR_INT var_111 // (111)
  116. VAR_INT var_112 // (112)
  117. VAR_INT var_113 // (113)
  118. VAR_INT var_114 // (114)
  119. VAR_INT var_115 // (115)
  120. VAR_INT var_116 // (116)
  121. VAR_INT sound_loop7 // (117)
  122. VAR_INT sound_loop8 // (118)
  123. VAR_INT sound_loop9 // (119)
  124. VAR_INT sound_loop10 // (120)
  125. VAR_INT sound_loop11 // (121)
  126. VAR_INT sound_loop12 // (122)
  127. VAR_INT var_123 // (123)
  128. VAR_INT var_124 // (124)
  129. VAR_INT var_125 // (125)
  130. VAR_INT var_126 // (126)
  131. VAR_INT var_127 // (127)
  132. VAR_INT var_128 // (128)
  133. VAR_INT var_129 // (129)
  134. VAR_INT var_130 // (130)
  135. VAR_INT var_131 // (131)
  136. VAR_INT player // (132)
  137. VAR_INT var_133 // (133)
  138. VAR_INT luigi // (134)
  139. VAR_INT joey // (135)
  140. VAR_INT toni // (136)
  141. VAR_INT frankie // (137)
  142. VAR_INT maria // (138)
  143. VAR_INT catalina // (139)
  144. VAR_INT var_140 // (140)
  145. VAR_INT lips // (141)
  146. VAR_INT chunky // (142)
  147. VAR_INT var_143 // (143)
  148. VAR_INT asuka // (144)
  149. VAR_INT kenji // (145)
  150. VAR_INT ray // (146)
  151. VAR_INT var_147 // (147)
  152. VAR_INT var_148 // (148)
  153. VAR_INT cs_time // (149)
  154. VAR_INT cs_player // (150)
  155. VAR_INT cs_eight // (151)
  156. VAR_INT cs_micky // (152)
  157. VAR_INT cs_luigi // (153)
  158. VAR_INT cs_joey // (154)
  159. VAR_INT cs_tony // (155)
  160. VAR_INT cs_frankie // (156)
  161. VAR_INT cs_maria // (157)
  162. VAR_INT cs_catalina // (158)
  163. VAR_INT cs_miguel // (159)
  164. VAR_INT cs_misty // (160)
  165. VAR_INT cs_ludoor // (161)
  166. VAR_INT cs_joedoor // (162)
  167. VAR_INT cs_eitdoor // (163)
  168. VAR_INT cs_mafia // (164)
  169. VAR_INT cs_ship // (165)
  170. VAR_INT cs_gangplank // (166)
  171. VAR_INT var_167 // (167)
  172. VAR_INT cs_curly // (168)
  173. VAR_INT cs_shopdoor // (169)
  174. VAR_INT cs_rifle // (170)
  175. VAR_INT cs_bomb // (171)
  176. VAR_INT cs_note // (172)
  177. VAR_INT cs_troll // (173)
  178. VAR_INT cs_case // (174)
  179. VAR_INT cs_mickyhead // (175)
  180. VAR_INT cs_playerhead // (176)
  181. VAR_INT cs_eighthead // (177)
  182. VAR_INT cs_luigihead // (178)
  183. VAR_INT cs_joeyhead // (179)
  184. VAR_INT cs_tonyhead // (180)
  185. VAR_INT cs_mistyhead // (181)
  186. VAR_INT cs_frankiehead // (182)
  187. VAR_INT cs_mariahead // (183)
  188. VAR_INT var_184 // (184)
  189. VAR_INT cs_asuka // (185)
  190. VAR_INT cs_kenji // (186)
  191. VAR_INT cs_ray // (187)
  192. VAR_INT cs_love // (188)
  193. VAR_INT var_189 // (189)
  194. VAR_INT cs_yakuza // (190)
  195. VAR_INT var_191 // (191)
  196. VAR_INT cs_keeper // (192)
  197. VAR_INT cs_asukahead // (193)
  198. VAR_INT cs_kenjihead // (194)
  199. VAR_INT cs_rayhead // (195)
  200. VAR_INT cs_lovehead // (196)
  201. VAR_INT var_197 // (197)
  202. VAR_INT var_198 // (198)
  203. VAR_INT cs_catalinahead // (199)
  204. VAR_INT cs_miguelhead // (200)
  205. VAR_INT cs_curlyhead // (201)
  206. VAR_INT cs_keeperhead // (202)
  207. VAR_INT var_203 // (203)
  208. VAR_INT cs_colub2 // (204)
  209. VAR_INT cs_colub3 // (205)
  210. VAR_INT cs_colub4 // (206)
  211. VAR_INT flag_player_on_mission // (207)
  212. VAR_INT flag_industrial_passed // (208)
  213. VAR_INT flag_commercial_passed // (209)
  214. VAR_INT flag_suburban_passed // (210)
  215. VAR_INT luigi_contact_blip // (211)
  216. VAR_INT joey_contact_blip // (212)
  217. VAR_INT toni_contact_blip // (213)
  218. VAR_INT frankie_contact_blip // (214)
  219. VAR_INT diablo_contact_blip // (215)
  220. VAR_INT asuka_contact_blip // (216)
  221. VAR_INT kenji_contact_blip // (217)
  222. VAR_INT ray_contact_blip // (218)
  223. VAR_INT love_contact_blip // (219)
  224. VAR_INT yardie_contact_blip // (220)
  225. VAR_INT maria_contact_blip // (221)
  226. VAR_INT eightball_contact_blip // (222)
  227. VAR_INT hood_contact_blip // (223)
  228. VAR_INT var_224 // (224)
  229. VAR_INT var_225 // (225)
  230. VAR_INT var_226 // (226)
  231. VAR_INT var_227 // (227)
  232. VAR_INT var_228 // (228)
  233. VAR_INT var_229 // (229)
  234. VAR_INT var_230 // (230)
  235. VAR_INT flag_player_on_eightball_mission // (231)
  236. VAR_INT flag_player_on_luigi_mission // (232)
  237. VAR_INT flag_player_on_joey_mission // (233)
  238. VAR_INT flag_player_on_toni_mission // (234)
  239. VAR_INT flag_player_on_frankie_mission // (235)
  240. VAR_INT flag_player_on_diablo_mission // (236)
  241. VAR_INT flag_player_on_asuka_mission // (237)
  242. VAR_INT flag_player_on_kenji_mission // (238)
  243. VAR_INT flag_player_on_love_mission // (239)
  244. VAR_INT flag_player_on_yardie_mission // (240)
  245. VAR_INT flag_player_on_ray_mission // (241)
  246. VAR_INT flag_player_on_asuka_suburban_mission // (242)
  247. VAR_INT flag_player_on_hood_mission // (243)
  248. VAR_INT flag_player_on_meat_mission // (244)
  249. VAR_INT flag_eightball_mission_passed // (245)
  250. VAR_INT flag_eightball_mission_launched // (246)
  251. VAR_INT var_247 // (247)
  252. VAR_INT flag_luigi_mission1_passed // (248)
  253. VAR_INT flag_luigi_mission2_passed // (249)
  254. VAR_INT flag_luigi_mission3_passed // (250)
  255. VAR_INT flag_luigi_mission4_passed // (251)
  256. VAR_INT flag_luigi_mission5_passed // (252)
  257. VAR_INT flag_all_luigi_missions_passed // (253)
  258. VAR_INT flag_joey_mission1_passed // (254)
  259. VAR_INT flag_joey_mission2_passed // (255)
  260. VAR_INT flag_joey_mission3_passed // (256)
  261. VAR_INT flag_joey_mission4_passed // (257)
  262. VAR_INT flag_joey_mission5_passed // (258)
  263. VAR_INT flag_joey_mission6_passed // (259)
  264. VAR_INT var_260 // (260)
  265. VAR_INT flag_toni_mission1_passed // (261)
  266. VAR_INT flag_toni_mission2_passed // (262)
  267. VAR_INT flag_toni_mission3_passed // (263)
  268. VAR_INT flag_toni_mission4_passed // (264)
  269. VAR_INT flag_toni_mission5_passed // (265)
  270. VAR_INT var_266 // (266)
  271. VAR_INT flag_frankie_mission1_passed // (267)
  272. VAR_INT flag_frankie_mission2_passed // (268)
  273. VAR_INT flag_frankie_mission2.1_passed // (269)
  274. VAR_INT flag_frankie_mission3_passed // (270)
  275. VAR_INT flag_frankie_mission4_passed // (271)
  276. VAR_INT flag_frankie_switched_off // (272)
  277. VAR_INT var_273 // (273)
  278. VAR_INT var_274 // (274)
  279. VAR_INT flag_player_had_cut1_fm3 // (275)
  280. VAR_INT var_276 // (276)
  281. VAR_INT var_277 // (277)
  282. VAR_INT flag_diablo_mission1_passed // (278)
  283. VAR_INT flag_diablo_mission2_passed // (279)
  284. VAR_INT flag_diablo_mission3_passed // (280)
  285. VAR_INT flag_diablo_mission4_passed // (281)
  286. VAR_INT var_282 // (282)
  287. VAR_INT var_283 // (283)
  288. VAR_INT switch_gang_diablo_off // (284)
  289. VAR_INT var_285 // (285)
  290. VAR_INT var_286 // (286)
  291. VAR_INT var_287 // (287)
  292. VAR_INT var_288 // (288)
  293. VAR_INT flag_meat_mission1_passed // (289)
  294. VAR_INT flag_meat_mission2_passed // (290)
  295. VAR_INT flag_meat_mission3_passed // (291)
  296. VAR_INT flag_meat_mission4_passed // (292)
  297. VAR_INT var_293 // (293)
  298. VAR_INT var_294 // (294)
  299. VAR_INT var_295 // (295)
  300. VAR_INT var_296 // (296)
  301. VAR_INT var_297 // (297)
  302. VAR_INT var_298 // (298)
  303. VAR_INT var_299 // (299)
  304. VAR_INT flag_diablo1_passed_before // (300)
  305. VAR_INT var_301 // (301)
  306. VAR_INT var_302 // (302)
  307. VAR_INT var_303 // (303)
  308. VAR_INT var_304 // (304)
  309. VAR_INT Ray_phone1 // (305)
  310. VAR_INT Ray_phone2 // (306)
  311. VAR_INT Ray_phone3 // (307)
  312. VAR_INT Ray_phone4 // (308)
  313. VAR_INT var_309 // (309)
  314. VAR_INT var_310 // (310)
  315. VAR_INT var_311 // (311)
  316. VAR_INT var_312 // (312)
  317. VAR_INT var_313 // (313)
  318. VAR_INT var_314 // (314)
  319. VAR_INT var_315 // (315)
  320. VAR_INT flag_asuka_mission1_passed // (316)
  321. VAR_INT flag_asuka_mission2_passed // (317)
  322. VAR_INT flag_asuka_mission3_passed // (318)
  323. VAR_INT flag_asuka_mission4_passed // (319)
  324. VAR_INT flag_asuka_mission5_passed // (320)
  325. VAR_INT var_321 // (321)
  326. VAR_INT flag_ray_mission1_passed // (322)
  327. VAR_INT flag_ray_mission2_passed // (323)
  328. VAR_INT flag_ray_mission3_passed // (324)
  329. VAR_INT flag_ray_mission4_passed // (325)
  330. VAR_INT flag_ray_mission5_passed // (326)
  331. VAR_INT flag_ray_mission6_passed // (327)
  332. VAR_INT var_328 // (328)
  333. VAR_INT flag_kenji_mission1_passed // (329)
  334. VAR_INT flag_kenji_mission2_passed // (330)
  335. VAR_INT flag_kenji_mission3_passed // (331)
  336. VAR_INT flag_kenji_mission4_passed // (332)
  337. VAR_INT flag_kenji_mission5_passed // (333)
  338. VAR_INT var_334 // (334)
  339. VAR_INT flag_love_mission1_passed // (335)
  340. VAR_INT flag_love_mission2_passed // (336)
  341. VAR_INT flag_love_mission3_passed // (337)
  342. VAR_INT var_338 // (338)
  343. VAR_INT flag_yardie_mission1_passed // (339)
  344. VAR_INT flag_yardie_mission2_passed // (340)
  345. VAR_INT flag_yardie_mission3_passed // (341)
  346. VAR_INT flag_yardie_mission4_passed // (342)
  347. VAR_INT var_343 // (343)
  348. VAR_INT var_344 // (344)
  349. VAR_INT var_345 // (345)
  350. VAR_INT var_346 // (346)
  351. VAR_INT var_347 // (347)
  352. VAR_INT var_348 // (348)
  353. VAR_INT flag_love_mission4_passed // (349)
  354. VAR_INT flag_love_mission5_passed // (350)
  355. VAR_INT flag_love_mission6_passed // (351)
  356. VAR_INT flag_love_mission7_passed // (352)
  357. VAR_INT var_353 // (353)
  358. VAR_INT flag_asuka_suburban_mission1_passed // (354)
  359. VAR_INT flag_asuka_suburban_mission2_passed // (355)
  360. VAR_INT flag_asuka_suburban_mission3_passed // (356)
  361. VAR_INT var_357 // (357)
  362. VAR_INT var_358 // (358)
  363. VAR_INT flag_hood_mission1_passed // (359)
  364. VAR_INT flag_hood_mission2_passed // (360)
  365. VAR_INT flag_hood_mission3_passed // (361)
  366. VAR_INT flag_hood_mission4_passed // (362)
  367. VAR_INT flag_hood_mission5_passed // (363)
  368. VAR_INT var_364 // (364)
  369. VAR_INT var_365 // (365)
  370. VAR_INT flag_done_drive_by_help // (366)
  371. VAR_INT flag_player_on_cat_mission // (367)
  372. VAR_INT flag_cat_mission1_passed // (368)
  373. VAR_INT var_369 // (369)
  374. VAR_INT var_370 // (370)
  375. VAR_INT flag_player_on_ambulance_mission // (371)
  376. VAR_INT var_372 // (372)
  377. VAR_INT flag_player_on_fire_mission // (373)
  378. VAR_INT var_374 // (374)
  379. VAR_INT flag_player_on_cop_mission // (375)
  380. VAR_INT var_376 // (376)
  381. VAR_INT got_siren_help_before // (377)
  382. VAR_INT flag_4x4_mission1_passed // (378)
  383. VAR_INT flag_4x4_mission2_passed // (379)
  384. VAR_INT flag_4x4_mission3_passed // (380)
  385. VAR_INT flag_mayhem_mission1_passed // (381)
  386. VAR_INT flag_4x4one_trigger // (382)
  387. VAR_INT flag_4x4two_trigger // (383)
  388. VAR_INT flag_4x4three_trigger // (384)
  389. VAR_INT flag_mayhem_trigger // (385)
  390. VAR_INT record_4x4_one // (386)
  391. VAR_INT record_4x4_two // (387)
  392. VAR_INT record_4x4_three // (388)
  393. VAR_INT record_mayhem // (389)
  394. VAR_INT record_temp // (390)
  395. VAR_INT flag_intro1_before // (391)
  396. VAR_INT flag_intro2_before // (392)
  397. VAR_INT flag_intro3_before // (393)
  398. VAR_INT flag_intro_mayhem_before // (394)
  399. VAR_INT taxi_passed // (395)
  400. VAR_INT var_396 // (396)
  401. VAR_INT flag_taxi1_mission_launched // (397)
  402. VAR_INT been_in_taxi1_before // (398)
  403. VAR_INT new_taxi_created_before // (399)
  404. VAR_INT spray_taxi // (400)
  405. VAR_INT done_taxi_help // (401)
  406. VAR_INT rec_rc1 // (402)
  407. VAR_INT rec_rc2 // (403)
  408. VAR_INT rec_rc3 // (404)
  409. VAR_INT rec_rc4 // (405)
  410. VAR_INT var_406 // (406)
  411. VAR_INT var_407 // (407)
  412. VAR_INT flag_just_done_rc_mission // (408)
  413. VAR_INT flag_rc1_passed // (409)
  414. VAR_INT flag_rc2_passed // (410)
  415. VAR_INT flag_rc3_passed // (411)
  416. VAR_INT flag_rc4_passed // (412)
  417. VAR_INT var_413 // (413)
  418. VAR_INT var_414 // (414)
  419. VAR_INT flag_joey_mission5_terminated // (415)
  420. VAR_INT flag_joey_mission6_terminated // (416)
  421. VAR_INT flag_luigi_mission4_terminated // (417)
  422. VAR_INT flag_luigi_mission5_terminated // (418)
  423. VAR_INT var_419 // (419)
  424. VAR_INT timer_help_message_displayed // (420)
  425. VAR_INT nicked_half_a_mil_before // (421)
  426. VAR_INT flag_done_radio_8ball // (422)
  427. VAR_INT var_423 // (423)
  428. VAR_INT breakout_timer // (424)
  429. VAR_INT breakout_timer_start // (425)
  430. VAR_INT breakout_diff // (426)
  431. VAR_INT maria_exists // (427)
  432. VAR_INT barriers_been_added // (428)
  433. VAR_INT door_crash_flag // (429)
  434. VAR_FLOAT door_position_a1 // (430)
  435. VAR_INT flag_bridge_created_8ball // (431)
  436. VAR_INT com_ammu_nation2 // (432)
  437. VAR_INT com_sprayshop2 // (433)
  438. VAR_INT ammu2_blip_added // (434)
  439.  
  440. SCRIPT_NAME MAIN
  441. var_2 = 0.0625
  442. var_3 = var_2 // (float)
  443. var_3 /= 2.0
  444. var_4 = var_3 // (float)
  445. var_4 /= 2.0
  446. var_5 = 250
  447. flag_taken_money_off_fm3 = 0
  448. flag_player_had_gun_message = 0
  449. flag_reached_hideout = 0
  450. var_9 = 0
  451. blob_flag = 0
  452. SET_TOTAL_NUMBER_OF_MISSIONS 0 //73
  453. SET_PROGRESS_TOTAL 0 //154
  454. CREATE_OBJECT_NO_OFFSET PLAYERSDOOR 890.875 -307.6875 8.75 playersdoor
  455. DONT_REMOVE_OBJECT playersdoor
  456. CREATE_OBJECT_NO_OFFSET FAKETARGET 1078.688 -384.75 15.375 var_31
  457. DONT_REMOVE_OBJECT var_31
  458. CREATE_OBJECT_NO_OFFSET FAKETARGET 1080.5 -384.75 15.375 var_32
  459. DONT_REMOVE_OBJECT var_32
  460. CREATE_OBJECT_NO_OFFSET FAKETARGET 1082.25 -384.75 15.375 var_33
  461. DONT_REMOVE_OBJECT var_33
  462. CREATE_OBJECT_NO_OFFSET MISTYDOOR 945.625 -272.25 4.8125 misty_door1
  463. DONT_REMOVE_OBJECT misty_door1
  464. CREATE_OBJECT_NO_OFFSET MISTYDOOR 942.6875 -273.6875 4.8125 misty_door2
  465. DONT_REMOVE_OBJECT misty_door2
  466. SET_OBJECT_HEADING misty_door2 180.0
  467. CREATE_OBJECT_NO_OFFSET LAUNDRTDOOR1 845.75 -662.75 15.0625 laundrete_door1
  468. DONT_REMOVE_OBJECT laundrete_door1
  469. CREATE_OBJECT_NO_OFFSET LAUNDRTDOOR1 845.75 -664.8125 15.0625 laundrete_door2
  470. DONT_REMOVE_OBJECT laundrete_door2
  471. SET_OBJECT_HEADING laundrete_door2 180.0
  472. CREATE_OBJECT_NO_OFFSET JOEY_DOOR1 1192.188 -867.25 14.0625 joeys_garage_door2
  473. DONT_REMOVE_OBJECT joeys_garage_door2
  474. SET_OBJECT_HEADING joeys_garage_door2 45.0
  475. CREATE_OBJECT_NO_OFFSET JOEY_DOOR2 1190.063 -869.3125 14.1875 joeys_garage_door3
  476. DONT_REMOVE_OBJECT joeys_garage_door3
  477. SET_OBJECT_HEADING joeys_garage_door3 45.0
  478. CREATE_OBJECT_NO_OFFSET ELECTRICGATE 1250.375 -812.0 13.9375 dogfood_factory_gate
  479. DONT_REMOVE_OBJECT dogfood_factory_gate
  480. SET_OBJECT_HEADING dogfood_factory_gate 225.0
  481. CREATE_OBJECT_NO_OFFSET DOGFOODOOR01 1205.25 -802.875 15.0 doggy_door
  482. DONT_REMOVE_OBJECT doggy_door
  483. SET_OBJECT_HEADING doggy_door 45.0
  484. CREATE_OBJECT_NO_OFFSET ELECTRICGATE 1016.0 -1107.938 12.25 fish_factory_gate
  485. DONT_REMOVE_OBJECT fish_factory_gate
  486. SET_OBJECT_HEADING fish_factory_gate 90.0
  487. CREATE_OBJECT_NO_OFFSET BANKJOBDOOR 1087.5 -233.75 11.0 Bank_job_door
  488. DONT_REMOVE_OBJECT Bank_job_door
  489. CREATE_OBJECT_NO_OFFSET CHNABANKDOOR 1035.563 -700.75 15.3125 bankdoor1
  490. DONT_REMOVE_OBJECT bankdoor1
  491. CREATE_OBJECT_NO_OFFSET CHNABANKDOOR 1035.563 -699.375 15.3125 bankdoor2
  492. DONT_REMOVE_OBJECT bankdoor2
  493. SET_OBJECT_HEADING bankdoor2 180.0
  494. CREATE_OBJECT_NO_OFFSET BACKDOOR 891.0 -416.375 14.9375 backdoor
  495. DONT_REMOVE_OBJECT backdoor
  496. CREATE_OBJECT_NO_OFFSET FUZBALLDOOR 1001.625 -887.8125 15.75 fuzz_door1
  497. SET_OBJECT_HEADING fuzz_door1 180.0
  498. DONT_REMOVE_OBJECT fuzz_door1
  499. CREATE_OBJECT_NO_OFFSET FUZBALLDOOR 998.3125 -887.9375 15.75 fuzz_door2
  500. SET_OBJECT_HEADING fuzz_door2 0.0
  501. DONT_REMOVE_OBJECT fuzz_door2
  502. CREATE_OBJECT_NO_OFFSET SUBWAYGATE 988.9375 -471.75 5.1875 subway_gate_industrial
  503. DONT_REMOVE_OBJECT subway_gate_industrial
  504. SET_OBJECT_HEADING subway_gate_industrial 90.0
  505. CREATE_OBJECT_NO_OFFSET TUNNELENTRANCE 730.3125 172.4375 -21.0625 tunnel_gate_industrial
  506. DONT_REMOVE_OBJECT tunnel_gate_industrial
  507. CREATE_OBJECT_NO_OFFSET HELIX_BARRIER -73.125 -630.3125 25.875 helix_barrier
  508. DONT_REMOVE_OBJECT helix_barrier
  509. CREATE_OBJECT_NO_OFFSET PLYSAV_LFTDR_LFT 103.8125 -482.75 16.25 var_46
  510. DONT_REMOVE_OBJECT var_46
  511. CREATE_OBJECT_NO_OFFSET PLYSAV_LFTDR_RGHT 102.1875 -482.75 16.25 var_47
  512. DONT_REMOVE_OBJECT var_47
  513. SET_OBJECT_HEADING var_47 180.0
  514. CREATE_OBJECT_NO_OFFSET ELECTRICGATE 366.125 -1128.5 21.9375 police_door_one
  515. DONT_REMOVE_OBJECT police_door_one
  516. SET_OBJECT_HEADING police_door_one 180.0
  517. CREATE_OBJECT_NO_OFFSET ELECTRICGATE 326.25 -1128.5 21.9375 police_door_two
  518. DONT_REMOVE_OBJECT police_door_two
  519. SET_OBJECT_HEADING police_door_two 180.0
  520. CREATE_OBJECT_NO_OFFSET ELECTRICGATE 91.5625 -318.5625 15.25 colombian_gate
  521. DONT_REMOVE_OBJECT colombian_gate
  522. SET_OBJECT_HEADING colombian_gate 270.0
  523. CREATE_OBJECT_NO_OFFSET ELECTRICGATE 147.1875 207.3125 10.5625 phils_compnd_gate
  524. DONT_REMOVE_OBJECT phils_compnd_gate
  525. SET_OBJECT_HEADING phils_compnd_gate 270.0
  526. CREATE_OBJECT_NO_OFFSET FIXED_INSIDE 362.8125 -341.875 17.125 inside_fence
  527. DONT_REMOVE_OBJECT inside_fence
  528. CREATE_OBJECT_NO_OFFSET FIXED_OUTSIDE 360.8125 -391.375 22.5625 outside_fence
  529. DONT_REMOVE_OBJECT outside_fence
  530. CREATE_OBJECT_NO_OFFSET NEWTOWERDOOR1 -664.3125 2.875 19.5 var_56
  531. DONT_REMOVE_OBJECT var_56
  532. SET_OBJECT_HEADING var_56 180.0
  533. CREATE_OBJECT_NO_OFFSET COLUMBIANGATE -363.0 250.4375 61.3125 Columbian_gate2
  534. DONT_REMOVE_OBJECT Columbian_gate2
  535. SET_OBJECT_HEADING Columbian_gate2 180.0
  536. CREATE_OBJECT_NO_OFFSET AIRPORTDOOR1 -770.375 -599.25 11.8125 airportdoor1
  537. DONT_REMOVE_OBJECT airportdoor1
  538. CREATE_OBJECT_NO_OFFSET AIRPORTDOOR2 -770.375 -601.3125 11.8125 airportdoor2
  539. DONT_REMOVE_OBJECT airportdoor2
  540. SET_MAX_WANTED_LEVEL 4
  541. SET_GARAGE 891.25 -311.0625 7.6875 898.375 -315.5 12.6875 16 var_60
  542. SET_GARAGE 1496.75 -686.1875 11.0 1523.25 -666.75 17.0 8 collect_all_cars1
  543. NO_SPECIAL_CAMERA_FOR_THIS_GARAGE collect_all_cars1
  544. SET_GARAGE 1284.563 -100.5 13.5625 1278.0 -111.0 18.5625 3 var_61
  545. SET_GARAGE 921.0 -367.5 9.75 928.6875 -355.0625 14.75 5 sprayshop1
  546. SET_GARAGE 1428.75 -187.0 49.6875 1442.5 -179.875 54.6875 21 frankie_garage
  547. SET_ROTATING_GARAGE_DOOR frankie_garage
  548. SET_GARAGE 1440.688 -805.5625 10.875 1449.75 -782.0625 15.875 1 Garage_bank
  549. SET_GARAGE 1074.0 -578.0 13.0 1085.0 -568.0 17.0 1 garage_lm2
  550. garage_min_x_yd3 = 257.0
  551. garage_min_y_yd3 = -803.0
  552. garage_max_x_yd3 = 263.0
  553. garage_max_y_yd3 = -795.5
  554. SET_GARAGE 115.0625 -475.25 15.0 106.875 -487.0625 19.0 17 var_70
  555. SET_GARAGE 386.0 -573.0 25.1875 376.5625 -580.0625 30.1875 2 var_71
  556. SET_GARAGE 386.0 -490.0 25.1875 376.5625 -497.0 30.1875 5 var_72
  557. SET_GARAGE 245.375 -992.1875 20.0 234.375 -1000.5 24.0 19 rays_prize_garage
  558. SET_ROTATING_GARAGE_DOOR rays_prize_garage
  559. SET_GARAGE 375.0 -441.5 20.0625 386.0 -434.0 25.0625 11 witsec_garage
  560. SET_GARAGE 377.25 -511.375 25.0625 383.6875 -502.0 30.0 1 garage_km2
  561. SET_GARAGE 63.75 -307.875 15.1875 70.0 -316.6875 19.1875 19 garage1_love1
  562. SET_GARAGE 53.0 -308.0 15.1875 60.0 -316.6875 19.1875 19 garage2_love1
  563. SET_GARAGE 24.875 -344.0 15.1875 30.5625 -337.0625 19.1875 19 garage3_love1
  564. SET_GARAGE 24.5 -355.0 15.1875 30.5625 -346.0 19.1875 19 garage4_love1
  565. SET_GARAGE 52.5 -388.0 15.1875 42.0 -374.0625 19.1875 19 garage5_love1
  566. SET_GARAGE garage_min_x_yd3 garage_min_y_yd3 26.75 garage_max_x_yd3 garage_max_y_yd3 31.75 1 garage_yd3
  567. SET_GARAGE -662.5 -47.375 17.0 -670.6875 -30.0 22.0 18 var_87
  568. SET_ROTATING_GARAGE_DOOR var_87
  569. NO_SPECIAL_CAMERA_FOR_THIS_GARAGE var_87
