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VC: Hit The Courier

Jul 23rd, 2015
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  1. //-------------Mission 35---------------
  2. // Originally: Hit the Courier
  3.  
  4. :COUNT2
  5. gosub @COUNT2_36
  6. if
  7. wasted_or_busted
  8. else_jump @COUNT2_27
  9. gosub @COUNT2_18849
  10.  
  11. :COUNT2_27
  12. gosub @COUNT2_19383
  13. end_thread
  14.  
  15. :COUNT2_36
  16. $ONMISSION = 1 // integer values
  17. thread 'COUNT2'
  18. increment_mission_attempts
  19. wait 0
  20. 054C: use_GXT_table 'COUNT2'
  21. 058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607
  22. $4811 = 0 // integer values
  23. $4812 = 0 // integer values
  24. $4819 = 0 // integer values
  25. $4823 = 0 // integer values
  26. $4824 = 0 // integer values
  27. $4813 = 0 // integer values
  28. $4828 = 0 // integer values
  29. $4835 = 0 // integer values
  30. $4815 = 0 // integer values
  31. $4816 = 0 // integer values
  32. $4817 = 0 // integer values
  33. $4834 = 0 // integer values
  34. $4814 = 0 // integer values
  35. $4818 = 0 // integer values
  36. $4820 = 0 // integer values
  37. $4821 = 0 // integer values
  38. $4822 = 0 // integer values
  39. $4842 = 0 // integer values
  40. $4825 = 0 // integer values
  41. $4826 = 0 // integer values
  42. $4827 = 0 // integer values
  43. $4829 = 0 // integer values
  44. $4830 = 0 // integer values
  45. $4831 = 0 // integer values
  46. $4832 = 0 // integer values
  47. $4833 = 0 // integer values
  48. $4836 = 0 // integer values
  49. $4837 = 0 // integer values
  50. $4838 = 0 // integer values
  51. $4839 = 0 // integer values
  52. $4840 = 0 // integer values
  53. $4841 = 0 // integer values
  54. $4843 = 0 // integer values
  55. $4844 = 0 // integer values
  56. $4845 = 0 // integer values
  57. $4846 = 0 // integer values
  58. $4847 = 0 // integer values
  59. $4848 = 0 // integer values
  60. $4849 = 0 // integer values
  61. $4850 = 0 // integer values
  62. $4853 = 0.0 // floating-point values
  63. $4854 = 0.0 // floating-point values
  64. $4855 = 0.0 // floating-point values
  65. $4856 = 0.0 // floating-point values
  66. $4857 = 0.0 // floating-point values
  67. $4858 = 0.0 // floating-point values
  68. $4859 = 0.0 // floating-point values
  69. $4860 = 0.0 // floating-point values
  70. $4861 = 0.0 // floating-point values
  71. $4886 = 0.0 // floating-point values
  72. 9@ = 0.0 // floating-point values
  73. 10@ = 0.0 // floating-point values
  74. 11@ = 0.0 // floating-point values
  75. $4872 = 0.0 // floating-point values
  76. $4873 = 0.0 // floating-point values
  77. $4874 = 0.0 // floating-point values
  78. 12@ = 0.0 // floating-point values
  79. 13@ = 0.0 // floating-point values
  80. $4851 = 0 // integer values
  81. $2607 = 0 // integer values
  82. $2560 = 0 // integer values
  83. $2561 = 0 // integer values
  84. $2562 = 0 // integer values
  85. $2563 = 0 // integer values
  86. $2565 = 0 // integer values
  87. $6964 = 0.0 // floating-point values
  88. 023C: load_special_actor 1 'CSPLAY'
  89. 023C: load_special_actor 2 'CSKELLY'
  90. 023C: load_special_actor 3 'CSBUDDY'
  91. select_interior 18
  92. Camera.SetAtPos(-1071.56, -278.9497, 12.3606)
  93. 038B: load_requested_models
  94.  
  95. :COUNT2_669
  96. if or
  97. 823D: not special_actor 1 loaded
  98. 823D: not special_actor 2 loaded
  99. 823D: not special_actor 3 loaded
  100. else_jump @COUNT2_703
  101. wait 0
  102. jump @COUNT2_669
  103.  
  104. :COUNT2_703
  105. 02E4: load_cutscene_data 'CNT_2'
  106. 0244: set_cutscene_pos -1064.103 -276.39 11.066
  107. 02E5: $125 = create_cutscene_object 109
  108. 02E6: set_cutscene_anim $125 'CSPLAY'
  109. 02E5: $141 = create_cutscene_object 110
  110. 02E6: set_cutscene_anim $141 'CSKELLY'
  111. 02E5: $136 = create_cutscene_object 111
  112. 02E6: set_cutscene_anim $136 'CSBUDDY'
  113. 0395: clear_area 1 at -1071.579 -281.4316 range 12.3068 3.0
  114. 0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0
  115. 0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044
  116. 0171: set_player $PLAYER_CHAR z_angle_to 272.2088
  117. 041D: set_camera_near_clip 0.1
  118. 0169: set_fade_color 0 0 1
  119. fade 1 1500
  120. 03AD: set_rubbish 0
  121. 03AF: set_streaming 1
  122. 02E7: start_cutscene
  123. 02E8: $CUT_SCENE_TIME = cutscenetime
  124.  
  125. :COUNT2_905
  126. if
  127. 1444 > $CUT_SCENE_TIME // integer values
  128. else_jump @COUNT2_940
  129. wait 0
  130. 02E8: $CUT_SCENE_TIME = cutscenetime
  131. jump @COUNT2_905
  132.  
  133. :COUNT2_940
  134. 00BC: text_highpriority 'CNT2_B1' 10000 ms 1 // Alright, the courier's moving the plates from the docks today.
  135.  
  136. :COUNT2_955
  137. if
  138. 3750 > $CUT_SCENE_TIME // integer values
  139. else_jump @COUNT2_990
  140. wait 0
  141. 02E8: $CUT_SCENE_TIME = cutscenetime
  142. jump @COUNT2_955
  143.  
  144. :COUNT2_990
  145. 00BC: text_highpriority 'CNT2_B2' 10000 ms 1 // I'm gonna go intercept them, grab the plates, lose any heat, and make my way back here.
  146.  
  147. :COUNT2_1005
  148. if
  149. 7974 > $CUT_SCENE_TIME // integer values
  150. else_jump @COUNT2_1040
  151. wait 0
  152. 02E8: $CUT_SCENE_TIME = cutscenetime
  153. jump @COUNT2_1005
  154.  
  155. :COUNT2_1040
  156. 00BC: text_highpriority 'CNT2_B3' 10000 ms 1 // Now. Depending how well this goes,
  157.  
  158. :COUNT2_1055
  159. if
  160. 9975 > $CUT_SCENE_TIME // integer values
  161. else_jump @COUNT2_1090
  162. wait 0
  163. 02E8: $CUT_SCENE_TIME = cutscenetime
  164. jump @COUNT2_1055
  165.  
  166. :COUNT2_1090
  167. 00BC: text_highpriority 'CNT2_B4' 10000 ms 1 // we may have five minutes to print the money before the counterfeit syndicate finds us, or we may have all year.
  168.  
  169. :COUNT2_1105
  170. if
  171. 14465 > $CUT_SCENE_TIME // integer values
  172. else_jump @COUNT2_1140
  173. wait 0
  174. 02E8: $CUT_SCENE_TIME = cutscenetime
  175. jump @COUNT2_1105
  176.  
  177. :COUNT2_1140
  178. 00BC: text_highpriority 'CNT2_B5' 10000 ms 1 // Either way, I want green rolling off the presses five minutes after I get back. Got it?
  179.  
  180. :COUNT2_1155
  181. if
  182. 18722 > $CUT_SCENE_TIME // integer values
  183. else_jump @COUNT2_1190
  184. wait 0
  185. 02E8: $CUT_SCENE_TIME = cutscenetime
  186. jump @COUNT2_1155
  187.  
  188. :COUNT2_1190
  189. 00BC: text_highpriority 'CNT2_B6' 10000 ms 1 // Don't you worry Tommy. We'll be ready.
  190.  
  191. :COUNT2_1205
  192. if
  193. 22232 > $CUT_SCENE_TIME // integer values
  194. else_jump @COUNT2_1240
  195. wait 0
  196. 02E8: $CUT_SCENE_TIME = cutscenetime
  197. jump @COUNT2_1205
  198.  
  199. :COUNT2_1240
  200. 00BC: text_highpriority 'CNT2_B7' 10000 ms 1 // Me an'the boys will be around in the neighborhood case you need any heat taken care of.
  201.  
  202. :COUNT2_1255
  203. if
  204. 28537 > $CUT_SCENE_TIME // integer values
  205. else_jump @COUNT2_1290
  206. wait 0
  207. 02E8: $CUT_SCENE_TIME = cutscenetime
  208. jump @COUNT2_1255
  209.  
  210. :COUNT2_1290
  211. 00BC: text_highpriority 'CNT2_B8' 10000 ms 1 // All right, everybody cool? All right. I'll catch you later...
  212.  
  213. :COUNT2_1305
  214. if
  215. 30268 > $CUT_SCENE_TIME // integer values
  216. else_jump @COUNT2_1340
  217. wait 0
  218. 02E8: $CUT_SCENE_TIME = cutscenetime
  219. jump @COUNT2_1305
  220.  
  221. :COUNT2_1340
  222. 0169: set_fade_color 0 0 1
  223. fade 0 1500
  224. 00BE: text_clear_all
  225.  
  226. :COUNT2_1357
  227. if
  228. fading
  229. else_jump @COUNT2_1381
  230. wait 0
  231. jump @COUNT2_1357
  232.  
  233. :COUNT2_1381
  234. if
  235. 82E9: not cutscene_reached_end
  236. else_jump @COUNT2_1405
  237. wait 0
  238. jump @COUNT2_1381
  239.  
  240. :COUNT2_1405
  241. 03AD: set_rubbish 1
  242. 00BE: text_clear_all
  243. 02EA: end_cutscene
  244. Camera.SetBehindPlayer
  245. 0296: unload_special_actor 1
  246. 0296: unload_special_actor 2
  247. 0296: unload_special_actor 3
  248. select_interior 0
  249. Camera.SetAtPos(-1059.841, -278.7214, 10.4044)
  250. 04E3: unknown_player $PLAYER_CHAR 3 60000
  251. Model.Load(135)
  252. Model.Load(274)
  253. Model.Load(#BRIEFCASE)
  254. Model.Load(217)
  255. Model.Load(285)
  256. Model.Load(281)
  257. Model.Load(14)
  258. Model.Load(21)
  259. Model.Load(53)
  260. Model.Load(54)
  261. Model.Load(31)
  262. Model.Load(67)
  263. Model.Load(282)
  264. Model.Load(277)
  265. 038B: load_requested_models
  266.  
  267. :COUNT2_1525
  268. if or
  269. not Model.Available(135)
  270. not Model.Available(274)
  271. not Model.Available(14)
  272. not Model.Available(21)
  273. not Model.Available(53)
  274. not Model.Available(54)
  275. else_jump @COUNT2_1573
  276. wait 0
  277. jump @COUNT2_1525
  278.  
  279. :COUNT2_1573
  280. if or
  281. not Model.Available(#BRIEFCASE)
  282. not Model.Available(217)
  283. not Model.Available(285)
  284. not Model.Available(281)
  285. not Model.Available(31)
  286. not Model.Available(67)
  287. else_jump @COUNT2_1622
  288. wait 0
  289. jump @COUNT2_1573
  290.  
  291. :COUNT2_1622
  292. if or
  293. not Model.Available(277)
  294. not Model.Available(282)
  295. else_jump @COUNT2_1654
  296. wait 0
  297. jump @COUNT2_1622
  298.  
  299. :COUNT2_1654
  300. $4791 = Car.Create(217, 408.198, -1726.195, 50.0)
  301. 0587: $4791 0
  302. 04BA: set_car $4791 speed_instantly 10.0
  303. 0129: $4799 = create_actor 9 54 in_car $4791 driverseat
  304. 01B2: give_actor $4799 weapon 22 ammo 9999 // Load the weapon model before using this
  305. 01ED: clear_actor $4799 threat_search
  306. 011A: set_actor $4799 search_threat 1
  307. 011A: set_actor $4799 search_threat 4194304
  308. 0243: set_actor $4799 ped_stats_to 16
  309. 0319: set_actor $4799 running 1
  310. 0245: set_actor $4799 walk_style_to 46
  311. 0588: $4799 0
  312. 01C8: $4800 = create_actor_pedtype 9 model 21 in_car $4791 passenger_seat 0
  313. 01B2: give_actor $4800 weapon 19 ammo 6 // Load the weapon model before using this
  314. 01ED: clear_actor $4800 threat_search
  315. 011A: set_actor $4800 search_threat 1
  316. 011A: set_actor $4800 search_threat 4194304
  317. 0243: set_actor $4800 ped_stats_to 16
  318. 0319: set_actor $4800 running 1
  319. 0245: set_actor $4800 walk_style_to 46
  320. 0588: $4800 0
  321. $4191 = Marker.CreateAboveActor($4800)
  322. 0168: set_blip $4191 size 3
  323. 04A2: heli $4791 fly_to -649.6716 -1590.727 40.0 speed 15
  324. 04BA: set_car $4791 speed_instantly 15.0
  325. $4812 = 1 // integer values
  326. fade 1 1500
  327.  
  328. :COUNT2_1900
  329. if
  330. fading
  331. else_jump @COUNT2_1924
  332. wait 0
  333. jump @COUNT2_1900
  334.  
  335. :COUNT2_1924
  336. 00BC: text_highpriority 'CNT2_01' 30000 ms 1 // ~g~The counterfeit plates ~y~courier~g~ is arriving at the ~r~docks~g~ in a helicopter any second now.