  570. SET_GARAGE -1139.0 37.75 55.0 -1148.5 32.0625 65.0 5 var_93
  571. SET_GARAGE -1078.875 58.0 56.0 -1086.0 49.0 65.0 4 var_88
  572. SET_GARAGE -1117.5 150.875 55.0 -1097.688 121.1875 65.0 9 collect_all_cars2
  573. NO_SPECIAL_CAMERA_FOR_THIS_GARAGE collect_all_cars2
  574. SET_GARAGE 1346.875 -315.5 49.0 1352.5 -310.6875 53.0 14 garage_hm3
  575. SET_GARAGE -824.6875 -165.5 32.75 -843.5 -171.6875 37.0 20 garage_hm4
  576. SET_GARAGE -1049.125 -77.4375 37.75 -1037.188 -69.125 42.75 19 escort_garage
  577. SET_ROTATING_GARAGE_DOOR escort_garage
  578. ACTIVATE_MILITARY_CRANE 1570.25 -675.375 1565.688 -686.5 1576.75 -706.5625 1639.875 -696.6875 26.0 0.0
  579. ACTIVATE_CRUSHER_CRANE 1119.75 51.75 1135.75 56.0625 1149.75 46.25 1143.0 59.875 5.0 180.0
  580. SETUP_ZONE_PED_INFO CITYZON 1 12 0 0 0 0 0 0 0 20
  581. SETUP_ZONE_PED_INFO CITYZON 0 8 0 0 0 0 0 0 0 10
  582. SETUP_ZONE_CAR_INFO CITYZON 1 10 0 0 0 0 0 0 0 20 240 240 240 240 0 0
  583. SETUP_ZONE_CAR_INFO CITYZON 0 8 0 0 0 0 0 0 0 10 240 240 240 240 0 0
  584. SET_ZONE_GROUP CITYZON 1 0 // Liberty City
  585. SET_ZONE_GROUP CITYZON 0 0 // Liberty City
  586. SETUP_ZONE_PED_INFO IND_ZON 1 12 0 0 0 0 0 0 0 20
  587. SETUP_ZONE_PED_INFO IND_ZON 0 8 0 0 0 0 0 0 0 10
  588. SETUP_ZONE_CAR_INFO IND_ZON 1 10 0 0 0 0 0 0 0 20 500 0 0 450 0 0
  589. SETUP_ZONE_CAR_INFO IND_ZON 0 8 0 0 0 0 0 0 0 10 500 0 0 450 0 0
  590. SET_ZONE_GROUP IND_ZON 1 11 // Portland
  591. SET_ZONE_GROUP IND_ZON 0 12 // Portland
  592. SETUP_ZONE_PED_INFO COM_ZON 1 12 0 0 0 0 0 0 0 20
  593. SETUP_ZONE_PED_INFO COM_ZON 0 8 0 0 0 0 0 0 0 10
  594. SETUP_ZONE_CAR_INFO COM_ZON 1 10 0 0 0 0 0 0 0 20 0 300 450 150 0 0
  595. SETUP_ZONE_CAR_INFO COM_ZON 0 8 0 0 0 0 0 0 0 10 0 300 450 150 0 0
  596. SET_ZONE_GROUP COM_ZON 1 0 // Staunton Island
  597. SET_ZONE_GROUP COM_ZON 0 0 // Staunton Island
  598. SETUP_ZONE_PED_INFO SUB_ZON 1 12 0 0 0 0 0 0 0 20
  599. SETUP_ZONE_PED_INFO SUB_ZON 0 8 0 0 0 0 0 0 0 10
  600. SETUP_ZONE_CAR_INFO SUB_ZON 1 10 0 0 0 0 0 0 0 20 0 500 450 0 0 0
  601. SETUP_ZONE_CAR_INFO SUB_ZON 0 8 0 0 0 0 0 0 0 10 0 500 450 0 0 0
  602. SET_ZONE_GROUP SUB_ZON 1 0 // Shoreside Vale
  603. SET_ZONE_GROUP SUB_ZON 0 0 // Shoreside Vale
  604. SETUP_ZONE_PED_INFO LITTLEI 1 17 300 0 0 0 0 0 0 20
  605. SETUP_ZONE_PED_INFO LITTLEI 0 11 400 0 0 0 0 0 0 10
  606. SETUP_ZONE_CAR_INFO LITTLEI 1 10 100 0 0 0 0 0 0 20 400 0 0 350 20 0
  607. SETUP_ZONE_CAR_INFO LITTLEI 0 8 150 0 0 0 0 0 0 10 550 0 0 150 0 0
  608. SET_ZONE_GROUP LITTLEI 1 3 // Saint Mark's
  609. SET_ZONE_GROUP LITTLEI 0 4 // Saint Mark's
  610. SETUP_ZONE_PED_INFO CHINA 1 20 0 300 0 0 0 0 0 20
  611. SETUP_ZONE_PED_INFO CHINA 0 12 0 400 0 0 0 0 0 10
  612. SETUP_ZONE_CAR_INFO CHINA 1 10 0 100 0 0 0 0 0 10 400 0 0 350 0 0
  613. SETUP_ZONE_CAR_INFO CHINA 0 8 0 150 0 0 0 0 0 20 550 0 0 200 0 0
  614. SET_ZONE_GROUP CHINA 1 5 // Chinatown
  615. SET_ZONE_GROUP CHINA 0 6 // Chinatown
  616. SETUP_ZONE_PED_INFO TOWERS 1 15 0 0 300 0 0 0 0 0
  617. SETUP_ZONE_PED_INFO TOWERS 0 10 0 0 400 0 0 0 0 0
  618. SETUP_ZONE_CAR_INFO TOWERS 1 8 0 0 100 0 0 0 0 20 400 0 0 350 0 0
  619. SETUP_ZONE_CAR_INFO TOWERS 0 6 0 0 150 0 0 0 0 10 550 0 0 200 0 0
  620. SET_ZONE_GROUP TOWERS 1 9 // Hepburn Heights
  621. SET_ZONE_GROUP TOWERS 0 10 // Hepburn Heights
  622. SETUP_ZONE_PED_INFO REDLIGH 1 6 0 0 0 0 0 0 0 20
  623. SETUP_ZONE_PED_INFO REDLIGH 0 13 0 0 0 0 0 0 0 10
  624. SETUP_ZONE_CAR_INFO REDLIGH 1 5 0 0 0 0 0 0 0 10 550 0 0 350 0 0
  625. SETUP_ZONE_CAR_INFO REDLIGH 0 7 0 0 0 0 0 0 0 20 600 0 0 200 0 0
  626. SET_ZONE_GROUP REDLIGH 1 1 // Red Light District
  627. SET_ZONE_GROUP REDLIGH 0 2 // Red Light District
  628. SETUP_ZONE_PED_INFO PORT_I 1 10 0 0 0 0 0 0 0 0
  629. SETUP_ZONE_PED_INFO PORT_I 0 7 0 0 0 0 0 0 0 0
  630. SETUP_ZONE_CAR_INFO PORT_I 1 8 0 0 0 0 0 0 0 20 300 0 0 400 20 0
  631. SETUP_ZONE_CAR_INFO PORT_I 0 6 0 0 0 0 0 0 0 10 500 0 0 400 0 0
  632. SET_ZONE_GROUP PORT_I 1 11 // Trenton
  633. SET_ZONE_GROUP PORT_I 0 12 // Trenton
  634. SETUP_ZONE_PED_INFO PORT_E 1 10 0 0 0 0 0 0 0 0
  635. SETUP_ZONE_PED_INFO PORT_E 0 8 0 0 0 0 0 0 0 0
  636. SETUP_ZONE_CAR_INFO PORT_E 1 8 0 0 0 0 0 0 0 20 300 0 0 400 20 0
  637. SETUP_ZONE_CAR_INFO PORT_E 0 6 0 0 0 0 0 0 0 10 500 0 0 400 0 0
  638. SET_ZONE_GROUP PORT_E 1 7 // Portland Harbor
  639. SET_ZONE_GROUP PORT_E 0 8 // Portland Harbor
  640. SETUP_ZONE_PED_INFO PORT_S 1 10 0 0 0 0 0 0 0 0
  641. SETUP_ZONE_PED_INFO PORT_S 0 8 0 0 0 0 0 0 0 0
  642. SETUP_ZONE_CAR_INFO PORT_S 1 8 0 0 0 0 0 0 0 20 300 0 0 500 20 0
  643. SETUP_ZONE_CAR_INFO PORT_S 0 6 0 0 0 0 0 0 0 10 500 0 0 400 0 0
  644. SET_ZONE_GROUP PORT_S 1 11 // Atlantic Quays
  645. SET_ZONE_GROUP PORT_S 0 12 // Atlantic Quays
  646. SETUP_ZONE_PED_INFO PORT_W 1 10 0 10 0 0 0 0 0 0
  647. SETUP_ZONE_PED_INFO PORT_W 0 5 0 10 0 0 0 0 0 0
  648. SETUP_ZONE_CAR_INFO PORT_W 1 8 0 0 0 0 0 0 0 20 300 0 0 400 0 0
  649. SETUP_ZONE_CAR_INFO PORT_W 0 6 0 0 0 0 0 0 0 10 500 0 0 400 0 0
  650. SET_ZONE_GROUP PORT_W 1 11 // Callahan Point
  651. SET_ZONE_GROUP PORT_W 0 12 // Callahan Point
  652. SETUP_ZONE_PED_INFO HARWOOD 1 10 0 0 0 0 0 0 0 0
  653. SETUP_ZONE_PED_INFO HARWOOD 0 8 0 0 0 0 0 0 0 0
  654. SETUP_ZONE_CAR_INFO HARWOOD 1 8 0 0 0 0 0 0 0 20 400 0 0 300 0 0
  655. SETUP_ZONE_CAR_INFO HARWOOD 0 6 0 0 0 0 0 0 0 10 600 0 0 200 0 0
  656. SET_ZONE_GROUP HARWOOD 1 11 // Harwood
  657. SET_ZONE_GROUP HARWOOD 0 12 // Harwood
  658. SETUP_ZONE_PED_INFO EASTBAY 1 10 0 0 0 0 0 0 0 0
  659. SETUP_ZONE_PED_INFO EASTBAY 0 5 0 0 0 0 0 0 0 0
  660. SETUP_ZONE_CAR_INFO EASTBAY 1 5 0 0 0 0 0 0 0 20 500 0 0 480 0 0
  661. SETUP_ZONE_CAR_INFO EASTBAY 0 4 0 0 0 0 0 0 0 10 500 0 0 490 0 0
  662. SET_ZONE_GROUP EASTBAY 1 11 // Portland Beach
  663. SET_ZONE_GROUP EASTBAY 0 12 // Portland Beach
  664. SETUP_ZONE_PED_INFO S_VIEW 1 10 0 0 0 0 0 0 0 30
  665. SETUP_ZONE_PED_INFO S_VIEW 0 8 0 0 0 0 0 0 0 20
  666. SETUP_ZONE_CAR_INFO S_VIEW 1 10 0 0 0 0 0 0 0 30 400 0 0 300 100 0
  667. SETUP_ZONE_CAR_INFO S_VIEW 0 8 0 0 0 0 0 0 0 20 500 0 0 200 100 0
  668. SET_ZONE_GROUP S_VIEW 1 11 // Portland View
  669. SET_ZONE_GROUP S_VIEW 0 12 // Portland View
  670. SETUP_ZONE_PED_INFO COPS_1 1 10 0 0 0 0 0 0 0 60
  671. SETUP_ZONE_PED_INFO COPS_1 0 8 0 0 0 0 0 0 0 60
  672. SETUP_ZONE_CAR_INFO COPS_1 1 10 0 0 0 0 0 0 0 90 400 0 0 400 0 0
  673. SETUP_ZONE_CAR_INFO COPS_1 0 8 0 0 0 0 0 0 0 90 400 0 0 400 0 0
  674. SET_ZONE_GROUP COPS_1 1 11
  675. SET_ZONE_GROUP COPS_1 0 12
  676. SETUP_ZONE_PED_INFO HOSPI_1 1 10 0 0 0 0 0 0 0 60
  677. SETUP_ZONE_PED_INFO HOSPI_1 0 8 0 0 0 0 0 0 0 60
  678. SETUP_ZONE_CAR_INFO HOSPI_1 1 10 0 0 0 0 0 0 0 90 400 0 0 400 0 0
  679. SETUP_ZONE_CAR_INFO HOSPI_1 0 8 0 0 0 0 0 0 0 90 400 0 0 400 0 0
  680. SET_ZONE_GROUP HOSPI_1 1 17
  681. SET_ZONE_GROUP HOSPI_1 0 18
  682. SETUP_ZONE_PED_INFO ROADBR1 1 30 0 0 0 0 0 0 0 0
  683. SETUP_ZONE_PED_INFO ROADBR1 0 20 0 0 0 0 0 0 0 0
  684. SETUP_ZONE_CAR_INFO ROADBR1 1 12 0 0 0 0 0 0 0 20 400 0 0 400 0 100
  685. SETUP_ZONE_CAR_INFO ROADBR1 0 10 0 0 0 0 0 0 0 10 400 0 0 400 0 100
  686. SET_ZONE_GROUP ROADBR1 1 11 // Callahan Bridge
  687. SET_ZONE_GROUP ROADBR1 0 12 // Callahan Bridge
  688. SETUP_ZONE_PED_INFO FISHFAC 1 2 0 1000 0 0 0 0 0 0
  689. SETUP_ZONE_PED_INFO FISHFAC 0 2 0 1000 0 0 0 0 0 0
  690. SETUP_ZONE_CAR_INFO FISHFAC 1 6 0 0 0 0 0 0 0 20 200 0 0 600 0 0
  691. SETUP_ZONE_CAR_INFO FISHFAC 0 4 0 0 0 0 0 0 0 10 200 0 0 600 0 0
  692. SET_ZONE_GROUP FISHFAC 1 11
  693. SET_ZONE_GROUP FISHFAC 0 12
  694. SETUP_ZONE_PED_INFO FILLIN1 1 10 0 0 0 0 0 0 0 0
  695. SETUP_ZONE_PED_INFO FILLIN1 0 8 0 0 0 0 0 0 0 0
  696. SETUP_ZONE_CAR_INFO FILLIN1 1 8 0 0 0 0 0 0 0 20 500 0 0 400 0 0
  697. SETUP_ZONE_CAR_INFO FILLIN1 0 6 0 0 0 0 0 0 0 10 400 0 0 400 0 0
  698. SET_ZONE_GROUP FILLIN1 1 11
  699. SET_ZONE_GROUP FILLIN1 0 12
  700. SETUP_ZONE_PED_INFO MAIN_D1 1 15 0 300 0 0 0 0 0 20
  701. SETUP_ZONE_PED_INFO MAIN_D1 0 10 0 500 0 0 0 0 0 10
  702. SETUP_ZONE_CAR_INFO MAIN_D1 1 24 0 100 0 0 0 0 0 20 300 0 0 300 20 100
  703. SETUP_ZONE_CAR_INFO MAIN_D1 0 18 0 150 0 0 0 0 0 10 300 0 0 300 20 100
  704. SET_ZONE_GROUP MAIN_D1 1 5
  705. SET_ZONE_GROUP MAIN_D1 0 6
  706. SETUP_ZONE_PED_INFO MAIN_D2 1 15 0 300 0 0 0 0 0 20
  707. SETUP_ZONE_PED_INFO MAIN_D2 0 10 0 400 0 0 0 0 0 10
  708. SETUP_ZONE_CAR_INFO MAIN_D2 1 24 0 100 0 0 0 0 0 20 300 0 0 300 20 100
  709. SETUP_ZONE_CAR_INFO MAIN_D2 0 18 0 150 0 0 0 0 0 10 300 0 0 300 20 100
  710. SET_ZONE_GROUP MAIN_D2 1 5
  711. SET_ZONE_GROUP MAIN_D2 0 6
  712. SETUP_ZONE_PED_INFO MAIN_D3 1 15 0 300 0 0 0 0 0 20
  713. SETUP_ZONE_PED_INFO MAIN_D3 0 10 0 400 0 0 0 0 0 10
  714. SETUP_ZONE_CAR_INFO MAIN_D3 1 24 0 100 0 0 0 0 0 20 300 0 0 300 20 100
  715. SETUP_ZONE_CAR_INFO MAIN_D3 0 18 0 150 0 0 0 0 0 10 300 0 0 300 20 100
  716. SET_ZONE_GROUP MAIN_D3 1 5
  717. SET_ZONE_GROUP MAIN_D3 0 6
  718. SETUP_ZONE_PED_INFO MAIN_D4 1 15 0 300 0 0 0 0 0 20
  719. SETUP_ZONE_PED_INFO MAIN_D4 0 10 0 400 0 0 0 0 0 10
  720. SETUP_ZONE_CAR_INFO MAIN_D4 1 24 0 100 0 0 0 0 0 20 300 0 0 300 20 100
  721. SETUP_ZONE_CAR_INFO MAIN_D4 0 18 0 150 0 0 0 0 0 10 300 0 0 300 20 100
  722. SET_ZONE_GROUP MAIN_D4 1 5
  723. SET_ZONE_GROUP MAIN_D4 0 6
  724. SETUP_ZONE_PED_INFO MAIN_D5 1 15 0 0 0 0 0 0 0 20
  725. SETUP_ZONE_PED_INFO MAIN_D5 0 10 0 0 0 0 0 0 0 10
  726. SETUP_ZONE_CAR_INFO MAIN_D5 1 24 0 0 0 0 0 0 0 20 400 0 0 300 20 100
  727. SETUP_ZONE_CAR_INFO MAIN_D5 0 18 0 0 0 0 0 0 0 10 300 0 0 400 20 100
  728. SET_ZONE_GROUP MAIN_D5 1 1
  729. SET_ZONE_GROUP MAIN_D5 0 2
  730. SETUP_ZONE_PED_INFO MAIN_D6 1 15 0 0 300 0 0 0 0 20
  731. SETUP_ZONE_PED_INFO MAIN_D6 0 10 0 0 400 0 0 0 0 10
  732. SETUP_ZONE_CAR_INFO MAIN_D6 1 24 0 0 100 0 0 0 0 20 300 0 0 300 20 100
  733. SETUP_ZONE_CAR_INFO MAIN_D6 0 18 0 0 150 0 0 0 0 10 300 0 0 300 20 100
  734. SET_ZONE_GROUP MAIN_D6 1 9
  735. SET_ZONE_GROUP MAIN_D6 0 10
  736. SWITCH_ROADS_OFF 619.5625 -911.5 45.0 834.25 -954.5 32.0
  737. MARK_ROADS_BETWEEN_LEVELS 619.5625 -911.5 45.0 834.25 -954.5 32.0
  738. SWITCH_ROADS_OFF 1381.0 -293.6875 48.0 1435.75 -140.0625 58.0
  739. SWITCH_ROADS_OFF 1358.875 -901.875 10.0 1609.563 -615.0625 16.0
  740. SWITCH_ROADS_OFF 659.5625 200.0 -20.0 945.75 147.5 5.0
  741. MARK_ROADS_BETWEEN_LEVELS 659.5625 200.0 -20.0 945.75 147.5 5.0
  742. SWITCH_PED_ROADS_OFF 659.5625 200.0 -25.0 945.75 147.5 5.0
  743. MARK_ROADS_BETWEEN_LEVELS 659.5625 200.0 -25.0 945.75 147.5 5.0
  744. SWITCH_PED_ROADS_OFF 773.5625 191.75 -25.0 819.6875 182.75 5.0
  745. MARK_ROADS_BETWEEN_LEVELS 773.5625 191.75 -25.0 819.6875 182.75 5.0
  746. SWITCH_PED_ROADS_OFF 1609.0 -896.0 8.0 1393.688 -967.375 30.0
  747. SWITCH_PED_ROADS_OFF 1048.25 -1103.375 5.0 1040.0 -1074.375 30.0
  748. SWITCH_PED_ROADS_OFF 900.0625 -297.0 6.0 842.8125 -325.5625 15.0
  749. SWITCH_PED_ROADS_OFF 900.5 -427.0625 14.0 879.0625 -404.1875 17.0
  750. SWITCH_PED_ROADS_OFF 847.875 -640.5625 10.0 887.875 -685.75 20.0
  751. SWITCH_PED_ROADS_OFF_ANGLED 1222.875 -838.375 13.5 1256.25 -804.875 16.0 58.0
  752. SWITCH_PED_ROADS_OFF 1005.563 -880.9375 12.0 995.875 -893.3125 20.0
  753. SWITCH_PED_ROADS_OFF 1070.563 -401.5625 10.0 1067.75 -397.1875 25.0
  754. SETUP_ZONE_PED_INFO STADIUM 1 30 0 0 0 0 0 0 0 0
  755. SETUP_ZONE_PED_INFO STADIUM 0 16 0 0 0 0 0 0 0 0
  756. SETUP_ZONE_CAR_INFO STADIUM 1 20 0 0 0 0 0 0 0 20 300 150 0 250 0 200
  757. SETUP_ZONE_CAR_INFO STADIUM 0 17 0 0 0 0 0 0 0 10 300 150 0 250 0 200
  758. SET_ZONE_GROUP STADIUM 1 15 // Aspatria
  759. SET_ZONE_GROUP STADIUM 0 16 // Aspatria
  760. SETUP_ZONE_PED_INFO HOSPI_2 1 30 0 0 0 0 0 0 0 0
  761. SETUP_ZONE_PED_INFO HOSPI_2 0 16 0 0 0 0 0 0 0 0
  762. SETUP_ZONE_CAR_INFO HOSPI_2 1 20 0 0 0 0 0 0 0 20 300 150 0 250 0 200
  763. SETUP_ZONE_CAR_INFO HOSPI_2 0 17 0 0 0 0 0 0 0 10 300 150 0 250 0 200
  764. SET_ZONE_GROUP HOSPI_2 1 17 // Rockford
  765. SET_ZONE_GROUP HOSPI_2 0 18 // Rockford
  766. SETUP_ZONE_PED_INFO UNIVERS 1 30 0 0 0 0 0 0 0 20
  767. SETUP_ZONE_PED_INFO UNIVERS 0 16 0 0 0 0 0 0 0 10
  768. SETUP_ZONE_CAR_INFO UNIVERS 1 20 0 0 0 0 0 0 0 20 300 300 300 0 20 0
  769. SETUP_ZONE_CAR_INFO UNIVERS 0 17 0 0 0 0 0 0 0 10 300 300 300 0 20 0
  770. SET_ZONE_GROUP UNIVERS 1 23 // Liberty Campus
  771. SET_ZONE_GROUP UNIVERS 0 24 // Liberty Campus
  772. SETUP_ZONE_PED_INFO CONSTRU 1 30 0 0 0 0 0 300 0 20
  773. SETUP_ZONE_PED_INFO CONSTRU 0 16 0 0 0 0 0 400 0 10
  774. SETUP_ZONE_CAR_INFO CONSTRU 1 20 0 0 0 0 0 100 0 20 300 100 0 250 0 150
  775. SETUP_ZONE_CAR_INFO CONSTRU 0 17 0 0 0 0 0 150 0 10 300 100 0 250 0 150
  776. SET_ZONE_GROUP CONSTRU 1 19 // Fort Staunton
  777. SET_ZONE_GROUP CONSTRU 0 20 // Fort Staunton
  778. SETUP_ZONE_PED_INFO PARK 1 30 0 0 0 0 0 0 0 20
  779. SETUP_ZONE_PED_INFO PARK 0 16 0 0 0 0 0 0 0 10
  780. SETUP_ZONE_CAR_INFO PARK 1 20 0 0 0 0 0 0 0 20 300 300 300 0 0 0
  781. SETUP_ZONE_CAR_INFO PARK 0 17 0 0 0 0 0 0 0 10 300 300 300 0 0 0
  782. SET_ZONE_GROUP PARK 1 25 // Belleville Park
  783. SET_ZONE_GROUP PARK 0 26 // Belleville Park
  784. SETUP_ZONE_PED_INFO COM_EAS 1 30 0 0 0 0 300 0 0 20
  785. SETUP_ZONE_PED_INFO COM_EAS 0 16 0 0 0 0 400 0 0 10
  786. SETUP_ZONE_CAR_INFO COM_EAS 1 20 0 0 0 0 100 0 0 20 400 250 0 0 0 150
  787. SETUP_ZONE_CAR_INFO COM_EAS 0 17 0 0 0 0 150 0 0 10 400 250 0 0 0 100
  788. SET_ZONE_GROUP COM_EAS 1 21 // Newport
  789. SET_ZONE_GROUP COM_EAS 0 22 // Newport
  790. SETUP_ZONE_PED_INFO SHOPING 1 30 0 0 0 0 0 0 0 20
  791. SETUP_ZONE_PED_INFO SHOPING 0 16 0 0 0 0 0 0 0 10
  792. SETUP_ZONE_CAR_INFO SHOPING 1 20 0 0 0 0 0 0 0 30 300 250 250 0 0 100
  793. SETUP_ZONE_CAR_INFO SHOPING 0 17 0 0 0 0 0 0 0 20 300 250 250 0 0 100
  794. SET_ZONE_GROUP SHOPING 1 21 // Bedford Point
  795. SET_ZONE_GROUP SHOPING 0 22 // Bedford Point
  796. SETUP_ZONE_PED_INFO YAKUSA 1 30 0 0 0 300 0 0 0 20
  797. SETUP_ZONE_PED_INFO YAKUSA 0 16 0 0 0 400 0 0 0 10
  798. SETUP_ZONE_CAR_INFO YAKUSA 1 20 0 0 0 100 0 0 0 40 350 200 250 0 0 0
  799. SETUP_ZONE_CAR_INFO YAKUSA 0 17 0 0 0 150 0 0 0 20 350 200 200 0 0 0
  800. SET_ZONE_GROUP YAKUSA 1 21 // Torrington
  801. SET_ZONE_GROUP YAKUSA 0 22 // Torrington
  802. SETUP_ZONE_PED_INFO ROADBR2 1 30 0 0 0 0 0 0 0 20
  803. SETUP_ZONE_PED_INFO ROADBR2 0 20 0 0 0 0 0 0 0 10
  804. SETUP_ZONE_CAR_INFO ROADBR2 1 20 0 0 0 0 0 0 0 30 300 250 250 0 0 100
  805. SETUP_ZONE_CAR_INFO ROADBR2 0 17 0 0 0 0 0 0 0 20 300 250 250 0 0 100
  806. SET_ZONE_GROUP ROADBR2 1 21 // Callahan Bridge
  807. SET_ZONE_GROUP ROADBR2 0 22 // Callahan Bridge
  808. SWITCH_PED_ROADS_OFF 106.0625 -1278.25 24.0 96.25 -1273.5 27.0
  809. SWITCH_PED_ROADS_OFF 120.0 170.0 10.0 190.0 246.0 25.0
  810. SWITCH_PED_ROADS_OFF 31.0 -317.0 14.0 91.0 -394.0 25.0
  811. SWITCH_ROADS_OFF 120.0 170.0 10.0 190.0 246.0 25.0
  812. SWITCH_ROADS_OFF 121.8125 -46.375 14.0 363.8125 54.25 20.0
  813. SWITCH_PED_ROADS_OFF 121.8125 -46.375 14.0 363.8125 54.25 20.0
  814. SWITCH_ROADS_OFF 353.5 -459.0 18.0 397.5 -431.5625 30.0
  815. SWITCH_ROADS_OFF 465.6875 -634.25 10.0 429.875 -610.0625 25.0
  816. SWITCH_ROADS_OFF -46.75 -648.0 39.0 -69.0625 -614.0 50.0
  817. MARK_ROADS_BETWEEN_LEVELS -46.75 -648.0 39.0 -69.0625 -614.0 50.0
  818. SWITCH_PED_ROADS_OFF 56.5 -1544.188 10.0 87.875 -1556.0 30.0
  819. SWITCH_PED_ROADS_OFF 413.5 -480.1875 20.0 420.875 -499.0 36.0
  820. SWITCH_PED_ROADS_OFF 419.5 -708.0625 20.0 412.5 -717.875 36.0
  821. SWITCH_PED_ROADS_OFF -76.875 -985.375 20.0 -68.75 -992.5625 36.0
  822. SWITCH_PED_ROADS_OFF -76.5 -934.375 20.0 -70.375 -928.375 36.0
  823. SWITCH_PED_ROADS_OFF -55.875 -934.5625 20.0 -46.375 -927.1875 36.0
  824. SWITCH_PED_ROADS_OFF -76.375 -999.5625 20.0 -68.75 -628.5 36.0
  825. SWITCH_PED_ROADS_OFF 199.25 -935.875 20.0 134.75 -927.375 40.0
  826. SWITCH_ROADS_OFF 529.5625 106.5 -30.0 581.375 65.6875 0.0
  827. SETUP_ZONE_PED_INFO AIRPORT 1 20 0 0 0 0 0 0 0 20
  828. SETUP_ZONE_PED_INFO AIRPORT 0 10 0 0 0 0 0 0 0 10
  829. SETUP_ZONE_CAR_INFO AIRPORT 1 15 0 0 0 0 0 0 0 40 300 300 300 0 0 0
  830. SETUP_ZONE_CAR_INFO AIRPORT 0 13 0 0 0 0 0 0 0 20 300 300 300 0 0 0
  831. SET_ZONE_GROUP AIRPORT 1 27 // Francis Intl. Airport
  832. SET_ZONE_GROUP AIRPORT 0 28 // Francis Intl. Airport
  833. SETUP_ZONE_PED_INFO PROJECT 1 20 0 0 0 0 0 0 300 0
  834. SETUP_ZONE_PED_INFO PROJECT 0 10 0 0 0 0 0 0 400 0
  835. SETUP_ZONE_CAR_INFO PROJECT 1 15 0 0 0 0 0 0 100 20 500 150 0 150 0 0
  836. SETUP_ZONE_CAR_INFO PROJECT 0 13 0 0 0 0 0 0 150 10 500 100 0 150 0 0
  837. SET_ZONE_GROUP PROJECT 1 9 // Wichita Gardens
  838. SET_ZONE_GROUP PROJECT 0 10 // Wichita Gardens
  839. SETUP_ZONE_PED_INFO SUB_IND 1 20 0 0 0 0 0 0 0 20
  840. SETUP_ZONE_PED_INFO SUB_IND 0 10 0 0 0 0 0 0 0 10
  841. SETUP_ZONE_CAR_INFO SUB_IND 1 15 0 0 0 0 0 0 0 20 300 300 300 0 0 0
  842. SETUP_ZONE_CAR_INFO SUB_IND 0 13 0 0 0 0 0 0 0 10 300 300 300 0 0 0
  843. SET_ZONE_GROUP SUB_IND 1 7 // Pike Creek
  844. SET_ZONE_GROUP SUB_IND 0 8 // Pike Creek
  845. SETUP_ZONE_PED_INFO SWANKS 1 20 0 0 0 0 0 70 0 30
  846. SETUP_ZONE_PED_INFO SWANKS 0 10 0 0 0 0 0 90 0 20
  847. SETUP_ZONE_CAR_INFO SWANKS 1 15 0 0 0 0 0 70 0 30 0 400 400 0 20 0
  848. SETUP_ZONE_CAR_INFO SWANKS 0 13 0 0 0 0 0 90 0 20 0 400 400 0 20 0
  849. SET_ZONE_GROUP SWANKS 1 29 // Cedar Grove
  850. SET_ZONE_GROUP SWANKS 0 30 // Cedar Grove
  851. SETUP_ZONE_PED_INFO BIG_DAM 1 8 0 0 0 0 0 0 0 0
  852. SETUP_ZONE_PED_INFO BIG_DAM 0 6 0 0 0 0 0 0 0 0
  853. SETUP_ZONE_CAR_INFO BIG_DAM 1 8 0 0 0 0 0 0 0 20 300 300 0 300 0 0
  854. SETUP_ZONE_CAR_INFO BIG_DAM 0 6 0 0 0 0 0 0 0 10 300 300 0 300 0 0
  855. SET_ZONE_GROUP BIG_DAM 1 11 // Cochrane Dam
  856. SET_ZONE_GROUP BIG_DAM 0 12 // Cochrane Dam
  857. SETUP_ZONE_PED_INFO SUB_ZO2 1 20 0 0 0 0 0 0 0 20
  858. SETUP_ZONE_PED_INFO SUB_ZO2 0 10 0 0 0 0 0 0 0 10
  859. SETUP_ZONE_CAR_INFO SUB_ZO2 1 15 0 0 0 0 0 0 0 20 0 500 450 0 0 0
  860. SETUP_ZONE_CAR_INFO SUB_ZO2 0 13 0 0 0 0 0 0 0 10 0 500 450 0 0 0
  861. SET_ZONE_GROUP SUB_ZO2 1 0 // Shoreside Vale
  862. SET_ZONE_GROUP SUB_ZO2 0 0 // Shoreside Vale
  863. SETUP_ZONE_PED_INFO SUB_ZO3 1 20 0 0 0 0 0 0 0 20
  864. SETUP_ZONE_PED_INFO SUB_ZO3 0 10 0 0 0 0 0 0 0 10
  865. SETUP_ZONE_CAR_INFO SUB_ZO3 1 15 0 0 0 0 0 0 0 20 0 500 450 0 0 0
  866. SETUP_ZONE_CAR_INFO SUB_ZO3 0 13 0 0 0 0 0 0 0 10 0 500 450 0 0 0
  867. SET_ZONE_GROUP SUB_ZO3 1 0 // Shoreside Vale
  868. SET_ZONE_GROUP SUB_ZO3 0 0 // Shoreside Vale
  869. SETUP_ZONE_PED_INFO WEE_DAM 1 8 0 0 0 0 0 100 0 0
  870. SETUP_ZONE_PED_INFO WEE_DAM 0 5 0 0 0 0 0 100 0 0
  871. SETUP_ZONE_CAR_INFO WEE_DAM 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
  872. SETUP_ZONE_CAR_INFO WEE_DAM 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
  873. SET_ZONE_GROUP WEE_DAM 1 7
  874. SET_ZONE_GROUP WEE_DAM 0 8
  875. SWITCH_ROADS_OFF -1052.625 -78.0 50.0 -988.0 -67.125 30.0
  876. SWITCH_PED_ROADS_OFF -1052.625 -78.0 50.0 -988.0 -67.125 30.0
  877. SWITCH_ROADS_OFF -952.5 361.375 10.0 -939.25 374.0 30.0
  878. SWITCH_ROADS_OFF -241.6875 251.75 0.0 -256.1875 241.375 20.0
  879. SWITCH_ROADS_OFF -1367.75 -731.4375 20.0 -743.1875 -410.1875 5.0
  880. SWITCH_ROADS_OFF -1591.375 -931.5 10.0 -1572.875 -914.5625 25.0
  881. SWITCH_PED_ROADS_OFF -1310.75 -568.75 5.0 -1224.875 -483.4375 20.0
  882. SWITCH_ROADS_OFF 496.6875 75.5 -30.0 484.0 44.1875 0.0
  883. MARK_ROADS_BETWEEN_LEVELS 496.6875 75.5 -30.0 484.0 44.1875 0.0
  884. SWITCH_ROADS_OFF -287.75 396.5 70.0 -269.0 418.0 100.0
  885. SWITCH_ROADS_OFF -877.0625 545.875 60.0 -901.25 575.0 100.0
  886. SWITCH_ROADS_OFF -690.375 101.1875 10.0 -704.375 78.875 30.0
  887. SWITCH_ROADS_OFF -1194.063 98.5625 50.0 -1234.0 119.1875 80.0
  888. GOSUB_FILE car_generators car_gen.sc
  889. CREATE_CAR_GENERATOR 930.875 -267.625 -100.0 340.0 BFINJECT -1 -1 0 100 0 0 10000 joeys_buggy
  890. SWITCH_CAR_GENERATOR joeys_buggy 0
  891. CREATE_CAR_GENERATOR 933.6875 -65.5625 -100.0 0.0 BORGNINE -1 -1 0 50 0 0 10000 swank_taxi
  892. SWITCH_CAR_GENERATOR swank_taxi 0
  893. GOSUB_FILE main_pickups pickups.sc
  894. CREATE_PICKUP COLT45 6 1068.5 -400.75 15.1875 var_98
  895. CREATE_PICKUP UZI 6 1070.5 -400.75 15.1875 SHOP_UZI
  896. CREATE_PICKUP AK47 1 342.5 -713.0 26.375 var_105
  897. CREATE_PICKUP SNIPER 1 342.5 -716.0 26.375 var_104
  898. CREATE_PICKUP GRENADE 1 344.5 -719.0 26.375 var_102
  899. CREATE_PICKUP UZI 1 346.5 -719.0 26.375 var_103
  900. CREATE_PICKUP BODYARMOUR 1 342.5 -719.0 26.375 var_106
  901. CREATE_PICKUP FLAME 1 -1206.563 -6.5625 53.25 var_109
  902. CREATE_PICKUP MOLOTOV 1 -1210.563 -6.5625 53.25 var_110
  903. SET_COLLECTABLE1_TOTAL 0 //100
  904. CREATE_COLLECTABLE1 1105.25 -1020.0 25.0625
  905. CREATE_COLLECTABLE1 877.5625 -788.0 27.5625
  906. CREATE_COLLECTABLE1 1254.0 -611.1875 22.75
  907. CREATE_COLLECTABLE1 1045.75 -967.0625 16.0
  908. CREATE_COLLECTABLE1 942.0625 -793.375 14.875
  909. CREATE_COLLECTABLE1 934.0 -718.875 14.75
  910. CREATE_COLLECTABLE1 898.0625 -414.6875 26.5
  911. CREATE_COLLECTABLE1 846.875 -442.5 23.1875
  912. CREATE_COLLECTABLE1 927.0625 -404.375 29.0625
  913. CREATE_COLLECTABLE1 864.25 -171.5 3.5
  914. CREATE_COLLECTABLE1 1538.25 -174.375 19.1875
  915. CREATE_COLLECTABLE1 1213.063 -127.0625 15.0625
  916. CREATE_COLLECTABLE1 753.5625 137.0 3.5
  917. CREATE_COLLECTABLE1 1162.0 -101.75 12.0
  918. CREATE_COLLECTABLE1 1155.563 -191.5 14.375
  919. CREATE_COLLECTABLE1 1285.5 -247.5 42.375
  920. CREATE_COLLECTABLE1 1007.188 -219.5625 6.6875
  921. CREATE_COLLECTABLE1 1138.188 -250.0 24.25
  922. CREATE_COLLECTABLE1 1023.563 -423.6875 14.875
  923. CREATE_COLLECTABLE1 1237.5 -854.0625 20.5625
  924. CREATE_COLLECTABLE1 1478.25 -1150.688 12.0
  925. CREATE_COLLECTABLE1 1018.875 -56.75 21.0
  926. CREATE_COLLECTABLE1 1465.688 -166.5 55.5
  927. CREATE_COLLECTABLE1 1120.188 -926.1875 16.0
  928. CREATE_COLLECTABLE1 1206.5 -821.5 15.0
  929. CREATE_COLLECTABLE1 940.1875 -199.875 5.0
  930. CREATE_COLLECTABLE1 979.25 -1143.063 13.0625
  931. CREATE_COLLECTABLE1 1195.5 -908.75 14.875
  932. CREATE_COLLECTABLE1 1470.375 -811.375 22.375
  933. CREATE_COLLECTABLE1 1320.5 -365.5 15.1875
  934. CREATE_COLLECTABLE1 932.5625 -477.25 -10.75
  935. CREATE_COLLECTABLE1 1305.875 -380.875 39.5
  936. CREATE_COLLECTABLE1 938.1875 -1258.25 3.5
  937. CREATE_COLLECTABLE1 36.75 -530.1875 26.0
  938. CREATE_COLLECTABLE1 414.375 -279.25 23.5625
  939. CREATE_COLLECTABLE1 203.5 -1252.563 59.25
  940. CREATE_COLLECTABLE1 77.6875 -352.25 16.0625
  941. CREATE_COLLECTABLE1 120.875 243.6875 11.375
  942. CREATE_COLLECTABLE1 49.375 36.25 16.6875
  943. CREATE_COLLECTABLE1 68.0625 -773.25 22.75
  944. CREATE_COLLECTABLE1 -4.0 -1129.063 26.0
  945. CREATE_COLLECTABLE1 -134.6875 -1386.875 26.1875
  946. CREATE_COLLECTABLE1 -23.5 -1472.375 19.6875
  947. CREATE_COLLECTABLE1 112.0625 -1227.563 26.0
  948. CREATE_COLLECTABLE1 218.25 -1237.75 20.375
  949. CREATE_COLLECTABLE1 308.0 -1533.375 23.5625
  950. CREATE_COLLECTABLE1 468.5625 -1457.188 44.25
  951. CREATE_COLLECTABLE1 355.0625 -1085.688 25.875
  952. CREATE_COLLECTABLE1 312.375 -483.75 29.0
  953. CREATE_COLLECTABLE1 322.25 -447.0625 23.375
  954. CREATE_COLLECTABLE1 586.6875 -795.0 1.5625
  955. CREATE_COLLECTABLE1 504.25 -1027.75 1.6875
  956. CREATE_COLLECTABLE1 174.0625 -1259.5 32.0625
  957. CREATE_COLLECTABLE1 248.75 -958.25 26.0
  958. CREATE_COLLECTABLE1 54.75 -566.5 26.0625
  959. CREATE_COLLECTABLE1 -77.0 -1490.063 26.0
  960. CREATE_COLLECTABLE1 556.0 -231.375 22.75
  961. CREATE_COLLECTABLE1 -38.1875 -1434.25 31.75
  962. CREATE_COLLECTABLE1 194.75 -0.5 19.75
  963. CREATE_COLLECTABLE1 223.0625 -272.1875 16.0625
  964. CREATE_COLLECTABLE1 -18.0625 -222.25 29.75
  965. CREATE_COLLECTABLE1 -69.25 -469.1875 16.0625
  966. CREATE_COLLECTABLE1 -270.6875 -631.5625 72.25
  967. CREATE_COLLECTABLE1 -59.1875 -579.75 15.875
  968. CREATE_COLLECTABLE1 392.75 -1135.563 15.875
  969. CREATE_COLLECTABLE1 145.0 -1584.0 30.6875
  970. CREATE_COLLECTABLE1 428.0625 -340.375 16.1875
  971. CREATE_COLLECTABLE1 351.0625 -980.5 33.0625
  972. CREATE_COLLECTABLE1 -221.75 -1487.563 5.75
  973. CREATE_COLLECTABLE1 -1193.063 -75.75 47.375
  974. CREATE_COLLECTABLE1 -1090.5 131.6875 58.6875
  975. CREATE_COLLECTABLE1 -1015.5 -13.0 49.0625
  976. CREATE_COLLECTABLE1 -821.75 -184.875 33.75
  977. CREATE_COLLECTABLE1 -849.0625 -209.375 41.75
  978. CREATE_COLLECTABLE1 -736.375 304.6875 54.0625
  979. CREATE_COLLECTABLE1 -678.0625 308.5625 59.75
  980. CREATE_COLLECTABLE1 -609.1875 286.6875 65.0625
  981. CREATE_COLLECTABLE1 -329.5625 320.0625 60.6875
  982. CREATE_COLLECTABLE1 -1221.063 562.75 68.5625
  983. CREATE_COLLECTABLE1 -1131.875 605.375 68.5625
  984. CREATE_COLLECTABLE1 -1098.375 471.25 35.5
  985. CREATE_COLLECTABLE1 -1208.063 325.1875 3.375
  986. CREATE_COLLECTABLE1 -1216.188 347.875 30.375
  987. CREATE_COLLECTABLE1 -1211.875 -166.875 58.6875
  988. CREATE_COLLECTABLE1 -1195.188 -7.6875 59.75
  989. CREATE_COLLECTABLE1 -206.875 328.75 3.375
  990. CREATE_COLLECTABLE1 -753.1875 142.0 10.0625
  991. CREATE_COLLECTABLE1 -697.875 -182.0625 9.1875
  992. CREATE_COLLECTABLE1 -748.375 -807.0 -13.5625
  993. CREATE_COLLECTABLE1 -489.875 -44.875 3.75
  994. CREATE_COLLECTABLE1 -632.875 67.5625 18.75
  995. CREATE_COLLECTABLE1 -546.75 10.6875 3.875
  996. CREATE_COLLECTABLE1 -1032.563 -573.375 10.875
  997. CREATE_COLLECTABLE1 -542.0 -1046.563 3.375
  998. CREATE_COLLECTABLE1 -1556.375 -905.75 14.5
  999. CREATE_COLLECTABLE1 -1327.0 -624.6875 11.0625
  1000. CREATE_COLLECTABLE1 -737.375 -745.375 9.6875
  1001. CREATE_COLLECTABLE1 -1278.688 -776.0 11.0625
  1002. CREATE_COLLECTABLE1 -1494.688 -1097.25 3.375
  1003. CREATE_COLLECTABLE1 -837.75 -469.1875 10.75
  1004. ADD_CONTINUOUS_SOUND 850.75 -663.6875 15.0 41 var_111
  1005. ADD_CONTINUOUS_SOUND 913.5625 -805.5 15.0 42 var_112
  1006. ADD_CONTINUOUS_SOUND 970.0 -674.75 15.0 53 var_113
  1007. ADD_CONTINUOUS_SOUND 975.0625 -724.0 15.0 53 var_114
  1008. ADD_CONTINUOUS_SOUND 1220.0 -310.0 32.0 44 var_115
  1009. ADD_CONTINUOUS_SOUND 1318.375 -463.5625 57.0 48 var_116
  1010. ADD_CONTINUOUS_SOUND 1579.75 -655.1875 13.0 57 var_123
  1011. ADD_CONTINUOUS_SOUND 1504.75 -873.1875 19.0 57 var_124
  1012. ADD_CONTINUOUS_SOUND 962.25 -259.6875 10.0 59 var_125
  1013. ADD_CONTINUOUS_SOUND 952.5 -148.1875 8.0 7 var_126
  1014. ADD_CONTINUOUS_SOUND 861.5 -247.1875 8.0 5 var_127
  1015. ADD_CONTINUOUS_SOUND 1469.0 -181.0 56.0 60 var_128
  1016. ADD_CONTINUOUS_SOUND 1120.688 -1023.25 23.0 37 var_129
  1017. ADD_CONTINUOUS_SOUND -744.6875 -604.0625 10.0 51 var_130
  1018. var_184 = 0
  1019. CREATE_PLAYER 0 811.875 -939.9375 35.75 player
  1020. SET_PLAYER_HEADING player 180.0
  1021. GET_PLAYER_CHAR player script_controlled_player
  1022. SET_GANG_CAR_MODEL 0 MAFIA
  1023. SET_GANG_CAR_MODEL 1 BELLYUP
  1024. SET_GANG_CAR_MODEL 2 DIABLOS
  1025. SET_GANG_WEAPONS 0 2 2
  1026. SET_GANG_WEAPONS 1 2 1
  1027. SET_GANG_WEAPONS 2 1 0
  1028. SET_THREAT_FOR_PED_TYPE 12 1
  1029. SET_GANG_CAR_MODEL 3 YAKUZA
  1030. SET_GANG_CAR_MODEL 5 COLUMB
  1031. SET_GANG_CAR_MODEL 4 YARDIE
  1032. SET_GANG_WEAPONS 3 2 3
  1033. SET_GANG_WEAPONS 5 2 3
  1034. SET_GANG_WEAPONS 4 1 2
  1035. SET_GANG_CAR_MODEL 6 HOODS
  1036. SET_GANG_WEAPONS 6 3 2
  1037. flag_player_on_mission = 0
  1038. flag_industrial_passed = 0
  1039. flag_commercial_passed = 0
  1040. flag_suburban_passed = 0
  1041. var_228 = 0
  1042. var_229 = 0
  1043. var_230 = 0
  1044. flag_player_on_eightball_mission = 0
  1045. flag_player_on_luigi_mission = 0
  1046. flag_player_on_joey_mission = 0
  1047. flag_player_on_toni_mission = 0
  1048. flag_player_on_frankie_mission = 0
  1049. flag_player_on_diablo_mission = 0
  1050. flag_player_on_asuka_mission = 0
  1051. flag_player_on_kenji_mission = 0
  1052. flag_player_on_love_mission = 0
  1053. flag_player_on_yardie_mission = 0
  1054. flag_player_on_ray_mission = 0
  1055. flag_player_on_asuka_suburban_mission = 0
  1056. flag_player_on_hood_mission = 0
  1057. flag_player_on_meat_mission = 0
  1058. DECLARE_MISSION_FLAG flag_player_on_mission
  1059. DECLARE_MISSION_FLAG_FOR_CONTACT 12 flag_player_on_eightball_mission
  1060. DECLARE_MISSION_FLAG_FOR_CONTACT 0 flag_player_on_luigi_mission
  1061. DECLARE_MISSION_FLAG_FOR_CONTACT 1 flag_player_on_joey_mission
  1062. DECLARE_MISSION_FLAG_FOR_CONTACT 2 flag_player_on_toni_mission
  1063. DECLARE_MISSION_FLAG_FOR_CONTACT 3 flag_player_on_frankie_mission
  1064. DECLARE_MISSION_FLAG_FOR_CONTACT 13 flag_player_on_diablo_mission
  1065. DECLARE_MISSION_FLAG_FOR_CONTACT 4 flag_player_on_asuka_mission
  1066. DECLARE_MISSION_FLAG_FOR_CONTACT 5 flag_player_on_kenji_mission
  1067. DECLARE_MISSION_FLAG_FOR_CONTACT 7 flag_player_on_love_mission
  1068. DECLARE_MISSION_FLAG_FOR_CONTACT 14 flag_player_on_yardie_mission
  1069. DECLARE_MISSION_FLAG_FOR_CONTACT 6 flag_player_on_ray_mission
  1070. DECLARE_MISSION_FLAG_FOR_CONTACT 10 flag_player_on_asuka_suburban_mission
  1071. DECLARE_MISSION_FLAG_FOR_CONTACT 15 flag_player_on_hood_mission
  1072. DECLARE_BASE_BRIEF_ID_FOR_CONTACT 12 1000
  1073. DECLARE_BASE_BRIEF_ID_FOR_CONTACT 0 1000
  1074. DECLARE_BASE_BRIEF_ID_FOR_CONTACT 1 1000
  1075. DECLARE_BASE_BRIEF_ID_FOR_CONTACT 2 1000
  1076. DECLARE_BASE_BRIEF_ID_FOR_CONTACT 3 1000
  1077. DECLARE_BASE_BRIEF_ID_FOR_CONTACT 13 1000
  1078. DECLARE_BASE_BRIEF_ID_FOR_CONTACT 4 1000
  1079. DECLARE_BASE_BRIEF_ID_FOR_CONTACT 5 1000
  1080. DECLARE_BASE_BRIEF_ID_FOR_CONTACT 7 1000
  1081. DECLARE_BASE_BRIEF_ID_FOR_CONTACT 14 1000
  1082. DECLARE_BASE_BRIEF_ID_FOR_CONTACT 6 1000
  1083. DECLARE_BASE_BRIEF_ID_FOR_CONTACT 10 1000
  1084. DECLARE_BASE_BRIEF_ID_FOR_CONTACT 9 1000
  1085. DECLARE_BASE_BRIEF_ID_FOR_CONTACT 15 1000
  1086. SET_DEATHARREST_STATE 1
  1087. flag_eightball_mission_passed = 0
  1088. flag_eightball_mission_launched = 0
  1089. var_247 = 0
  1090. flag_luigi_mission1_passed = 0
  1091. flag_luigi_mission2_passed = 0
  1092. flag_luigi_mission3_passed = 0
  1093. flag_luigi_mission4_passed = 0
  1094. flag_luigi_mission5_passed = 0
  1095. flag_all_luigi_missions_passed = 0
  1096. flag_joey_mission1_passed = 0
  1097. flag_joey_mission2_passed = 0
  1098. flag_joey_mission3_passed = 0
  1099. flag_joey_mission4_passed = 0
  1100. flag_joey_mission5_passed = 0
  1101. flag_joey_mission6_passed = 0
  1102. var_260 = 0
  1103. flag_toni_mission1_passed = 0
  1104. flag_toni_mission2_passed = 0
  1105. flag_toni_mission3_passed = 0
  1106. flag_toni_mission4_passed = 0
  1107. flag_toni_mission5_passed = 0
  1108. var_266 = 0
  1109. var_274 = 0
  1110. flag_frankie_mission1_passed = 0
  1111. flag_frankie_mission2_passed = 0
  1112. flag_frankie_mission2.1_passed = 0
  1113. flag_frankie_mission3_passed = 0
  1114. flag_frankie_mission4_passed = 0
  1115. flag_frankie_switched_off = 0
  1116. var_273 = 0
  1117. flag_player_had_cut1_fm3 = 0
  1118. var_276 = 0
  1119. var_277 = 0
  1120. flag_diablo_mission1_passed = 0
  1121. flag_diablo_mission2_passed = 0
  1122. flag_diablo_mission3_passed = 0
  1123. flag_diablo_mission4_passed = 0
  1124. var_282 = 0
  1125. var_283 = 0
  1126. var_285 = 0
  1127. var_286 = 0
  1128. var_287 = 0
  1129. var_288 = 0
  1130. flag_meat_mission1_passed = 0
  1131. flag_meat_mission2_passed = 0
  1132. flag_meat_mission3_passed = 0
  1133. flag_meat_mission4_passed = 0
  1134. var_293 = 0
  1135. var_294 = 0
  1136. var_295 = 0
  1137. var_296 = 0
  1138. var_297 = 0
  1139. flag_diablo1_passed_before = 0
  1140. var_299 = 0
  1141. GRAB_PHONE 937.875 -230.0625 var_298
  1142. GRAB_PHONE 1224.438 -839.75 var_301
  1143. var_303 = 0
  1144. GRAB_PHONE 120.0 -272.0 var_302
  1145. GRAB_PHONE 229.0625 -1537.563 Ray_phone1
  1146. GRAB_PHONE -53.5 -699.0 Ray_phone2
  1147. GRAB_PHONE 204.6875 -135.0625 Ray_phone3
  1148. GRAB_PHONE 60.1875 -964.75 Ray_phone4
  1149. var_310 = 0
  1150. var_311 = 0
  1151. var_312 = 0
  1152. var_313 = 0
  1153. var_314 = 0
  1154. var_315 = 0
  1155. GRAB_PHONE -443.5 -6.5625 var_309
  1156. flag_asuka_mission1_passed = 0
  1157. flag_asuka_mission2_passed = 0
  1158. flag_asuka_mission3_passed = 0
  1159. flag_asuka_mission4_passed = 0
  1160. flag_asuka_mission5_passed = 0
  1161. var_321 = 0
  1162. flag_ray_mission1_passed = 0
  1163. flag_ray_mission2_passed = 0
  1164. flag_ray_mission3_passed = 0
  1165. flag_ray_mission4_passed = 0
  1166. flag_ray_mission5_passed = 0
  1167. flag_ray_mission6_passed = 0
  1168. var_328 = 0
  1169. flag_kenji_mission1_passed = 0
  1170. flag_kenji_mission2_passed = 0
  1171. flag_kenji_mission3_passed = 0
  1172. flag_kenji_mission4_passed = 0
  1173. flag_kenji_mission5_passed = 0
  1174. var_334 = 0
  1175. var_338 = 0
  1176. flag_love_mission1_passed = 0
  1177. flag_love_mission2_passed = 0
  1178. flag_love_mission3_passed = 0
  1179. flag_yardie_mission1_passed = 0
  1180. flag_yardie_mission2_passed = 0
  1181. flag_yardie_mission3_passed = 0
  1182. flag_yardie_mission4_passed = 0
  1183. var_343 = 0
  1184. var_344 = 0
  1185. var_345 = 0
  1186. var_346 = 0
  1187. var_347 = 0
  1188. var_348 = 0
  1189. flag_love_mission4_passed = 0
  1190. flag_love_mission5_passed = 0
  1191. flag_love_mission6_passed = 0
  1192. flag_love_mission7_passed = 0
  1193. var_353 = 0
  1194. flag_asuka_suburban_mission1_passed = 0
  1195. flag_asuka_suburban_mission2_passed = 0
  1196. flag_asuka_suburban_mission3_passed = 0
  1197. var_357 = 0
  1198. var_358 = 0
  1199. flag_done_drive_by_help = 0
  1200. flag_hood_mission1_passed = 0
  1201. flag_hood_mission2_passed = 0
  1202. flag_hood_mission3_passed = 0
  1203. flag_hood_mission4_passed = 0
  1204. flag_hood_mission5_passed = 0
  1205. var_364 = 0
  1206. var_365 = 0
  1207. flag_player_on_cat_mission = 0
  1208. flag_cat_mission1_passed = 0
  1209. var_369 = 0
  1210. got_siren_help_before = 0
  1211. var_376 = 0
  1212. flag_intro1_before = 0
  1213. flag_intro2_before = 0
  1214. flag_intro3_before = 0
  1215. flag_intro_mayhem_before = 0
  1216. flag_4x4_mission1_passed = 0
  1217. flag_4x4_mission2_passed = 0
  1218. flag_4x4_mission3_passed = 0
  1219. flag_mayhem_mission1_passed = 0
  1220. flag_4x4one_trigger = 0
  1221. flag_4x4two_trigger = 0
  1222. flag_4x4three_trigger = 0
  1223. flag_mayhem_trigger = 0
  1224. flag_taxi1_mission_launched = 0
  1225. var_396 = 0
  1226. been_in_taxi1_before = 0
  1227. taxi_passed = 0
  1228. done_taxi_help = 0
  1229. new_taxi_created_before = 0
  1230. flag_just_done_rc_mission = 0
  1231. rec_rc1 = 0
  1232. rec_rc2 = 0
  1233. rec_rc3 = 0
  1234. rec_rc4 = 0
  1235. var_406 = 0
  1236. var_407 = 0
  1237. flag_rc1_passed = 0
  1238. flag_rc2_passed = 0
  1239. flag_rc3_passed = 0
  1240. flag_rc4_passed = 0
  1241. ammu2_blip_added = 0
  1242. flag_bridge_created_8ball = 0
  1243. flag_done_radio_8ball = 0
  1244. timer_help_message_displayed = 0
  1245. flag_joey_mission5_terminated = 0
  1246. flag_joey_mission6_terminated = 0
  1247. flag_luigi_mission4_terminated = 0
  1248. flag_luigi_mission5_terminated = 0
  1249. var_419 = 0
  1250. var_413 = 0
  1251. var_414 = 0
  1252. nicked_half_a_mil_before = 0
  1253. var_423 = 0
  1254. breakout_timer = 0
  1255. breakout_timer_start = 0
  1256. breakout_diff = 0
  1257. maria_exists = 0
  1258. door_crash_flag = 0
  1259. door_position_a1 = 0.0
  1260. barriers_been_added = 0
  1261. START_NEW_SCRIPT Noname_4
  1262. START_NEW_SCRIPT Noname_5
  1263. START_NEW_SCRIPT Noname_6
  1264. START_NEW_SCRIPT Noname_7
  1265. START_NEW_SCRIPT Noname_11
  1266. START_NEW_SCRIPT Noname_9
  1267. START_NEW_SCRIPT Noname_8
  1268. START_NEW_SCRIPT Noname_10
  1269. START_NEW_SCRIPT Noname_3
  1270. LAUNCH_MISSION hj.sc
  1271. LAUNCH_MISSION usj.sc
  1272. LAUNCH_MISSION genstuf.sc
  1273. LAUNCH_MISSION rampage.sc
  1274. LAUNCH_MISSION import.sc
  1275. LAUNCH_MISSION camera.sc
  1276. LAUNCH_MISSION gates.sc
  1277. WAIT 0
  1278. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 892.75 -425.75 13.875 13 luigi_contact_blip
  1279. REMOVE_BLIP luigi_contact_blip
  1280. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 1191.688 -870.0 -100.0 10 joey_contact_blip
  1281. REMOVE_BLIP joey_contact_blip
  1282. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 1219.563 -321.0 -100.0 19 toni_contact_blip
  1283. REMOVE_BLIP toni_contact_blip
  1284. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 1455.688 -187.25 -100.0 16 frankie_contact_blip
  1285. REMOVE_BLIP frankie_contact_blip
  1286. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 1272.188 -92.875 -100.0 7 eightball_contact_blip
  1287. REMOVE_BLIP eightball_contact_blip
  1288. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 938.375 -230.5 -100.0 8 diablo_contact_blip
  1289. REMOVE_BLIP diablo_contact_blip
  1290. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 523.5625 -639.375 16.5625 1 asuka_contact_blip
  1291. REMOVE_BLIP asuka_contact_blip
  1292. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 459.0625 -1413.0 26.0625 11 kenji_contact_blip
  1293. REMOVE_BLIP kenji_contact_blip
  1294. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 38.75 -725.375 -100.0 15 ray_contact_blip
  1295. REMOVE_BLIP ray_contact_blip
  1296. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 86.0625 -1548.688 28.25 6 love_contact_blip
  1297. REMOVE_BLIP love_contact_blip
  1298. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 120.6875 -272.0625 16.0625 12 yardie_contact_blip
  1299. REMOVE_BLIP yardie_contact_blip
  1300. ADD_SPRITE_BLIP_FOR_CONTACT_POINT -363.6875 246.0625 60.0 3 maria_contact_blip
  1301. REMOVE_BLIP maria_contact_blip
  1302. ADD_SPRITE_BLIP_FOR_CONTACT_POINT -443.5 -6.0625 3.75 9 hood_contact_blip
  1303. REMOVE_BLIP hood_contact_blip
  1304. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 893.5 -306.0625 -100.0 17 var_225
  1305. REMOVE_BLIP var_225
  1306. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 103.0 -484.1875 -100.0 17 var_226
  1307. REMOVE_BLIP var_226
  1308. ADD_SPRITE_BLIP_FOR_CONTACT_POINT -665.0 -6.5 -100.0 17 var_227
  1309. REMOVE_BLIP var_227
  1310. ADD_SPRITE_BLIP_FOR_COORD 925.0 -359.5 -100.0 18 spray_taxi
  1311. REMOVE_BLIP spray_taxi
  1312. MAKE_OBJECT_TARGETTABLE var_31
  1313. MAKE_OBJECT_TARGETTABLE var_32
  1314. MAKE_OBJECT_TARGETTABLE var_33
  1315. SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1027.25 -933.75 15.0 50.0 INDHELIX_BARRIER 0
  1316. SWAP_NEAREST_BUILDING_MODEL 1027.25 -933.75 15.0 50.0 INDHELIX_BARRIER LOD_LAND014
  1317. IF IS_PLAYER_PLAYING player
  1318. SET_PLAYER_CONTROL player 0
  1319. ENDIF
  1320. SET_FADING_COLOUR 0 0 0
  1321. DO_FADE 0 0
  1322. LOAD_AND_LAUNCH_MISSION intro.sc // (0) Intro Movie
  1323. START_NEW_SCRIPT I_SAVE
  1324. START_NEW_SCRIPT C_SAVE
  1325. START_NEW_SCRIPT S_SAVE
  1326. START_NEW_SCRIPT I_RSTRT
  1327. START_NEW_SCRIPT C_RSTRT
  1328. START_NEW_SCRIPT S_RSTRT
  1329. START_NEW_SCRIPT Noname_1
  1330. START_NEW_SCRIPT Noname_2
  1331. IF IS_PLAYER_PLAYING player
  1332. SET_PLAYER_CONTROL player 1
  1333. ENDIF
  1334.  
  1335. MainLoop:
  1336. WAIT 1000
  1337. IF IS_PLAYER_PLAYING player
  1338. IF IS_COLLISION_IN_MEMORY 1
  1339. IF flag_player_on_mission = 0
  1340. AND heal_info_trip = 0
  1341. AND flag_health_info = 0
  1342. CREATE_PICKUP INFO 3 1144.188 -596.875 14.875 heal_info
  1343. heal_info_trip = 1
  1344. ENDIF
  1345. IF flag_player_on_mission = 1
  1346. AND heal_info_trip = 1
  1347. REMOVE_PICKUP heal_info
  1348. heal_info_trip = 0
  1349. ENDIF
  1350. IF flag_player_on_mission = 0
  1351. AND wanted_info_trip = 0
  1352. AND flag_wanted_info = 0
  1353. CREATE_PICKUP INFO 3 1143.875 -675.1875 15.0 wanted_info
  1354. wanted_info_trip = 1
  1355. ENDIF
  1356. IF flag_player_on_mission = 1
  1357. AND wanted_info_trip = 1
  1358. REMOVE_PICKUP wanted_info
  1359. wanted_info_trip = 0
  1360. ENDIF
  1361. ENDIF
  1362. ENDIF
  1363. GOTO MainLoop
  1364.  
  1365. Noname_1:
  1366. {
  1367. WAIT 0
  1368. IF IS_PLAYER_PLAYING player
  1369. IF IS_PLAYER_IN_ZONE player S_VIEW // Portland View
  1370. AND flag_player_on_mission = 0
  1371. AND heal_info_trip = 1
  1372. IF HAS_PICKUP_BEEN_COLLECTED heal_info
  1373. SET_PLAYER_CONTROL player 0
  1374. WHILE GET_FADING_STATUS
  1375. WAIT 0
  1376. ENDWHILE
  1377. LOAD_AND_LAUNCH_MISSION health.sc // (1) Hospital Info Scene
  1378. TERMINATE_THIS_SCRIPT
  1379. ENDIF
  1380. ENDIF
  1381. ENDIF
  1382. GOTO Noname_1
  1383. }
  1384.  
  1385. Noname_2:
  1386. {
  1387. WAIT 0
  1388. IF IS_PLAYER_PLAYING player
  1389. IF IS_PLAYER_IN_ZONE player S_VIEW // Portland View
  1390. AND flag_player_on_mission = 0
  1391. AND wanted_info_trip = 1
  1392. IF HAS_PICKUP_BEEN_COLLECTED wanted_info
  1393. SET_PLAYER_CONTROL player 0
  1394. WHILE GET_FADING_STATUS
  1395. WAIT 0
  1396. ENDWHILE
  1397. LOAD_AND_LAUNCH_MISSION wanted.sc // (2) Police Station Info Scene
  1398. TERMINATE_THIS_SCRIPT
  1399. ENDIF
  1400. ENDIF
  1401. ENDIF
  1402. GOTO Noname_2
  1403. }
  1404.  