  337. 018A: $4852 = create_checkpoint_at -683.1377 -1566.971 11.4
  338. 0481: 10.0
  339. 0482: 3.0
  340. $4787 = Car.Create(135, -707.2035, -1549.606, 11.4769)
  341. 0229: set_car $4787 color_to 10 0
  342. Car.Angle($4787) = 66.0
  343. Car.SetMaxSpeed($4787, 15.0)
  344. 2@ = 0.0 // floating-point values
  345. 00AE: set_vehicle $4787 traffic_behavior_to 2
  346. Car.ImmuneToNonPlayer($4787) = True
  347. 0466: unknown_car $4787 flag 0
  348. 03ED: set_car $4787 not_damaged_when_upside_down 1
  349. Car.SetToNormalDriver($4787)
  350. 04BD: set_car $4787 is_part_of_convoy 1
  351. Car.SetDriverBehaviour($4787, 11)
  352. $4788 = Car.Create(135, -708.85, -1553.722, 11.4936)
  353. 0229: set_car $4788 color_to 0 0
  354. Car.Angle($4788) = 66.0
  355. Car.SetMaxSpeed($4788, 15.0)
  356. 5@ = 0.0 // floating-point values
  357. 00AE: set_vehicle $4788 traffic_behavior_to 2
  358. Car.ImmuneToNonPlayer($4788) = True
  359. 0466: unknown_car $4788 flag 0
  360. 03ED: set_car $4788 not_damaged_when_upside_down 1
  361. 020A: set_car $4788 door_status_to 3
  362. Car.SetToNormalDriver($4788)
  363. 04BD: set_car $4788 is_part_of_convoy 1
  364. Car.SetDriverBehaviour($4788, 11)
  365. $4789 = Car.Create(135, -710.5004, -1557.811, 11.5109)
  366. 0229: set_car $4789 color_to 10 0
  367. Car.Angle($4789) = 66.0
  368. Car.SetMaxSpeed($4789, 15.0)
  369. 8@ = 0.0 // floating-point values
  370. 00AE: set_vehicle $4789 traffic_behavior_to 2
  371. Car.ImmuneToNonPlayer($4789) = True
  372. 0466: unknown_car $4789 flag 0
  373. 03ED: set_car $4789 not_damaged_when_upside_down 1
  374. Car.SetToNormalDriver($4789)
  375. 04BD: set_car $4789 is_part_of_convoy 1
  376. Car.SetDriverBehaviour($4789, 11)
  377. $4793 = Actor.Create(Gang3, 14, -718.9443, -1530.91, 11.2232)
  378. Actor.Angle($4793) = 299.6208
  379. 01B2: give_actor $4793 weapon 19 ammo 2 // Load the weapon model before using this
  380. 01ED: clear_actor $4793 threat_search
  381. 011A: set_actor $4793 search_threat 1
  382. 011A: set_actor $4793 search_threat 4194304
  383. 011A: set_actor $4793 search_threat 1048576
  384. 0243: set_actor $4793 ped_stats_to 16
  385. 0319: set_actor $4793 running 1
  386. 0194: set_actor $4793 objective_to_guard_point -718.9443 -1530.91 11.2232
  387. 0245: set_actor $4793 walk_style_to 46
  388. $4794 = Actor.Create(Gang3, 14, -716.1127, -1533.785, 11.2238)
  389. Actor.Angle($4794) = 258.1555
  390. 01B2: give_actor $4794 weapon 23 ammo 9999 // Load the weapon model before using this
  391. 01ED: clear_actor $4794 threat_search
  392. 011A: set_actor $4794 search_threat 1
  393. 011A: set_actor $4794 search_threat 4194304
  394. 011A: set_actor $4794 search_threat 1048576
  395. 0243: set_actor $4794 ped_stats_to 16
  396. 0319: set_actor $4794 running 1
  397. 0372: set_actor $4794 anim 24 wait_state_time 60000000 ms
  398. 0194: set_actor $4794 objective_to_guard_point -716.1127 -1533.785 11.2238
  399. 0245: set_actor $4794 walk_style_to 46
  400. $4795 = Actor.Create(Gang3, 54, -715.5613, -1535.627, 11.2565)
  401. Actor.Angle($4795) = 16.6536
  402. 01B2: give_actor $4795 weapon 17 ammo 9999 // Load the weapon model before using this
  403. 01ED: clear_actor $4795 threat_search
  404. 011A: set_actor $4795 search_threat 1
  405. 011A: set_actor $4795 search_threat 4194304
  406. 011A: set_actor $4795 search_threat 1048576
  407. 0243: set_actor $4795 ped_stats_to 16
  408. 0319: set_actor $4795 running 1
  409. 0372: set_actor $4795 anim 19 wait_state_time 60000000 ms
  410. 0194: set_actor $4795 objective_to_guard_point -715.5613 -1535.627 11.2565
  411. 0245: set_actor $4795 walk_style_to 46
  412. $4796 = Actor.Create(Gang3, 53, -710.0019, -1543.779, 11.4329)
  413. Actor.Angle($4796) = 22.8506
  414. 01B2: give_actor $4796 weapon 22 ammo 9999 // Load the weapon model before using this
  415. 01ED: clear_actor $4796 threat_search
  416. 011A: set_actor $4796 search_threat 1
  417. 011A: set_actor $4796 search_threat 4194304
  418. 011A: set_actor $4796 search_threat 1048576
  419. 0243: set_actor $4796 ped_stats_to 16
  420. 0319: set_actor $4796 running 1
  421. 0372: set_actor $4796 anim 13 wait_state_time 60000000 ms
  422. 0194: set_actor $4796 objective_to_guard_point -710.0019 -1543.779 11.4329
  423. 0245: set_actor $4796 walk_style_to 46
  424. $4797 = Actor.Create(Gang3, 54, -681.0981, -1557.247, 11.4438)
  425. Actor.Angle($4797) = 334.7375
  426. 01B2: give_actor $4797 weapon 23 ammo 9999 // Load the weapon model before using this
  427. 01ED: clear_actor $4797 threat_search
  428. 011A: set_actor $4797 search_threat 1
  429. 011A: set_actor $4797 search_threat 4194304
  430. 011A: set_actor $4797 search_threat 1048576
  431. 0243: set_actor $4797 ped_stats_to 16
  432. 0319: set_actor $4797 running 1
  433. 0194: set_actor $4797 objective_to_guard_point -681.0981 -1557.247 11.4438
  434. 0245: set_actor $4797 walk_style_to 46
  435. $4798 = Actor.Create(Gang3, 67, -679.4094, -1559.045, 11.4483)
  436. Actor.Angle($4798) = 223.2479
  437. 01B2: give_actor $4798 weapon 22 ammo 9999 // Load the weapon model before using this
  438. 01ED: clear_actor $4798 threat_search
  439. 011A: set_actor $4798 search_threat 1
  440. 011A: set_actor $4798 search_threat 4194304
  441. 011A: set_actor $4798 search_threat 1048576
  442. 0243: set_actor $4798 ped_stats_to 16
  443. 0319: set_actor $4798 running 1
  444. 0194: set_actor $4798 objective_to_guard_point -679.4094 -1559.045 11.4483
  445. 0245: set_actor $4798 walk_style_to 46
  446. $4802 = Actor.Create(Gang3, 14, -718.4953, -1560.214, 13.858)
  447. Actor.Angle($4802) = 14.0515
  448. 01B2: give_actor $4802 weapon 19 ammo 2 // Load the weapon model before using this
  449. 01ED: clear_actor $4802 threat_search
  450. 011A: set_actor $4802 search_threat 1
  451. 011A: set_actor $4802 search_threat 4194304
  452. 011A: set_actor $4802 search_threat 1048576
  453. 0243: set_actor $4802 ped_stats_to 16
  454. 0319: set_actor $4802 running 1
  455. 0194: set_actor $4802 objective_to_guard_point -718.4953 -1560.214 13.858
  456. 0245: set_actor $4802 walk_style_to 46
  457. $4803 = Actor.Create(Gang3, 67, -722.6389, -1557.029, 13.8587)
  458. Actor.Angle($4803) = 344.0981
  459. 01B2: give_actor $4803 weapon 22 ammo 9999 // Load the weapon model before using this
  460. 01ED: clear_actor $4803 threat_search
  461. 011A: set_actor $4803 search_threat 1
  462. 011A: set_actor $4803 search_threat 4194304
  463. 011A: set_actor $4803 search_threat 1048576
  464. 0243: set_actor $4803 ped_stats_to 16
  465. 0319: set_actor $4803 running 1
  466. 0194: set_actor $4803 objective_to_guard_point -722.6389 -1557.029 13.8587
  467. 0245: set_actor $4803 walk_style_to 46
  468. $4804 = Actor.Create(Gang3, 53, -721.5871, -1542.477, 13.8572)
  469. Actor.Angle($4804) = 344.0981
  470. 01B2: give_actor $4804 weapon 23 ammo 9999 // Load the weapon model before using this
  471. 01ED: clear_actor $4804 threat_search
  472. 011A: set_actor $4804 search_threat 1
  473. 011A: set_actor $4804 search_threat 4194304
  474. 011A: set_actor $4804 search_threat 1048576
  475. 0243: set_actor $4804 ped_stats_to 16
  476. 0319: set_actor $4804 running 1
  477. 0194: set_actor $4804 objective_to_guard_point -721.5871 -1542.477 13.8572
  478. 0245: set_actor $4804 walk_style_to 46
  479. $4805 = Actor.Create(Gang3, 53, -721.0208, -1548.822, 11.4844)
  480. Actor.Angle($4805) = 263.0088
  481. 01B2: give_actor $4805 weapon 22 ammo 9999 // Load the weapon model before using this
  482. 01ED: clear_actor $4805 threat_search
  483. 011A: set_actor $4805 search_threat 1
  484. 011A: set_actor $4805 search_threat 4194304
  485. 011A: set_actor $4805 search_threat 1048576
  486. 0243: set_actor $4805 ped_stats_to 16
  487. 0319: set_actor $4805 running 1
  488. 0194: set_actor $4805 objective_to_guard_point -721.0208 -1548.822 11.4844
  489. 0245: set_actor $4805 walk_style_to 46
  490. $4806 = Actor.Create(Gang3, 31, -703.3905, -1573.135, 15.6165)
  491. Actor.Angle($4806) = 312.8055
  492. 01B2: give_actor $4806 weapon 28 ammo 9999 // Load the weapon model before using this
  493. 01ED: clear_actor $4806 threat_search
  494. 011A: set_actor $4806 search_threat 1
  495. 011A: set_actor $4806 search_threat 4194304
  496. 011A: set_actor $4806 search_threat 1048576
  497. 0243: set_actor $4806 ped_stats_to 16
  498. 0319: set_actor $4806 running 1
  499. 04C6: actor $4806 do_kung_fu_stance_towards_actor $PLAYER_ACTOR
  500. 0350: set_actor $4806 maintain_position_when_attacked 1
  501. 0291: set_actor $4806 attack_when_provoked 1
  502. $4807 = Actor.Create(Gang3, 31, -671.947, -1553.906, 22.7296)
  503. Actor.Angle($4807) = 3.9435
  504. 01B2: give_actor $4807 weapon 28 ammo 9999 // Load the weapon model before using this
  505. 01ED: clear_actor $4807 threat_search
  506. 011A: set_actor $4807 search_threat 1
  507. 011A: set_actor $4807 search_threat 4194304
  508. 011A: set_actor $4807 search_threat 1048576
  509. 0243: set_actor $4807 ped_stats_to 16
  510. 0319: set_actor $4807 running 1
  511. 04C6: actor $4807 do_kung_fu_stance_towards_actor $PLAYER_ACTOR
  512. 0350: set_actor $4807 maintain_position_when_attacked 1
  513. 0291: set_actor $4807 attack_when_provoked 1
  514. $4808 = Actor.Create(Gang3, 31, -722.8923, -1528.647, 15.904)
  515. Actor.Angle($4808) = 331.8096
  516. 01B2: give_actor $4808 weapon 28 ammo 9999 // Load the weapon model before using this
  517. 01ED: clear_actor $4808 threat_search
  518. 011A: set_actor $4808 search_threat 1
  519. 011A: set_actor $4808 search_threat 4194304
  520. 011A: set_actor $4808 search_threat 1048576
  521. 0243: set_actor $4808 ped_stats_to 16
  522. 0319: set_actor $4808 running 1
  523. 04C6: actor $4808 do_kung_fu_stance_towards_actor $PLAYER_ACTOR
  524. 0350: set_actor $4808 maintain_position_when_attacked 1
  525. 0291: set_actor $4808 attack_when_provoked 1
  526. $4809 = Actor.Create(Gang3, 31, -728.5547, -1554.013, 21.8729)
  527. Actor.Angle($4809) = 275.5398
  528. 01B2: give_actor $4809 weapon 28 ammo 9999 // Load the weapon model before using this
  529. 01ED: clear_actor $4809 threat_search
  530. 011A: set_actor $4809 search_threat 1
  531. 011A: set_actor $4809 search_threat 4194304
  532. 011A: set_actor $4809 search_threat 1048576
  533. 0243: set_actor $4809 ped_stats_to 16
  534. 0319: set_actor $4809 running 1
  535. 04C6: actor $4809 do_kung_fu_stance_towards_actor $PLAYER_ACTOR
  536. 0350: set_actor $4809 maintain_position_when_attacked 1
  537. 0291: set_actor $4809 attack_when_provoked 1
  538. $4810 = Actor.Create(Gang3, 53, -721.8732, -1500.1, 10.3946)
  539. Actor.Angle($4810) = 44.3659
  540. 01B2: give_actor $4810 weapon 19 ammo 9999 // Load the weapon model before using this
  541. 0319: set_actor $4810 running 1
  542. 0243: set_actor $4810 ped_stats_to 16
  543. 16@ = 3000 // integer values
  544. 17@ = 3000 // integer values
  545. if
  546. $ONMISSION == 0 // integer values
  547. else_jump @COUNT2_4074
  548. $4791 = Car.Create(217, 408.198, -1726.195, 84.1376)
  549.  