  1405. Noname_3:
  1406. {
  1407. WAIT 0
  1408. IF IS_PLAYER_PLAYING player
  1409. AND flag_just_done_rc_mission = 0
  1410. IF IS_PLAYER_IN_MODEL player TOYZ
  1411. IF flag_player_on_mission = 0
  1412. IF LOCATE_PLAYER_ANY_MEANS_3D player 1014.0 -120.0 5.0 5.0 5.0 5.0 0
  1413. PRINT_BIG RC1 15000 2 // 'DIABLO DESTRUCTION'
  1414. WAIT 0
  1415. LOAD_AND_LAUNCH_MISSION rc1.sc // (3) RC Diablo Destruction
  1416. ENDIF
  1417. IF IS_PLAYER_PLAYING player
  1418. IF LOCATE_PLAYER_ANY_MEANS_3D player 1158.0 -309.0 23.0 5.0 5.0 5.0 0
  1419. PRINT_BIG RC2 15000 2 // 'MAFIA MASSACRE'
  1420. WAIT 0
  1421. LOAD_AND_LAUNCH_MISSION rc2.sc // (4) RC Mafia Massacre
  1422. ENDIF
  1423. ENDIF
  1424. IF IS_PLAYER_PLAYING player
  1425. IF LOCATE_PLAYER_ANY_MEANS_3D player -636.0 65.0 19.0 5.0 5.0 5.0 0
  1426. PRINT_BIG RC4 15000 2 // 'RUMPO RAMPAGE'
  1427. WAIT 0
  1428. LOAD_AND_LAUNCH_MISSION rc3.sc // (5) RC Rumpo Rampage
  1429. ENDIF
  1430. ENDIF
  1431. IF IS_PLAYER_PLAYING player
  1432. IF LOCATE_PLAYER_ANY_MEANS_3D player 366.0 -1312.0 26.0 5.0 5.0 5.0 0
  1433. PRINT_BIG RC3 15000 2 // 'CASINO CALAMITY'
  1434. WAIT 0
  1435. LOAD_AND_LAUNCH_MISSION rc4.sc // (6) RC Casino Calamity
  1436. ENDIF
  1437. ENDIF
  1438. ENDIF
  1439. ENDIF
  1440. ENDIF
  1441. IF IS_PLAYER_PLAYING player
  1442. IF NOT IS_PLAYER_IN_MODEL player TOYZ
  1443. flag_just_done_rc_mission = 0
  1444. ENDIF
  1445. ENDIF
  1446. GOTO Noname_3
  1447. }
  1448.  
  1449. Noname_4:
  1450. {
  1451. WAIT var_5
  1452. IF flag_4x4_mission1_passed = 0
  1453. record_4x4_one = 300
  1454. ENDIF
  1455. IF IS_PLAYER_PLAYING player
  1456. IF flag_player_on_mission = 0
  1457. AND IS_PLAYER_IN_ZONE player S_VIEW // Portland View
  1458. IF IS_PLAYER_IN_MODEL player PATRIOT
  1459. AND NOT IS_PLAYER_IN_AREA_2D player 1294.0 -656.0 1316.0 -638.0 0
  1460. flag_4x4one_trigger = 1
  1461. ENDIF
  1462. IF IS_PLAYER_IN_MODEL player PATRIOT
  1463. AND flag_4x4one_trigger = 0
  1464. PRINT_BIG T4X4_1 15000 2 // 'PATRIOT PLAYGROUND'
  1465. WAIT 0
  1466. LOAD_AND_LAUNCH_MISSION 4x4_1.sc // (7) Patriot Playground
  1467. ENDIF
  1468. IF IS_PLAYER_PLAYING player
  1469. IF NOT IS_PLAYER_IN_ANY_CAR player
  1470. flag_4x4one_trigger = 0
  1471. ENDIF
  1472. ENDIF
  1473. ENDIF
  1474. ENDIF
  1475. GOTO Noname_4
  1476. }
  1477.  
  1478. Noname_5:
  1479. {
  1480. WAIT var_5
  1481. IF flag_4x4_mission2_passed = 0
  1482. record_4x4_two = 120
  1483. ENDIF
  1484. IF IS_PLAYER_PLAYING player
  1485. IF flag_player_on_mission = 0
  1486. AND IS_PLAYER_IN_ZONE player PARK // Belleville Park
  1487. IF IS_PLAYER_IN_MODEL player LANDSTAL
  1488. AND NOT IS_PLAYER_IN_AREA_2D player 58.0 -585.0 68.0 -595.0 0
  1489. flag_4x4two_trigger = 1
  1490. ENDIF
  1491. IF IS_PLAYER_IN_MODEL player LANDSTAL
  1492. AND flag_4x4two_trigger = 0
  1493. PRINT_BIG T4X4_2 15000 2 // 'A RIDE IN THE PARK'
  1494. WAIT 0
  1495. LOAD_AND_LAUNCH_MISSION 4x4_2.sc // (8) A Ride In The Park
  1496. ENDIF
  1497. IF IS_PLAYER_PLAYING player
  1498. IF NOT IS_PLAYER_IN_ANY_CAR player
  1499. flag_4x4two_trigger = 0
  1500. ENDIF
  1501. ENDIF
  1502. ENDIF
  1503. ENDIF
  1504. GOTO Noname_5
  1505. }
  1506.  
  1507. Noname_6:
  1508. {
  1509. WAIT var_5
  1510. IF flag_4x4_mission3_passed = 0
  1511. record_4x4_three = 300
  1512. ENDIF
  1513. IF IS_PLAYER_PLAYING player
  1514. IF flag_player_on_mission = 0
  1515. AND IS_PLAYER_IN_AREA_2D player -230.0 255.0 -210.0 275.0 0
  1516. IF IS_PLAYER_IN_MODEL player PATRIOT
  1517. AND NOT IS_PLAYER_IN_AREA_2D player -230.0 255.0 -210.0 275.0 0
  1518. flag_4x4three_trigger = 1
  1519. ENDIF
  1520. IF IS_PLAYER_IN_MODEL player PATRIOT
  1521. AND flag_4x4three_trigger = 0
  1522. PRINT_BIG T4X4_3 15000 2 // 'GRIPPED!'
  1523. WAIT 0
  1524. LOAD_AND_LAUNCH_MISSION 4x4_3.sc // (9) Gripped!
  1525. ENDIF
  1526. IF IS_PLAYER_PLAYING player
  1527. IF NOT IS_PLAYER_IN_ANY_CAR player
  1528. flag_4x4three_trigger = 0
  1529. ENDIF
  1530. ENDIF
  1531. ENDIF
  1532. ENDIF
  1533. GOTO Noname_6
  1534. }
  1535.  
  1536. Noname_7:
  1537. {
  1538. WAIT var_5
  1539. IF flag_mayhem_mission1_passed = 0
  1540. record_mayhem = 120
  1541. ENDIF
  1542. IF IS_PLAYER_PLAYING player
  1543. IF flag_player_on_mission = 0
  1544. AND IS_PLAYER_IN_ZONE player COM_EAS // Newport
  1545. IF IS_PLAYER_IN_MODEL player STALLION
  1546. AND NOT IS_PLAYER_IN_AREA_2D player 238.0 -612.0 267.0 -469.0 0
  1547. flag_mayhem_trigger = 1
  1548. ENDIF
  1549. IF IS_PLAYER_IN_MODEL player STALLION
  1550. AND flag_mayhem_trigger = 0
  1551. PRINT_BIG MM_1 15000 2 // 'MULTISTOREY MAYHEM'
  1552. WAIT 0
  1553. LOAD_AND_LAUNCH_MISSION mayhem1.sc // (10) Multistorey Mayhem
  1554. ENDIF
  1555. IF IS_PLAYER_PLAYING player
  1556. IF NOT IS_PLAYER_IN_ANY_CAR player
  1557. flag_mayhem_trigger = 0
  1558. ENDIF
  1559. ENDIF
  1560. ENDIF
  1561. ENDIF
  1562. GOTO Noname_7
  1563. }
  1564.  
  1565. Noname_8:
  1566. {
  1567. WAIT 0
  1568. IF IS_PLAYER_PLAYING player
  1569. IF IS_PLAYER_IN_MODEL player AMBULAN
  1570. IF flag_player_on_mission = 0
  1571. AND flag_player_on_ambulance_mission = 0
  1572. GET_CONTROLLER_MODE controlmode
  1573. IF var_370 = 0
  1574. IF NOT controlmode = 3
  1575. PRINT_HELP ATUTOR // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Paramedic missions on or off.
  1576. ELSE
  1577. PRINT_HELP ATUTOR3 // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Paramedic missions on or off.
  1578. ENDIF
  1579. var_370 = 1
  1580. ENDIF
  1581. IF NOT controlmode = 3
  1582. IF IS_BUTTON_PRESSED 0 19
  1583. WHILE IS_BUTTON_PRESSED 0 19
  1584. WAIT 0
  1585. IF NOT IS_PLAYER_PLAYING player
  1586. GOTO Noname_8
  1587. ENDIF
  1588. ENDWHILE
  1589. PRINT_BIG AMBUL_M 4000 5 // PARAMEDIC
  1590. WAIT 0
  1591. LOAD_AND_LAUNCH_MISSION ambulance.sc // (11) Paramedic
  1592. var_370 = 1
  1593. ENDIF
  1594. ELSE
  1595. IF IS_BUTTON_PRESSED 0 14
  1596. WHILE IS_BUTTON_PRESSED 0 14
  1597. WAIT 0
  1598. IF NOT IS_PLAYER_PLAYING player
  1599. GOTO Noname_8
  1600. ENDIF
  1601. ENDWHILE
  1602. PRINT_BIG AMBUL_M 4000 5 // PARAMEDIC
  1603. WAIT 0
  1604. LOAD_AND_LAUNCH_MISSION ambulance.sc // (11) Paramedic
  1605. var_370 = 1
  1606. ENDIF
  1607. ENDIF
  1608. ENDIF
  1609. ELSE
  1610. IF var_370 = 1
  1611. CLEAR_HELP
  1612. var_370 = 0
  1613. ENDIF
  1614. ENDIF
  1615. ENDIF
  1616. GOTO Noname_8
  1617. }
  1618.  
  1619. Noname_9:
  1620. {
  1621. WAIT 0
  1622. IF IS_PLAYER_PLAYING player
  1623. IF IS_PLAYER_IN_MODEL player FIRETRUK
  1624. IF flag_player_on_mission = 0
  1625. AND flag_player_on_fire_mission = 0
  1626. GET_CONTROLLER_MODE controlmode
  1627. IF var_372 = 0
  1628. IF NOT controlmode = 3
  1629. PRINT_HELP FTUTOR // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off.
  1630. ELSE
  1631. PRINT_HELP FTUTOR2 // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off.
  1632. ENDIF
  1633. var_372 = 1
  1634. ENDIF
  1635. IF NOT controlmode = 3
  1636. IF IS_BUTTON_PRESSED 0 19
  1637. WHILE IS_BUTTON_PRESSED 0 19
  1638. WAIT 0
  1639. IF NOT IS_PLAYER_PLAYING player
  1640. GOTO Noname_9
  1641. ENDIF
  1642. ENDWHILE
  1643. PRINT_BIG FIRE_M 4000 5 // FIREFIGHTER
  1644. WAIT 0
  1645. LOAD_AND_LAUNCH_MISSION firetruck.sc // (12) Firefighter
  1646. var_372 = 1
  1647. ENDIF
  1648. ELSE
  1649. IF IS_BUTTON_PRESSED 0 14
  1650. WHILE IS_BUTTON_PRESSED 0 14
  1651. WAIT 0
  1652. IF NOT IS_PLAYER_PLAYING player
  1653. GOTO Noname_9
  1654. ENDIF
  1655. ENDWHILE
  1656. PRINT_BIG FIRE_M 4000 5 // FIREFIGHTER
  1657. WAIT 0
  1658. LOAD_AND_LAUNCH_MISSION firetruck.sc // (12) Firefighter
  1659. var_372 = 1
  1660. ENDIF
  1661. ENDIF
  1662. ENDIF
  1663. ELSE
  1664. IF var_372 = 1
  1665. CLEAR_HELP
  1666. var_372 = 0
  1667. ENDIF
  1668. ENDIF
  1669. ENDIF
  1670. GOTO Noname_9
  1671. }
  1672.  
  1673. Noname_10:
  1674. {
  1675. WAIT 0
  1676. IF IS_PLAYER_PLAYING player
  1677. IF IS_PLAYER_IN_MODEL player POLICE
  1678. OR IS_PLAYER_IN_MODEL player ENFORCER
  1679. OR IS_PLAYER_IN_MODEL player RHINO
  1680. OR IS_PLAYER_IN_MODEL player FBICAR
  1681. IF flag_player_on_mission = 0
  1682. AND flag_player_on_cop_mission = 0
  1683. GET_CONTROLLER_MODE controlmode
  1684. IF var_374 = 0
  1685. IF NOT controlmode = 3
  1686. PRINT_HELP CTUTOR // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off.
  1687. ELSE
  1688. PRINT_HELP CTUTOR2 // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off.
  1689. ENDIF
  1690. var_374 = 1
  1691. ENDIF
  1692. IF NOT controlmode = 3
  1693. IF IS_BUTTON_PRESSED 0 19
  1694. WHILE IS_BUTTON_PRESSED 0 19
  1695. WAIT 0
  1696. IF NOT IS_PLAYER_PLAYING player
  1697. GOTO Noname_10
  1698. ENDIF
  1699. ENDWHILE
  1700. PRINT_BIG COP_M 4000 5 // VIGILANTE
  1701. WAIT 0
  1702. LOAD_AND_LAUNCH_MISSION copcar.sc // (13) Vigilante
  1703. var_374 = 1
  1704. ENDIF
  1705. ELSE
  1706. IF IS_BUTTON_PRESSED 0 14
  1707. WHILE IS_BUTTON_PRESSED 0 14
  1708. WAIT 0
  1709. IF NOT IS_PLAYER_PLAYING player
  1710. GOTO Noname_10
  1711. ENDIF
  1712. ENDWHILE
  1713. PRINT_BIG COP_M 4000 5 // VIGILANTE
  1714. WAIT 0
  1715. LOAD_AND_LAUNCH_MISSION copcar.sc // (13) Vigilante
  1716. var_374 = 1
  1717. ENDIF
  1718. ENDIF
  1719. ENDIF
  1720. ELSE
  1721. IF var_374 = 1
  1722. CLEAR_HELP
  1723. var_374 = 0
  1724. ENDIF
  1725. ENDIF
  1726. ENDIF
  1727. GOTO Noname_10
  1728. }
  1729.  
  1730. Noname_11:
  1731. {
  1732. WAIT 0
  1733. IF IS_PLAYER_PLAYING player
  1734. IF IS_PLAYER_IN_TAXI player
  1735. IF flag_player_on_mission = 0
  1736. AND flag_taxi1_mission_launched = 0
  1737. GET_CONTROLLER_MODE controlmode
  1738. IF var_396 = 0
  1739. IF NOT controlmode = 3
  1740. PRINT_HELP TTUTOR // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off.
  1741. ELSE
  1742. PRINT_HELP TTUTOR2 // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off.
  1743. ENDIF
  1744. var_396 = 1
  1745. ENDIF
  1746. IF NOT controlmode = 3
  1747. IF IS_BUTTON_PRESSED 0 19
  1748. WHILE IS_BUTTON_PRESSED 0 19
  1749. WAIT 0
  1750. IF NOT IS_PLAYER_PLAYING player
  1751. GOTO Noname_11
  1752. ENDIF
  1753. ENDWHILE
  1754. PRINT_BIG TAXI_M 4000 5 // 'TAXI DRIVER'
  1755. WAIT 0
  1756. LOAD_AND_LAUNCH_MISSION taxi1.sc // (14) Taxi Driver
  1757. flag_taxi1_mission_launched = 1
  1758. ENDIF
  1759. ELSE
  1760. IF IS_BUTTON_PRESSED 0 14
  1761. WHILE IS_BUTTON_PRESSED 0 14
  1762. WAIT 0
  1763. IF NOT IS_PLAYER_PLAYING player
  1764. GOTO Noname_11
  1765. ENDIF
  1766. ENDWHILE
  1767. PRINT_BIG TAXI_M 4000 5 // 'TAXI DRIVER'
  1768. WAIT 0
  1769. LOAD_AND_LAUNCH_MISSION taxi1.sc // (14) Taxi Driver
  1770. flag_taxi1_mission_launched = 1
  1771. ENDIF
  1772. ENDIF
  1773. ENDIF
  1774. ELSE
  1775. IF var_396 = 1
  1776. CLEAR_HELP
  1777. var_396 = 0
  1778. ENDIF
  1779. ENDIF
  1780. ENDIF
  1781. GOTO Noname_11
  1782. }
  1783.  
  1784. meat_mission1_loop:
  1785. {
  1786. WAIT var_5
  1787. IF flag_meat_mission1_passed = 1
  1788. TURN_PHONE_OFF var_301
  1789. TERMINATE_THIS_SCRIPT
  1790. ENDIF
  1791. IF flag_player_on_mission = 0
  1792. GET_TIME_OF_DAY hours minutes
  1793. IF hours >= 9
  1794. AND 19 > hours
  1795. TURN_PHONE_ON var_301
  1796. ELSE
  1797. TURN_PHONE_OFF var_301
  1798. ENDIF
  1799. ELSE
  1800. TURN_PHONE_OFF var_301
  1801. ENDIF
  1802. IF IS_PLAYER_PLAYING player
  1803. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 1224.563 -840.25 15.0 1.0 1.0 2.0 0
  1804. IF flag_player_on_mission = 0
  1805. IF CAN_PLAYER_START_MISSION player
  1806. TURN_PHONE_OFF var_301
  1807. GET_TIME_OF_DAY hours minutes
  1808. IF hours >= 9
  1809. AND 19 > hours
  1810. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  1811. SET_FADING_COLOUR 0 0 0
  1812. DO_FADE 1500 0
  1813. PRINT_BIG MEA1 15000 2 // 'THE CROOK'
  1814. WHILE GET_FADING_STATUS
  1815. WAIT 0
  1816. ENDWHILE
  1817. LOAD_AND_LAUNCH_MISSION meat1.sc // (15) The Crook
  1818. ENDIF
  1819. ENDIF
  1820. IF NOT IS_PLAYER_PLAYING player
  1821. GOTO meat_mission1_loop
  1822. ENDIF
  1823. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1224.563 -840.25 15.0 1.0 1.0 2.0 0
  1824. WAIT 0
  1825. IF NOT IS_PLAYER_PLAYING player
  1826. GOTO meat_mission1_loop
  1827. ENDIF
  1828. ENDWHILE
  1829. ENDIF
  1830. ENDIF
  1831. ENDIF
  1832. GOTO meat_mission1_loop
  1833. }
  1834.  
  1835. meat_mission2_loop:
  1836. {
  1837. WAIT var_5
  1838. IF flag_meat_mission2_passed = 1
  1839. TURN_PHONE_OFF var_301
  1840. TERMINATE_THIS_SCRIPT
  1841. ENDIF
  1842. IF flag_player_on_mission = 0
  1843. GET_TIME_OF_DAY hours minutes
  1844. IF hours >= 9
  1845. AND 19 > hours
  1846. TURN_PHONE_ON var_301
  1847. ELSE
  1848. TURN_PHONE_OFF var_301
  1849. ENDIF
  1850. ELSE
  1851. TURN_PHONE_OFF var_301
  1852. ENDIF
  1853. IF IS_PLAYER_PLAYING player
  1854. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 1224.563 -840.25 15.0 1.0 1.0 2.0 0
  1855. IF flag_player_on_mission = 0
  1856. IF CAN_PLAYER_START_MISSION player
  1857. TURN_PHONE_OFF var_301
  1858. GET_TIME_OF_DAY hours minutes
  1859. IF hours >= 9
  1860. AND 19 > hours
  1861. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  1862. SET_FADING_COLOUR 0 0 0
  1863. DO_FADE 1500 0
  1864. PRINT_BIG MEA2 15000 2 // 'THE THIEVES'
  1865. WHILE GET_FADING_STATUS
  1866. WAIT 0
  1867. ENDWHILE
  1868. LOAD_AND_LAUNCH_MISSION meat2.sc // (16) The Thieves
  1869. ENDIF
  1870. ENDIF
  1871. IF NOT IS_PLAYER_PLAYING player
  1872. GOTO meat_mission2_loop
  1873. ENDIF
  1874. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1224.563 -840.25 15.0 1.0 1.0 2.0 0
  1875. WAIT 0
  1876. IF NOT IS_PLAYER_PLAYING player
  1877. GOTO meat_mission2_loop
  1878. ENDIF
  1879. ENDWHILE
  1880. ENDIF
  1881. ENDIF
  1882. ENDIF
  1883. GOTO meat_mission2_loop
  1884. }
  1885.  
  1886. meat_mission3_loop:
  1887. {
  1888. WAIT var_5
  1889. IF flag_meat_mission3_passed = 1
  1890. TURN_PHONE_OFF var_301
  1891. TERMINATE_THIS_SCRIPT
  1892. ENDIF
  1893. IF flag_player_on_mission = 0
  1894. GET_TIME_OF_DAY hours minutes
  1895. IF hours >= 9
  1896. AND 19 > hours
  1897. TURN_PHONE_ON var_301
  1898. ELSE
  1899. TURN_PHONE_OFF var_301
  1900. ENDIF
  1901. ELSE
  1902. TURN_PHONE_OFF var_301
  1903. ENDIF
  1904. IF IS_PLAYER_PLAYING player
  1905. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 1224.563 -840.25 15.0 1.0 1.0 2.0 0
  1906. IF flag_player_on_mission = 0
  1907. IF CAN_PLAYER_START_MISSION player
  1908. TURN_PHONE_OFF var_301
  1909. GET_TIME_OF_DAY hours minutes
  1910. IF hours >= 9
  1911. AND 19 > hours
  1912. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  1913. SET_FADING_COLOUR 0 0 0
  1914. DO_FADE 1500 0
  1915. PRINT_BIG MEA3 15000 2 // 'THE WIFE'
  1916. WHILE GET_FADING_STATUS
  1917. WAIT 0
  1918. ENDWHILE
  1919. LOAD_AND_LAUNCH_MISSION meat3.sc // (17) The Wife
  1920. ENDIF
  1921. ENDIF
  1922. IF NOT IS_PLAYER_PLAYING player
  1923. GOTO meat_mission3_loop
  1924. ENDIF
  1925. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1224.563 -840.25 15.0 1.0 1.0 2.0 0
  1926. WAIT 0
  1927. IF NOT IS_PLAYER_PLAYING player
  1928. GOTO meat_mission3_loop
  1929. ENDIF
  1930. ENDWHILE
  1931. ENDIF
  1932. ENDIF
  1933. ENDIF
  1934. GOTO meat_mission3_loop
  1935. }
  1936.  
  1937. meat_mission4_loop:
  1938. {
  1939. WAIT var_5
  1940. IF flag_meat_mission4_passed = 1
  1941. TURN_PHONE_OFF var_301
  1942. TERMINATE_THIS_SCRIPT
  1943. ENDIF
  1944. IF flag_player_on_mission = 0
  1945. GET_TIME_OF_DAY hours minutes
  1946. IF hours >= 9
  1947. AND 19 > hours
  1948. TURN_PHONE_ON var_301
  1949. ELSE
  1950. TURN_PHONE_OFF var_301
  1951. ENDIF
  1952. ELSE
  1953. TURN_PHONE_OFF var_301
  1954. ENDIF
  1955. IF IS_PLAYER_PLAYING player
  1956. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 1224.563 -840.25 15.0 1.0 1.0 2.0 0
  1957. IF flag_player_on_mission = 0
  1958. IF CAN_PLAYER_START_MISSION player
  1959. TURN_PHONE_OFF var_301
  1960. GET_TIME_OF_DAY hours minutes
  1961. IF hours >= 9
  1962. AND 19 > hours
  1963. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  1964. SET_FADING_COLOUR 0 0 0
  1965. DO_FADE 1500 0
  1966. PRINT_BIG MEA4 15000 2 // 'HER LOVER'
  1967. WHILE GET_FADING_STATUS
  1968. WAIT 0
  1969. ENDWHILE
  1970. LOAD_AND_LAUNCH_MISSION meat4.sc // (18) Her Lover
  1971. ENDIF
  1972. ENDIF
  1973. IF NOT IS_PLAYER_PLAYING player
  1974. GOTO meat_mission4_loop
  1975. ENDIF
  1976. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1224.563 -840.25 15.0 1.0 1.0 2.0 0
  1977. WAIT 0
  1978. IF NOT IS_PLAYER_PLAYING player
  1979. GOTO meat_mission4_loop
  1980. ENDIF
  1981. ENDWHILE
  1982. ENDIF
  1983. ENDIF
  1984. ENDIF
  1985. GOTO meat_mission4_loop
  1986. }
  1987.  
  1988. eightball_mission_loop:
  1989. {
  1990. WAIT 0
  1991. IF flag_industrial_passed = 1
  1992. AND flag_eightball_mission_passed = 0
  1993. TERMINATE_THIS_SCRIPT
  1994. ENDIF
  1995. IF flag_eightball_mission_passed = 1
  1996. TERMINATE_THIS_SCRIPT
  1997. ENDIF
  1998. IF IS_PLAYER_PLAYING player
  1999. AND flag_eightball_mission_launched = 0
  2000. AND flag_player_on_mission = 0
  2001. IF flag_reached_hideout = 0
  2002. IF LOCATE_PLAYER_ON_FOOT_2D player 811.875 -939.9375 3.5 3.5 0
  2003. IF CAN_PLAYER_START_MISSION player
  2004. LOAD_AND_LAUNCH_MISSION 8ball.sc // (19) Give Me Liberty and Luigi's Girls
  2005. flag_eightball_mission_launched = 1
  2006. ENDIF
  2007. ENDIF
  2008. ELSE
  2009. IF LOCATE_PLAYER_ON_FOOT_2D player 883.5 -308.1875 3.5 3.5 0
  2010. IF CAN_PLAYER_START_MISSION player
  2011. LOAD_AND_LAUNCH_MISSION 8ball.sc // (19) Give Me Liberty and Luigi's Girls
  2012. flag_eightball_mission_launched = 1
  2013. ENDIF
  2014. ENDIF
  2015. ENDIF
  2016. ENDIF
  2017. GOTO eightball_mission_loop
  2018. }
  2019.  
  2020. luigi_mission2_loop:
  2021. {
  2022. WAIT var_5
  2023. IF flag_industrial_passed = 1
  2024. AND flag_luigi_mission2_passed = 0
  2025. TERMINATE_THIS_SCRIPT
  2026. ENDIF
  2027. IF flag_luigi_mission2_passed = 1
  2028. TERMINATE_THIS_SCRIPT
  2029. ENDIF
  2030. IF IS_PLAYER_PLAYING player
  2031. IF LOCATE_PLAYER_ON_FOOT_3D player 892.75 -425.75 13.875 1.5 2.0 2.0 0
  2032. IF flag_player_on_mission = 0
  2033. IF CAN_PLAYER_START_MISSION player
  2034. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2035. SET_FADING_COLOUR 0 0 0
  2036. DO_FADE 1500 0
  2037. SWITCH_STREAMING 0
  2038. PRINT_BIG LM2 15000 2 // DONT SPANK MA BITCH UP'
  2039. WHILE GET_FADING_STATUS
  2040. WAIT 0
  2041. ENDWHILE
  2042. LOAD_AND_LAUNCH_MISSION luigi2.sc // (20) Don't Spank My Bitch Up
  2043. ENDIF
  2044. IF NOT IS_PLAYER_PLAYING player
  2045. GOTO luigi_mission2_loop
  2046. ENDIF
  2047. WHILE LOCATE_PLAYER_ON_FOOT_3D player 892.75 -425.75 13.875 1.5 2.0 2.0 0
  2048. WAIT 0
  2049. IF NOT IS_PLAYER_PLAYING player
  2050. GOTO luigi_mission2_loop
  2051. ENDIF
  2052. ENDWHILE
  2053. ENDIF
  2054. ENDIF
  2055. ENDIF
  2056. GOTO luigi_mission2_loop
  2057. }
  2058.  
  2059. luigi_mission3_loop:
  2060. {
  2061. WAIT var_5
  2062. IF flag_industrial_passed = 1
  2063. AND flag_luigi_mission3_passed = 0
  2064. TERMINATE_THIS_SCRIPT
  2065. ENDIF
  2066. IF flag_luigi_mission3_passed = 1
  2067. TERMINATE_THIS_SCRIPT
  2068. ENDIF
  2069. IF IS_PLAYER_PLAYING player
  2070. IF LOCATE_PLAYER_ON_FOOT_3D player 892.75 -425.75 13.875 1.5 2.0 2.0 0
  2071. IF flag_player_on_mission = 0
  2072. IF CAN_PLAYER_START_MISSION player
  2073. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2074. SET_FADING_COLOUR 0 0 0
  2075. DO_FADE 1500 0
  2076. SWITCH_STREAMING 0
  2077. PRINT_BIG LM3 15000 2 // 'DRIVE MISTY FOR ME'
  2078. WHILE GET_FADING_STATUS
  2079. WAIT 0
  2080. ENDWHILE
  2081. LOAD_AND_LAUNCH_MISSION luigi3.sc // (21) Drive Misty For Me
  2082. ENDIF
  2083. IF NOT IS_PLAYER_PLAYING player
  2084. GOTO luigi_mission3_loop
  2085. ENDIF
  2086. WHILE LOCATE_PLAYER_ON_FOOT_3D player 892.75 -425.75 13.875 1.5 2.0 2.0 0
  2087. WAIT 0
  2088. IF NOT IS_PLAYER_PLAYING player
  2089. GOTO luigi_mission3_loop
  2090. ENDIF
  2091. ENDWHILE
  2092. ENDIF
  2093. ENDIF
  2094. ENDIF
  2095. GOTO luigi_mission3_loop
  2096. }
  2097.  
  2098. luigi_mission4_loop:
  2099. {
  2100. WAIT var_5
  2101. IF flag_industrial_passed = 1
  2102. AND flag_luigi_mission4_passed = 0
  2103. TERMINATE_THIS_SCRIPT
  2104. ENDIF
  2105. IF flag_luigi_mission4_passed = 1
  2106. TERMINATE_THIS_SCRIPT
  2107. ENDIF
  2108. IF flag_toni_mission3_passed = 1
  2109. AND flag_frankie_mission1_passed = 0
  2110. flag_luigi_mission4_terminated = 1
  2111. TERMINATE_THIS_SCRIPT
  2112. ENDIF
  2113. IF IS_PLAYER_PLAYING player
  2114. IF LOCATE_PLAYER_ON_FOOT_3D player 892.75 -425.75 13.875 1.5 2.0 2.0 0
  2115. IF flag_player_on_mission = 0
  2116. IF CAN_PLAYER_START_MISSION player
  2117. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2118. SET_FADING_COLOUR 0 0 0
  2119. DO_FADE 1500 0
  2120. SWITCH_STREAMING 0
  2121. PRINT_BIG LM4 15000 2 // 'PUMP-ACTION PIMP'
  2122. WHILE GET_FADING_STATUS
  2123. WAIT 0
  2124. ENDWHILE
  2125. LOAD_AND_LAUNCH_MISSION luigi4.sc // (22) Pump-Action Pimp
  2126. ENDIF
  2127. IF NOT IS_PLAYER_PLAYING player
  2128. GOTO luigi_mission4_loop
  2129. ENDIF
  2130. WHILE LOCATE_PLAYER_ON_FOOT_3D player 892.75 -425.75 13.875 1.5 2.0 2.0 0
  2131. WAIT 0
  2132. IF NOT IS_PLAYER_PLAYING player
  2133. GOTO luigi_mission4_loop
  2134. ENDIF
  2135. ENDWHILE
  2136. ENDIF
  2137. ENDIF
  2138. ENDIF
  2139. GOTO luigi_mission4_loop
  2140. }
  2141.  
  2142. luigi_mission5_loop:
  2143. {
  2144. WAIT var_5
  2145. IF flag_industrial_passed = 1
  2146. AND flag_luigi_mission5_passed = 0
  2147. TERMINATE_THIS_SCRIPT
  2148. ENDIF
  2149. IF flag_luigi_mission5_passed = 1
  2150. TERMINATE_THIS_SCRIPT
  2151. ENDIF
  2152. IF flag_toni_mission3_passed = 1
  2153. AND flag_frankie_mission1_passed = 0
  2154. flag_luigi_mission5_terminated = 1
  2155. TERMINATE_THIS_SCRIPT
  2156. ENDIF
  2157. IF IS_PLAYER_PLAYING player
  2158. IF LOCATE_PLAYER_ON_FOOT_3D player 892.75 -425.75 13.875 1.5 2.0 2.0 0
  2159. IF flag_player_on_mission = 0
  2160. IF CAN_PLAYER_START_MISSION player
  2161. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2162. SET_FADING_COLOUR 0 0 0
  2163. DO_FADE 1500 0
  2164. SWITCH_STREAMING 0
  2165. PRINT_BIG LM5 15000 2 // 'THE FUZZ BALL'
  2166. WHILE GET_FADING_STATUS
  2167. WAIT 0
  2168. ENDWHILE
  2169. LOAD_AND_LAUNCH_MISSION luigi5.sc // (23) The Fuzz Ball
  2170. ENDIF
  2171. IF NOT IS_PLAYER_PLAYING player
  2172. GOTO luigi_mission5_loop
  2173. ENDIF
  2174. WHILE LOCATE_PLAYER_ON_FOOT_3D player 892.75 -425.75 13.875 1.5 2.0 2.0 0
  2175. WAIT 0
  2176. IF NOT IS_PLAYER_PLAYING player
  2177. GOTO luigi_mission5_loop
  2178. ENDIF
  2179. ENDWHILE
  2180. ENDIF
  2181. ENDIF
  2182. ENDIF
  2183. GOTO luigi_mission5_loop
  2184. }
  2185.  
  2186. joey_mission1_loop:
  2187. {
  2188. WAIT var_5
  2189. IF flag_industrial_passed = 1
  2190. AND flag_joey_mission1_passed = 0
  2191. TERMINATE_THIS_SCRIPT
  2192. ENDIF
  2193. IF flag_joey_mission1_passed = 1
  2194. TERMINATE_THIS_SCRIPT
  2195. ENDIF
  2196. IF IS_PLAYER_PLAYING player
  2197. IF LOCATE_PLAYER_ON_FOOT_3D player 1191.688 -870.0 15.0 1.0 1.0 2.0 0
  2198. IF flag_player_on_mission = 0
  2199. GET_TIME_OF_DAY hours minutes
  2200. IF hours >= 5
  2201. AND 21 > hours
  2202. IF CAN_PLAYER_START_MISSION player
  2203. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2204. SET_FADING_COLOUR 0 0 0
  2205. DO_FADE 1500 0
  2206. SWITCH_STREAMING 0
  2207. PRINT_BIG JM1 15000 2 // 'MIKE LIPS LAST LUNCH'
  2208. WHILE GET_FADING_STATUS
  2209. WAIT 0
  2210. ENDWHILE
  2211. LOAD_AND_LAUNCH_MISSION joey1.sc // (24) Mike Lips Last Lunch
  2212. ENDIF
  2213. IF NOT IS_PLAYER_PLAYING player
  2214. GOTO joey_mission1_loop
  2215. ENDIF
  2216. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1191.688 -870.0 15.0 1.0 1.0 2.0 0
  2217. WAIT 0
  2218. IF NOT IS_PLAYER_PLAYING player
  2219. GOTO joey_mission1_loop
  2220. ENDIF
  2221. ENDWHILE
  2222. ELSE
  2223. PRINT_NOW WRONGT1 5000 1 // ~g~Come back between 05:00 and 21:00 for a job
  2224. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1191.688 -870.0 15.0 1.0 1.0 2.0 0
  2225. WAIT 0
  2226. IF NOT IS_PLAYER_PLAYING player
  2227. GOTO joey_mission1_loop
  2228. ENDIF
  2229. GET_TIME_OF_DAY hours minutes
  2230. IF hours >= 5
  2231. AND 21 > hours
  2232. GOTO joey_mission1_loop
  2233. ENDIF
  2234. ENDWHILE
  2235. ENDIF
  2236. ENDIF
  2237. ENDIF
  2238. ENDIF
  2239. GOTO joey_mission1_loop
  2240. }
  2241.  
  2242. joey_mission2_loop:
  2243. {
  2244. WAIT var_5
  2245. IF flag_industrial_passed = 1
  2246. AND flag_joey_mission2_passed = 0
  2247. TERMINATE_THIS_SCRIPT
  2248. ENDIF
  2249. IF flag_joey_mission2_passed = 1
  2250. TERMINATE_THIS_SCRIPT
  2251. ENDIF
  2252. IF IS_PLAYER_PLAYING player
  2253. IF LOCATE_PLAYER_ON_FOOT_3D player 1191.688 -870.0 15.0 1.0 1.0 2.0 0
  2254. IF flag_player_on_mission = 0
  2255. IF CAN_PLAYER_START_MISSION player
  2256. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2257. SET_FADING_COLOUR 0 0 0
  2258. DO_FADE 1500 0
  2259. SWITCH_STREAMING 0
  2260. PRINT_BIG JM2 15000 2 // 'FAREWELL CHUNKY LEE CHONG'
  2261. WHILE GET_FADING_STATUS
  2262. WAIT 0
  2263. ENDWHILE
  2264. LOAD_AND_LAUNCH_MISSION joey2.sc // (25) Farewell Chunky Lee Chong
  2265. ENDIF
  2266. IF NOT IS_PLAYER_PLAYING player
  2267. GOTO joey_mission2_loop
  2268. ENDIF
  2269. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1191.688 -870.0 15.0 1.0 1.0 2.0 0
  2270. WAIT 0
  2271. IF NOT IS_PLAYER_PLAYING player
  2272. GOTO joey_mission2_loop
  2273. ENDIF
  2274. ENDWHILE
  2275. ENDIF
  2276. ENDIF
  2277. ENDIF
  2278. GOTO joey_mission2_loop
  2279. }
  2280.  
  2281. joey_mission3_loop:
  2282. {
  2283. WAIT var_5
  2284. IF flag_industrial_passed = 1
  2285. AND flag_joey_mission3_passed = 0
  2286. TERMINATE_THIS_SCRIPT
  2287. ENDIF
  2288. IF flag_joey_mission3_passed = 1
  2289. TERMINATE_THIS_SCRIPT
  2290. ENDIF
  2291. IF IS_PLAYER_PLAYING player
  2292. IF LOCATE_PLAYER_ON_FOOT_3D player 1191.688 -870.0 15.0 1.0 1.0 2.0 0
  2293. IF flag_player_on_mission = 0
  2294. IF CAN_PLAYER_START_MISSION player
  2295. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2296. SET_FADING_COLOUR 0 0 0
  2297. DO_FADE 1500 0
  2298. SWITCH_STREAMING 0
  2299. PRINT_BIG JM3 15000 2 // 'VAN HEIST'
  2300. WHILE GET_FADING_STATUS
  2301. WAIT 0
  2302. ENDWHILE
  2303. LOAD_AND_LAUNCH_MISSION joey3.sc // (26) Van Heist
  2304. ENDIF
  2305. IF NOT IS_PLAYER_PLAYING player
  2306. GOTO joey_mission3_loop
  2307. ENDIF
  2308. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1191.688 -870.0 15.0 1.0 1.0 2.0 0
  2309. WAIT 0
  2310. IF NOT IS_PLAYER_PLAYING player
  2311. GOTO joey_mission3_loop
  2312. ENDIF
  2313. ENDWHILE
  2314. ENDIF
  2315. ENDIF
  2316. ENDIF
  2317. GOTO joey_mission3_loop
  2318. }
  2319.  
  2320. joey_mission4_loop:
  2321. {
  2322. WAIT var_5
  2323. IF flag_industrial_passed = 1
  2324. AND flag_joey_mission4_passed = 0
  2325. TERMINATE_THIS_SCRIPT
  2326. ENDIF
  2327. IF flag_joey_mission4_passed = 1
  2328. TERMINATE_THIS_SCRIPT
  2329. ENDIF
  2330. IF IS_PLAYER_PLAYING player
  2331. IF LOCATE_PLAYER_ON_FOOT_3D player 1191.688 -870.0 15.0 1.0 1.0 2.0 0
  2332. IF flag_player_on_mission = 0
  2333. IF CAN_PLAYER_START_MISSION player
  2334. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2335. SET_FADING_COLOUR 0 0 0
  2336. DO_FADE 1500 0
  2337. SWITCH_STREAMING 0
  2338. PRINT_BIG JM4 15000 2 // CIPRIANIS CHAUFFEUR'
  2339. WHILE GET_FADING_STATUS
  2340. WAIT 0
  2341. ENDWHILE
  2342. LOAD_AND_LAUNCH_MISSION joey4.sc // (27) Cipriani's Chauffeur
  2343. ENDIF
  2344. IF NOT IS_PLAYER_PLAYING player
  2345. GOTO joey_mission4_loop
  2346. ENDIF
  2347. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1191.688 -870.0 15.0 1.0 1.0 2.0 0
  2348. WAIT 0
  2349. IF NOT IS_PLAYER_PLAYING player
  2350. GOTO joey_mission4_loop
  2351. ENDIF
  2352. ENDWHILE
  2353. ENDIF
  2354. ENDIF
  2355. ENDIF
  2356. GOTO joey_mission4_loop
  2357. }
  2358.  
  2359. joey_mission5_loop:
  2360. {
  2361. WAIT var_5
  2362. IF flag_industrial_passed = 1
  2363. AND flag_joey_mission5_passed = 0
  2364. TERMINATE_THIS_SCRIPT
  2365. ENDIF
  2366. IF flag_joey_mission5_passed = 1
  2367. TERMINATE_THIS_SCRIPT
  2368. ENDIF
  2369. IF flag_toni_mission3_passed = 1
  2370. AND flag_frankie_mission1_passed = 0
  2371. flag_joey_mission5_terminated = 1
  2372. TERMINATE_THIS_SCRIPT
  2373. ENDIF
  2374. IF IS_PLAYER_PLAYING player
  2375. IF LOCATE_PLAYER_ON_FOOT_3D player 1191.688 -870.0 15.0 1.0 1.0 2.0 0
  2376. IF flag_player_on_mission = 0
  2377. IF CAN_PLAYER_START_MISSION player
  2378. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2379. SET_FADING_COLOUR 0 0 0
  2380. DO_FADE 1500 0
  2381. SWITCH_STREAMING 0
  2382. PRINT_BIG JM5 15000 2 // 'DEAD SKUNK IN THE TRUNK'
  2383. WHILE GET_FADING_STATUS
  2384. WAIT 0
  2385. ENDWHILE
  2386. LOAD_AND_LAUNCH_MISSION joey5.sc // (28) Dead Skunk In The Trunk
  2387. ENDIF
  2388. IF NOT IS_PLAYER_PLAYING player
  2389. GOTO joey_mission5_loop
  2390. ENDIF
  2391. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1191.688 -870.0 15.0 1.0 1.0 2.0 0
  2392. WAIT 0
  2393. IF NOT IS_PLAYER_PLAYING player
  2394. GOTO joey_mission5_loop
  2395. ENDIF
  2396. ENDWHILE
  2397. ENDIF
  2398. ENDIF
  2399. ENDIF
  2400. GOTO joey_mission5_loop
  2401. }
  2402.  
  2403. joey_mission6_loop:
  2404. {
  2405. WAIT var_5
  2406. IF flag_industrial_passed = 1
  2407. AND flag_joey_mission6_passed = 0
  2408. TERMINATE_THIS_SCRIPT
  2409. ENDIF
  2410. IF flag_joey_mission6_passed = 1
  2411. TERMINATE_THIS_SCRIPT
  2412. ENDIF
  2413. IF flag_toni_mission3_passed = 1
  2414. AND flag_frankie_mission1_passed = 0
  2415. flag_joey_mission6_terminated = 1
  2416. TERMINATE_THIS_SCRIPT
  2417. ENDIF
  2418. IF IS_PLAYER_PLAYING player
  2419. IF LOCATE_PLAYER_ON_FOOT_3D player 1191.688 -870.0 15.0 1.0 1.0 2.0 0
  2420. IF flag_player_on_mission = 0
  2421. GET_TIME_OF_DAY hours minutes
  2422. IF hours >= 6
  2423. AND 14 > hours
  2424. IF CAN_PLAYER_START_MISSION player
  2425. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2426. SET_FADING_COLOUR 0 0 0
  2427. DO_FADE 1500 0
  2428. SWITCH_STREAMING 0
  2429. PRINT_BIG JM6 15000 2 // 'THE GETAWAY'
  2430. WHILE GET_FADING_STATUS
  2431. WAIT 0
  2432. ENDWHILE
  2433. LOAD_AND_LAUNCH_MISSION joey6.sc // (29) The Getaway
  2434. ENDIF
  2435. IF NOT IS_PLAYER_PLAYING player
  2436. GOTO joey_mission6_loop
  2437. ENDIF
  2438. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1191.688 -870.0 15.0 1.0 1.0 2.0 0
  2439. WAIT 0
  2440. IF NOT IS_PLAYER_PLAYING player
  2441. GOTO joey_mission6_loop
  2442. ENDIF
  2443. ENDWHILE
  2444. ELSE
  2445. PRINT_NOW WRONGT2 5000 1 // ~g~Come back between 06:00 and 14:00 for a job
  2446. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1191.688 -870.0 15.0 1.0 1.0 2.0 0
  2447. WAIT 0
  2448. IF NOT IS_PLAYER_PLAYING player
  2449. GOTO joey_mission6_loop
  2450. ENDIF
  2451. GET_TIME_OF_DAY hours minutes
  2452. IF hours >= 6
  2453. AND 14 > hours
  2454. GOTO joey_mission6_loop
  2455. ENDIF
  2456. ENDWHILE
  2457. ENDIF
  2458. ENDIF
  2459. ENDIF
  2460. ENDIF
  2461. GOTO joey_mission6_loop
  2462. }
  2463.  
  2464. toni_mission1_loop:
  2465. {
  2466. WAIT var_5
  2467. IF flag_industrial_passed = 1
  2468. AND flag_toni_mission1_passed = 0
  2469. TERMINATE_THIS_SCRIPT
  2470. ENDIF
  2471. IF flag_toni_mission1_passed = 1
  2472. TERMINATE_THIS_SCRIPT
  2473. ENDIF
  2474. IF IS_PLAYER_PLAYING player
  2475. IF LOCATE_PLAYER_ON_FOOT_3D player 1219.75 -319.6875 27.375 1.0 2.0 2.0 0
  2476. IF flag_player_on_mission = 0
  2477. IF CAN_PLAYER_START_MISSION player
  2478. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2479. SET_FADING_COLOUR 0 0 0
  2480. DO_FADE 1500 0
  2481. SWITCH_STREAMING 0
  2482. PRINT_BIG TM1 15000 2 // 'TAKING OUT THE LAUNDRY'
  2483. WHILE GET_FADING_STATUS
  2484. WAIT 0
  2485. ENDWHILE
  2486. LOAD_AND_LAUNCH_MISSION toni1.sc // (30) Taking Out The Laundry
  2487. ENDIF
  2488. IF NOT IS_PLAYER_PLAYING player
  2489. GOTO toni_mission1_loop
  2490. ENDIF
  2491. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1219.75 -319.6875 27.375 1.0 2.0 2.0 0
  2492. WAIT 0
  2493. IF NOT IS_PLAYER_PLAYING player
  2494. GOTO toni_mission1_loop
  2495. ENDIF
  2496. ENDWHILE
  2497. ENDIF
  2498. ENDIF
  2499. ENDIF
  2500. GOTO toni_mission1_loop
  2501. }
  2502.  
  2503. toni_mission2_loop:
  2504. {
  2505. WAIT var_5
  2506. IF flag_industrial_passed = 1
  2507. AND flag_toni_mission2_passed = 0
  2508. TERMINATE_THIS_SCRIPT
  2509. ENDIF
  2510. IF flag_toni_mission2_passed = 1
  2511. TERMINATE_THIS_SCRIPT
  2512. ENDIF
  2513. IF IS_PLAYER_PLAYING player
  2514. IF LOCATE_PLAYER_ON_FOOT_3D player 1219.75 -319.6875 27.375 1.0 2.0 2.0 0
  2515. IF flag_player_on_mission = 0
  2516. IF CAN_PLAYER_START_MISSION player
  2517. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2518. SET_FADING_COLOUR 0 0 0
  2519. DO_FADE 1500 0
  2520. SWITCH_STREAMING 0
  2521. PRINT_BIG TM2 15000 2 // 'THE PICK-UP'
  2522. WHILE GET_FADING_STATUS
  2523. WAIT 0
  2524. ENDWHILE
  2525. LOAD_AND_LAUNCH_MISSION toni2.sc // (31) The Pick-Up
  2526. ENDIF
  2527. IF NOT IS_PLAYER_PLAYING player
  2528. GOTO toni_mission2_loop
  2529. ENDIF
  2530. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1219.75 -319.6875 27.375 1.0 2.0 2.0 0
  2531. WAIT 0
  2532. IF NOT IS_PLAYER_PLAYING player
  2533. GOTO toni_mission2_loop
  2534. ENDIF
  2535. ENDWHILE
  2536. ENDIF
  2537. ENDIF
  2538. ENDIF
  2539. GOTO toni_mission2_loop
  2540. }
  2541.  
  2542. toni_mission3_loop:
  2543. {
  2544. WAIT var_5
  2545. IF flag_industrial_passed = 1
  2546. AND flag_toni_mission3_passed = 0
  2547. TERMINATE_THIS_SCRIPT
  2548. ENDIF
  2549. IF flag_toni_mission3_passed = 1
  2550. TERMINATE_THIS_SCRIPT
  2551. ENDIF
  2552. IF IS_PLAYER_PLAYING player
  2553. IF LOCATE_PLAYER_ON_FOOT_3D player 1219.75 -319.6875 27.375 1.0 2.0 2.0 0
  2554. IF flag_player_on_mission = 0
  2555. IF CAN_PLAYER_START_MISSION player
  2556. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2557. SET_FADING_COLOUR 0 0 0
  2558. DO_FADE 1500 0
  2559. SWITCH_STREAMING 0
  2560. PRINT_BIG TM3 15000 2 // SALVATORES CALLED A MEETING'
  2561. WHILE GET_FADING_STATUS
  2562. WAIT 0
  2563. ENDWHILE
  2564. LOAD_AND_LAUNCH_MISSION toni3.sc // (32) Salvatore's Called A Meeting
  2565. ENDIF
  2566. IF NOT IS_PLAYER_PLAYING player
  2567. GOTO toni_mission3_loop
  2568. ENDIF
  2569. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1219.75 -319.6875 27.375 1.0 2.0 2.0 0
  2570. WAIT 0
  2571. IF NOT IS_PLAYER_PLAYING player
  2572. GOTO toni_mission3_loop
  2573. ENDIF
  2574. ENDWHILE
  2575. ENDIF
  2576. ENDIF
  2577. ENDIF
  2578. GOTO toni_mission3_loop
  2579. }
  2580.  
  2581. toni_mission4_loop:
  2582. {
  2583. WAIT var_5
  2584. IF flag_industrial_passed = 1
  2585. AND flag_toni_mission4_passed = 0
  2586. TERMINATE_THIS_SCRIPT
  2587. ENDIF
  2588. IF flag_toni_mission4_passed = 1
  2589. TERMINATE_THIS_SCRIPT
  2590. ENDIF
  2591. IF IS_PLAYER_PLAYING player
  2592. IF LOCATE_PLAYER_ON_FOOT_3D player 1219.75 -319.6875 27.375 1.0 2.0 2.0 0
  2593. IF flag_player_on_mission = 0
  2594. IF CAN_PLAYER_START_MISSION player
  2595. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2596. SET_FADING_COLOUR 0 0 0
  2597. DO_FADE 1500 0
  2598. SWITCH_STREAMING 0
  2599. PRINT_BIG TM4 15000 2 // 'TRIADS AND TRIBULATIONS'
  2600. WHILE GET_FADING_STATUS
  2601. WAIT 0
  2602. ENDWHILE
  2603. LOAD_AND_LAUNCH_MISSION toni4.sc // (33) Triads And Tribulations
  2604. ENDIF
  2605. IF NOT IS_PLAYER_PLAYING player
  2606. GOTO toni_mission4_loop
  2607. ENDIF
  2608. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1219.75 -319.6875 27.375 1.0 2.0 2.0 0
  2609. WAIT 0
  2610. IF NOT IS_PLAYER_PLAYING player
  2611. GOTO toni_mission4_loop
  2612. ENDIF
  2613. ENDWHILE
  2614. ENDIF
  2615. ENDIF
  2616. ENDIF
  2617. GOTO toni_mission4_loop
  2618. }
  2619.  
  2620. toni_mission5_loop:
  2621. {
  2622. WAIT var_5
  2623. IF flag_industrial_passed = 1
  2624. AND flag_toni_mission5_passed = 0
  2625. TERMINATE_THIS_SCRIPT
  2626. ENDIF
  2627. IF flag_toni_mission5_passed = 1
  2628. TERMINATE_THIS_SCRIPT
  2629. ENDIF
  2630. IF IS_PLAYER_PLAYING player
  2631. IF LOCATE_PLAYER_ON_FOOT_3D player 1219.75 -319.6875 27.375 1.0 2.0 2.0 0
  2632. IF flag_player_on_mission = 0
  2633. IF CAN_PLAYER_START_MISSION player
  2634. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2635. SET_FADING_COLOUR 0 0 0
  2636. DO_FADE 1500 0
  2637. SWITCH_STREAMING 0
  2638. PRINT_BIG TM5 15000 2 // 'BLOW FISH'
  2639. WHILE GET_FADING_STATUS
  2640. WAIT 0
  2641. ENDWHILE
  2642. LOAD_AND_LAUNCH_MISSION toni5.sc // (34) Blow Fish
  2643. ENDIF
  2644. IF NOT IS_PLAYER_PLAYING player
  2645. GOTO toni_mission5_loop
  2646. ENDIF
  2647. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1219.75 -319.6875 27.375 1.0 2.0 2.0 0
  2648. WAIT 0
  2649. IF NOT IS_PLAYER_PLAYING player
  2650. GOTO toni_mission5_loop
  2651. ENDIF
  2652. ENDWHILE
  2653. ENDIF
  2654. ENDIF
  2655. ENDIF
  2656. GOTO toni_mission5_loop
  2657. }
  2658.  
  2659. frankie_mission1_loop:
  2660. {
  2661. WAIT var_5
  2662. IF flag_industrial_passed = 1
  2663. AND flag_frankie_mission1_passed = 0
  2664. TERMINATE_THIS_SCRIPT
  2665. ENDIF
  2666. IF flag_frankie_mission1_passed = 1
  2667. TERMINATE_THIS_SCRIPT
  2668. ENDIF
  2669. IF IS_PLAYER_PLAYING player
  2670. IF LOCATE_PLAYER_ON_FOOT_3D player 1455.688 -187.25 55.5625 1.0 1.0 2.0 0
  2671. OR IS_PLAYER_IN_ANGLED_AREA_ON_FOOT_3D player 1466.188 -175.0 50.0 1452.875 -172.0625 60.0 11.5625 0
  2672. IF flag_frankie_switched_off = 0
  2673. AND flag_player_on_mission = 0
  2674. IF CAN_PLAYER_START_MISSION player
  2675. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2676. SET_FADING_COLOUR 0 0 0
  2677. DO_FADE 1500 0
  2678. SWITCH_STREAMING 0
  2679. PRINT_BIG FM1 15000 2 // CHAPERONE
  2680. WHILE GET_FADING_STATUS
  2681. WAIT 0
  2682. ENDWHILE
  2683. LOAD_AND_LAUNCH_MISSION frank1.sc // (35) Chaperone
  2684. ENDIF
  2685. IF NOT IS_PLAYER_PLAYING player
  2686. GOTO frankie_mission1_loop
  2687. ENDIF
  2688. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1455.688 -187.25 55.5625 1.0 1.0 2.0 0
  2689. WAIT 0
  2690. IF NOT IS_PLAYER_PLAYING player
  2691. GOTO frankie_mission1_loop
  2692. ENDIF
  2693. ENDWHILE
  2694. ENDIF
  2695. ENDIF
  2696. ENDIF
  2697. GOTO frankie_mission1_loop
  2698. }
  2699.  
  2700. frankie_mission2_loop:
  2701. {
  2702. WAIT var_5
  2703. IF flag_industrial_passed = 1
  2704. AND flag_frankie_mission2_passed = 0
  2705. TERMINATE_THIS_SCRIPT
  2706. ENDIF
  2707. IF flag_frankie_mission2_passed = 1
  2708. TERMINATE_THIS_SCRIPT
  2709. ENDIF
  2710. IF IS_PLAYER_PLAYING player
  2711. IF LOCATE_PLAYER_ON_FOOT_3D player 1455.688 -187.25 55.5625 1.0 1.0 2.0 0
  2712. OR IS_PLAYER_IN_ANGLED_AREA_ON_FOOT_3D player 1466.188 -175.0 50.0 1452.875 -172.0625 60.0 11.5625 0
  2713. IF flag_frankie_switched_off = 0
  2714. AND flag_player_on_mission = 0
  2715. IF CAN_PLAYER_START_MISSION player
  2716. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2717. SET_FADING_COLOUR 0 0 0
  2718. DO_FADE 1500 0
  2719. SWITCH_STREAMING 0
  2720. PRINT_BIG FM2 15000 2 // 'CUTTING THE GRASS'
  2721. WHILE GET_FADING_STATUS
  2722. WAIT 0
  2723. ENDWHILE
  2724. LOAD_AND_LAUNCH_MISSION frank2.sc // (36) Cutting The Grass
  2725. ENDIF
  2726. IF NOT IS_PLAYER_PLAYING player
  2727. GOTO frankie_mission2_loop
  2728. ENDIF
  2729. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1455.688 -187.25 55.5625 1.0 1.0 2.0 0
  2730. WAIT 0
  2731. IF NOT IS_PLAYER_PLAYING player
  2732. GOTO frankie_mission2_loop
  2733. ENDIF
  2734. ENDWHILE
  2735. ENDIF
  2736. ENDIF
  2737. ENDIF
  2738. GOTO frankie_mission2_loop
  2739. }
  2740.  
  2741. frankie_mission2.1_loop:
  2742. {
  2743. WAIT var_5
  2744. IF flag_industrial_passed = 1
  2745. AND flag_frankie_mission2.1_passed = 0
  2746. TERMINATE_THIS_SCRIPT
  2747. ENDIF
  2748. IF flag_frankie_mission2.1_passed = 1
  2749. TERMINATE_THIS_SCRIPT
  2750. ENDIF
  2751. IF IS_PLAYER_PLAYING player
  2752. IF LOCATE_PLAYER_ON_FOOT_3D player 1455.688 -187.25 55.5625 1.0 1.0 2.0 0
  2753. OR IS_PLAYER_IN_ANGLED_AREA_ON_FOOT_3D player 1466.188 -175.0 50.0 1452.875 -172.0625 60.0 11.5625 0
  2754. IF flag_frankie_switched_off = 0
  2755. IF flag_player_on_mission = 0
  2756. IF CAN_PLAYER_START_MISSION player
  2757. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2758. SET_FADING_COLOUR 0 0 0
  2759. DO_FADE 1500 0
  2760. SWITCH_STREAMING 0
  2761. PRINT_BIG FM21 15000 2 // 'BOMB DA BASE: ACT I'
  2762. WHILE GET_FADING_STATUS
  2763. WAIT 0
  2764. ENDWHILE
  2765. LOAD_AND_LAUNCH_MISSION frank2.1.sc // (37) Bomb Da Base: Act I
  2766. ENDIF
  2767. IF NOT IS_PLAYER_PLAYING player
  2768. GOTO frankie_mission2.1_loop
  2769. ENDIF
  2770. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1455.688 -187.25 55.5625 1.0 1.0 2.0 0
  2771. WAIT 0
  2772. IF NOT IS_PLAYER_PLAYING player
  2773. GOTO frankie_mission2.1_loop
  2774. ENDIF
  2775. ENDWHILE
  2776. ENDIF
  2777. ELSE
  2778. PRINT_NOW FRANGO 5000 1 // ~g~Salvatore wants you to help Toni deal with the Triads first!
  2779. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1455.688 -187.25 55.5625 1.0 1.0 2.0 0
  2780. WAIT 0
  2781. IF NOT IS_PLAYER_PLAYING player
  2782. GOTO frankie_mission2.1_loop
  2783. ENDIF
  2784. ENDWHILE
  2785. ENDIF
  2786. ENDIF
  2787. ENDIF
  2788. GOTO frankie_mission2.1_loop
  2789. }
  2790.  
  2791. frankie_mission3_loop:
  2792. {
  2793. WAIT var_5
  2794. IF flag_industrial_passed = 1
  2795. AND flag_frankie_mission3_passed = 0
  2796. TERMINATE_THIS_SCRIPT
  2797. ENDIF
  2798. IF flag_frankie_mission3_passed = 1
  2799. TERMINATE_THIS_SCRIPT
  2800. ENDIF
  2801. IF var_274 = 1
  2802. TERMINATE_THIS_SCRIPT
  2803. ENDIF
  2804. IF IS_PLAYER_PLAYING player
  2805. IF LOCATE_PLAYER_ON_FOOT_3D player 1272.188 -92.875 13.75 1.0 1.0 2.0 0
  2806. IF var_247 = 0
  2807. AND flag_player_on_mission = 0
  2808. IF CAN_PLAYER_START_MISSION player
  2809. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2810. SET_FADING_COLOUR 0 0 0
  2811. DO_FADE 1500 0
  2812. SWITCH_STREAMING 0
  2813. PRINT_BIG FM3 15000 2 // 'BOMB DA BASE: ACT II'
  2814. WHILE GET_FADING_STATUS
  2815. WAIT 0
  2816. ENDWHILE
  2817. LOAD_AND_LAUNCH_MISSION frank3.sc // (38) Bomb Da Base: Act II
  2818. ENDIF
  2819. IF NOT IS_PLAYER_PLAYING player
  2820. GOTO frankie_mission3_loop
  2821. ENDIF
  2822. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1272.188 -92.875 13.75 1.0 1.0 2.0 0
  2823. WAIT 0
  2824. IF NOT IS_PLAYER_PLAYING player
  2825. GOTO frankie_mission3_loop
  2826. ENDIF
  2827. ENDWHILE
  2828. ENDIF
  2829. ENDIF
  2830. ENDIF
  2831. GOTO frankie_mission3_loop
  2832. }
  2833.  
  2834. frankie_mission4_loop:
  2835. {
  2836. WAIT var_5
  2837. IF flag_industrial_passed = 1
  2838. AND flag_frankie_mission4_passed = 0
  2839. TERMINATE_THIS_SCRIPT
  2840. ENDIF
  2841. IF flag_frankie_mission4_passed = 1
  2842. TERMINATE_THIS_SCRIPT
  2843. ENDIF
  2844. IF IS_PLAYER_PLAYING player
  2845. IF LOCATE_PLAYER_ON_FOOT_3D player 1455.688 -187.25 55.5625 1.0 1.0 2.0 0
  2846. OR IS_PLAYER_IN_ANGLED_AREA_ON_FOOT_3D player 1466.188 -175.0 50.0 1452.875 -172.0625 60.0 11.5625 0
  2847. IF flag_frankie_switched_off = 0
  2848. AND flag_player_on_mission = 0
  2849. IF CAN_PLAYER_START_MISSION player
  2850. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2851. SET_FADING_COLOUR 0 0 0
  2852. DO_FADE 1500 0
  2853. SWITCH_STREAMING 0
  2854. PRINT_BIG FM4 15000 2 // 'LAST REQUESTS'
  2855. WHILE GET_FADING_STATUS
  2856. WAIT 0
  2857. ENDWHILE
  2858. LOAD_AND_LAUNCH_MISSION frank4.sc // (39) Last Requests
  2859. ENDIF
  2860. IF NOT IS_PLAYER_PLAYING player
  2861. GOTO frankie_mission4_loop
  2862. ENDIF
  2863. WHILE LOCATE_PLAYER_ON_FOOT_3D player 1455.688 -187.25 55.5625 1.0 1.0 2.0 0
  2864. WAIT 0
  2865. IF NOT IS_PLAYER_PLAYING player
  2866. GOTO frankie_mission4_loop
  2867. ENDIF
  2868. ENDWHILE
  2869. ENDIF
  2870. ENDIF
  2871. ENDIF
  2872. GOTO frankie_mission4_loop
  2873. }
  2874.  