  550. :COUNT2_4074
  551. wait 0
  552. 0054: store_player $PLAYER_CHAR position_to $95 $96 $97
  553. 01BD: $4811 = current_time_in_ms
  554. $2565 += 1 // integer values
  555. if
  556. $2565 > 3 // integer values
  557. else_jump @COUNT2_4129
  558. $2565 = 0 // integer values
  559.  
  560. :COUNT2_4129
  561. if
  562. $2565 == 0 // integer values
  563. else_jump @COUNT2_6206
  564. if
  565. $4843 == 0 // integer values
  566. else_jump @COUNT2_4275
  567. if
  568. not Car.Wrecked($4791)
  569. else_jump @COUNT2_4275
  570. if
  571. 00DC: player $PLAYER_CHAR driving $4791
  572. else_jump @COUNT2_4275
  573. if
  574. not Actor.Dead($4806)
  575. else_jump @COUNT2_4234
  576. 01B2: give_actor $4806 weapon 19 ammo 999 // Load the weapon model before using this
  577. 01D9: actor $4806 destroy_car $4791
  578.  
  579. :COUNT2_4234
  580. if
  581. not Actor.Dead($4807)
  582. else_jump @COUNT2_4268
  583. 01B2: give_actor $4807 weapon 19 ammo 999 // Load the weapon model before using this
  584. 01D9: actor $4807 destroy_car $4791
  585.  
  586. :COUNT2_4268
  587. $4843 = 1 // integer values
  588.  
  589. :COUNT2_4275
  590. if
  591. not Actor.Dead($4793)
  592. else_jump @COUNT2_5919
  593. if
  594. Actor.Driving($4793)
  595. else_jump @COUNT2_5583
  596. Car.RemoveReferences($4787)
  597. $4787 = Actor.CurrentCar($4793)
  598. Car.StorePos($4787, 0@, 1@, $447)
  599. if
  600. $4816 == -1 // integer values
  601. else_jump @COUNT2_4366
  602. 16@ = 0 // integer values
  603. $4816 = 0 // integer values
  604.  
  605. :COUNT2_4366
  606. if
  607. $4816 == 0 // integer values
  608. else_jump @COUNT2_4716
  609. if
  610. $4812 > 4 // integer values
  611. else_jump @COUNT2_4716
  612. if
  613. 16@ > 2500 // integer values
  614. else_jump @COUNT2_4716
  615. if
  616. $4814 == 1 // integer values
  617. else_jump @COUNT2_4543
  618. Car.SetMaxSpeed($4787, 100.0)
  619. 2@ = 100.0 // floating-point values
  620. 00AE: set_vehicle $4787 traffic_behavior_to 2
  621. Car.SetDriverBehaviour($4787, KillThePlayer)
  622. 0084: $4829 = $4811 // integer values and handles
  623. $4816 = 1 // integer values
  624. $4820 = 0 // integer values
  625. if
  626. $4812 == 7 // integer values
  627. else_jump @COUNT2_4536
  628. 0084: $4824 = $4811 // integer values and handles
  629. $4824 += 250 // integer values
  630. $4812 = 8 // integer values
  631.  
  632. :COUNT2_4536
  633. jump @COUNT2_4716
  634.  
  635. :COUNT2_4543
  636. if
  637. $4812 > 6 // integer values
  638. else_jump @COUNT2_4716
  639. Car.SetMaxSpeed($4787, 15.0)
  640. 2@ = 15.0 // floating-point values
  641. 00AE: set_vehicle $4787 traffic_behavior_to 2
  642. if
  643. $4836 == 0 // integer values
  644. else_jump @COUNT2_4633
  645. Car.DriveTo($4787, -1133.062, -342.2911, 9.8989)
  646. jump @COUNT2_4653
  647.  
  648. :COUNT2_4633
  649. 02C2: car $4787 drive_to_point -963.9817 322.1035 10.1818
  650.  
  651. :COUNT2_4653
  652. $4816 = 2 // integer values
  653. $4820 = 0 // integer values
  654. 0084: $4829 = $4811 // integer values and handles
  655. if
  656. $4812 == 7 // integer values
  657. else_jump @COUNT2_4716
  658. $4812 = 8 // integer values
  659. 0084: $4824 = $4811 // integer values and handles
  660. $4824 += 750 // integer values
  661.  
  662. :COUNT2_4716
  663. if
  664. 01FC: player $PLAYER_CHAR near_car $4787 radius 15.0 15.0 0
  665. else_jump @COUNT2_4761
  666. Car.ImmuneToNonPlayer($4787) = False
  667. jump @COUNT2_4768
  668.  
  669. :COUNT2_4761
  670. Car.ImmuneToNonPlayer($4787) = True
  671.  
  672. :COUNT2_4768
  673. if
  674. 00DC: player $PLAYER_CHAR driving $4787
  675. else_jump @COUNT2_4795
  676. 01CA: actor $4793 kill_player $PLAYER_CHAR
  677.  
  678. :COUNT2_4795
  679. if
  680. $4839 == 0 // integer values
  681. else_jump @COUNT2_4858
  682. if
  683. 01AD: car $4787 sphere 0 near_point -963.9817 322.1035 radius 3.0 3.0
  684. else_jump @COUNT2_4858
  685. $4839 = 1 // integer values
  686.  
  687. :COUNT2_4858
  688. if
  689. $4839 == 0 // integer values
  690. else_jump @COUNT2_5025
  691. if
  692. not 2@ == 0.0 // floating-point values
  693. else_jump @COUNT2_5025
  694. 0084: $4880 = $4787 // integer values and handles
  695. 0084: $4881 = $4820 // integer values and handles
  696. 0084: $4882 = $4829 // integer values and handles
  697. 0086: $4877 = $4853 // floating-point values only
  698. 0086: $4878 = $4854 // floating-point values only
  699. 0086: $4879 = $4855 // floating-point values only
  700. gosub @COUNT2_20394
  701. 0084: $4820 = $4881 // integer values and handles
  702. 0084: $4829 = $4882 // integer values and handles
  703. 0086: $4853 = $4877 // floating-point values only
  704. 0086: $4854 = $4878 // floating-point values only
  705. 0086: $4855 = $4879 // floating-point values only
  706. if
  707. $4820 == -9 // integer values
  708. else_jump @COUNT2_5025
  709. 046B: actor $4793 leave_car $4787 and_flee
  710. $4820 = 0 // integer values
  711.  
  712. :COUNT2_5025
  713. if
  714. $4816 > 0 // integer values
  715. else_jump @COUNT2_5576
  716. $4825 = Car.Health($4787)
  717. if
  718. $4814 > 0 // integer values
  719. else_jump @COUNT2_5094
  720. if
  721. $4816 == 2 // integer values
  722. else_jump @COUNT2_5094
  723. $4816 = 0 // integer values
  724.  
  725. :COUNT2_5094
  726. if
  727. 900 > $4825 // integer values
  728. else_jump @COUNT2_5163
  729. if
  730. $4814 == 0 // integer values
  731. else_jump @COUNT2_5163
  732. if
  733. $4816 == 2 // integer values
  734. else_jump @COUNT2_5163
  735. $4816 = 0 // integer values
  736. $4814 = 1 // integer values
  737.  
  738. :COUNT2_5163
  739. if
  740. 300 > $4825 // integer values
  741. else_jump @COUNT2_5190
  742. 046B: actor $4793 leave_car $4787 and_flee
  743.  
  744. :COUNT2_5190
  745. Car.StorePos($4787, 0@, 1@, $447)
  746. 0088: $6960 = 0@ // floating-point values only
  747. $6960 -= -963.9817 // floating-point values
  748. 0088: $6961 = 1@ // floating-point values only
  749. $6961 -= 322.1035 // floating-point values
  750. 0069: $6960 *= $6960 // floating-point values
  751. 0069: $6961 *= $6961 // floating-point values
  752. 0059: $6960 += $6961 // floating-point values
  753. 01FB: 9@ = square_root $6960
  754. if
  755. $4814 == 0 // integer values
  756. else_jump @COUNT2_5466
  757. if
  758. $4836 == 0 // integer values
  759. else_jump @COUNT2_5373
  760. if
  761. 01AD: car $4787 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0
  762. else_jump @COUNT2_5373
  763. 02C2: car $4787 drive_to_point -963.9817 322.1035 10.1818
  764. $4836 = 1 // integer values
  765.  
  766. :COUNT2_5373
  767. 0088: $4865 = 10@ // floating-point values only
  768. 0067: $4865 -= 9@ // floating-point values
  769. if
  770. $4865 > 20.0 // floating-point values
  771. else_jump @COUNT2_5446
  772. Car.SetMaxSpeed($4787, 0.0)
  773. 0477: set_car $4787 action 1 time 100
  774. 2@ = 0.0 // floating-point values
  775. jump @COUNT2_5466
  776.  
  777. :COUNT2_5446
  778. Car.SetMaxSpeed($4787, 15.0)
  779. 2@ = 15.0 // floating-point values
  780.  
  781. :COUNT2_5466
  782. if
  783. $4816 == 1 // integer values
  784. else_jump @COUNT2_5569
  785. if
  786. 80E0: not player $PLAYER_CHAR driving
  787. else_jump @COUNT2_5569
  788. 0084: $4867 = $4787 // integer values and handles
  789. $4868 = -1 // integer values
  790. gosub @COUNT2_19492
  791. 0089: 2@ = $6964 // floating-point values only
  792. if
  793. 01FC: player $PLAYER_CHAR near_car $4787 radius 15.0 15.0 0
  794. else_jump @COUNT2_5569
  795. 01CA: actor $4793 kill_player $PLAYER_CHAR
  796.  
  797. :COUNT2_5569
  798. gosub @COUNT2_21092
  799.  
  800. :COUNT2_5576
  801. jump @COUNT2_5912
  802.  
  803. :COUNT2_5583
  804. $4816 = -1 // integer values
  805. if
  806. $4812 > 4 // integer values
  807. else_jump @COUNT2_5912
  808. if
  809. 00E9: player $PLAYER_CHAR 0 $4793 radius 40.0 40.0
  810. else_jump @COUNT2_5814
  811. if
  812. 80E0: not player $PLAYER_CHAR driving
  813. else_jump @COUNT2_5670
  814. 01CA: actor $4793 kill_player $PLAYER_CHAR
  815. jump @COUNT2_5807
  816.  
  817. :COUNT2_5670
  818. if
  819. 00E9: player $PLAYER_CHAR 0 $4793 radius 25.0 25.0
  820. else_jump @COUNT2_5716
  821. 01CA: actor $4793 kill_player $PLAYER_CHAR
  822. jump @COUNT2_5807
  823.  
  824. :COUNT2_5716
  825. 0084: $4869 = $4793 // integer values and handles
  826. if
  827. not Car.Wrecked($4787)
  828. else_jump @COUNT2_5800
  829. if
  830. 0202: actor $4793 near_car $4787 radius 20.0 20.0 sphere 0
  831. else_jump @COUNT2_5786
  832. 01D5: actor $4793 go_to_and_drive_car $4787
  833. jump @COUNT2_5793
  834.  
  835. :COUNT2_5786
  836. gosub @COUNT2_19759
  837.  
  838. :COUNT2_5793
  839. jump @COUNT2_5807
  840.  
  841. :COUNT2_5800
  842. gosub @COUNT2_19759
  843.  
  844. :COUNT2_5807
  845. jump @COUNT2_5905
  846.  
  847. :COUNT2_5814
  848. 0084: $4869 = $4793 // integer values and handles
  849. if
  850. not Car.Wrecked($4787)
  851. else_jump @COUNT2_5898
  852. if
  853. 0202: actor $4793 near_car $4787 radius 20.0 20.0 sphere 0
  854. else_jump @COUNT2_5884
  855. 01D5: actor $4793 go_to_and_drive_car $4787
  856. jump @COUNT2_5891
  857.  
  858. :COUNT2_5884
  859. gosub @COUNT2_19759
  860.  
  861. :COUNT2_5891
  862. jump @COUNT2_5905
  863.  
  864. :COUNT2_5898
  865. gosub @COUNT2_19759
  866.  
  867. :COUNT2_5905
  868. gosub @COUNT2_21092
  869.  
  870. :COUNT2_5912
  871. jump @COUNT2_6206
  872.  
  873. :COUNT2_5919
  874. Actor.RemoveReferences($4793)
  875. if
  876. not Actor.Dead($4794)
  877. else_jump @COUNT2_6064
  878. 0084: $4793 = $4794 // integer values and handles
  879. $4794 = -1 // integer values
  880. if
  881. not Actor.Dead($4795)
  882. else_jump @COUNT2_6006
  883. 01DE: tie_actor $4795 to_actor $4793
  884. if
  885. 831F: not unknown_actor $4795 hit_by_actor $4793
  886. else_jump @COUNT2_6006
  887. 01CC: actor $4795 kill_player $PLAYER_CHAR
  888.  
  889. :COUNT2_6006
  890. if
  891. not Actor.Dead($4796)
  892. else_jump @COUNT2_6057
  893. 01DE: tie_actor $4796 to_actor $4793
  894. if
  895. 831F: not unknown_actor $4796 hit_by_actor $4793
  896. else_jump @COUNT2_6057
  897. 01CC: actor $4796 kill_player $PLAYER_CHAR
  898.  