  2875. diablo_mission1_loop:
  2876. {
  2877. WAIT var_5
  2878. IF flag_diablo_mission1_passed = 1
  2879. TURN_PHONE_OFF var_298
  2880. TERMINATE_THIS_SCRIPT
  2881. ENDIF
  2882. IF flag_player_on_mission = 0
  2883. TURN_PHONE_ON var_298
  2884. ELSE
  2885. TURN_PHONE_OFF var_298
  2886. ENDIF
  2887. IF IS_PLAYER_PLAYING player
  2888. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 938.375 -230.5 3.875 1.0 1.0 2.0 0
  2889. IF flag_player_on_mission = 0
  2890. IF CAN_PLAYER_START_MISSION player
  2891. TURN_PHONE_OFF var_298
  2892. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2893. SET_FADING_COLOUR 0 0 0
  2894. DO_FADE 1500 0
  2895. PRINT_BIG DIAB1 15000 2 // TURISMO
  2896. WHILE GET_FADING_STATUS
  2897. WAIT 0
  2898. ENDWHILE
  2899. LOAD_AND_LAUNCH_MISSION diablo1.sc // (40) Turismo
  2900. ENDIF
  2901. IF NOT IS_PLAYER_PLAYING player
  2902. GOTO diablo_mission1_loop
  2903. ENDIF
  2904. WHILE LOCATE_PLAYER_ON_FOOT_3D player 938.375 -230.5 3.875 1.0 1.0 2.0 0
  2905. WAIT 0
  2906. IF NOT IS_PLAYER_PLAYING player
  2907. GOTO diablo_mission1_loop
  2908. ENDIF
  2909. ENDWHILE
  2910. ENDIF
  2911. ENDIF
  2912. ENDIF
  2913. GOTO diablo_mission1_loop
  2914. }
  2915.  
  2916. diablo_mission2_loop:
  2917. {
  2918. WAIT var_5
  2919. IF flag_diablo_mission2_passed = 1
  2920. TURN_PHONE_OFF var_298
  2921. TERMINATE_THIS_SCRIPT
  2922. ENDIF
  2923. IF flag_player_on_mission = 0
  2924. TURN_PHONE_ON var_298
  2925. ELSE
  2926. TURN_PHONE_OFF var_298
  2927. ENDIF
  2928. IF IS_PLAYER_PLAYING player
  2929. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 938.375 -230.5 3.875 1.0 1.0 2.0 0
  2930. IF flag_player_on_mission = 0
  2931. IF CAN_PLAYER_START_MISSION player
  2932. TURN_PHONE_OFF var_298
  2933. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2934. SET_FADING_COLOUR 0 0 0
  2935. DO_FADE 1500 0
  2936. PRINT_BIG DIAB2 15000 2 // 'I SCREAM, YOU SCREAM'
  2937. WHILE GET_FADING_STATUS
  2938. WAIT 0
  2939. ENDWHILE
  2940. LOAD_AND_LAUNCH_MISSION diablo2.sc // (41) I Scream, You Scream
  2941. ENDIF
  2942. IF NOT IS_PLAYER_PLAYING player
  2943. GOTO diablo_mission2_loop
  2944. ENDIF
  2945. WHILE LOCATE_PLAYER_ON_FOOT_3D player 938.375 -230.5 3.875 1.0 1.0 2.0 0
  2946. WAIT 0
  2947. IF NOT IS_PLAYER_PLAYING player
  2948. GOTO diablo_mission2_loop
  2949. ENDIF
  2950. ENDWHILE
  2951. ENDIF
  2952. ENDIF
  2953. ENDIF
  2954. GOTO diablo_mission2_loop
  2955. }
  2956.  
  2957. diablo_mission3_loop:
  2958. {
  2959. WAIT var_5
  2960. IF flag_diablo_mission3_passed = 1
  2961. TURN_PHONE_OFF var_298
  2962. TERMINATE_THIS_SCRIPT
  2963. ENDIF
  2964. IF flag_player_on_mission = 0
  2965. TURN_PHONE_ON var_298
  2966. ELSE
  2967. TURN_PHONE_OFF var_298
  2968. ENDIF
  2969. IF IS_PLAYER_PLAYING player
  2970. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 938.375 -230.5 3.875 1.0 1.0 2.0 0
  2971. IF flag_player_on_mission = 0
  2972. IF CAN_PLAYER_START_MISSION player
  2973. TURN_PHONE_OFF var_298
  2974. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  2975. SET_FADING_COLOUR 0 0 0
  2976. DO_FADE 1500 0
  2977. PRINT_BIG DIAB3 15000 2 // 'TRIAL BY FIRE'
  2978. WHILE GET_FADING_STATUS
  2979. WAIT 0
  2980. ENDWHILE
  2981. LOAD_AND_LAUNCH_MISSION diablo3.sc // (42) Trial By Fire
  2982. ENDIF
  2983. IF NOT IS_PLAYER_PLAYING player
  2984. GOTO diablo_mission3_loop
  2985. ENDIF
  2986. WHILE LOCATE_PLAYER_ON_FOOT_3D player 938.375 -230.5 3.875 1.0 1.0 2.0 0
  2987. WAIT 0
  2988. IF NOT IS_PLAYER_PLAYING player
  2989. GOTO diablo_mission3_loop
  2990. ENDIF
  2991. ENDWHILE
  2992. ENDIF
  2993. ENDIF
  2994. ENDIF
  2995. GOTO diablo_mission3_loop
  2996. }
  2997.  
  2998. diablo_mission4_loop:
  2999. {
  3000. WAIT var_5
  3001. IF flag_diablo_mission4_passed = 1
  3002. TURN_PHONE_OFF var_298
  3003. TERMINATE_THIS_SCRIPT
  3004. ENDIF
  3005. IF flag_player_on_mission = 0
  3006. TURN_PHONE_ON var_298
  3007. ELSE
  3008. TURN_PHONE_OFF var_298
  3009. ENDIF
  3010. IF IS_PLAYER_PLAYING player
  3011. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 938.375 -230.5 3.875 1.0 1.0 2.0 0
  3012. IF flag_player_on_mission = 0
  3013. IF CAN_PLAYER_START_MISSION player
  3014. TURN_PHONE_OFF var_298
  3015. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3016. SET_FADING_COLOUR 0 0 0
  3017. DO_FADE 1500 0
  3018. PRINT_BIG DIAB4 15000 2 // BIGNVEINY
  3019. WHILE GET_FADING_STATUS
  3020. WAIT 0
  3021. ENDWHILE
  3022. LOAD_AND_LAUNCH_MISSION diablo4.sc // (43) BigNVeiny
  3023. ENDIF
  3024. IF NOT IS_PLAYER_PLAYING player
  3025. GOTO diablo_mission4_loop
  3026. ENDIF
  3027. WHILE LOCATE_PLAYER_ON_FOOT_3D player 938.375 -230.5 3.875 1.0 1.0 2.0 0
  3028. WAIT 0
  3029. IF NOT IS_PLAYER_PLAYING player
  3030. GOTO diablo_mission4_loop
  3031. ENDIF
  3032. ENDWHILE
  3033. ENDIF
  3034. ENDIF
  3035. ENDIF
  3036. GOTO diablo_mission4_loop
  3037. }
  3038.  
  3039. asuka_mission1_loop:
  3040. {
  3041. WAIT var_5
  3042. IF flag_asuka_mission1_passed = 1
  3043. TERMINATE_THIS_SCRIPT
  3044. ENDIF
  3045. IF IS_PLAYER_PLAYING player
  3046. IF LOCATE_PLAYER_ON_FOOT_3D player 523.6875 -639.0 16.0625 1.0 4.5 2.0 0
  3047. IF flag_player_on_mission = 0
  3048. IF CAN_PLAYER_START_MISSION player
  3049. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3050. SET_FADING_COLOUR 0 0 0
  3051. DO_FADE 1500 0
  3052. SWITCH_STREAMING 0
  3053. PRINT_BIG AM1 15000 2 // 'SAYONARA SALVATORE'
  3054. WHILE GET_FADING_STATUS
  3055. WAIT 0
  3056. ENDWHILE
  3057. LOAD_AND_LAUNCH_MISSION asuka1.sc // (44) Sayonara Salvatore
  3058. ENDIF
  3059. IF NOT IS_PLAYER_PLAYING player
  3060. GOTO asuka_mission1_loop
  3061. ENDIF
  3062. WHILE LOCATE_PLAYER_ON_FOOT_3D player 523.6875 -639.0 16.0625 1.0 4.5 2.0 0
  3063. WAIT 0
  3064. IF NOT IS_PLAYER_PLAYING player
  3065. GOTO asuka_mission1_loop
  3066. ENDIF
  3067. ENDWHILE
  3068. ENDIF
  3069. ENDIF
  3070. ENDIF
  3071. GOTO asuka_mission1_loop
  3072. }
  3073.  
  3074. asuka_mission2_loop:
  3075. {
  3076. WAIT var_5
  3077. IF flag_asuka_mission2_passed = 1
  3078. TERMINATE_THIS_SCRIPT
  3079. ENDIF
  3080. IF IS_PLAYER_PLAYING player
  3081. IF LOCATE_PLAYER_ON_FOOT_3D player 523.6875 -639.0 16.0625 1.0 4.5 2.0 0
  3082. IF flag_player_on_mission = 0
  3083. IF CAN_PLAYER_START_MISSION player
  3084. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3085. SET_FADING_COLOUR 0 0 0
  3086. DO_FADE 1500 0
  3087. SWITCH_STREAMING 0
  3088. PRINT_BIG AM2 15000 2 // 'UNDER SURVEILLANCE'
  3089. WHILE GET_FADING_STATUS
  3090. WAIT 0
  3091. ENDWHILE
  3092. LOAD_AND_LAUNCH_MISSION asuka2.sc // (45) Under Surveillance
  3093. ENDIF
  3094. IF NOT IS_PLAYER_PLAYING player
  3095. GOTO asuka_mission2_loop
  3096. ENDIF
  3097. WHILE LOCATE_PLAYER_ON_FOOT_3D player 523.6875 -639.0 16.0625 1.0 4.5 2.0 0
  3098. WAIT 0
  3099. IF NOT IS_PLAYER_PLAYING player
  3100. GOTO asuka_mission2_loop
  3101. ENDIF
  3102. ENDWHILE
  3103. ENDIF
  3104. ENDIF
  3105. ENDIF
  3106. GOTO asuka_mission2_loop
  3107. }
  3108.  
  3109. asuka_mission3_loop:
  3110. {
  3111. WAIT var_5
  3112. IF flag_asuka_mission3_passed = 1
  3113. TERMINATE_THIS_SCRIPT
  3114. ENDIF
  3115. IF IS_PLAYER_PLAYING player
  3116. IF LOCATE_PLAYER_ON_FOOT_3D player 523.6875 -639.0 16.0625 1.0 4.5 2.0 0
  3117. IF flag_player_on_mission = 0
  3118. IF CAN_PLAYER_START_MISSION player
  3119. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3120. SET_FADING_COLOUR 0 0 0
  3121. DO_FADE 1500 0
  3122. SWITCH_STREAMING 0
  3123. PRINT_BIG AM3 15000 2 // 'PAPARAZZI PURGE'
  3124. WHILE GET_FADING_STATUS
  3125. WAIT 0
  3126. ENDWHILE
  3127. LOAD_AND_LAUNCH_MISSION asuka3.sc // (46) Paparazzi Purge
  3128. ENDIF
  3129. IF NOT IS_PLAYER_PLAYING player
  3130. GOTO asuka_mission3_loop
  3131. ENDIF
  3132. WHILE LOCATE_PLAYER_ON_FOOT_3D player 523.6875 -639.0 16.0625 1.0 4.5 2.0 0
  3133. WAIT 0
  3134. IF NOT IS_PLAYER_PLAYING player
  3135. GOTO asuka_mission3_loop
  3136. ENDIF
  3137. ENDWHILE
  3138. ENDIF
  3139. ENDIF
  3140. ENDIF
  3141. GOTO asuka_mission3_loop
  3142. }
  3143.  
  3144. asuka_mission4_loop:
  3145. {
  3146. WAIT var_5
  3147. IF flag_asuka_mission4_passed = 1
  3148. TERMINATE_THIS_SCRIPT
  3149. ENDIF
  3150. IF IS_PLAYER_PLAYING player
  3151. IF LOCATE_PLAYER_ON_FOOT_3D player 523.6875 -639.0 16.0625 1.0 4.5 2.0 0
  3152. IF flag_player_on_mission = 0
  3153. IF CAN_PLAYER_START_MISSION player
  3154. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3155. SET_FADING_COLOUR 0 0 0
  3156. DO_FADE 1500 0
  3157. SWITCH_STREAMING 0
  3158. PRINT_BIG AM4 15000 2 // 'PAYDAY FOR RAY'
  3159. WHILE GET_FADING_STATUS
  3160. WAIT 0
  3161. ENDWHILE
  3162. LOAD_AND_LAUNCH_MISSION asuka4.sc // (47) Payday For Ray
  3163. ENDIF
  3164. IF NOT IS_PLAYER_PLAYING player
  3165. GOTO asuka_mission4_loop
  3166. ENDIF
  3167. WHILE LOCATE_PLAYER_ON_FOOT_3D player 523.6875 -639.0 16.0625 1.0 4.5 2.0 0
  3168. WAIT 0
  3169. IF NOT IS_PLAYER_PLAYING player
  3170. GOTO asuka_mission4_loop
  3171. ENDIF
  3172. ENDWHILE
  3173. ENDIF
  3174. ENDIF
  3175. ENDIF
  3176. GOTO asuka_mission4_loop
  3177. }
  3178.  
  3179. asuka_mission5_loop:
  3180. {
  3181. WAIT var_5
  3182. IF flag_love_mission4_passed = 1
  3183. TERMINATE_THIS_SCRIPT
  3184. ENDIF
  3185. IF flag_asuka_mission5_passed = 1
  3186. TERMINATE_THIS_SCRIPT
  3187. ENDIF
  3188. IF IS_PLAYER_PLAYING player
  3189. IF LOCATE_PLAYER_ON_FOOT_3D player 523.6875 -639.0 16.0625 1.0 4.5 2.0 0
  3190. IF flag_player_on_mission = 0
  3191. IF CAN_PLAYER_START_MISSION player
  3192. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3193. SET_FADING_COLOUR 0 0 0
  3194. DO_FADE 1500 0
  3195. SWITCH_STREAMING 0
  3196. PRINT_BIG AM5 15000 2 // 'TWO-FACED TANNER'
  3197. WHILE GET_FADING_STATUS
  3198. WAIT 0
  3199. ENDWHILE
  3200. LOAD_AND_LAUNCH_MISSION asuka5.sc // (48) Two-Faced Tanner
  3201. ENDIF
  3202. IF NOT IS_PLAYER_PLAYING player
  3203. GOTO asuka_mission5_loop
  3204. ENDIF
  3205. WHILE LOCATE_PLAYER_ON_FOOT_3D player 523.6875 -639.0 16.0625 1.0 4.5 2.0 0
  3206. WAIT 0
  3207. IF NOT IS_PLAYER_PLAYING player
  3208. GOTO asuka_mission5_loop
  3209. ENDIF
  3210. ENDWHILE
  3211. ENDIF
  3212. ENDIF
  3213. ENDIF
  3214. GOTO asuka_mission5_loop
  3215. }
  3216.  
  3217. kenji_mission1_loop:
  3218. {
  3219. WAIT var_5
  3220. IF flag_kenji_mission1_passed = 1
  3221. OR flag_love_mission2_passed = 1
  3222. TERMINATE_THIS_SCRIPT
  3223. ENDIF
  3224. IF IS_PLAYER_PLAYING player
  3225. IF LOCATE_PLAYER_ON_FOOT_3D player 459.0625 -1413.0 26.0625 1.5 1.5 2.0 0
  3226. IF flag_player_on_mission = 0
  3227. IF CAN_PLAYER_START_MISSION player
  3228. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3229. SET_FADING_COLOUR 0 0 0
  3230. DO_FADE 1500 0
  3231. SWITCH_STREAMING 0
  3232. PRINT_BIG KM1 15000 2 // 'KANBU BUST-OUT'
  3233. WHILE GET_FADING_STATUS
  3234. WAIT 0
  3235. ENDWHILE
  3236. LOAD_AND_LAUNCH_MISSION kenji1.sc // (49) Kanbu Bust-Out
  3237. ENDIF
  3238. IF NOT IS_PLAYER_PLAYING player
  3239. GOTO kenji_mission1_loop
  3240. ENDIF
  3241. WHILE LOCATE_PLAYER_ON_FOOT_3D player 459.0625 -1413.0 26.0625 1.5 1.5 2.0 0
  3242. WAIT 0
  3243. IF NOT IS_PLAYER_PLAYING player
  3244. GOTO kenji_mission1_loop
  3245. ENDIF
  3246. ENDWHILE
  3247. ENDIF
  3248. ENDIF
  3249. ENDIF
  3250. GOTO kenji_mission1_loop
  3251. }
  3252.  
  3253. kenji_mission2_loop:
  3254. {
  3255. WAIT var_5
  3256. IF flag_kenji_mission2_passed = 1
  3257. OR flag_love_mission2_passed = 1
  3258. TERMINATE_THIS_SCRIPT
  3259. ENDIF
  3260. IF IS_PLAYER_PLAYING player
  3261. IF LOCATE_PLAYER_ON_FOOT_3D player 459.0625 -1413.0 26.0625 1.5 1.5 2.0 0
  3262. IF flag_player_on_mission = 0
  3263. IF CAN_PLAYER_START_MISSION player
  3264. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3265. SET_FADING_COLOUR 0 0 0
  3266. DO_FADE 1500 0
  3267. SWITCH_STREAMING 0
  3268. PRINT_BIG KM2 15000 2 // 'GRAND THEFT AUTO'
  3269. WHILE GET_FADING_STATUS
  3270. WAIT 0
  3271. ENDWHILE
  3272. LOAD_AND_LAUNCH_MISSION kenji2.sc // (50) Grand Theft Auto
  3273. ENDIF
  3274. IF NOT IS_PLAYER_PLAYING player
  3275. GOTO kenji_mission2_loop
  3276. ENDIF
  3277. WHILE LOCATE_PLAYER_ON_FOOT_3D player 459.0625 -1413.0 26.0625 1.5 1.5 2.0 0
  3278. WAIT 0
  3279. IF NOT IS_PLAYER_PLAYING player
  3280. GOTO kenji_mission2_loop
  3281. ENDIF
  3282. ENDWHILE
  3283. ENDIF
  3284. ENDIF
  3285. ENDIF
  3286. GOTO kenji_mission2_loop
  3287. }
  3288.  
  3289. kenji_mission3_loop:
  3290. {
  3291. WAIT var_5
  3292. IF flag_kenji_mission3_passed = 1
  3293. OR flag_love_mission2_passed = 1
  3294. TERMINATE_THIS_SCRIPT
  3295. ENDIF
  3296. IF IS_PLAYER_PLAYING player
  3297. IF LOCATE_PLAYER_ON_FOOT_3D player 459.0625 -1413.0 26.0625 1.5 1.5 2.0 0
  3298. IF flag_player_on_mission = 0
  3299. IF CAN_PLAYER_START_MISSION player
  3300. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3301. SET_FADING_COLOUR 0 0 0
  3302. DO_FADE 1500 0
  3303. SWITCH_STREAMING 0
  3304. PRINT_BIG KM3 15000 2 // 'DEAL STEAL'
  3305. WHILE GET_FADING_STATUS
  3306. WAIT 0
  3307. ENDWHILE
  3308. LOAD_AND_LAUNCH_MISSION kenji3.sc // (51) Deal Steal
  3309. ENDIF
  3310. IF NOT IS_PLAYER_PLAYING player
  3311. GOTO kenji_mission3_loop
  3312. ENDIF
  3313. WHILE LOCATE_PLAYER_ON_FOOT_3D player 459.0625 -1413.0 26.0625 1.5 1.5 2.0 0
  3314. WAIT 0
  3315. IF NOT IS_PLAYER_PLAYING player
  3316. GOTO kenji_mission3_loop
  3317. ENDIF
  3318. ENDWHILE
  3319. ENDIF
  3320. ENDIF
  3321. ENDIF
  3322. GOTO kenji_mission3_loop
  3323. }
  3324.  
  3325. kenji_mission4_loop:
  3326. {
  3327. WAIT var_5
  3328. IF flag_kenji_mission4_passed = 1
  3329. OR flag_love_mission2_passed = 1
  3330. TERMINATE_THIS_SCRIPT
  3331. ENDIF
  3332. IF IS_PLAYER_PLAYING player
  3333. IF LOCATE_PLAYER_ON_FOOT_3D player 459.0625 -1413.0 26.0625 1.5 1.5 2.0 0
  3334. IF flag_player_on_mission = 0
  3335. IF CAN_PLAYER_START_MISSION player
  3336. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3337. SET_FADING_COLOUR 0 0 0
  3338. DO_FADE 1500 0
  3339. SWITCH_STREAMING 0
  3340. PRINT_BIG KM4 15000 2 // SHIMA
  3341. WHILE GET_FADING_STATUS
  3342. WAIT 0
  3343. ENDWHILE
  3344. LOAD_AND_LAUNCH_MISSION kenji4.sc // (52) Shima
  3345. ENDIF
  3346. IF NOT IS_PLAYER_PLAYING player
  3347. GOTO kenji_mission4_loop
  3348. ENDIF
  3349. WHILE LOCATE_PLAYER_ON_FOOT_3D player 459.0625 -1413.0 26.0625 1.5 1.5 2.0 0
  3350. WAIT 0
  3351. IF NOT IS_PLAYER_PLAYING player
  3352. GOTO kenji_mission4_loop
  3353. ENDIF
  3354. ENDWHILE
  3355. ENDIF
  3356. ENDIF
  3357. ENDIF
  3358. GOTO kenji_mission4_loop
  3359. }
  3360.  
  3361. kenji_mission5_loop:
  3362. {
  3363. WAIT var_5
  3364. IF flag_kenji_mission5_passed = 1
  3365. OR flag_love_mission2_passed = 1
  3366. TERMINATE_THIS_SCRIPT
  3367. ENDIF
  3368. IF IS_PLAYER_PLAYING player
  3369. IF LOCATE_PLAYER_ON_FOOT_3D player 459.0625 -1413.0 26.0625 1.5 1.5 2.0 0
  3370. IF flag_player_on_mission = 0
  3371. IF CAN_PLAYER_START_MISSION player
  3372. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3373. SET_FADING_COLOUR 0 0 0
  3374. DO_FADE 1500 0
  3375. SWITCH_STREAMING 0
  3376. PRINT_BIG KM5 15000 2 // 'SMACK DOWN'
  3377. WHILE GET_FADING_STATUS
  3378. WAIT 0
  3379. ENDWHILE
  3380. LOAD_AND_LAUNCH_MISSION kenji5.sc // (53) Smack Down
  3381. ENDIF
  3382. IF NOT IS_PLAYER_PLAYING player
  3383. GOTO kenji_mission5_loop
  3384. ENDIF
  3385. WHILE LOCATE_PLAYER_ON_FOOT_3D player 459.0625 -1413.0 26.0625 1.5 1.5 2.0 0
  3386. WAIT 0
  3387. IF NOT IS_PLAYER_PLAYING player
  3388. GOTO kenji_mission5_loop
  3389. ENDIF
  3390. ENDWHILE
  3391. ENDIF
  3392. ENDIF
  3393. ENDIF
  3394. GOTO kenji_mission5_loop
  3395. }
  3396.  
  3397. ray_mission1_loop:
  3398. {
  3399. WAIT 0
  3400. IF flag_ray_mission1_passed = 1
  3401. TERMINATE_THIS_SCRIPT
  3402. ENDIF
  3403. IF IS_PLAYER_PLAYING player
  3404. IF LOCATE_PLAYER_ON_FOOT_3D player 38.75 -725.375 22.75 1.1875 1.1875 2.0 0
  3405. IF flag_player_on_mission = 0
  3406. IF CAN_PLAYER_START_MISSION player
  3407. rays_cutscene_flag = 1
  3408. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3409. SET_FADING_COLOUR 0 0 0
  3410. DO_FADE 1500 0
  3411. SWITCH_STREAMING 0
  3412. PRINT_BIG RM1 15000 2 // 'SILENCE THE SNEAK'
  3413. WHILE GET_FADING_STATUS
  3414. WAIT 0
  3415. ENDWHILE
  3416. LOAD_AND_LAUNCH_MISSION ray1.sc // (54) Silence The Sneak
  3417. ENDIF
  3418. IF NOT IS_PLAYER_PLAYING player
  3419. GOTO ray_mission1_loop
  3420. ENDIF
  3421. WHILE LOCATE_PLAYER_ON_FOOT_3D player 38.75 -725.375 22.75 1.1875 1.1875 2.0 0
  3422. WAIT 0
  3423. IF NOT IS_PLAYER_PLAYING player
  3424. GOTO ray_mission1_loop
  3425. ENDIF
  3426. ENDWHILE
  3427. ENDIF
  3428. ENDIF
  3429. ENDIF
  3430. GOTO ray_mission1_loop
  3431. }
  3432.  
  3433. ray_mission2_loop:
  3434. {
  3435. WAIT 0
  3436. IF flag_ray_mission2_passed = 1
  3437. TERMINATE_THIS_SCRIPT
  3438. ENDIF
  3439. IF IS_PLAYER_PLAYING player
  3440. IF LOCATE_PLAYER_ON_FOOT_3D player 38.75 -725.375 22.75 1.1875 1.1875 2.0 0
  3441. IF flag_player_on_mission = 0
  3442. IF CAN_PLAYER_START_MISSION player
  3443. rays_cutscene_flag = 1
  3444. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3445. SET_FADING_COLOUR 0 0 0
  3446. DO_FADE 1500 0
  3447. SWITCH_STREAMING 0
  3448. PRINT_BIG RM2 15000 2 // 'ARMS SHORTAGE'
  3449. WHILE GET_FADING_STATUS
  3450. WAIT 0
  3451. ENDWHILE
  3452. LOAD_AND_LAUNCH_MISSION ray2.sc // (55) Arms Shortage
  3453. ENDIF
  3454. IF NOT IS_PLAYER_PLAYING player
  3455. GOTO ray_mission2_loop
  3456. ENDIF
  3457. WHILE LOCATE_PLAYER_ON_FOOT_3D player 38.75 -725.375 22.75 1.1875 1.1875 2.0 0
  3458. WAIT 0
  3459. IF NOT IS_PLAYER_PLAYING player
  3460. GOTO ray_mission2_loop
  3461. ENDIF
  3462. ENDWHILE
  3463. ENDIF
  3464. ENDIF
  3465. ENDIF
  3466. GOTO ray_mission2_loop
  3467. }
  3468.  
  3469. ray_mission3_loop:
  3470. {
  3471. WAIT 0
  3472. IF flag_ray_mission3_passed = 1
  3473. TERMINATE_THIS_SCRIPT
  3474. ENDIF
  3475. IF IS_PLAYER_PLAYING player
  3476. IF LOCATE_PLAYER_ON_FOOT_3D player 38.75 -725.375 22.75 1.1875 1.1875 2.0 0
  3477. IF flag_player_on_mission = 0
  3478. IF CAN_PLAYER_START_MISSION player
  3479. rays_cutscene_flag = 1
  3480. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3481. SET_FADING_COLOUR 0 0 0
  3482. DO_FADE 1500 0
  3483. SWITCH_STREAMING 0
  3484. PRINT_BIG RM3 15000 2 // 'EVIDENCE DASH'
  3485. WHILE GET_FADING_STATUS
  3486. WAIT 0
  3487. ENDWHILE
  3488. LOAD_AND_LAUNCH_MISSION ray3.sc // (56) Evidence Dash
  3489. ENDIF
  3490. IF NOT IS_PLAYER_PLAYING player
  3491. GOTO ray_mission3_loop
  3492. ENDIF
  3493. WHILE LOCATE_PLAYER_ON_FOOT_3D player 38.75 -725.375 22.75 1.1875 1.1875 2.0 0
  3494. WAIT 0
  3495. IF NOT IS_PLAYER_PLAYING player
  3496. GOTO ray_mission3_loop
  3497. ENDIF
  3498. ENDWHILE
  3499. ENDIF
  3500. ENDIF
  3501. ENDIF
  3502. GOTO ray_mission3_loop
  3503. }
  3504.  
  3505. ray_mission4_loop:
  3506. {
  3507. WAIT 0
  3508. IF flag_ray_mission4_passed = 1
  3509. TERMINATE_THIS_SCRIPT
  3510. ENDIF
  3511. IF IS_PLAYER_PLAYING player
  3512. IF LOCATE_PLAYER_ON_FOOT_3D player 38.75 -725.375 22.75 1.1875 1.1875 2.0 0
  3513. IF flag_player_on_mission = 0
  3514. IF CAN_PLAYER_START_MISSION player
  3515. rays_cutscene_flag = 1
  3516. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3517. SET_FADING_COLOUR 0 0 0
  3518. DO_FADE 1500 0
  3519. SWITCH_STREAMING 0
  3520. PRINT_BIG RM4 15000 2 // 'GONE FISHING'
  3521. WHILE GET_FADING_STATUS
  3522. WAIT 0
  3523. ENDWHILE
  3524. LOAD_AND_LAUNCH_MISSION ray4.sc // (57) Gone Fishing
  3525. ENDIF
  3526. IF NOT IS_PLAYER_PLAYING player
  3527. GOTO ray_mission4_loop
  3528. ENDIF
  3529. WHILE LOCATE_PLAYER_ON_FOOT_3D player 38.75 -725.375 22.75 1.1875 1.1875 2.0 0
  3530. WAIT 0
  3531. IF NOT IS_PLAYER_PLAYING player
  3532. GOTO ray_mission4_loop
  3533. ENDIF
  3534. ENDWHILE
  3535. ENDIF
  3536. ENDIF
  3537. ENDIF
  3538. GOTO ray_mission4_loop
  3539. }
  3540.  
  3541. ray_mission5_loop:
  3542. {
  3543. WAIT 0
  3544. IF flag_ray_mission5_passed = 1
  3545. TERMINATE_THIS_SCRIPT
  3546. ENDIF
  3547. IF IS_PLAYER_PLAYING player
  3548. IF LOCATE_PLAYER_ON_FOOT_3D player 38.75 -725.375 22.75 1.1875 1.1875 2.0 0
  3549. IF flag_player_on_mission = 0
  3550. IF CAN_PLAYER_START_MISSION player
  3551. rays_cutscene_flag = 1
  3552. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3553. SET_FADING_COLOUR 0 0 0
  3554. DO_FADE 1500 0
  3555. SWITCH_STREAMING 0
  3556. PRINT_BIG RM5 15000 2 // 'PLASTER BLASTER'
  3557. WHILE GET_FADING_STATUS
  3558. WAIT 0
  3559. ENDWHILE
  3560. LOAD_AND_LAUNCH_MISSION ray5.sc // (58) Plaster Blaster
  3561. ENDIF
  3562. IF NOT IS_PLAYER_PLAYING player
  3563. GOTO ray_mission5_loop
  3564. ENDIF
  3565. WHILE LOCATE_PLAYER_ON_FOOT_3D player 38.75 -725.375 22.75 1.1875 1.1875 2.0 0
  3566. WAIT 0
  3567. IF NOT IS_PLAYER_PLAYING player
  3568. GOTO ray_mission5_loop
  3569. ENDIF
  3570. ENDWHILE
  3571. ENDIF
  3572. ENDIF
  3573. ENDIF
  3574. GOTO ray_mission5_loop
  3575. }
  3576.  
  3577. ray_mission6_loop:
  3578. {
  3579. WAIT 0
  3580. IF flag_ray_mission6_passed = 1
  3581. TERMINATE_THIS_SCRIPT
  3582. ENDIF
  3583. IF IS_PLAYER_PLAYING player
  3584. IF LOCATE_PLAYER_ON_FOOT_3D player 38.75 -725.375 22.75 1.1875 1.1875 2.0 0
  3585. IF flag_player_on_mission = 0
  3586. IF CAN_PLAYER_START_MISSION player
  3587. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3588. SET_FADING_COLOUR 0 0 0
  3589. DO_FADE 1500 0
  3590. SWITCH_STREAMING 0
  3591. PRINT_BIG RM6 15000 2 // 'MARKED MAN'
  3592. WHILE GET_FADING_STATUS
  3593. WAIT 0
  3594. ENDWHILE
  3595. LOAD_AND_LAUNCH_MISSION ray6.sc // (59) Marked Man
  3596. ENDIF
  3597. IF NOT IS_PLAYER_PLAYING player
  3598. GOTO ray_mission6_loop
  3599. ENDIF
  3600. WHILE LOCATE_PLAYER_ON_FOOT_3D player 38.75 -725.375 22.75 1.1875 1.1875 2.0 0
  3601. WAIT 0
  3602. IF NOT IS_PLAYER_PLAYING player
  3603. GOTO ray_mission6_loop
  3604. ENDIF
  3605. ENDWHILE
  3606. ENDIF
  3607. ENDIF
  3608. ENDIF
  3609. GOTO ray_mission6_loop
  3610. }
  3611.  
  3612. love_mission1_loop:
  3613. {
  3614. WAIT var_5
  3615. IF flag_love_mission1_passed = 1
  3616. TERMINATE_THIS_SCRIPT
  3617. ENDIF
  3618. IF IS_PLAYER_PLAYING player
  3619. IF LOCATE_PLAYER_ON_FOOT_3D player 87.25 -1548.563 28.25 2.0 1.0 2.0 0
  3620. IF flag_player_on_mission = 0
  3621. IF CAN_PLAYER_START_MISSION player
  3622. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3623. SET_FADING_COLOUR 0 0 0
  3624. DO_FADE 1500 0
  3625. SWITCH_STREAMING 0
  3626. PRINT_BIG LOVE1 15000 2 // LIBERATOR
  3627. WHILE GET_FADING_STATUS
  3628. WAIT 0
  3629. ENDWHILE
  3630. LOAD_AND_LAUNCH_MISSION love1.sc // (60) Liberator
  3631. ENDIF
  3632. IF NOT IS_PLAYER_PLAYING player
  3633. GOTO love_mission1_loop
  3634. ENDIF
  3635. WHILE LOCATE_PLAYER_ON_FOOT_3D player 87.25 -1548.563 28.25 2.0 1.0 2.0 0
  3636. WAIT 0
  3637. IF NOT IS_PLAYER_PLAYING player
  3638. GOTO love_mission1_loop
  3639. ENDIF
  3640. ENDWHILE
  3641. ENDIF
  3642. ENDIF
  3643. ENDIF
  3644. GOTO love_mission1_loop
  3645. }
  3646.  
  3647. love_mission2_loop:
  3648. {
  3649. WAIT var_5
  3650. IF flag_love_mission2_passed = 1
  3651. TERMINATE_THIS_SCRIPT
  3652. ENDIF
  3653. IF IS_PLAYER_PLAYING player
  3654. IF LOCATE_PLAYER_ON_FOOT_3D player 87.25 -1548.563 28.25 2.0 1.0 2.0 0
  3655. IF flag_player_on_mission = 0
  3656. IF CAN_PLAYER_START_MISSION player
  3657. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3658. SET_FADING_COLOUR 0 0 0
  3659. DO_FADE 1500 0
  3660. SWITCH_STREAMING 0
  3661. PRINT_BIG LOVE2 15000 2 // 'WAKA-GASHIRA WIPEOUT!'
  3662. WHILE GET_FADING_STATUS
  3663. WAIT 0
  3664. ENDWHILE
  3665. LOAD_AND_LAUNCH_MISSION love2.sc // (61) Waka-Gashira Wipeout!
  3666. ENDIF
  3667. IF NOT IS_PLAYER_PLAYING player
  3668. GOTO love_mission2_loop
  3669. ENDIF
  3670. WHILE LOCATE_PLAYER_ON_FOOT_3D player 87.25 -1548.563 28.25 2.0 1.0 2.0 0
  3671. WAIT 0
  3672. IF NOT IS_PLAYER_PLAYING player
  3673. GOTO love_mission2_loop
  3674. ENDIF
  3675. ENDWHILE
  3676. ENDIF
  3677. ENDIF
  3678. ENDIF
  3679. GOTO love_mission2_loop
  3680. }
  3681.  
  3682. love_mission3_loop:
  3683. {
  3684. WAIT var_5
  3685. IF flag_love_mission3_passed = 1
  3686. TERMINATE_THIS_SCRIPT
  3687. ENDIF
  3688. IF IS_PLAYER_PLAYING player
  3689. IF LOCATE_PLAYER_ON_FOOT_3D player 87.25 -1548.563 28.25 2.0 1.0 2.0 0
  3690. IF flag_player_on_mission = 0
  3691. IF CAN_PLAYER_START_MISSION player
  3692. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3693. SET_FADING_COLOUR 0 0 0
  3694. DO_FADE 1500 0
  3695. SWITCH_STREAMING 0
  3696. PRINT_BIG LOVE3 15000 2 // 'A DROP IN THE OCEAN'
  3697. WHILE GET_FADING_STATUS
  3698. WAIT 0
  3699. ENDWHILE
  3700. LOAD_AND_LAUNCH_MISSION love3.sc // (62) A Drop In The Ocean
  3701. ENDIF
  3702. IF NOT IS_PLAYER_PLAYING player
  3703. GOTO love_mission3_loop
  3704. ENDIF
  3705. WHILE LOCATE_PLAYER_ON_FOOT_3D player 87.25 -1548.563 28.25 2.0 1.0 2.0 0
  3706. WAIT 0
  3707. IF NOT IS_PLAYER_PLAYING player
  3708. GOTO love_mission3_loop
  3709. ENDIF
  3710. ENDWHILE
  3711. ENDIF
  3712. ENDIF
  3713. ENDIF
  3714. GOTO love_mission3_loop
  3715. }
  3716.  
  3717. yardie_mission1_loop:
  3718. {
  3719. WAIT var_5
  3720. IF flag_yardie_mission1_passed = 1
  3721. TURN_PHONE_OFF var_302
  3722. TERMINATE_THIS_SCRIPT
  3723. ENDIF
  3724. IF flag_player_on_mission = 0
  3725. TURN_PHONE_ON var_302
  3726. ELSE
  3727. TURN_PHONE_OFF var_302
  3728. ENDIF
  3729. IF IS_PLAYER_PLAYING player
  3730. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 120.6875 -272.0625 16.0625 1.0 1.0 2.0 0
  3731. IF flag_player_on_mission = 0
  3732. IF CAN_PLAYER_START_MISSION player
  3733. TURN_PHONE_OFF var_302
  3734. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3735. SET_FADING_COLOUR 0 0 0
  3736. DO_FADE 1500 0
  3737. PRINT_BIG YD1 15000 2 // 'BLING-BLING SCRAMBLE'
  3738. WHILE GET_FADING_STATUS
  3739. WAIT 0
  3740. ENDWHILE
  3741. LOAD_AND_LAUNCH_MISSION yard1.sc // (63) Bling-Bling Scramble
  3742. ENDIF
  3743. IF NOT IS_PLAYER_PLAYING player
  3744. GOTO yardie_mission1_loop
  3745. ENDIF
  3746. WHILE LOCATE_PLAYER_ON_FOOT_3D player 120.6875 -272.0625 16.0625 1.0 1.0 2.0 0
  3747. WAIT 0
  3748. IF NOT IS_PLAYER_PLAYING player
  3749. GOTO yardie_mission1_loop
  3750. ENDIF
  3751. ENDWHILE
  3752. ENDIF
  3753. ENDIF
  3754. ENDIF
  3755. GOTO yardie_mission1_loop
  3756. }
  3757.  
  3758. yardie_mission2_loop:
  3759. {
  3760. WAIT var_5
  3761. IF flag_yardie_mission2_passed = 1
  3762. TURN_PHONE_OFF var_302
  3763. TERMINATE_THIS_SCRIPT
  3764. ENDIF
  3765. IF flag_player_on_mission = 0
  3766. TURN_PHONE_ON var_302
  3767. ELSE
  3768. TURN_PHONE_OFF var_302
  3769. ENDIF
  3770. IF IS_PLAYER_PLAYING player
  3771. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 120.6875 -272.0625 16.0625 1.0 1.0 2.0 0
  3772. IF flag_player_on_mission = 0
  3773. IF CAN_PLAYER_START_MISSION player
  3774. TURN_PHONE_OFF var_302
  3775. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3776. SET_FADING_COLOUR 0 0 0
  3777. DO_FADE 1500 0
  3778. PRINT_BIG YD2 15000 2 // 'UZI RIDER'
  3779. WHILE GET_FADING_STATUS
  3780. WAIT 0
  3781. ENDWHILE
  3782. LOAD_AND_LAUNCH_MISSION yard2.sc // (64) Uzi Rider
  3783. ENDIF
  3784. IF NOT IS_PLAYER_PLAYING player
  3785. GOTO yardie_mission2_loop
  3786. ENDIF
  3787. WHILE LOCATE_PLAYER_ON_FOOT_3D player 120.6875 -272.0625 16.0625 1.0 1.0 2.0 0
  3788. WAIT 0
  3789. IF NOT IS_PLAYER_PLAYING player
  3790. GOTO yardie_mission2_loop
  3791. ENDIF
  3792. ENDWHILE
  3793. ENDIF
  3794. ENDIF
  3795. ENDIF
  3796. GOTO yardie_mission2_loop
  3797. }
  3798.  
  3799. yardie_mission3_loop:
  3800. {
  3801. WAIT var_5
  3802. IF flag_yardie_mission3_passed = 1
  3803. TURN_PHONE_OFF var_302
  3804. TERMINATE_THIS_SCRIPT
  3805. ENDIF
  3806. IF flag_player_on_mission = 0
  3807. TURN_PHONE_ON var_302
  3808. ELSE
  3809. TURN_PHONE_OFF var_302
  3810. ENDIF
  3811. IF IS_PLAYER_PLAYING player
  3812. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 120.6875 -272.0625 16.0625 1.0 1.0 2.0 0
  3813. IF flag_player_on_mission = 0
  3814. IF CAN_PLAYER_START_MISSION player
  3815. TURN_PHONE_OFF var_302
  3816. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3817. SET_FADING_COLOUR 0 0 0
  3818. DO_FADE 1500 0
  3819. PRINT_BIG YD3 15000 2 // 'GANGCAR ROUND-UP'
  3820. WHILE GET_FADING_STATUS
  3821. WAIT 0
  3822. ENDWHILE
  3823. LOAD_AND_LAUNCH_MISSION yard3.sc // (65) Gangcar Round-Up
  3824. ENDIF
  3825. IF NOT IS_PLAYER_PLAYING player
  3826. GOTO yardie_mission3_loop
  3827. ENDIF
  3828. WHILE LOCATE_PLAYER_ON_FOOT_3D player 120.6875 -272.0625 16.0625 1.0 1.0 2.0 0
  3829. WAIT 0
  3830. IF NOT IS_PLAYER_PLAYING player
  3831. GOTO yardie_mission3_loop
  3832. ENDIF
  3833. ENDWHILE
  3834. ENDIF
  3835. ENDIF
  3836. ENDIF
  3837. GOTO yardie_mission3_loop
  3838. }
  3839.  
  3840. yardie_mission4_loop:
  3841. {
  3842. WAIT var_5
  3843. IF flag_yardie_mission4_passed = 1
  3844. TURN_PHONE_OFF var_302
  3845. TERMINATE_THIS_SCRIPT
  3846. ENDIF
  3847. IF flag_player_on_mission = 0
  3848. TURN_PHONE_ON var_302
  3849. ELSE
  3850. TURN_PHONE_OFF var_302
  3851. ENDIF
  3852. IF IS_PLAYER_PLAYING player
  3853. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 120.6875 -272.0625 16.0625 1.0 1.0 2.0 0
  3854. IF flag_player_on_mission = 0
  3855. IF CAN_PLAYER_START_MISSION player
  3856. TURN_PHONE_OFF var_302
  3857. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3858. SET_FADING_COLOUR 0 0 0
  3859. DO_FADE 1500 0
  3860. PRINT_BIG YD4 15000 2 // 'KINGDOM COME'
  3861. WHILE GET_FADING_STATUS
  3862. WAIT 0
  3863. ENDWHILE
  3864. LOAD_AND_LAUNCH_MISSION yard4.sc // (66) Kingdom Come
  3865. ENDIF
  3866. IF NOT IS_PLAYER_PLAYING player
  3867. GOTO yardie_mission4_loop
  3868. ENDIF
  3869. WHILE LOCATE_PLAYER_ON_FOOT_3D player 120.6875 -272.0625 16.0625 1.0 1.0 2.0 0
  3870. WAIT 0
  3871. IF NOT IS_PLAYER_PLAYING player
  3872. GOTO yardie_mission4_loop
  3873. ENDIF
  3874. ENDWHILE
  3875. ENDIF
  3876. ENDIF
  3877. ENDIF
  3878. GOTO yardie_mission4_loop
  3879. }
  3880.  
  3881. love_mission4_loop:
  3882. {
  3883. WAIT var_5
  3884. IF flag_love_mission4_passed = 1
  3885. TERMINATE_THIS_SCRIPT
  3886. ENDIF
  3887. IF IS_PLAYER_PLAYING player
  3888. IF LOCATE_PLAYER_ON_FOOT_3D player 87.25 -1548.563 28.25 2.0 1.0 2.0 0
  3889. IF flag_player_on_mission = 0
  3890. IF CAN_PLAYER_START_MISSION player
  3891. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3892. SET_FADING_COLOUR 0 0 0
  3893. DO_FADE 1500 0
  3894. SWITCH_STREAMING 0
  3895. PRINT_BIG LOVE4 15000 2 // 'GRAND THEFT AERO'
  3896. WHILE GET_FADING_STATUS
  3897. WAIT 0
  3898. ENDWHILE
  3899. LOAD_AND_LAUNCH_MISSION love4.sc // (67) Grand Theft Aero
  3900. ENDIF
  3901. IF NOT IS_PLAYER_PLAYING player
  3902. GOTO love_mission4_loop
  3903. ENDIF
  3904. WHILE LOCATE_PLAYER_ON_FOOT_3D player 87.25 -1548.563 28.25 2.0 1.0 2.0 0
  3905. WAIT 0
  3906. IF NOT IS_PLAYER_PLAYING player
  3907. GOTO love_mission4_loop
  3908. ENDIF
  3909. ENDWHILE
  3910. ENDIF
  3911. ENDIF
  3912. ENDIF
  3913. GOTO love_mission4_loop
  3914. }
  3915.  
  3916. love_mission5_loop:
  3917. {
  3918. WAIT var_5
  3919. IF flag_love_mission5_passed = 1
  3920. TERMINATE_THIS_SCRIPT
  3921. ENDIF
  3922. IF IS_PLAYER_PLAYING player
  3923. IF LOCATE_PLAYER_ON_FOOT_3D player 87.25 -1548.563 28.25 2.0 1.0 2.0 0
  3924. IF flag_player_on_mission = 0
  3925. IF CAN_PLAYER_START_MISSION player
  3926. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3927. SET_FADING_COLOUR 0 0 0
  3928. DO_FADE 1500 0
  3929. SWITCH_STREAMING 0
  3930. PRINT_BIG LOVE5 15000 2 // 'ESCORT SERVICE'
  3931. WHILE GET_FADING_STATUS
  3932. WAIT 0
  3933. ENDWHILE
  3934. LOAD_AND_LAUNCH_MISSION love5.sc // (68) Escort Service
  3935. ENDIF
  3936. IF NOT IS_PLAYER_PLAYING player
  3937. GOTO love_mission5_loop
  3938. ENDIF
  3939. WHILE LOCATE_PLAYER_ON_FOOT_3D player 87.25 -1548.563 28.25 2.0 1.0 2.0 0
  3940. WAIT 0
  3941. IF NOT IS_PLAYER_PLAYING player
  3942. GOTO love_mission5_loop
  3943. ENDIF
  3944. ENDWHILE
  3945. ENDIF
  3946. ENDIF
  3947. ENDIF
  3948. GOTO love_mission5_loop
  3949. }
  3950.  
  3951. love_mission6_loop:
  3952. {
  3953. WAIT var_5
  3954. IF flag_love_mission6_passed = 1
  3955. TERMINATE_THIS_SCRIPT
  3956. ENDIF
  3957. IF IS_PLAYER_PLAYING player
  3958. IF LOCATE_PLAYER_ON_FOOT_3D player 87.25 -1548.563 28.25 2.0 1.0 2.0 0
  3959. IF flag_player_on_mission = 0
  3960. IF CAN_PLAYER_START_MISSION player
  3961. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3962. SET_FADING_COLOUR 0 0 0
  3963. DO_FADE 1500 0
  3964. SWITCH_STREAMING 0
  3965. PRINT_BIG LOVE6 15000 2 // DECOY
  3966. WHILE GET_FADING_STATUS
  3967. WAIT 0
  3968. ENDWHILE
  3969. LOAD_AND_LAUNCH_MISSION love6.sc // (69) Decoy
  3970. ENDIF
  3971. IF NOT IS_PLAYER_PLAYING player
  3972. GOTO love_mission6_loop
  3973. ENDIF
  3974. WHILE LOCATE_PLAYER_ON_FOOT_3D player 87.25 -1548.563 28.25 2.0 1.0 2.0 0
  3975. WAIT 0
  3976. IF NOT IS_PLAYER_PLAYING player
  3977. GOTO love_mission6_loop
  3978. ENDIF
  3979. ENDWHILE
  3980. ENDIF
  3981. ENDIF
  3982. ENDIF
  3983. GOTO love_mission6_loop
  3984. }
  3985.  
  3986. love_mission7_loop:
  3987. {
  3988. WAIT var_5
  3989. IF flag_love_mission7_passed = 1
  3990. TERMINATE_THIS_SCRIPT
  3991. ENDIF
  3992. IF IS_PLAYER_PLAYING player
  3993. IF LOCATE_PLAYER_ON_FOOT_3D player 87.25 -1548.563 28.25 2.0 1.0 2.0 0
  3994. IF flag_player_on_mission = 0
  3995. IF CAN_PLAYER_START_MISSION player
  3996. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  3997. SET_FADING_COLOUR 0 0 0
  3998. DO_FADE 1500 0
  3999. SWITCH_STREAMING 0
  4000. PRINT_BIG LOVE7 15000 2 // LOVE'S DISAPPEARANCE
  4001. WHILE GET_FADING_STATUS
  4002. WAIT 0
  4003. ENDWHILE
  4004. LOAD_AND_LAUNCH_MISSION love7.sc // (70) Love's Disappearance
  4005. ENDIF
  4006. IF NOT IS_PLAYER_PLAYING player
  4007. GOTO love_mission7_loop
  4008. ENDIF
  4009. WHILE LOCATE_PLAYER_ON_FOOT_3D player 87.25 -1548.563 28.25 2.0 1.0 2.0 0
  4010. WAIT 0
  4011. IF NOT IS_PLAYER_PLAYING player
  4012. GOTO love_mission7_loop
  4013. ENDIF
  4014. ENDWHILE
  4015. ENDIF
  4016. ENDIF
  4017. ENDIF
  4018. GOTO love_mission7_loop
  4019. }
  4020.  
  4021. asuka_suburban_mission1_loop:
  4022. {
  4023. WAIT var_5
  4024. IF flag_asuka_suburban_mission1_passed = 1
  4025. TERMINATE_THIS_SCRIPT
  4026. ENDIF
  4027. IF IS_PLAYER_PLAYING player
  4028. IF LOCATE_PLAYER_ON_FOOT_3D player 367.25 -328.0625 19.5 1.0 1.0 2.0 0
  4029. IF flag_player_on_mission = 0
  4030. IF CAN_PLAYER_START_MISSION player
  4031. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  4032. SET_FADING_COLOUR 0 0 0
  4033. DO_FADE 1500 0
  4034. SWITCH_STREAMING 0
  4035. PRINT_BIG AS1 15000 2 // BAIT
  4036. WHILE GET_FADING_STATUS
  4037. WAIT 0
  4038. ENDWHILE
  4039. LOAD_AND_LAUNCH_MISSION asusb1.sc // (71) Bait
  4040. ENDIF
  4041. IF NOT IS_PLAYER_PLAYING player
  4042. GOTO asuka_suburban_mission1_loop
  4043. ENDIF
  4044. WHILE LOCATE_PLAYER_ON_FOOT_3D player 367.25 -328.0625 19.5 1.0 1.0 2.0 0
  4045. WAIT 0
  4046. IF NOT IS_PLAYER_PLAYING player
  4047. GOTO asuka_suburban_mission1_loop
  4048. ENDIF
  4049. ENDWHILE
  4050. ENDIF
  4051. ENDIF
  4052. ENDIF
  4053. GOTO asuka_suburban_mission1_loop
  4054. }
  4055.  
  4056. asuka_suburban_mission2_loop:
  4057. {
  4058. WAIT var_5
  4059. IF flag_asuka_suburban_mission2_passed = 1
  4060. TERMINATE_THIS_SCRIPT
  4061. ENDIF
  4062. IF IS_PLAYER_PLAYING player
  4063. IF LOCATE_PLAYER_ON_FOOT_3D player 367.25 -328.0625 19.5 1.0 1.0 2.0 0
  4064. IF flag_player_on_mission = 0
  4065. IF CAN_PLAYER_START_MISSION player
  4066. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  4067. SET_FADING_COLOUR 0 0 0
  4068. DO_FADE 1500 0
  4069. SWITCH_STREAMING 0
  4070. PRINT_BIG AS2 15000 2 // 'ESPRESSO-2-GO!'
  4071. WHILE GET_FADING_STATUS
  4072. WAIT 0
  4073. ENDWHILE
  4074. LOAD_AND_LAUNCH_MISSION asusb2.sc // (72) Espresso-2-Go!
  4075. ENDIF
  4076. IF NOT IS_PLAYER_PLAYING player
  4077. GOTO asuka_suburban_mission2_loop
  4078. ENDIF
  4079. WHILE LOCATE_PLAYER_ON_FOOT_3D player 367.25 -328.0625 19.5 1.0 1.0 2.0 0
  4080. WAIT 0
  4081. IF NOT IS_PLAYER_PLAYING player
  4082. GOTO asuka_suburban_mission2_loop
  4083. ENDIF
  4084. ENDWHILE
  4085. ENDIF
  4086. ENDIF
  4087. ENDIF
  4088. GOTO asuka_suburban_mission2_loop
  4089. }
  4090.  
  4091. asuka_suburban_mission3_loop:
  4092. {
  4093. WAIT var_5
  4094. IF flag_asuka_suburban_mission3_passed = 1
  4095. TERMINATE_THIS_SCRIPT
  4096. ENDIF
  4097. IF IS_PLAYER_PLAYING player
  4098. IF LOCATE_PLAYER_ON_FOOT_3D player 367.25 -328.0625 19.5 1.0 1.0 2.0 0
  4099. IF flag_player_on_mission = 0
  4100. IF CAN_PLAYER_START_MISSION player
  4101. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  4102. SET_FADING_COLOUR 0 0 0
  4103. DO_FADE 1500 0
  4104. SWITCH_STREAMING 0
  4105. PRINT_BIG AS3 15000 2 // 'S.A.M.'
  4106. WHILE GET_FADING_STATUS
  4107. WAIT 0
  4108. ENDWHILE
  4109. LOAD_AND_LAUNCH_MISSION asusb3.sc // (73) S.A.M.
  4110. ENDIF
  4111. IF NOT IS_PLAYER_PLAYING player
  4112. GOTO asuka_suburban_mission3_loop
  4113. ENDIF
  4114. WHILE LOCATE_PLAYER_ON_FOOT_3D player 367.25 -328.0625 19.5 1.0 1.0 2.0 0
  4115. WAIT 0
  4116. IF NOT IS_PLAYER_PLAYING player
  4117. GOTO asuka_suburban_mission3_loop
  4118. ENDIF
  4119. ENDWHILE
  4120. ENDIF
  4121. ENDIF
  4122. ENDIF
  4123. GOTO asuka_suburban_mission3_loop
  4124. }
  4125.  
  4126. hood_mission1_loop:
  4127. {
  4128. WAIT var_5
  4129. IF flag_hood_mission1_passed = 1
  4130. TURN_PHONE_OFF var_309
  4131. TERMINATE_THIS_SCRIPT
  4132. ENDIF
  4133. IF flag_player_on_mission = 0
  4134. TURN_PHONE_ON var_309
  4135. ELSE
  4136. TURN_PHONE_OFF var_309
  4137. ENDIF
  4138. IF IS_PLAYER_PLAYING player
  4139. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player -443.5 -6.0625 3.75 1.0 1.0 2.0 0
  4140. IF flag_player_on_mission = 0
  4141. IF CAN_PLAYER_START_MISSION player
  4142. TURN_PHONE_OFF var_309
  4143. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  4144. SET_FADING_COLOUR 0 0 0
  4145. DO_FADE 1500 0
  4146. PRINT_BIG HM_1 15000 2 // 'UZI MONEY'
  4147. WHILE GET_FADING_STATUS
  4148. WAIT 0
  4149. ENDWHILE
  4150. LOAD_AND_LAUNCH_MISSION hood1.sc // (74) Uzi Money
  4151. ENDIF
  4152. IF NOT IS_PLAYER_PLAYING player
  4153. GOTO hood_mission1_loop
  4154. ENDIF
  4155. WHILE LOCATE_PLAYER_ON_FOOT_3D player -443.5 -6.0625 3.75 1.0 1.0 2.0 0
  4156. WAIT 0
  4157. IF NOT IS_PLAYER_PLAYING player
  4158. GOTO hood_mission1_loop
  4159. ENDIF
  4160. ENDWHILE
  4161. ENDIF
  4162. ENDIF
  4163. ENDIF
  4164. GOTO hood_mission1_loop
  4165. }
  4166.  
  4167. hood_mission2_loop:
  4168. {
  4169. WAIT var_5
  4170. IF flag_hood_mission2_passed = 1
  4171. TURN_PHONE_OFF var_309
  4172. TERMINATE_THIS_SCRIPT
  4173. ENDIF
  4174. IF flag_player_on_mission = 0
  4175. TURN_PHONE_ON var_309
  4176. ELSE
  4177. TURN_PHONE_OFF var_309
  4178. ENDIF
  4179. IF IS_PLAYER_PLAYING player
  4180. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player -443.5 -6.0625 3.75 1.0 1.0 2.0 0
  4181. IF flag_player_on_mission = 0
  4182. IF CAN_PLAYER_START_MISSION player
  4183. TURN_PHONE_OFF var_309
  4184. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  4185. SET_FADING_COLOUR 0 0 0
  4186. DO_FADE 1500 0
  4187. PRINT_BIG HM_2 15000 2 // TOYMINATOR
  4188. WHILE GET_FADING_STATUS
  4189. WAIT 0
  4190. ENDWHILE
  4191. LOAD_AND_LAUNCH_MISSION hood2.sc // (75) Toyminator
  4192. ENDIF
  4193. IF NOT IS_PLAYER_PLAYING player
  4194. GOTO hood_mission2_loop
  4195. ENDIF
  4196. WHILE LOCATE_PLAYER_ON_FOOT_3D player -443.5 -6.0625 3.75 1.0 1.0 2.0 0
  4197. WAIT 0
  4198. IF NOT IS_PLAYER_PLAYING player
  4199. GOTO hood_mission2_loop
  4200. ENDIF
  4201. ENDWHILE
  4202. ENDIF
  4203. ENDIF
  4204. ENDIF
  4205. GOTO hood_mission2_loop
  4206. }
  4207.  
  4208. hood_mission3_loop:
  4209. {
  4210. WAIT var_5
  4211. IF flag_hood_mission3_passed = 1
  4212. IF flag_hood_mission5_passed = 0
  4213. TURN_PHONE_OFF var_309
  4214. TERMINATE_THIS_SCRIPT
  4215. ENDIF
  4216. ENDIF
  4217. IF flag_player_on_mission = 0
  4218. TURN_PHONE_ON var_309
  4219. ELSE
  4220. TURN_PHONE_OFF var_309
  4221. ENDIF
  4222. IF IS_PLAYER_PLAYING player
  4223. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player -443.5 -6.0625 3.75 1.0 1.0 2.0 0
  4224. IF flag_player_on_mission = 0
  4225. IF CAN_PLAYER_START_MISSION player
  4226. TURN_PHONE_OFF var_309
  4227. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  4228. SET_FADING_COLOUR 0 0 0
  4229. DO_FADE 1500 0
  4230. PRINT_BIG HM_3 15000 2 // 'RIGGED TO BLOW'
  4231. WHILE GET_FADING_STATUS
  4232. WAIT 0
  4233. ENDWHILE
  4234. LOAD_AND_LAUNCH_MISSION hood3.sc // (76) Rigged To Blow
  4235. ENDIF
  4236. IF NOT IS_PLAYER_PLAYING player
  4237. GOTO hood_mission3_loop
  4238. ENDIF
  4239. WHILE LOCATE_PLAYER_ON_FOOT_3D player -443.5 -6.0625 3.75 1.0 1.0 2.0 0
  4240. WAIT 0
  4241. IF NOT IS_PLAYER_PLAYING player
  4242. GOTO hood_mission3_loop
  4243. ENDIF
  4244. ENDWHILE
  4245. ENDIF
  4246. ENDIF
  4247. ENDIF
  4248. GOTO hood_mission3_loop
  4249. }
  4250.  
  4251. hood_mission4_loop:
  4252. {
  4253. WAIT var_5
  4254. IF flag_hood_mission4_passed = 1
  4255. TURN_PHONE_OFF var_309
  4256. TERMINATE_THIS_SCRIPT
  4257. ENDIF
  4258. IF flag_player_on_mission = 0
  4259. TURN_PHONE_ON var_309
  4260. ELSE
  4261. TURN_PHONE_OFF var_309
  4262. ENDIF
  4263. IF IS_PLAYER_PLAYING player
  4264. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player -443.5 -6.0625 3.75 1.0 1.0 2.0 0
  4265. IF flag_player_on_mission = 0
  4266. IF CAN_PLAYER_START_MISSION player
  4267. TURN_PHONE_OFF var_309
  4268. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  4269. SET_FADING_COLOUR 0 0 0
  4270. DO_FADE 1500 0
  4271. PRINT_BIG HM_4 15000 2 // 'BULLION RUN'
  4272. WHILE GET_FADING_STATUS
  4273. WAIT 0
  4274. ENDWHILE
  4275. LOAD_AND_LAUNCH_MISSION hood4.sc // (77) Bullion Run
  4276. ENDIF
  4277. IF NOT IS_PLAYER_PLAYING player
  4278. GOTO hood_mission4_loop
  4279. ENDIF
  4280. WHILE LOCATE_PLAYER_ON_FOOT_3D player -443.5 -6.0625 3.75 1.0 1.0 2.0 0
  4281. WAIT 0
  4282. IF NOT IS_PLAYER_PLAYING player
  4283. GOTO hood_mission4_loop
  4284. ENDIF
  4285. ENDWHILE
  4286. ENDIF
  4287. ENDIF
  4288. ENDIF
  4289. GOTO hood_mission4_loop
  4290. }
  4291.  
  4292. hood_mission5_loop:
  4293. {
  4294. WAIT var_5
  4295. IF flag_hood_mission5_passed = 1
  4296. TURN_PHONE_OFF var_309
  4297. TERMINATE_THIS_SCRIPT
  4298. ENDIF
  4299. IF flag_player_on_mission = 0
  4300. TURN_PHONE_ON var_309
  4301. ELSE
  4302. TURN_PHONE_OFF var_309
  4303. ENDIF
  4304. IF IS_PLAYER_PLAYING player
  4305. IF LOCATE_STOPPED_PLAYER_ON_FOOT_3D player -443.5 -6.0625 3.75 1.0 1.0 2.0 0
  4306. IF flag_player_on_mission = 0
  4307. IF CAN_PLAYER_START_MISSION player
  4308. TURN_PHONE_OFF var_309
  4309. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  4310. SET_FADING_COLOUR 0 0 0
  4311. DO_FADE 1500 0
  4312. PRINT_BIG HM_5 15000 2 // RUMBLE
  4313. WHILE GET_FADING_STATUS
  4314. WAIT 0
  4315. ENDWHILE
  4316. LOAD_AND_LAUNCH_MISSION hood5.sc // (78) Rumble
  4317. ENDIF
  4318. IF NOT IS_PLAYER_PLAYING player
  4319. GOTO hood_mission5_loop
  4320. ENDIF
  4321. WHILE LOCATE_PLAYER_ON_FOOT_3D player -443.5 -6.0625 3.75 1.0 1.0 2.0 0
  4322. WAIT 0
  4323. IF NOT IS_PLAYER_PLAYING player
  4324. GOTO hood_mission5_loop
  4325. ENDIF
  4326. ENDWHILE
  4327. ENDIF
  4328. ENDIF
  4329. ENDIF
  4330. GOTO hood_mission5_loop
  4331. }
  4332.  