  899. :COUNT2_6057
  900. jump @COUNT2_6206
  901.  
  902. :COUNT2_6064
  903. Actor.RemoveReferences($4794)
  904. if
  905. not Actor.Dead($4795)
  906. else_jump @COUNT2_6158
  907. 0084: $4793 = $4795 // integer values and handles
  908. $4795 = -1 // integer values
  909. if
  910. not Actor.Dead($4796)
  911. else_jump @COUNT2_6151
  912. 01DE: tie_actor $4796 to_actor $4793
  913. if
  914. 831F: not unknown_actor $4796 hit_by_actor $4793
  915. else_jump @COUNT2_6151
  916. 01CC: actor $4796 kill_player $PLAYER_CHAR
  917.  
  918. :COUNT2_6151
  919. jump @COUNT2_6206
  920.  
  921. :COUNT2_6158
  922. Actor.RemoveReferences($4795)
  923. if
  924. not Actor.Dead($4796)
  925. else_jump @COUNT2_6201
  926. 0084: $4793 = $4796 // integer values and handles
  927. $4796 = -1 // integer values
  928. jump @COUNT2_6206
  929.  
  930. :COUNT2_6201
  931. Actor.RemoveReferences($4796)
  932.  
  933. :COUNT2_6206
  934. if
  935. $2565 == 1 // integer values
  936. else_jump @COUNT2_10234
  937. if
  938. $4812 > 4 // integer values
  939. else_jump @COUNT2_6858
  940. if
  941. not Actor.Dead($4793)
  942. else_jump @COUNT2_6525
  943. if
  944. $4832 == 0 // integer values
  945. else_jump @COUNT2_6434
  946. if
  947. not Car.Wrecked($4787)
  948. else_jump @COUNT2_6402
  949. if
  950. not Actor.Dead($4794)
  951. else_jump @COUNT2_6316
  952. 01DE: tie_actor $4794 to_actor $4793
  953.  
  954. :COUNT2_6316
  955. if
  956. not Actor.Dead($4795)
  957. else_jump @COUNT2_6340
  958. 01DE: tie_actor $4795 to_actor $4793
  959.  
  960. :COUNT2_6340
  961. if
  962. not Actor.Dead($4796)
  963. else_jump @COUNT2_6364
  964. 01DE: tie_actor $4796 to_actor $4793
  965.  
  966. :COUNT2_6364
  967. if
  968. not Actor.Driving($4793)
  969. else_jump @COUNT2_6395
  970. 01D5: actor $4793 go_to_and_drive_car $4787
  971. $4832 = 1 // integer values
  972.  
  973. :COUNT2_6395
  974. jump @COUNT2_6427
  975.  
  976. :COUNT2_6402
  977. if
  978. $4814 == 0 // integer values
  979. else_jump @COUNT2_6427
  980. $4814 = 1 // integer values
  981.  
  982. :COUNT2_6427
  983. jump @COUNT2_6518
  984.  
  985. :COUNT2_6434
  986. if
  987. $4814 == 1 // integer values
  988. else_jump @COUNT2_6518
  989. if
  990. Actor.Driving($4793)
  991. else_jump @COUNT2_6475
  992. $4832 = 2 // integer values
  993.  
  994. :COUNT2_6475
  995. if
  996. $4832 == 1 // integer values
  997. else_jump @COUNT2_6518
  998. 011C: actor $4793 clear_objective
  999. 009F: set_actor $4793 idle
  1000. 01CA: actor $4793 kill_player $PLAYER_CHAR
  1001. $4832 = 2 // integer values
  1002.  
  1003. :COUNT2_6518
  1004. jump @COUNT2_6550
  1005.  
  1006. :COUNT2_6525
  1007. if
  1008. $4814 == 0 // integer values
  1009. else_jump @COUNT2_6550
  1010. $4814 = 1 // integer values
  1011.  
  1012. :COUNT2_6550
  1013. if
  1014. not Actor.Dead($4802)
  1015. else_jump @COUNT2_6833
  1016. if
  1017. $4833 == 0 // integer values
  1018. else_jump @COUNT2_6742
  1019. if
  1020. not Car.Wrecked($4789)
  1021. else_jump @COUNT2_6710
  1022. if
  1023. not Actor.Dead($4803)
  1024. else_jump @COUNT2_6624
  1025. 01DE: tie_actor $4803 to_actor $4802
  1026.  
  1027. :COUNT2_6624
  1028. if
  1029. not Actor.Dead($4804)
  1030. else_jump @COUNT2_6648
  1031. 01DE: tie_actor $4804 to_actor $4802
  1032.  
  1033. :COUNT2_6648
  1034. if
  1035. not Actor.Dead($4805)
  1036. else_jump @COUNT2_6672
  1037. 01DE: tie_actor $4805 to_actor $4802
  1038.  
  1039. :COUNT2_6672
  1040. if
  1041. not Actor.Driving($4802)
  1042. else_jump @COUNT2_6703
  1043. 01D5: actor $4802 go_to_and_drive_car $4789
  1044. $4833 = 1 // integer values
  1045.  
  1046. :COUNT2_6703
  1047. jump @COUNT2_6735
  1048.  
  1049. :COUNT2_6710
  1050. if
  1051. $4814 == 0 // integer values
  1052. else_jump @COUNT2_6735
  1053. $4814 = 1 // integer values
  1054.  
  1055. :COUNT2_6735
  1056. jump @COUNT2_6826
  1057.  
  1058. :COUNT2_6742
  1059. if
  1060. $4814 == 1 // integer values
  1061. else_jump @COUNT2_6826
  1062. if
  1063. Actor.Driving($4802)
  1064. else_jump @COUNT2_6783
  1065. $4833 = 2 // integer values
  1066.  
  1067. :COUNT2_6783
  1068. if
  1069. $4833 == 1 // integer values
  1070. else_jump @COUNT2_6826
  1071. 011C: actor $4802 clear_objective
  1072. 009F: set_actor $4802 idle
  1073. 01CA: actor $4802 kill_player $PLAYER_CHAR
  1074. $4833 = 2 // integer values
  1075.  
  1076. :COUNT2_6826
  1077. jump @COUNT2_6858
  1078.  
  1079. :COUNT2_6833
  1080. if
  1081. $4814 == 0 // integer values
  1082. else_jump @COUNT2_6858
  1083. $4814 = 1 // integer values
  1084.  
  1085. :COUNT2_6858
  1086. if
  1087. not Actor.Dead($4810)
  1088. else_jump @COUNT2_7221
  1089. if
  1090. 00E4: player $PLAYER_CHAR 0 -725.096 -1499.147 radius 3.7 3.0
  1091. else_jump @COUNT2_6993
  1092. if
  1093. $4851 == 0 // integer values
  1094. else_jump @COUNT2_6986
  1095. if
  1096. $2563 == 0 // integer values
  1097. else_jump @COUNT2_6971
  1098. $2563 = 1 // integer values
  1099. 0084: $2588 = $4811 // integer values and handles
  1100. $2588 += 6000 // integer values
  1101.  
  1102. :COUNT2_6971
  1103. 01D2: actor $4810 follow_player $PLAYER_CHAR
  1104. $4851 = 1 // integer values
  1105.  
  1106. :COUNT2_6986
  1107. jump @COUNT2_7103
  1108.  
  1109. :COUNT2_6993
  1110. if or
  1111. 00E4: player $PLAYER_CHAR 0 -706.433 -1512.958 radius 15.0 15.0
  1112. 00E4: player $PLAYER_CHAR 0 -723.606 -1515.598 radius 15.0 15.0
  1113. else_jump @COUNT2_7073
  1114. 01CA: actor $4810 kill_player $PLAYER_CHAR
  1115. jump @COUNT2_7103
  1116.  
  1117. :COUNT2_7073
  1118. if
  1119. $4851 == 1 // integer values
  1120. else_jump @COUNT2_7103
  1121. 011C: actor $4810 clear_objective
  1122. $4851 = 0 // integer values
  1123.  
  1124. :COUNT2_7103
  1125. if
  1126. 00E5: player $PLAYER_CHAR 0 -725.096 -1499.147 radius 3.7 3.0
  1127. else_jump @COUNT2_7214
  1128. if
  1129. not $4851 == 2 // integer values
  1130. else_jump @COUNT2_7214
  1131. 01ED: clear_actor $4810 threat_search
  1132. 011A: set_actor $4810 search_threat 1
  1133. 011A: set_actor $4810 search_threat 4194304
  1134. 011A: set_actor $4810 search_threat 1048576
  1135. 03C1: $4790 = player $PLAYER_CHAR car_no_save
  1136. 01D9: actor $4810 destroy_car $4790
  1137. $4851 = 2 // integer values
  1138.  
  1139. :COUNT2_7214
  1140. jump @COUNT2_7251
  1141.  
  1142. :COUNT2_7221
  1143. Actor.RemoveReferences($4810)
  1144. if
  1145. $4814 == 0 // integer values
  1146. else_jump @COUNT2_7251
  1147. $4814 = 1 // integer values
  1148.  
  1149. :COUNT2_7251
  1150. if
  1151. Actor.Dead($4793)
  1152. else_jump @COUNT2_7304
  1153. Actor.RemoveReferences($4793)
  1154. if
  1155. $4814 == 0 // integer values
  1156. else_jump @COUNT2_7297
  1157. $4814 = 1 // integer values
  1158.  
  1159. :COUNT2_7297
  1160. jump @COUNT2_7337
  1161.  
  1162. :COUNT2_7304
  1163. if and
  1164. $4814 == 1 // integer values
  1165. 7 > $4812 // integer values
  1166. else_jump @COUNT2_7337
  1167. 01CA: actor $4793 kill_player $PLAYER_CHAR
  1168.  
  1169. :COUNT2_7337
  1170. if
  1171. Actor.Dead($4794)
  1172. else_jump @COUNT2_7390
  1173. Actor.RemoveReferences($4794)
  1174. if
  1175. $4814 == 0 // integer values
  1176. else_jump @COUNT2_7383
  1177. $4814 = 1 // integer values
  1178.  
  1179. :COUNT2_7383
  1180. jump @COUNT2_7423
  1181.  
  1182. :COUNT2_7390
  1183. if and
  1184. $4814 == 1 // integer values
  1185. 7 > $4812 // integer values
  1186. else_jump @COUNT2_7423
  1187. 01CA: actor $4794 kill_player $PLAYER_CHAR
  1188.  
  1189. :COUNT2_7423
  1190. if
  1191. Actor.Dead($4795)
  1192. else_jump @COUNT2_7476
  1193. Actor.RemoveReferences($4795)
  1194. if
  1195. $4814 == 0 // integer values
  1196. else_jump @COUNT2_7469
  1197. $4814 = 1 // integer values
  1198.  
  1199. :COUNT2_7469
  1200. jump @COUNT2_7509
  1201.  
  1202. :COUNT2_7476
  1203. if and
  1204. $4814 == 1 // integer values
  1205. 7 > $4812 // integer values
  1206. else_jump @COUNT2_7509
  1207. 01CA: actor $4795 kill_player $PLAYER_CHAR
  1208.  
  1209. :COUNT2_7509
  1210. if
  1211. Actor.Dead($4796)
  1212. else_jump @COUNT2_7562
  1213. Actor.RemoveReferences($4796)
  1214. if
  1215. $4814 == 0 // integer values
  1216. else_jump @COUNT2_7555
  1217. $4814 = 1 // integer values
  1218.  
  1219. :COUNT2_7555
  1220. jump @COUNT2_7595
  1221.  
  1222. :COUNT2_7562
  1223. if and
  1224. $4814 == 1 // integer values
  1225. 7 > $4812 // integer values
  1226. else_jump @COUNT2_7595
  1227. 01CA: actor $4796 kill_player $PLAYER_CHAR
  1228.  
  1229. :COUNT2_7595
  1230. if
  1231. Actor.Dead($4797)
  1232. else_jump @COUNT2_7648
  1233. Actor.RemoveReferences($4797)
  1234. if
  1235. $4814 == 0 // integer values
  1236. else_jump @COUNT2_7641
  1237. $4814 = 1 // integer values
  1238.  
  1239. :COUNT2_7641
  1240. jump @COUNT2_7681
  1241.  
  1242. :COUNT2_7648
  1243. if and
  1244. $4814 == 1 // integer values
  1245. 7 > $4812 // integer values
  1246. else_jump @COUNT2_7681
  1247. 01CA: actor $4797 kill_player $PLAYER_CHAR
  1248.  
  1249. :COUNT2_7681
  1250. if
  1251. Actor.Dead($4798)
  1252. else_jump @COUNT2_7734
  1253. Actor.RemoveReferences($4798)
  1254. if
  1255. $4814 == 0 // integer values
  1256. else_jump @COUNT2_7727
  1257. $4814 = 1 // integer values
  1258.  
  1259. :COUNT2_7727
  1260. jump @COUNT2_7767
  1261.  
  1262. :COUNT2_7734
  1263. if and
  1264. $4814 == 1 // integer values
  1265. 7 > $4812 // integer values
  1266. else_jump @COUNT2_7767
  1267. 01CA: actor $4798 kill_player $PLAYER_CHAR
  1268.  
  1269. :COUNT2_7767
  1270. if
  1271. Actor.Dead($4802)
  1272. else_jump @COUNT2_7820
  1273. Actor.RemoveReferences($4802)
  1274. if
  1275. $4814 == 0 // integer values
  1276. else_jump @COUNT2_7813
  1277. $4814 = 1 // integer values
  1278.  
  1279. :COUNT2_7813
  1280. jump @COUNT2_7853
  1281.  
  1282. :COUNT2_7820
  1283. if and
  1284. $4814 == 1 // integer values
  1285. 7 > $4812 // integer values
  1286. else_jump @COUNT2_7853
  1287. 01CA: actor $4802 kill_player $PLAYER_CHAR
  1288.  
  1289. :COUNT2_7853
  1290. if
  1291. Actor.Dead($4803)
  1292. else_jump @COUNT2_7906
  1293. Actor.RemoveReferences($4803)
  1294. if
  1295. $4814 == 0 // integer values
  1296. else_jump @COUNT2_7899
  1297. $4814 = 1 // integer values
  1298.  
  1299. :COUNT2_7899
  1300. jump @COUNT2_7939
  1301.  
  1302. :COUNT2_7906
  1303. if and
  1304. $4814 == 1 // integer values
  1305. 7 > $4812 // integer values
  1306. else_jump @COUNT2_7939
  1307. 01CA: actor $4803 kill_player $PLAYER_CHAR
  1308.  
  1309. :COUNT2_7939
  1310. if
  1311. Actor.Dead($4804)
  1312. else_jump @COUNT2_7992
  1313. Actor.RemoveReferences($4804)
  1314. if
  1315. $4814 == 0 // integer values
  1316. else_jump @COUNT2_7985
  1317. $4814 = 1 // integer values
  1318.  
  1319. :COUNT2_7985
  1320. jump @COUNT2_8025
  1321.  
  1322. :COUNT2_7992
  1323. if and
  1324. $4814 == 1 // integer values
  1325. 7 > $4812 // integer values
  1326. else_jump @COUNT2_8025
  1327. 01CA: actor $4804 kill_player $PLAYER_CHAR
  1328.  
  1329. :COUNT2_8025
  1330. if
  1331. Actor.Dead($4805)
  1332. else_jump @COUNT2_8078
  1333. Actor.RemoveReferences($4805)
  1334. if
  1335. $4814 == 0 // integer values
  1336. else_jump @COUNT2_8071
  1337. $4814 = 1 // integer values
  1338.  
  1339. :COUNT2_8071
  1340. jump @COUNT2_8111
  1341.  
  1342. :COUNT2_8078
  1343. if and
  1344. $4814 == 1 // integer values
  1345. 7 > $4812 // integer values
  1346. else_jump @COUNT2_8111
  1347. 01CA: actor $4805 kill_player $PLAYER_CHAR
  1348.  
  1349. :COUNT2_8111
  1350. if
  1351. Actor.Dead($4806)
  1352. else_jump @COUNT2_8164
  1353. Actor.RemoveReferences($4806)
  1354. if
  1355. $4814 == 0 // integer values
  1356. else_jump @COUNT2_8157
  1357. $4814 = 1 // integer values
  1358.  
  1359. :COUNT2_8157
  1360. jump @COUNT2_8197
  1361.  
  1362. :COUNT2_8164
  1363. if and
  1364. $4814 == 1 // integer values
  1365. 7 > $4812 // integer values
  1366. else_jump @COUNT2_8197
  1367. 01CA: actor $4806 kill_player $PLAYER_CHAR
  1368.  
  1369. :COUNT2_8197
  1370. if
  1371. Actor.Dead($4807)
  1372. else_jump @COUNT2_8250
  1373. Actor.RemoveReferences($4807)
  1374. if
  1375. $4814 == 0 // integer values
  1376. else_jump @COUNT2_8243
  1377. $4814 = 1 // integer values
  1378.  
  1379. :COUNT2_8243
  1380. jump @COUNT2_8283
  1381.  
  1382. :COUNT2_8250
  1383. if and
  1384. $4814 == 1 // integer values
  1385. 7 > $4812 // integer values
  1386. else_jump @COUNT2_8283
  1387. 01CA: actor $4807 kill_player $PLAYER_CHAR
  1388.  
  1389. :COUNT2_8283
  1390. if
  1391. Actor.Dead($4808)
  1392. else_jump @COUNT2_8336
  1393. Actor.RemoveReferences($4808)
  1394. if
  1395. $4814 == 0 // integer values
  1396. else_jump @COUNT2_8329
  1397. $4814 = 1 // integer values
  1398.  
  1399. :COUNT2_8329
  1400. jump @COUNT2_8369
  1401.  
  1402. :COUNT2_8336
  1403. if and
  1404. $4814 == 1 // integer values
  1405. 7 > $4812 // integer values
  1406. else_jump @COUNT2_8369
  1407. 01CA: actor $4808 kill_player $PLAYER_CHAR
  1408.  
  1409. :COUNT2_8369
  1410. if
  1411. Actor.Dead($4809)
  1412. else_jump @COUNT2_8422
  1413. Actor.RemoveReferences($4809)
  1414. if
  1415. $4814 == 0 // integer values
  1416. else_jump @COUNT2_8415
  1417. $4814 = 1 // integer values
  1418.  
  1419. :COUNT2_8415
  1420. jump @COUNT2_8455
  1421.  
  1422. :COUNT2_8422
  1423. if and
  1424. $4814 == 1 // integer values
  1425. 7 > $4812 // integer values
  1426. else_jump @COUNT2_8455
  1427. 01CA: actor $4809 kill_player $PLAYER_CHAR
  1428.  
  1429. :COUNT2_8455
  1430. if
  1431. not Actor.Dead($4800)
  1432. else_jump @COUNT2_9980
  1433. if
  1434. Actor.Driving($4800)
  1435. else_jump @COUNT2_8531
  1436. if
  1437. 050D: unknown_actor $4800 dead
  1438. else_jump @COUNT2_8517
  1439. $4823 = 0 // integer values
  1440. jump @COUNT2_8524
  1441.  
  1442. :COUNT2_8517
  1443. $4823 = 1 // integer values
  1444.  
  1445. :COUNT2_8524
  1446. jump @COUNT2_8564
  1447.  
  1448. :COUNT2_8531
  1449. $4823 = 0 // integer values
  1450. if
  1451. 001C: $4828 > $4811 // integer values
  1452. else_jump @COUNT2_8564
  1453. gosub @COUNT2_20994
  1454.  
  1455. :COUNT2_8564
  1456. if
  1457. $4812 == 1 // integer values
  1458. else_jump @COUNT2_8675
  1459. if
  1460. 0100: actor $4800 near_point_in_car -649.6716 -1590.727 40.0 radius 5.0 5.0 5.0 sphere 0
  1461. else_jump @COUNT2_8675
  1462. if
  1463. not Car.Wrecked($4791)
  1464. else_jump @COUNT2_8668
  1465. 04A2: heli $4791 fly_to -664.9825 -1579.252 25.0 speed 15
  1466.  
  1467. :COUNT2_8668
  1468. $4812 = 2 // integer values
  1469.  
  1470. :COUNT2_8675
  1471. if
  1472. $4812 == 2 // integer values
  1473. else_jump @COUNT2_8786
  1474. if
  1475. 0100: actor $4800 near_point_in_car -664.9825 -1579.252 25.0 radius 5.0 5.0 5.0 sphere 0
  1476. else_jump @COUNT2_8786
  1477. if
  1478. not Car.Wrecked($4791)
  1479. else_jump @COUNT2_8779
  1480. 04A2: heli $4791 fly_to -679.126 -1569.792 17.7605 speed 10
  1481.  
  1482. :COUNT2_8779
  1483. $4812 = 3 // integer values
  1484.  
  1485. :COUNT2_8786
  1486. if
  1487. $4812 == 3 // integer values
  1488. else_jump @COUNT2_8897
  1489. if
  1490. 0100: actor $4800 near_point_in_car -679.126 -1569.792 17.7605 radius 5.0 5.0 5.0 sphere 0
  1491. else_jump @COUNT2_8897
  1492. if
  1493. not Car.Wrecked($4791)
  1494. else_jump @COUNT2_8890
  1495. 04A2: heli $4791 fly_to -683.1377 -1566.971 11.4 speed 5
  1496.  
  1497. :COUNT2_8890
  1498. $4812 = 4 // integer values
  1499.  
  1500. :COUNT2_8897
  1501. if
  1502. $4812 == 4 // integer values
  1503. else_jump @COUNT2_9192
  1504. if
  1505. not Car.Wrecked($4791)
  1506. else_jump @COUNT2_9192
  1507. if
  1508. 00FE: actor $4800 0 -683.1377 -1566.971 11.4 radius 3.0 3.0 3.0
  1509. else_jump @COUNT2_9192
  1510. if
  1511. 81F3: not car $4791 airborne
  1512. else_jump @COUNT2_9192
  1513. if
  1514. not Car.Wrecked($4788)
  1515. else_jump @COUNT2_9122
  1516. 03E2: actor $4800 exit_car
  1517. if
  1518. not Actor.Dead($4797)
  1519. else_jump @COUNT2_9040
  1520. 01DE: tie_actor $4797 to_actor $4800
  1521.  
  1522. :COUNT2_9040
  1523. if
  1524. not Actor.Dead($4798)
  1525. else_jump @COUNT2_9064
  1526. 01DE: tie_actor $4798 to_actor $4800
  1527.  
  1528. :COUNT2_9064
  1529. if
  1530. not Actor.Dead($4799)
  1531. else_jump @COUNT2_9088
  1532. 01DE: tie_actor $4799 to_actor $4800
  1533.  
  1534. :COUNT2_9088
  1535. $4812 = 5 // integer values
  1536. 00BC: text_highpriority 'CNT2_08' 5000 ms 1 // ~g~The ~r~courier~g~ with the plates has arrived at the docks.
  1537. Marker.Disable($4852)
  1538. jump @COUNT2_9192
  1539.  
  1540. :COUNT2_9122
  1541. if
  1542. not Car.Wrecked($4791)
  1543. else_jump @COUNT2_9160
  1544. 04A2: heli $4791 fly_to -679.126 -1569.792 17.7605 speed 60
  1545.  
  1546. :COUNT2_9160
  1547. $4812 = -1 // integer values
  1548. if
  1549. not $4814 == 1 // integer values
  1550. else_jump @COUNT2_9192
  1551. $4814 = 1 // integer values
  1552.  
  1553. :COUNT2_9192
  1554. if
  1555. $4812 == 5 // integer values
  1556. else_jump @COUNT2_9336
  1557. if
  1558. not Actor.Driving($4800)
  1559. else_jump @COUNT2_9336
  1560. if
  1561. not Car.Wrecked($4788)
  1562. else_jump @COUNT2_9264
  1563. 01D5: actor $4800 go_to_and_drive_car $4788
  1564. $4812 = 6 // integer values
  1565. jump @COUNT2_9336
  1566.  
  1567. :COUNT2_9264
  1568. if
  1569. $2562 == 0 // integer values
  1570. else_jump @COUNT2_9305
  1571. $2562 = 1 // integer values
  1572. 0084: $2587 = $4811 // integer values and handles
  1573. $2587 += 6000 // integer values
  1574.  
  1575. :COUNT2_9305
  1576. if
  1577. not Car.Wrecked($4791)
  1578. else_jump @COUNT2_9336
  1579. 01D5: actor $4800 go_to_and_drive_car $4791
  1580. $4812 = -1 // integer values
  1581.  
  1582. :COUNT2_9336
  1583. if
  1584. $4812 == 6 // integer values
  1585. else_jump @COUNT2_9377
  1586. if
  1587. Actor.Driving($4800)
  1588. else_jump @COUNT2_9377
  1589. $4812 = 7 // integer values
  1590.  
  1591. :COUNT2_9377
  1592. if
  1593. $4812 == -1 // integer values
  1594. else_jump @COUNT2_9459
  1595. if
  1596. not Car.Wrecked($4791)
  1597. else_jump @COUNT2_9459
  1598. if
  1599. Actor.InCar($4800, $4791)
  1600. else_jump @COUNT2_9459
  1601. 04A2: heli $4791 fly_to -664.9825 -1579.252 31.0306 speed 60
  1602. $4812 = -2 // integer values
  1603.  
  1604. :COUNT2_9459
  1605. if
  1606. $4812 == -2 // integer values
  1607. else_jump @COUNT2_9585
  1608. if
  1609. 0100: actor $4800 near_point_in_car -664.9825 -1579.252 31.0306 radius 5.0 5.0 5.0 sphere 0
  1610. else_jump @COUNT2_9585
  1611. if
  1612. not Car.Wrecked($4791)
  1613. else_jump @COUNT2_9585
  1614. 04A2: heli $4791 fly_to -649.6716 -1590.727 40.0 speed 60
  1615. 00BC: text_highpriority 'CNT2_02' 5000 ms 1 // ~r~The plates courier has fled in the helicopter.
  1616. jump @COUNT2_18849
  1617.  
  1618. :COUNT2_9585
  1619. if
  1620. $4819 == 1 // integer values
  1621. else_jump @COUNT2_9700
  1622. 01E0: clear_leader $4800
  1623. if
  1624. not Actor.Dead($4797)
  1625. else_jump @COUNT2_9629
  1626. 01E0: clear_leader $4797
  1627.  
  1628. :COUNT2_9629
  1629. if
  1630. not Actor.Dead($4798)
  1631. else_jump @COUNT2_9650
  1632. 01E0: clear_leader $4798
  1633.  
  1634. :COUNT2_9650
  1635. if
  1636. not Actor.Dead($4799)
  1637. else_jump @COUNT2_9671
  1638. 01E0: clear_leader $4799
  1639.  
  1640. :COUNT2_9671
  1641. 0239: actor $4800 run_to -973.956 317.3278
  1642. 0411: set_actor $4800 use_pednode_seek 0
  1643. $4819 = 2 // integer values
  1644.  
  1645. :COUNT2_9700
  1646. if
  1647. $4819 == 2 // integer values
  1648. else_jump @COUNT2_9785
  1649. if
  1650. 00ED: actor $4800 0 -973.956 317.3278 radius 1.5 1.5
  1651. else_jump @COUNT2_9785
  1652. 0239: actor $4800 run_to -974.5215 266.5887
  1653. 0411: set_actor $4800 use_pednode_seek 0
  1654. $4819 = 3 // integer values
  1655.  