  4333. cat_mission1_loop:
  4334. {
  4335. WAIT var_5
  4336. IF flag_cat_mission1_passed = 1
  4337. TERMINATE_THIS_SCRIPT
  4338. ENDIF
  4339. IF IS_PLAYER_PLAYING player
  4340. IF LOCATE_PLAYER_ON_FOOT_3D player -362.75 246.5 60.0 4.5 4.5 2.0 0
  4341. IF flag_player_on_mission = 0
  4342. IF nicked_half_a_mil_before = 1
  4343. GOTO Noname_76_141
  4344. ENDIF
  4345. IF IS_SCORE_GREATER player 499999
  4346.  
  4347. Noname_76_141:
  4348. IF CAN_PLAYER_START_MISSION player
  4349. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  4350. SET_FADING_COLOUR 0 0 0
  4351. DO_FADE 1500 0
  4352. SWITCH_STREAMING 0
  4353. PRINT_BIG CAT2 15000 2 // 'THE EXCHANGE'
  4354. WHILE GET_FADING_STATUS
  4355. WAIT 0
  4356. ENDWHILE
  4357. LOAD_AND_LAUNCH_MISSION cat1.sc // (79) The Exchange
  4358. ENDIF
  4359. IF NOT IS_PLAYER_PLAYING player
  4360. GOTO cat_mission1_loop
  4361. ENDIF
  4362. WHILE LOCATE_PLAYER_ON_FOOT_3D player -362.75 246.5 60.0 4.5 4.5 2.0 0
  4363. WAIT 0
  4364. IF NOT IS_PLAYER_PLAYING player
  4365. GOTO cat_mission1_loop
  4366. ENDIF
  4367. ENDWHILE
  4368. ELSE
  4369. PRINT_NOW CAT_MON 5000 1 // ~g~You don't have enough money yet. You need var_500,000.
  4370. WHILE LOCATE_PLAYER_ON_FOOT_3D player -362.75 246.5 60.0 4.5 4.5 2.0 0
  4371. WAIT 0
  4372. IF NOT IS_PLAYER_PLAYING player
  4373. GOTO cat_mission1_loop
  4374. ENDIF
  4375. ENDWHILE
  4376. ENDIF
  4377. ENDIF
  4378. ENDIF
  4379. ENDIF
  4380. GOTO cat_mission1_loop
  4381. }
  4382.  
  4383. I_SAVE:
  4384. {
  4385. SCRIPT_NAME I_SAVE
  4386.  
  4387. I_SAVE_10:
  4388. WAIT 250
  4389. IF IS_PLAYER_PLAYING player
  4390. IF IS_COLLISION_IN_MEMORY 1
  4391. IF var_228 = 0
  4392. REMOVE_BLIP var_225
  4393. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 870.0 -308.1875 -100.0 17 var_225
  4394. CHANGE_BLIP_DISPLAY var_225 2
  4395. var_228 = 1
  4396. ENDIF
  4397. IF IS_PLAYER_IN_ZONE player REDLIGH // Red Light District
  4398. IF flag_eightball_mission_passed = 1
  4399. IF flag_player_on_mission = 0
  4400. WHILE NOT ROTATE_OBJECT playersdoor 210.0 10.0 0
  4401. WAIT 0
  4402. ENDWHILE
  4403. ELSE
  4404. WHILE NOT ROTATE_OBJECT playersdoor 0.0 10.0 0
  4405. WAIT 0
  4406. ENDWHILE
  4407. ENDIF
  4408. ENDIF
  4409. IF IS_PLAYER_PLAYING player
  4410. IF CAN_PLAYER_START_MISSION player
  4411. IF flag_player_on_mission = 0
  4412. IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 891.1875 -309.6875 7.6875 899.25 -303.25 12.6875 0
  4413. SET_PLAYER_CONTROL player 0
  4414. SET_FIXED_CAMERA_POSITION 884.5 -305.3125 13.5 0.0 0.0 0.0
  4415. POINT_CAMERA_AT_POINT 885.25 -305.8125 13.0 2
  4416. LOAD_MISSION_AUDIO DOOR_1
  4417. WHILE NOT HAS_MISSION_AUDIO_LOADED
  4418. WAIT 0
  4419. ENDWHILE
  4420. PLAY_MISSION_AUDIO
  4421. WHILE NOT ROTATE_OBJECT playersdoor 0.0 8.0 0
  4422. WAIT 0
  4423. ENDWHILE
  4424. WHILE NOT HAS_MISSION_AUDIO_FINISHED
  4425. WAIT 0
  4426. ENDWHILE
  4427. ACTIVATE_SAVE_MENU
  4428. WAIT 0
  4429. WHILE NOT HAS_SAVE_GAME_FINISHED
  4430. WAIT 0
  4431. ENDWHILE
  4432. SET_FADING_COLOUR 0 0 0
  4433. DO_FADE 1000 0
  4434. IF IS_PLAYER_PLAYING player
  4435. SET_PLAYER_CONTROL player 0
  4436. ENDIF
  4437. WAIT 1000
  4438. WHILE NOT ROTATE_OBJECT playersdoor 210.0 10.0 0
  4439. WAIT 0
  4440. ENDWHILE
  4441. CLEAR_AREA 888.5625 -308.375 -100.0 1.0 1
  4442. IF IS_PLAYER_PLAYING player
  4443. SET_PLAYER_COORDINATES player 888.5625 -308.375 -100.0
  4444. SET_PLAYER_HEADING player 90.0
  4445. DO_FADE 1000 1
  4446. RESTORE_CAMERA_JUMPCUT
  4447. SET_CAMERA_IN_FRONT_OF_PLAYER
  4448. ENDIF
  4449. WAIT 1000
  4450. IF IS_PLAYER_PLAYING player
  4451. SET_PLAYER_CONTROL player 1
  4452. ENDIF
  4453. ENDIF
  4454. ENDIF
  4455. ENDIF
  4456. ENDIF
  4457. ENDIF
  4458. ELSE
  4459. IF var_228 = 1
  4460. REMOVE_BLIP var_225
  4461. var_228 = 0
  4462. ENDIF
  4463. ENDIF
  4464. ENDIF
  4465. GOTO I_SAVE_10
  4466. }
  4467.  
  4468. I_RSTRT:
  4469. {
  4470. SCRIPT_NAME I_RSTRT
  4471.  
  4472. I_RSTRT_10:
  4473. WAIT 1000
  4474. IF IS_PLAYER_PLAYING player
  4475. IF IS_COLLISION_IN_MEMORY 1
  4476. ADD_HOSPITAL_RESTART 1144.25 -596.875 13.875 90.0
  4477. ADD_POLICE_RESTART 1143.875 -675.1875 -100.0 90.0
  4478. TERMINATE_THIS_SCRIPT
  4479. ENDIF
  4480. ENDIF
  4481. GOTO I_RSTRT_10
  4482. }
  4483.  
  4484. diablo_phone_start:
  4485. {
  4486. SCRIPT_NAME DIAB_PH
  4487.  
  4488. DIAB_PH_10:
  4489. WAIT 10000
  4490. IF IS_PLAYER_PLAYING player
  4491. IF IS_COLLISION_IN_MEMORY 1
  4492. IF flag_player_on_mission = 0
  4493. ADD_PAGER_MESSAGE DIAB1_A 140 2 0 // El Burro wants to offer you an opportunity. Get to the payphone in Hepburn Heights if you want more info.
  4494. START_NEW_SCRIPT diablo_mission1_loop
  4495. START_NEW_SCRIPT DIAB_BP
  4496. TERMINATE_THIS_SCRIPT
  4497. ENDIF
  4498. ENDIF
  4499. ENDIF
  4500. GOTO DIAB_PH_10
  4501. }
  4502.  
  4503. DIAB_BP:
  4504. {
  4505. SCRIPT_NAME DIAB_BP
  4506.  
  4507. DIAB_BP_10:
  4508. WAIT 1000
  4509. IF IS_PLAYER_PLAYING player
  4510. IF IS_COLLISION_IN_MEMORY 1
  4511. IF var_299 = 0
  4512. REMOVE_BLIP diablo_contact_blip
  4513. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 938.375 -230.5 -100.0 8 diablo_contact_blip
  4514. var_299 = 1
  4515. ENDIF
  4516. ELSE
  4517. IF var_299 = 1
  4518. REMOVE_BLIP diablo_contact_blip
  4519. var_299 = 0
  4520. ENDIF
  4521. ENDIF
  4522. ENDIF
  4523. GOTO DIAB_BP_10
  4524. }
  4525.  
  4526. joeys_buggy_loop:
  4527. {
  4528. SCRIPT_NAME JOE_BUG
  4529.  
  4530. JOE_BUG_10:
  4531. WAIT 500
  4532. IF IS_PLAYER_PLAYING player
  4533. IF IS_COLLISION_IN_MEMORY 1
  4534. GET_TIME_OF_DAY hours minutes
  4535. IF hours > 17
  4536. AND 24 > hours
  4537. IF var_414 = 0
  4538. SWITCH_CAR_GENERATOR joeys_buggy 101
  4539. ADD_CONTINUOUS_SOUND 937.0625 -275.5 8.875 91 var_131
  4540. var_414 = 1
  4541. ENDIF
  4542. ELSE
  4543. IF var_414 = 1
  4544. SWITCH_CAR_GENERATOR joeys_buggy 0
  4545. REMOVE_SOUND var_131
  4546. var_414 = 0
  4547. ENDIF
  4548. ENDIF
  4549. ENDIF
  4550. ENDIF
  4551. GOTO JOE_BUG_10
  4552. }
  4553.  
  4554. toni5_flames_loop:
  4555. {
  4556. SCRIPT_NAME TONI_FR
  4557.  
  4558. TONI_FR_10:
  4559. WAIT 500
  4560. IF IS_PLAYER_PLAYING player
  4561. IF NOT IS_PLAYER_IN_ZONE player PORT_W // Callahan Point
  4562. REMOVE_ALL_SCRIPT_FIRES
  4563. TERMINATE_THIS_SCRIPT
  4564. ENDIF
  4565. ENDIF
  4566. GOTO TONI_FR_10
  4567. }
  4568.  
  4569. blob_help_loop:
  4570. {
  4571. SCRIPT_NAME BLOB_HP
  4572.  
  4573. BLOB_HP_10:
  4574. WAIT 100
  4575. IF IS_PLAYER_PLAYING player
  4576. IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 895.25 -428.0 12.0 900.25 -423.1875 18.0 0
  4577. PRINT_HELP HELP12 // Walk into the center of the blue marker to trigger a mission.
  4578. TERMINATE_THIS_SCRIPT
  4579. ENDIF
  4580. ENDIF
  4581. GOTO BLOB_HP_10
  4582. }
  4583.  
  4584. toni4_pager_loop:
  4585. {
  4586. SCRIPT_NAME TONI4PG
  4587.  
  4588. TONI4PG_10:
  4589. WAIT 10000
  4590. IF IS_PLAYER_PLAYING player
  4591. IF flag_player_on_mission = 0
  4592. IF IS_COLLISION_IN_MEMORY 1
  4593. IF flag_toni_mission4_passed = 0
  4594. ADD_PAGER_MESSAGE TONI_P 140 2 0 // I've got some urgent work for you! -Toni
  4595. ENDIF
  4596. START_NEW_SCRIPT toni5_pager_loop
  4597. TERMINATE_THIS_SCRIPT
  4598. ENDIF
  4599. ENDIF
  4600. ENDIF
  4601. GOTO TONI4PG_10
  4602. }
  4603.  
  4604. toni5_pager_loop:
  4605. {
  4606. SCRIPT_NAME TONI5PG
  4607.  
  4608. TONI5PG_10:
  4609. WAIT 10000
  4610. IF IS_PLAYER_PLAYING player
  4611. IF flag_player_on_mission = 0
  4612. IF IS_COLLISION_IN_MEMORY 1
  4613. IF flag_toni_mission4_passed = 1
  4614. IF flag_toni_mission5_passed = 0
  4615. ADD_PAGER_MESSAGE TONI_P 140 2 0 // I've got some urgent work for you! -Toni
  4616. ENDIF
  4617. TERMINATE_THIS_SCRIPT
  4618. ENDIF
  4619. ENDIF
  4620. ENDIF
  4621. ENDIF
  4622. GOTO TONI5PG_10
  4623. }
  4624.  
  4625. close_fuzz_doors:
  4626. {
  4627. SCRIPT_NAME FUZZ_DR
  4628. WHILE flag_moved_door1_lm5 = 0
  4629. OR flag_moved_door2_lm5 = 0
  4630. WAIT 0
  4631. IF counter_girls_trying_to_get_to_ball = 0
  4632. IF NOT IS_AREA_OCCUPIED 1008.0 -899.0 14.0 996.5 -886.5 20.0 0 1 1 0 1
  4633. IF ROTATE_OBJECT fuzz_door1 180.0 10.0 0
  4634. flag_moved_door1_lm5 = 1
  4635. ENDIF
  4636. IF ROTATE_OBJECT fuzz_door2 0.0 10.0 0
  4637. flag_moved_door2_lm5 = 1
  4638. ENDIF
  4639. ENDIF
  4640. ENDIF
  4641. ENDWHILE
  4642. TERMINATE_THIS_SCRIPT
  4643. }
  4644.  
  4645. C_SAVE:
  4646. {
  4647. SCRIPT_NAME C_SAVE
  4648.  
  4649. C_SAVE_10:
  4650. WAIT 250
  4651. IF IS_PLAYER_PLAYING player
  4652. IF IS_COLLISION_IN_MEMORY 2
  4653. IF var_229 = 0
  4654. REMOVE_BLIP var_226
  4655. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 103.25 -469.1875 -100.0 17 var_226
  4656. CHANGE_BLIP_DISPLAY var_226 2
  4657. var_229 = 1
  4658. ENDIF
  4659. IF IS_PLAYER_IN_ZONE player PARK // Belleville Park
  4660. IF flag_player_on_mission = 0
  4661. WHILE NOT SLIDE_OBJECT var_46 105.3125 -482.75 16.25 0.0625 0.0 0.0 0
  4662. OR NOT SLIDE_OBJECT var_47 100.6875 -482.75 16.25 0.0625 0.0 0.0 0
  4663. WAIT 0
  4664. ENDWHILE
  4665. ELSE
  4666. WHILE NOT SLIDE_OBJECT var_46 103.8125 -482.75 16.25 0.0625 0.0 0.0 0
  4667. OR NOT SLIDE_OBJECT var_47 102.1875 -482.75 16.25 0.0625 0.0 0.0 0
  4668. WAIT 0
  4669. ENDWHILE
  4670. ENDIF
  4671. IF IS_PLAYER_PLAYING player
  4672. IF CAN_PLAYER_START_MISSION player
  4673. IF flag_player_on_mission = 0
  4674. IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 105.6875 -486.0 15.0 100.75 -483.375 18.0 0
  4675. SET_PLAYER_CONTROL player 0
  4676. SET_FIXED_CAMERA_POSITION 98.5 -472.0 19.8125 0.0 0.0 0.0
  4677. POINT_CAMERA_AT_POINT 98.9375 -472.875 19.4375 2
  4678. LOAD_MISSION_AUDIO DOOR_3
  4679. WHILE NOT HAS_MISSION_AUDIO_LOADED
  4680. WAIT 0
  4681. ENDWHILE
  4682. PLAY_MISSION_AUDIO
  4683. WHILE NOT SLIDE_OBJECT var_46 103.8125 -482.75 16.25 0.0625 0.0 0.0 0
  4684. OR NOT SLIDE_OBJECT var_47 102.1875 -482.75 16.25 0.0625 0.0 0.0 0
  4685. WAIT 0
  4686. ENDWHILE
  4687. WHILE NOT HAS_MISSION_AUDIO_FINISHED
  4688. WAIT 0
  4689. ENDWHILE
  4690. ACTIVATE_SAVE_MENU
  4691. WAIT 0
  4692. WHILE NOT HAS_SAVE_GAME_FINISHED
  4693. WAIT 0
  4694. ENDWHILE
  4695. SET_FADING_COLOUR 0 0 0
  4696. DO_FADE 1000 0
  4697. IF IS_PLAYER_PLAYING player
  4698. SET_PLAYER_CONTROL player 0
  4699. ENDIF
  4700. WAIT 1000
  4701. WHILE NOT SLIDE_OBJECT var_46 105.3125 -482.75 16.25 0.0625 0.0 0.0 0
  4702. OR NOT SLIDE_OBJECT var_47 100.6875 -482.75 16.25 0.0625 0.0 0.0 0
  4703. WAIT 0
  4704. ENDWHILE
  4705. CLEAR_AREA 103.0 -478.5 14.875 1.0 1
  4706. IF IS_PLAYER_PLAYING player
  4707. SET_PLAYER_COORDINATES player 103.0 -478.5 14.875
  4708. SET_PLAYER_HEADING player 0.0
  4709. DO_FADE 1000 1
  4710. RESTORE_CAMERA_JUMPCUT
  4711. SET_CAMERA_IN_FRONT_OF_PLAYER
  4712. ENDIF
  4713. WAIT 1000
  4714. IF IS_PLAYER_PLAYING player
  4715. SET_PLAYER_CONTROL player 1
  4716. ENDIF
  4717. ENDIF
  4718. ENDIF
  4719. ENDIF
  4720. ENDIF
  4721. ENDIF
  4722. ELSE
  4723. IF var_229 = 1
  4724. REMOVE_BLIP var_226
  4725. var_229 = 0
  4726. ENDIF
  4727. ENDIF
  4728. ENDIF
  4729. GOTO C_SAVE_10
  4730. }
  4731.  
  4732. C_RSTRT:
  4733. {
  4734. SCRIPT_NAME C_RSTRT
  4735.  
  4736. C_RSTRT_10:
  4737. WAIT 1000
  4738. IF IS_PLAYER_PLAYING player
  4739. IF IS_COLLISION_IN_MEMORY 2
  4740. IF flag_industrial_passed = 1
  4741. ADD_HOSPITAL_RESTART 183.5 -17.75 16.1875 180.0
  4742. ADD_POLICE_RESTART 340.25 -1123.375 25.0 180.0
  4743. SET_MAX_WANTED_LEVEL 5
  4744. TERMINATE_THIS_SCRIPT
  4745. ENDIF
  4746. ENDIF
  4747. ENDIF
  4748. GOTO C_RSTRT_10
  4749. }
  4750.  
  4751. yardie_phone_start:
  4752. {
  4753. SCRIPT_NAME YARD_PH
  4754.  
  4755. YARD_PH_10:
  4756. WAIT 10000
  4757. IF IS_PLAYER_PLAYING player
  4758. IF IS_COLLISION_IN_MEMORY 2
  4759. IF flag_player_on_mission = 0
  4760. ADD_PAGER_MESSAGE YD_P 140 2 0 // King Courtney would like a word. Get to the payphone in Aspatria!!
  4761. START_NEW_SCRIPT yardie_mission1_loop
  4762. START_NEW_SCRIPT YARD_BP
  4763. TERMINATE_THIS_SCRIPT
  4764. ENDIF
  4765. ENDIF
  4766. ENDIF
  4767. GOTO YARD_PH_10
  4768. }
  4769.  
  4770. YARD_BP:
  4771. {
  4772. SCRIPT_NAME YARD_BP
  4773.  
  4774. YARD_BP_10:
  4775. WAIT 1000
  4776. IF IS_PLAYER_PLAYING player
  4777. IF IS_COLLISION_IN_MEMORY 2
  4778. IF flag_yardie_mission4_passed = 1
  4779. TERMINATE_THIS_SCRIPT
  4780. ENDIF
  4781. IF var_304 = 0
  4782. REMOVE_BLIP yardie_contact_blip
  4783. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 120.6875 -272.0625 16.0625 12 yardie_contact_blip
  4784. var_304 = 1
  4785. ENDIF
  4786. ELSE
  4787. IF var_304 = 1
  4788. REMOVE_BLIP yardie_contact_blip
  4789. var_304 = 0
  4790. ENDIF
  4791. ENDIF
  4792. ENDIF
  4793. GOTO YARD_BP_10
  4794. }
  4795.  
  4796. close_asuka1_door:
  4797. {
  4798. SCRIPT_NAME ASUK_DR
  4799. IF DOES_OBJECT_EXIST backdoor
  4800. GET_OBJECT_HEADING backdoor door_position_a1
  4801. IF door_crash_flag = 1
  4802. WHILE NOT door_position_a1 = 0.0
  4803. IF IS_PLAYER_PLAYING player
  4804. IF NOT IS_PLAYER_IN_AREA_3D player 889.5625 -418.0625 15.0 895.125 -412.625 18.0 0
  4805. IF door_position_a1 > -10.0
  4806. AND 10.0 > door_position_a1
  4807. door_position_a1 = 0.0
  4808. ELSE
  4809. door_position_a1 -= 10.0
  4810. ENDIF
  4811. SET_OBJECT_HEADING backdoor door_position_a1
  4812. ENDIF
  4813. ELSE
  4814. door_position_a1 = 0.0
  4815. SET_OBJECT_HEADING backdoor door_position_a1
  4816. ENDIF
  4817. WAIT 0
  4818. ENDWHILE
  4819. ENDIF
  4820. ENDIF
  4821. TERMINATE_THIS_SCRIPT
  4822. }
  4823.  
  4824. S_SAVE:
  4825. {
  4826. SCRIPT_NAME S_SAVE
  4827.  
  4828. S_SAVE_10:
  4829. WAIT 250
  4830. IF IS_PLAYER_PLAYING player
  4831. IF IS_COLLISION_IN_MEMORY 3
  4832. IF var_230 = 0
  4833. REMOVE_BLIP var_227
  4834. ADD_SPRITE_BLIP_FOR_CONTACT_POINT -665.0 -6.5 -100.0 17 var_227
  4835. CHANGE_BLIP_DISPLAY var_227 2
  4836. var_230 = 1
  4837. ENDIF
  4838. IF IS_PLAYER_IN_ZONE player PROJECT // Wichita Gardens
  4839. IF flag_player_on_mission = 0
  4840. WHILE NOT ROTATE_OBJECT var_56 250.0 10.0 0
  4841. WAIT 0
  4842. ENDWHILE
  4843. ELSE
  4844. WHILE NOT ROTATE_OBJECT var_56 180.0 10.0 0
  4845. WAIT 0
  4846. ENDWHILE
  4847. ENDIF
  4848. IF IS_PLAYER_PLAYING player
  4849. IF CAN_PLAYER_START_MISSION player
  4850. IF flag_player_on_mission = 0
  4851. IF IS_PLAYER_IN_AREA_ON_FOOT_3D player -670.5 3.875 18.0 -660.0 12.6875 22.0 0
  4852. SET_PLAYER_CONTROL player 0
  4853. SET_FIXED_CAMERA_POSITION -678.125 -6.4375 24.4375 0.0 0.0 0.0
  4854. POINT_CAMERA_AT_POINT -677.375 -5.875 24.0625 2
  4855. WHILE NOT ROTATE_OBJECT var_56 180.0 8.0 0
  4856. WAIT 0
  4857. ENDWHILE
  4858. ACTIVATE_SAVE_MENU
  4859. WAIT 0
  4860. WHILE NOT HAS_SAVE_GAME_FINISHED
  4861. WAIT 0
  4862. ENDWHILE
  4863. SET_FADING_COLOUR 0 0 0
  4864. DO_FADE 1000 0
  4865. IF IS_PLAYER_PLAYING player
  4866. SET_PLAYER_CONTROL player 0
  4867. ENDIF
  4868. WAIT 1000
  4869. WHILE NOT ROTATE_OBJECT var_56 250.0 10.0 0
  4870. WAIT 0
  4871. ENDWHILE
  4872. CLEAR_AREA -666.75 -1.75 -100.0 1.0 1
  4873. IF IS_PLAYER_PLAYING player
  4874. SET_PLAYER_COORDINATES player -666.75 -1.75 -100.0
  4875. SET_PLAYER_HEADING player 180.0
  4876. DO_FADE 1000 1
  4877. RESTORE_CAMERA_JUMPCUT
  4878. SET_CAMERA_IN_FRONT_OF_PLAYER
  4879. ENDIF
  4880. WAIT 1000
  4881. IF IS_PLAYER_PLAYING player
  4882. SET_PLAYER_CONTROL player 1
  4883. ENDIF
  4884. ENDIF
  4885. ENDIF
  4886. ENDIF
  4887. ENDIF
  4888. ENDIF
  4889. ELSE
  4890. IF var_230 = 1
  4891. REMOVE_BLIP var_227
  4892. var_230 = 0
  4893. ENDIF
  4894. ENDIF
  4895. ENDIF
  4896. GOTO S_SAVE_10
  4897. }
  4898.  
  4899. S_RSTRT:
  4900. {
  4901. SCRIPT_NAME S_RSTRT
  4902.  
  4903. S_RSTRT_10:
  4904. WAIT 1000
  4905. IF IS_PLAYER_PLAYING player
  4906. IF IS_COLLISION_IN_MEMORY 3
  4907. IF flag_commercial_passed = 1
  4908. ADD_HOSPITAL_RESTART -1253.0 -138.1875 57.75 90.0
  4909. ADD_POLICE_RESTART -1259.5 -44.5 57.75 90.0
  4910. SET_MAX_WANTED_LEVEL 6
  4911. TERMINATE_THIS_SCRIPT
  4912. ENDIF
  4913. ENDIF
  4914. ENDIF
  4915. GOTO S_RSTRT_10
  4916. }
  4917.  
  4918. hood_phone_start:
  4919. {
  4920. SCRIPT_NAME HOOD_PH
  4921.  
  4922. HOOD_PH_10:
  4923. WAIT 10000
  4924. IF IS_PLAYER_PLAYING player
  4925. IF IS_COLLISION_IN_MEMORY 3
  4926. IF flag_player_on_mission = 0
  4927. ADD_PAGER_MESSAGE HOOD1_A 140 2 0 // Get to the payphone in Wichita Gardens and we'll talk business.
  4928. START_NEW_SCRIPT hood_mission1_loop
  4929. START_NEW_SCRIPT HOOD_BP
  4930. TERMINATE_THIS_SCRIPT
  4931. ENDIF
  4932. ENDIF
  4933. ENDIF
  4934. GOTO HOOD_PH_10
  4935. }
  4936.  
  4937. HOOD_BP:
  4938. {
  4939. SCRIPT_NAME HOOD_BP
  4940.  
  4941. HOOD_BP_10:
  4942. WAIT 1000
  4943. IF IS_PLAYER_PLAYING player
  4944. IF IS_COLLISION_IN_MEMORY 3
  4945. IF flag_hood_mission5_passed = 1
  4946. TERMINATE_THIS_SCRIPT
  4947. ENDIF
  4948. IF var_310 = 0
  4949. REMOVE_BLIP hood_contact_blip
  4950. ADD_SPRITE_BLIP_FOR_CONTACT_POINT -443.5 -6.0625 3.75 9 hood_contact_blip
  4951. var_310 = 1
  4952. ENDIF
  4953. ELSE
  4954. IF var_310 = 1
  4955. REMOVE_BLIP hood_contact_blip
  4956. var_310 = 0
  4957. ENDIF
  4958. ENDIF
  4959. ENDIF
  4960. GOTO HOOD_BP_10
  4961. }
  4962.  
  4963. luigi_message:
  4964. {
  4965. SCRIPT_NAME LUIHELP
  4966. WAIT 1000
  4967. IF IS_PLAYER_PLAYING player
  4968. IF var_9 = 0
  4969. IF flag_luigi_mission1_passed = 1
  4970. PRINT_HELP LM1_8 // You can go and see Luigi for more work or check out Liberty City.
  4971. var_9 = 1
  4972. ENDIF
  4973. ENDIF
  4974. IF var_9 = 1
  4975. TIMERA = 0
  4976. var_9 = 2
  4977. ENDIF
  4978. WHILE 6000 > TIMERA
  4979. WAIT 0
  4980. ENDWHILE
  4981. IF var_9 = 2
  4982. IF flag_player_on_mission = 0
  4983. PRINT_HELP LM1_8A // To earn some extra cash, why not borrow a taxi...
  4984. var_9 = 3
  4985. ENDIF
  4986. ENDIF
  4987. ENDIF
  4988. TERMINATE_THIS_SCRIPT
  4989. }
  4990.  
  4991. pistol_message:
  4992. {
  4993. SCRIPT_NAME PISTOL1
  4994.  
  4995. PISTOL1_10:
  4996. WAIT 10000
  4997. IF IS_PLAYER_PLAYING player
  4998. IF flag_player_on_mission = 0
  4999. IF out_of_stock_pistol = 0
  5000. REMOVE_PICKUP var_98
  5001. CREATE_PICKUP COLT45 1 1068.5 -400.75 15.1875 var_99
  5002. ADD_PAGER_MESSAGE COLT_IN 140 2 0 // The Pistol is now in stock at Ammunation!
  5003. out_of_stock_pistol = 1
  5004. ENDIF
  5005. ENDIF
  5006. ENDIF
  5007. IF out_of_stock_pistol = 1
  5008. TERMINATE_THIS_SCRIPT
  5009. ENDIF
  5010. GOTO PISTOL1_10
  5011. }
  5012.  
  5013. uzi_message:
  5014. {
  5015. SCRIPT_NAME UZI1
  5016.  
  5017. UZI1_10:
  5018. WAIT 5000
  5019. IF IS_PLAYER_PLAYING player
  5020. IF flag_player_on_mission = 0
  5021. IF out_of_stock_uzi = 0
  5022. ADD_PAGER_MESSAGE UZI_IN 140 2 0 // The Uzi is now in stock at Ammunation!
  5023. out_of_stock_uzi = 1
  5024. ENDIF
  5025. ENDIF
  5026. ENDIF
  5027. IF out_of_stock_uzi = 1
  5028. TERMINATE_THIS_SCRIPT
  5029. ENDIF
  5030. GOTO UZI1_10
  5031. }
  5032.  
  5033. imp_exp_pager:
  5034. {
  5035. WAIT 100000
  5036. IF flag_player_on_mission = 0
  5037. IF IS_PLAYER_PLAYING player
  5038. ADD_PAGER_MESSAGE IMPEXPP 140 2 0 // Import/Export garage, Portland Harbor. We have orders for various vehicles. Check our notice board for our requirements.
  5039. TERMINATE_THIS_SCRIPT
  5040. ENDIF
  5041. ENDIF
  5042. GOTO imp_exp_pager
  5043. }
  5044.  
  5045. emergency_crane_pager:
  5046. {
  5047. WAIT 200000
  5048. IF flag_player_on_mission = 0
  5049. IF IS_PLAYER_PLAYING player
  5050. ADD_PAGER_MESSAGE EMVHPUP 140 2 0 // Great rates paid for new and used Emergency Vehicles. Bring them to the crane in the north east of Portland Harbor.
  5051. TERMINATE_THIS_SCRIPT
  5052. ENDIF
  5053. ENDIF
  5054. GOTO emergency_crane_pager
  5055. }
  5056.  
  5057. van_heist_garage_pager:
  5058. {
  5059. WAIT 300000
  5060. IF flag_player_on_mission = 0
  5061. IF IS_PLAYER_PLAYING player
  5062. ADD_PAGER_MESSAGE VANHSTP 140 2 0 // Any more Securicars you want cracked? Bring them to our garage in the Portland Harbor.
  5063. TERMINATE_THIS_SCRIPT
  5064. ENDIF
  5065. ENDIF
  5066. GOTO van_heist_garage_pager
  5067. }
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