  1656. :COUNT2_9785
  1657. if
  1658. $4819 == 3 // integer values
  1659. else_jump @COUNT2_9870
  1660. if
  1661. 00ED: actor $4800 0 -974.5215 266.5887 radius 1.5 1.5
  1662. else_jump @COUNT2_9870
  1663. 0239: actor $4800 run_to -987.1808 266.6001
  1664. 0411: set_actor $4800 use_pednode_seek 0
  1665. $4819 = 4 // integer values
  1666.  
  1667. :COUNT2_9870
  1668. if
  1669. $4819 == 4 // integer values
  1670. else_jump @COUNT2_9973
  1671. if
  1672. 00F0: actor $4800 stopped 0 -987.1808 266.6001 radius 1.5 1.5
  1673. else_jump @COUNT2_9973
  1674. 0194: set_actor $4800 objective_to_guard_point -987.1808 266.6001 7.7758
  1675. 01B2: give_actor $4800 weapon 19 ammo 9999 // Load the weapon model before using this
  1676. Actor.Angle($4800) = 270.0
  1677. $4819 = 5 // integer values
  1678.  
  1679. :COUNT2_9973
  1680. jump @COUNT2_10234
  1681.  
  1682. :COUNT2_9980
  1683. if
  1684. $4823 == 1 // integer values
  1685. else_jump @COUNT2_10027
  1686. 00BC: text_highpriority 'CNT2_04' 5000 ms 1 // ~r~You destroyed the plates in the explosion!
  1687. jump @COUNT2_18849
  1688. jump @COUNT2_10234
  1689.  
  1690. :COUNT2_10027
  1691. if
  1692. 84AD: not actor $4800 in_water
  1693. else_jump @COUNT2_10212
  1694. if
  1695. not $4814 == 1 // integer values
  1696. else_jump @COUNT2_10068
  1697. $4814 = 1 // integer values
  1698.  
  1699. :COUNT2_10068
  1700. if
  1701. $4834 == 0 // integer values
  1702. else_jump @COUNT2_10205
  1703. Marker.Disable($4191)
  1704. if
  1705. 056D: actor $4800 defined
  1706. else_jump @COUNT2_10128
  1707. Actor.StoreDeadActorPos($4800, $445, $446, $447)
  1708. jump @COUNT2_10150
  1709.  
  1710. :COUNT2_10128
  1711. 00BC: text_highpriority 'CNT2_04' 5000 ms 1 // ~r~You destroyed the plates in the explosion!
  1712. jump @COUNT2_18849
  1713.  
  1714. :COUNT2_10150
  1715. $4792 = Pickup.Create(#BRIEFCASE, 3, $445, $446, $447)
  1716. 03DC: $4191 = create_marker_above_pickup $4792
  1717. 00BC: text_highpriority 'CNT2_06' 5000 ms 1 // ~g~The courier has died and dropped the plates, get to them before anyone else.
  1718. $4823 = 2 // integer values
  1719. $4834 = 1 // integer values
  1720.  
  1721. :COUNT2_10205
  1722. jump @COUNT2_10234
  1723.  
  1724. :COUNT2_10212
  1725. 00BC: text_highpriority 'CNT2_11' 5000 ms 1 // ~r~The plates are at the bottom of the sea!
  1726. jump @COUNT2_18849
  1727.  
  1728. :COUNT2_10234
  1729. if
  1730. $4823 == 2 // integer values
  1731. else_jump @COUNT2_11060
  1732. if
  1733. not Pickup.Picked_up($4792)
  1734. else_jump @COUNT2_11053
  1735. if
  1736. $2561 == 0 // integer values
  1737. else_jump @COUNT2_10309
  1738. $2561 = 1 // integer values
  1739. 0084: $2586 = $4811 // integer values and handles
  1740. $2586 += 6000 // integer values
  1741.  
  1742. :COUNT2_10309
  1743. if
  1744. not Actor.Dead($4797)
  1745. else_jump @COUNT2_10557
  1746. 01E0: clear_leader $4797
  1747. 011C: actor $4797 clear_objective
  1748. 0239: actor $4797 run_to $445 $446
  1749. 0411: set_actor $4797 use_pednode_seek 0
  1750. if
  1751. 00ED: actor $4797 0 $445 $446 radius 1.0 1.0
  1752. else_jump @COUNT2_10550
  1753. Marker.Disable($4191)
  1754. Pickup.Destroy($4792)
  1755. 00BC: text_highpriority 'CNT2_07' 5000 ms 1 // ~g~One of the guards has picked up the plates, don't let 'em get away.
  1756. $4834 = 0 // integer values
  1757. 0084: $4800 = $4797 // integer values and handles
  1758. $4797 = -1 // integer values
  1759. $4823 = 0 // integer values
  1760. $4818 = 1 // integer values
  1761. $4819 = 0 // integer values
  1762. $4191 = Marker.CreateAboveActor($4800)
  1763. if
  1764. not Car.Wrecked($4788)
  1765. else_jump @COUNT2_10535
  1766. if
  1767. 0185: car $4788 health >= 400
  1768. else_jump @COUNT2_10513
  1769. 01D5: actor $4800 go_to_and_drive_car $4788
  1770. jump @COUNT2_10528
  1771.  
  1772. :COUNT2_10513
  1773. 0084: $4869 = $4800 // integer values and handles
  1774. gosub @COUNT2_19759
  1775.  
  1776. :COUNT2_10528
  1777. jump @COUNT2_10550
  1778.  
  1779. :COUNT2_10535
  1780. 0084: $4869 = $4800 // integer values and handles
  1781. gosub @COUNT2_19759
  1782.  
  1783. :COUNT2_10550
  1784. jump @COUNT2_11046
  1785.  
  1786. :COUNT2_10557
  1787. if
  1788. not Actor.Dead($4798)
  1789. else_jump @COUNT2_10805
  1790. 01E0: clear_leader $4798
  1791. 011C: actor $4798 clear_objective
  1792. 0239: actor $4798 run_to $445 $446
  1793. 0411: set_actor $4798 use_pednode_seek 0
  1794. if
  1795. 00ED: actor $4798 0 $445 $446 radius 1.0 1.0
  1796. else_jump @COUNT2_10798
  1797. Marker.Disable($4191)
  1798. Pickup.Destroy($4792)
  1799. 00BC: text_highpriority 'CNT2_07' 5000 ms 1 // ~g~One of the guards has picked up the plates, don't let 'em get away.
  1800. $4834 = 0 // integer values
  1801. 0084: $4800 = $4798 // integer values and handles
  1802. $4798 = -1 // integer values
  1803. $4823 = 0 // integer values
  1804. $4818 = 1 // integer values
  1805. $4819 = 0 // integer values
  1806. $4191 = Marker.CreateAboveActor($4800)
  1807. if
  1808. not Car.Wrecked($4788)
  1809. else_jump @COUNT2_10783
  1810. if
  1811. 0185: car $4788 health >= 400
  1812. else_jump @COUNT2_10761
  1813. 01D5: actor $4800 go_to_and_drive_car $4788
  1814. jump @COUNT2_10776
  1815.  
  1816. :COUNT2_10761
  1817. 0084: $4869 = $4800 // integer values and handles
  1818. gosub @COUNT2_19759
  1819.  
  1820. :COUNT2_10776
  1821. jump @COUNT2_10798
  1822.  
  1823. :COUNT2_10783
  1824. 0084: $4869 = $4800 // integer values and handles
  1825. gosub @COUNT2_19759
  1826.  
  1827. :COUNT2_10798
  1828. jump @COUNT2_11046
  1829.  
  1830. :COUNT2_10805
  1831. if
  1832. not Actor.Dead($4799)
  1833. else_jump @COUNT2_11046
  1834. 01E0: clear_leader $4799
  1835. 011C: actor $4799 clear_objective
  1836. 0239: actor $4799 run_to $445 $446
  1837. 0411: set_actor $4799 use_pednode_seek 0
  1838. if
  1839. 00ED: actor $4799 0 $445 $446 radius 1.0 1.0
  1840. else_jump @COUNT2_11046
  1841. Marker.Disable($4191)
  1842. Pickup.Destroy($4792)
  1843. 00BC: text_highpriority 'CNT2_07' 5000 ms 1 // ~g~One of the guards has picked up the plates, don't let 'em get away.
  1844. $4834 = 0 // integer values
  1845. 0084: $4800 = $4799 // integer values and handles
  1846. $4799 = -1 // integer values
  1847. $4823 = 0 // integer values
  1848. $4818 = 1 // integer values
  1849. $4819 = 0 // integer values
  1850. $4191 = Marker.CreateAboveActor($4800)
  1851. if
  1852. not Car.Wrecked($4788)
  1853. else_jump @COUNT2_11031
  1854. if
  1855. 0185: car $4788 health >= 400
  1856. else_jump @COUNT2_11009
  1857. 01D5: actor $4800 go_to_and_drive_car $4788
  1858. jump @COUNT2_11024
  1859.  
  1860. :COUNT2_11009
  1861. 0084: $4869 = $4800 // integer values and handles
  1862. gosub @COUNT2_19759
  1863.  
  1864. :COUNT2_11024
  1865. jump @COUNT2_11046
  1866.  
  1867. :COUNT2_11031
  1868. 0084: $4869 = $4800 // integer values and handles
  1869. gosub @COUNT2_19759
  1870.  
  1871. :COUNT2_11046
  1872. jump @COUNT2_11060
  1873.  
  1874. :COUNT2_11053
  1875. $4823 = 3 // integer values
  1876.  
  1877. :COUNT2_11060
  1878. if and
  1879. $4818 == 1 // integer values
  1880. $4823 == 1 // integer values
  1881. else_jump @COUNT2_11235
  1882. if
  1883. not Actor.Dead($4800)
  1884. else_jump @COUNT2_11235
  1885. Car.RemoveReferences($4788)
  1886. $4788 = -1 // integer values
  1887. 00D9: $4788 = actor $4800 car // add to mission cleanup
  1888. Car.SetMaxSpeed($4788, 15.0)
  1889. 5@ = 15.0 // floating-point values
  1890. 00AE: set_vehicle $4788 traffic_behavior_to 2
  1891. if
  1892. $4837 == 0 // integer values
  1893. else_jump @COUNT2_11193
  1894. Car.DriveTo($4788, -1133.062, -342.2911, 9.8989)
  1895. jump @COUNT2_11213
  1896.  
  1897. :COUNT2_11193
  1898. 02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667
  1899.  
  1900. :COUNT2_11213
  1901. $4821 = 0 // integer values
  1902. 0084: $4830 = $4811 // integer values and handles
  1903. $4818 = 0 // integer values
  1904.  
  1905. :COUNT2_11235
  1906. if
  1907. $4823 == 3 // integer values
  1908. else_jump @COUNT2_11313
  1909. Marker.Disable($4191)
  1910. 018C: play_sound 1 at 0.0 0.0 0.0
  1911. 00BC: text_highpriority 'CNT2_05' 5000 ms 1 // ~g~You have the counterfeit plates. Take them to the print works.
  1912. 018A: $4191 = create_checkpoint_at $474 $475 $476
  1913. $4823 = 4 // integer values
  1914.  
  1915. :COUNT2_11313
  1916. if
  1917. $4823 == 4 // integer values
  1918. else_jump @COUNT2_11380
  1919. if
  1920. 00F5: player $PLAYER_CHAR 1 $474 $475 $476 radius 1.5 2.0 2.0
  1921. else_jump @COUNT2_11380
  1922. jump @COUNT2_18866
  1923.  
  1924. :COUNT2_11380
  1925. if
  1926. $4812 > 6 // integer values
  1927. else_jump @COUNT2_11626
  1928. if
  1929. not Actor.Dead($4806)
  1930. else_jump @COUNT2_11626
  1931. if
  1932. not Car.Wrecked($4791)
  1933. else_jump @COUNT2_11626
  1934. if
  1935. $4842 == 0 // integer values
  1936. else_jump @COUNT2_11530
  1937. if
  1938. 80DC: not player $PLAYER_CHAR driving $4791
  1939. else_jump @COUNT2_11530
  1940. if
  1941. 01AF: car $4791 0 -683.1377 -1566.971 11.4 radius 4.0 4.0 4.0
  1942. else_jump @COUNT2_11530
  1943. 01D5: actor $4806 go_to_and_drive_car $4791
  1944. $4842 = 1 // integer values
  1945.  
  1946. :COUNT2_11530
  1947. if
  1948. $4842 == 1 // integer values
  1949. else_jump @COUNT2_11626
  1950. if
  1951. Actor.InCar($4806, $4791)
  1952. else_jump @COUNT2_11626
  1953. 04A2: heli $4791 fly_to 408.198 -1726.195 84.1376 speed 50
  1954. Car.RemoveReferences($4791)
  1955. Actor.RemoveReferences($4806)
  1956. Actor.RemoveReferences($4807)
  1957. Actor.RemoveReferences($4808)
  1958. Actor.RemoveReferences($4809)
  1959. Actor.RemoveReferences($4810)
  1960. $4842 = 2 // integer values
  1961.  
  1962. :COUNT2_11626
  1963. if
  1964. $2565 == 2 // integer values
  1965. else_jump @COUNT2_14221
  1966. if
  1967. not Car.Wrecked($4788)
  1968. else_jump @COUNT2_14199
  1969. Car.StorePos($4788, 3@, 4@, $447)
  1970. if
  1971. $4835 == 1 // integer values
  1972. else_jump @COUNT2_12130
  1973. if
  1974. $4815 == 1 // integer values
  1975. else_jump @COUNT2_11717
  1976. $4815 = 2 // integer values
  1977.  
  1978. :COUNT2_11717
  1979. if
  1980. $4815 == 0 // integer values
  1981. else_jump @COUNT2_11955
  1982. if
  1983. 001C: $4811 > $4844 // integer values
  1984. else_jump @COUNT2_11955
  1985. if
  1986. not Actor.Dead($4799)
  1987. else_jump @COUNT2_11797
  1988. if
  1989. Actor.InCar($4799, $4788)
  1990. else_jump @COUNT2_11797
  1991. 0084: $4801 = $4799 // integer values and handles
  1992.  
  1993. :COUNT2_11797
  1994. if
  1995. not Actor.Dead($4798)
  1996. else_jump @COUNT2_11840
  1997. if
  1998. Actor.InCar($4798, $4788)
  1999. else_jump @COUNT2_11840
  2000. 0084: $4801 = $4798 // integer values and handles
  2001.  
  2002. :COUNT2_11840
  2003. if
  2004. not Actor.Dead($4797)
  2005. else_jump @COUNT2_11883
  2006. if
  2007. Actor.InCar($4797, $4788)
  2008. else_jump @COUNT2_11883
  2009. 0084: $4801 = $4797 // integer values and handles
  2010.  
  2011. :COUNT2_11883
  2012. if
  2013. not Actor.Dead($4801)
  2014. else_jump @COUNT2_11955
  2015. if
  2016. Actor.InCar($4801, $4788)
  2017. else_jump @COUNT2_11955
  2018. Car.StorePos($4788, $445, $446, $447)
  2019. 0362: put_actor $4801 at $445 $446 -10.0 and_remove_from_car
  2020. $4815 = 1 // integer values
  2021.  
  2022. :COUNT2_11955
  2023. if
  2024. $4815 == 3 // integer values
  2025. else_jump @COUNT2_12050
  2026. if
  2027. not Actor.Dead($4801)
  2028. else_jump @COUNT2_12043
  2029. if
  2030. 00E0: player $PLAYER_CHAR driving
  2031. else_jump @COUNT2_12028
  2032. 03C1: $4790 = player $PLAYER_CHAR car_no_save
  2033. 01D9: actor $4801 destroy_car $4790
  2034. jump @COUNT2_12036
  2035.  
  2036. :COUNT2_12028
  2037. 01CA: actor $4801 kill_player $PLAYER_CHAR
  2038.  
  2039. :COUNT2_12036
  2040. jump @COUNT2_12050
  2041.  
  2042. :COUNT2_12043
  2043. $4835 = 0 // integer values
  2044.  
  2045. :COUNT2_12050
  2046. if
  2047. $4815 == 2 // integer values
  2048. else_jump @COUNT2_12123
  2049. if
  2050. not Actor.Dead($4801)
  2051. else_jump @COUNT2_12123
  2052. 0464: put_actor $4801 into_turret_on_car $4788 at_car_offset 0.0 -0.3 0.8 position 2 angle 360.0 with_weapon 22
  2053. $4815 = 3 // integer values
  2054.  
  2055. :COUNT2_12123
  2056. jump @COUNT2_12448
  2057.  
  2058. :COUNT2_12130
  2059. if
  2060. $4815 > 0 // integer values
  2061. else_jump @COUNT2_12448
  2062. if
  2063. not Actor.Dead($4801)
  2064. else_jump @COUNT2_12436
  2065. 0465: remove_actor $4801 from_turret_mode
  2066. $4813 = 0 // integer values
  2067.  
  2068. :COUNT2_12176
  2069. if
  2070. 8431: not car $4788 car_passenger_seat_free $4813
  2071. else_jump @COUNT2_12209
  2072. $4813 += 1 // integer values
  2073. jump @COUNT2_12176
  2074.  
  2075. :COUNT2_12209
  2076. if
  2077. 003A: $4801 == $4797 // integer values and handles
  2078. else_jump @COUNT2_12256
  2079. Actor.DestroyInstantly($4797)
  2080. 01C8: $4797 = create_actor_pedtype 9 model 54 in_car $4788 passenger_seat $4813
  2081. 0084: $4801 = $4797 // integer values and handles
  2082.  
  2083. :COUNT2_12256
  2084. if
  2085. 003A: $4801 == $4798 // integer values and handles
  2086. else_jump @COUNT2_12303
  2087. Actor.DestroyInstantly($4798)
  2088. 01C8: $4798 = create_actor_pedtype 9 model 67 in_car $4788 passenger_seat $4813
  2089. 0084: $4801 = $4798 // integer values and handles
  2090.  
  2091. :COUNT2_12303
  2092. if
  2093. 003A: $4801 == $4799 // integer values and handles
  2094. else_jump @COUNT2_12350
  2095. Actor.DestroyInstantly($4799)
  2096. 01C8: $4799 = create_actor_pedtype 9 model 54 in_car $4788 passenger_seat $4813
  2097. 0084: $4801 = $4799 // integer values and handles
  2098.  
  2099. :COUNT2_12350
  2100. 01B2: give_actor $4801 weapon 22 ammo 9999 // Load the weapon model before using this
  2101. 01ED: clear_actor $4801 threat_search
  2102. 011A: set_actor $4801 search_threat 1
  2103. 011A: set_actor $4801 search_threat 4194304
  2104. 011A: set_actor $4801 search_threat 1048576
  2105. 0243: set_actor $4801 ped_stats_to 16
  2106. 0319: set_actor $4801 running 1
  2107. 0084: $4844 = $4811 // integer values and handles
  2108. $4844 += 500 // integer values
  2109. $4815 = 0 // integer values
  2110. jump @COUNT2_12448
  2111.  
  2112. :COUNT2_12436
  2113. 0465: remove_actor $4801 from_turret_mode
  2114. $4815 = 0 // integer values
  2115.  
  2116. :COUNT2_12448
  2117. if
  2118. not Actor.Dead($4800)
  2119. else_jump @COUNT2_12508
  2120. if
  2121. Actor.InCar($4800, $4788)
  2122. else_jump @COUNT2_12508
  2123. if
  2124. $4814 == 1 // integer values
  2125. else_jump @COUNT2_12508
  2126. $4812 = 8 // integer values
  2127.  
  2128. :COUNT2_12508
  2129. if
  2130. $4812 == 8 // integer values
  2131. else_jump @COUNT2_12687
  2132. if or
  2133. 001C: $4811 > $4824 // integer values
  2134. $4814 == 1 // integer values
  2135. else_jump @COUNT2_12687
  2136. Car.SetMaxSpeed($4788, 15.0)
  2137. 5@ = 15.0 // floating-point values
  2138. 00AE: set_vehicle $4788 traffic_behavior_to 2
  2139. if
  2140. $4837 == 0 // integer values
  2141. else_jump @COUNT2_12629
  2142. Car.DriveTo($4788, -1133.062, -342.2911, 9.8989)
  2143. Actor.RemoveReferences($4810)
  2144. jump @COUNT2_12649
  2145.  
  2146. :COUNT2_12629
  2147. 02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667
  2148.  
  2149. :COUNT2_12649
  2150. $4821 = 0 // integer values
  2151. 0084: $4830 = $4811 // integer values and handles
  2152. 0084: $4824 = $4811 // integer values and handles
  2153. $4824 += 750 // integer values
  2154. $4812 = 9 // integer values
  2155.  
  2156. :COUNT2_12687
  2157. if
  2158. 01FC: player $PLAYER_CHAR near_car $4788 radius 15.0 15.0 0
  2159. else_jump @COUNT2_12732
  2160. Car.ImmuneToNonPlayer($4788) = False
  2161. jump @COUNT2_12739
  2162.  
  2163. :COUNT2_12732
  2164. Car.ImmuneToNonPlayer($4788) = True
  2165.  
  2166. :COUNT2_12739
  2167. if
  2168. $4837 == 0 // integer values
  2169. else_jump @COUNT2_12822
  2170. if
  2171. 01AD: car $4788 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0
  2172. else_jump @COUNT2_12822
  2173. 02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667
  2174. $4837 = 1 // integer values
  2175.  
  2176. :COUNT2_12822
  2177. if
  2178. $4812 > 8 // integer values
  2179. else_jump @COUNT2_13136
  2180. if
  2181. $4840 == 0 // integer values
  2182. else_jump @COUNT2_12903
  2183. if
  2184. 01AD: car $4788 sphere 0 near_point -971.6564 322.1157 radius 3.0 3.0
  2185. else_jump @COUNT2_12903
  2186. $4840 = 1 // integer values
  2187.  
  2188. :COUNT2_12903
  2189. if
  2190. $4840 == 0 // integer values
  2191. else_jump @COUNT2_13111
  2192. if
  2193. not 5@ == 0.0 // floating-point values
  2194. else_jump @COUNT2_13104
  2195. 0084: $4880 = $4788 // integer values and handles
  2196. 0084: $4881 = $4821 // integer values and handles
  2197. 0084: $4882 = $4830 // integer values and handles
  2198. 0086: $4877 = $4856 // floating-point values only
  2199. 0086: $4878 = $4857 // floating-point values only
  2200. 0086: $4879 = $4858 // floating-point values only
  2201. gosub @COUNT2_20394
  2202. 0084: $4821 = $4881 // integer values and handles
  2203. 0084: $4830 = $4882 // integer values and handles
  2204. 0086: $4856 = $4877 // floating-point values only
  2205. 0086: $4857 = $4878 // floating-point values only
  2206. 0086: $4858 = $4879 // floating-point values only
  2207. if
  2208. $4814 > 0 // integer values
  2209. else_jump @COUNT2_13104
  2210. if
  2211. $4821 == -9 // integer values
  2212. else_jump @COUNT2_13104
  2213. if
  2214. not Actor.Dead($4800)
  2215. else_jump @COUNT2_13097
  2216. 046B: actor $4800 leave_car $4788 and_flee
  2217.  
  2218. :COUNT2_13097
  2219. $4821 = 0 // integer values
  2220.  
  2221. :COUNT2_13104
  2222. jump @COUNT2_13136
  2223.  
  2224. :COUNT2_13111
  2225. if
  2226. $4819 == 0 // integer values
  2227. else_jump @COUNT2_13136
  2228. $4819 = 1 // integer values
  2229.  
  2230. :COUNT2_13136
  2231. $4826 = Car.Health($4788)
  2232. if
  2233. 990 > $4826 // integer values
  2234. else_jump @COUNT2_13188
  2235. if
  2236. $4814 == 0 // integer values
  2237. else_jump @COUNT2_13188
  2238. $4814 = 1 // integer values
  2239.  
  2240. :COUNT2_13188
  2241. if
  2242. $4812 > 8 // integer values
  2243. else_jump @COUNT2_14185
  2244. if
  2245. 300 > $4826 // integer values
  2246. else_jump @COUNT2_13301
  2247. Car.SetMaxSpeed($4788, 0.0)
  2248. 0477: set_car $4788 action 1 time 100
  2249. 5@ = 0.0 // floating-point values
  2250. if
  2251. not Actor.Dead($4800)
  2252. else_jump @COUNT2_13278
  2253. 046B: actor $4800 leave_car $4788 and_flee
  2254.  
  2255. :COUNT2_13278
  2256. 0084: $4828 = $4811 // integer values and handles
  2257. $4828 += 5000 // integer values
  2258. $4814 = 1 // integer values
  2259.  
  2260. :COUNT2_13301
  2261. if
  2262. $4814 == 0 // integer values
  2263. else_jump @COUNT2_13779
  2264. if
  2265. not Car.Wrecked($4787)
  2266. else_jump @COUNT2_13666
  2267. 0084: $4867 = $4788 // integer values and handles
  2268. 0084: $4868 = $4787 // integer values and handles
  2269. gosub @COUNT2_19492
  2270. 0089: 5@ = $6964 // floating-point values only
  2271. Car.StorePos($4788, 3@, 4@, $447)
  2272. 0088: $6960 = 3@ // floating-point values only
  2273. $6960 -= -963.9817 // floating-point values
  2274. 0088: $6961 = 4@ // floating-point values only
  2275. $6961 -= 322.1035 // floating-point values
  2276. 0069: $6960 *= $6960 // floating-point values
  2277. 0069: $6961 *= $6961 // floating-point values
  2278. 0059: $6960 += $6961 // floating-point values
  2279. 01FB: 10@ = square_root $6960
  2280. 02F8: get_vehicle $4788 Z_angle_sine_to $6978
  2281. 02F9: get_vehicle $4788 Z_angle_cosine_to $6979
  2282. if
  2283. not Car.Wrecked($4787)
  2284. else_jump @COUNT2_13494
  2285. Car.StorePos($4787, 0@, 1@, $447)
  2286.  
  2287. :COUNT2_13494
  2288. Car.StorePos($4788, 3@, 4@, $447)
  2289. 0088: $6960 = 3@ // floating-point values only
  2290. 0067: $6960 -= 0@ // floating-point values
  2291. 0069: $6978 *= $6960 // floating-point values
  2292. 0088: $6961 = 4@ // floating-point values only
  2293. 0067: $6961 -= 1@ // floating-point values
  2294. 0069: $6979 *= $6961 // floating-point values
  2295. 0086: $4864 = $6978 // floating-point values only
  2296. 0059: $4864 += $6979 // floating-point values
  2297. 0088: $6981 = 1@ // floating-point values only
  2298. $6981 -= 20.0 // floating-point values
  2299. if
  2300. $4864 > 0.0 // floating-point values
  2301. else_jump @COUNT2_13659
  2302. if
  2303. 0027: 4@ > $6981 // floating-point values only
  2304. else_jump @COUNT2_13659
  2305. Car.SetMaxSpeed($4788, 0.0)
  2306. 0477: set_car $4788 action 1 time 100
  2307. 5@ = 0.0 // floating-point values
  2308.  
  2309. :COUNT2_13659
  2310. jump @COUNT2_13686
  2311.  
  2312. :COUNT2_13666
  2313. Car.SetMaxSpeed($4788, 15.0)
  2314. 5@ = 15.0 // floating-point values
  2315.  
  2316. :COUNT2_13686
  2317. 0088: $4866 = 11@ // floating-point values only
  2318. 0067: $4866 -= 10@ // floating-point values
  2319. if
  2320. $4866 > 20.0 // floating-point values
  2321. else_jump @COUNT2_13759
  2322. Car.SetMaxSpeed($4788, 0.0)
  2323. 0477: set_car $4788 action 1 time 100
  2324. 5@ = 0.0 // floating-point values
  2325. jump @COUNT2_13779
  2326.  
  2327. :COUNT2_13759
  2328. Car.SetMaxSpeed($4788, 15.0)
  2329. 5@ = 15.0 // floating-point values
  2330.  
  2331. :COUNT2_13779
  2332. if
  2333. $4814 == 1 // integer values
  2334. else_jump @COUNT2_14171
  2335. 0086: $4862 = $95 // floating-point values only
  2336. 0067: $4862 -= 3@ // floating-point values
  2337. 0086: $4863 = $96 // floating-point values only
  2338. 0067: $4863 -= 4@ // floating-point values
  2339. 0069: $4862 *= $4862 // floating-point values
  2340. 0069: $4863 *= $4863 // floating-point values
  2341. 0086: $4864 = $4862 // floating-point values only
  2342. 0059: $4864 += $4863 // floating-point values
  2343. 01FB: $4864 = square_root $4864
  2344. 5@ = 1000.0 // floating-point values
  2345. 0077: 5@ /= $4864 // floating-point values
  2346. if
  2347. 5@ > 50.0 // floating-point values
  2348. else_jump @COUNT2_13918
  2349. 5@ = 50.0 // floating-point values
  2350.  
  2351. :COUNT2_13918
  2352. if
  2353. 20.0 > 5@ // floating-point values
  2354. else_jump @COUNT2_13949
  2355. 5@ = 20.0 // floating-point values
  2356.  
  2357. :COUNT2_13949
  2358. Car.SetMaxSpeed($4788, 5@)
  2359. if
  2360. 01FE: player $PLAYER_CHAR near_car_in_car $4788 radius 20.0 20.0 0
  2361. else_jump @COUNT2_14157
  2362. if
  2363. 020D: car $4788 flipped
  2364. else_jump @COUNT2_14143
  2365. if
  2366. 81C1: not car $4788 stopped
  2367. else_jump @COUNT2_14129
  2368. if
  2369. 5@ > 15.0 // floating-point values
  2370. else_jump @COUNT2_14115
  2371. if and
  2372. 031E: vehicle $4788 hit_by_weapon 39
  2373. 8185: not car $4788 health >= $4845
  2374. else_jump @COUNT2_14081
  2375. $4835 = 0 // integer values
  2376. jump @COUNT2_14088
  2377.  
  2378. :COUNT2_14081
  2379. $4835 = 1 // integer values
  2380.  
  2381. :COUNT2_14088
  2382. 0468: set_vehicle $4788 clear_last_weapon_damage
  2383. $4845 = Car.Health($4788)
  2384. $4845 -= 25 // integer values
  2385. jump @COUNT2_14122
  2386.  
  2387. :COUNT2_14115
  2388. $4835 = 0 // integer values
  2389.  
  2390. :COUNT2_14122
  2391. jump @COUNT2_14136
  2392.  
  2393. :COUNT2_14129
  2394. $4835 = 0 // integer values
  2395.  
  2396. :COUNT2_14136
  2397. jump @COUNT2_14150
  2398.  
  2399. :COUNT2_14143
  2400. $4835 = 0 // integer values
  2401.  
  2402. :COUNT2_14150
  2403. jump @COUNT2_14164
  2404.  
  2405. :COUNT2_14157
  2406. $4835 = 0 // integer values
  2407.  
  2408. :COUNT2_14164
  2409. jump @COUNT2_14178
  2410.  
  2411. :COUNT2_14171
  2412. $4835 = 0 // integer values
  2413.  
  2414. :COUNT2_14178
  2415. jump @COUNT2_14192
  2416.  
  2417. :COUNT2_14185
  2418. $4835 = 0 // integer values
  2419.  
  2420. :COUNT2_14192
  2421. jump @COUNT2_14221
  2422.  
  2423. :COUNT2_14199
  2424. 0465: remove_actor $4797 from_turret_mode
  2425. 0465: remove_actor $4798 from_turret_mode
  2426. 0465: remove_actor $4799 from_turret_mode
  2427. $4835 = 0 // integer values
  2428.  
  2429. :COUNT2_14221
  2430. if
  2431. $2565 == 3 // integer values
  2432. else_jump @COUNT2_18006
  2433. if
  2434. not Actor.Dead($4802)
  2435. else_jump @COUNT2_16029
  2436. if
  2437. Actor.Driving($4802)
  2438. else_jump @COUNT2_15693
  2439. Car.RemoveReferences($4789)
  2440. $4789 = Actor.CurrentCar($4802)
  2441. Car.StorePos($4789, 6@, 7@, $447)
  2442. if
  2443. $4817 == -1 // integer values
  2444. else_jump @COUNT2_14330
  2445. 17@ = 0 // integer values
  2446. $4817 = 0 // integer values
  2447.  
  2448. :COUNT2_14330
  2449. if
  2450. $4812 == 9 // integer values
  2451. else_jump @COUNT2_14481
  2452. if
  2453. 001C: $4811 > $4824 // integer values
  2454. else_jump @COUNT2_14481
  2455. Car.SetMaxSpeed($4789, 15.0)
  2456. 8@ = 15.0 // floating-point values
  2457. 00AE: set_vehicle $4789 traffic_behavior_to 2
  2458. if
  2459. $4838 == 0 // integer values
  2460. else_jump @COUNT2_14439
  2461. Car.DriveTo($4789, -1133.062, -342.2911, 9.8989)
  2462. jump @COUNT2_14459
  2463.  
  2464. :COUNT2_14439
  2465. 02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792
  2466.  
  2467. :COUNT2_14459
  2468. $4822 = 0 // integer values
  2469. 0084: $4831 = $4811 // integer values and handles
  2470. $4812 = 10 // integer values
  2471.  
  2472. :COUNT2_14481
  2473. if
  2474. 01FC: player $PLAYER_CHAR near_car $4789 radius 15.0 15.0 0
  2475. else_jump @COUNT2_14526
  2476. Car.ImmuneToNonPlayer($4789) = False
  2477. jump @COUNT2_14533
  2478.  
  2479. :COUNT2_14526
  2480. Car.ImmuneToNonPlayer($4789) = True
  2481.  
  2482. :COUNT2_14533
  2483. if
  2484. $4817 == 0 // integer values
  2485. else_jump @COUNT2_14786
  2486. if or
  2487. $4812 > 4 // integer values
  2488. $4814 == 1 // integer values
  2489. else_jump @COUNT2_14786
  2490. if
  2491. 17@ > 2500 // integer values
  2492. else_jump @COUNT2_14786
  2493. if
  2494. $4814 == 1 // integer values
  2495. else_jump @COUNT2_14669
  2496. Car.SetMaxSpeed($4789, 100.0)
  2497. 8@ = 100.0 // floating-point values
  2498. 00AE: set_vehicle $4789 traffic_behavior_to 2
  2499. Car.SetDriverBehaviour($4789, KillThePlayer)
  2500. 0084: $4831 = $4811 // integer values and handles
  2501. $4817 = 1 // integer values
  2502. jump @COUNT2_14786
  2503.  
  2504. :COUNT2_14669
  2505. if
  2506. $4812 > 9 // integer values
  2507. else_jump @COUNT2_14786
  2508. Car.SetMaxSpeed($4789, 15.0)
  2509. 8@ = 15.0 // floating-point values
  2510. 00AE: set_vehicle $4789 traffic_behavior_to 2
  2511. if
  2512. $4838 == 0 // integer values
  2513. else_jump @COUNT2_14759
  2514. Car.DriveTo($4789, -1133.062, -342.2911, 9.8989)
  2515. jump @COUNT2_14779
  2516.  
  2517. :COUNT2_14759
  2518. 02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792
  2519.  
  2520. :COUNT2_14779
  2521. $4817 = 2 // integer values
  2522.  
  2523. :COUNT2_14786
  2524. if
  2525. $4817 > 0 // integer values
  2526. else_jump @COUNT2_15686
  2527. if
  2528. 00DC: player $PLAYER_CHAR driving $4789
  2529. else_jump @COUNT2_14831
  2530. 01CA: actor $4802 kill_player $PLAYER_CHAR
  2531.  
  2532. :COUNT2_14831
  2533. if
  2534. $4812 > 9 // integer values
  2535. else_jump @COUNT2_15211
  2536. if
  2537. $4841 == 0 // integer values
  2538. else_jump @COUNT2_14912
  2539. if
  2540. 01AD: car $4789 sphere 0 near_point -984.1348 322.0096 radius 3.0 3.0
  2541. else_jump @COUNT2_14912
  2542. $4841 = 1 // integer values
  2543.  
  2544. :COUNT2_14912
  2545. if
  2546. $4841 == 0 // integer values
  2547. else_jump @COUNT2_15079
  2548. if
  2549. not 8@ == 0.0 // floating-point values
  2550. else_jump @COUNT2_15079
  2551. 0084: $4880 = $4789 // integer values and handles
  2552. 0084: $4881 = $4822 // integer values and handles
  2553. 0084: $4882 = $4831 // integer values and handles
  2554. 0086: $4877 = $4859 // floating-point values only
  2555. 0086: $4878 = $4860 // floating-point values only
  2556. 0086: $4879 = $4861 // floating-point values only
  2557. gosub @COUNT2_20394
  2558. 0084: $4822 = $4881 // integer values and handles
  2559. 0084: $4831 = $4882 // integer values and handles
  2560. 0086: $4859 = $4877 // floating-point values only
  2561. 0086: $4860 = $4878 // floating-point values only
  2562. 0086: $4861 = $4879 // floating-point values only
  2563. if
  2564. $4822 == -9 // integer values
  2565. else_jump @COUNT2_15079
  2566. 046B: actor $4802 leave_car $4789 and_flee
  2567. $4822 = 0 // integer values
  2568.  
  2569. :COUNT2_15079
  2570. if
  2571. $4814 == 0 // integer values
  2572. else_jump @COUNT2_15211
  2573. if
  2574. $4838 == 0 // integer values
  2575. else_jump @COUNT2_15180
  2576. if
  2577. 01AD: car $4789 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0
  2578. else_jump @COUNT2_15180
  2579. 02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792
  2580. $4838 = 1 // integer values
  2581.  
  2582. :COUNT2_15180
  2583. 0084: $4867 = $4789 // integer values and handles
  2584. 0084: $4868 = $4788 // integer values and handles
  2585. gosub @COUNT2_19492
  2586. 0089: 8@ = $6964 // floating-point values only
  2587.  
  2588. :COUNT2_15211
  2589. $4827 = Car.Health($4789)
  2590. if
  2591. $4814 == 1 // integer values
  2592. else_jump @COUNT2_15269
  2593. if
  2594. $4817 == 2 // integer values
  2595. else_jump @COUNT2_15262
  2596. $4817 = 0 // integer values
  2597.  
  2598. :COUNT2_15262
  2599. jump @COUNT2_15480
  2600.  
  2601. :COUNT2_15269
  2602. 02F8: get_vehicle $4789 Z_angle_sine_to $6978
  2603. 02F9: get_vehicle $4789 Z_angle_cosine_to $6979
  2604. if
  2605. not Car.Wrecked($4788)
  2606. else_jump @COUNT2_15315
  2607. Car.StorePos($4788, 3@, 4@, $447)
  2608.  
  2609. :COUNT2_15315
  2610. Car.StorePos($4789, 6@, 7@, $447)
  2611. 0088: $6960 = 6@ // floating-point values only
  2612. 0067: $6960 -= 3@ // floating-point values
  2613. 0069: $6978 *= $6960 // floating-point values
  2614. 0088: $6961 = 7@ // floating-point values only
  2615. 0067: $6961 -= 4@ // floating-point values
  2616. 0069: $6979 *= $6961 // floating-point values
  2617. 0086: $4864 = $6978 // floating-point values only
  2618. 0059: $4864 += $6979 // floating-point values
  2619. 0088: $6981 = 4@ // floating-point values only
  2620. $6981 -= 20.0 // floating-point values
  2621. if
  2622. $4864 > 0.0 // floating-point values
  2623. else_jump @COUNT2_15480
  2624. if
  2625. 0027: 7@ > $6981 // floating-point values only
  2626. else_jump @COUNT2_15480
  2627. Car.SetMaxSpeed($4789, 0.0)
  2628. 0477: set_car $4789 action 1 time 100
  2629. 8@ = 0.0 // floating-point values
  2630.  
  2631. :COUNT2_15480
  2632. if
  2633. 900 > $4827 // integer values
  2634. else_jump @COUNT2_15549
  2635. if
  2636. $4814 == 0 // integer values
  2637. else_jump @COUNT2_15549
  2638. if
  2639. $4817 == 2 // integer values
  2640. else_jump @COUNT2_15549
  2641. $4817 = 0 // integer values
  2642. $4814 = 1 // integer values
  2643.  
  2644. :COUNT2_15549
  2645. if
  2646. 300 > $4827 // integer values
  2647. else_jump @COUNT2_15576
  2648. 046B: actor $4802 leave_car $4789 and_flee
  2649.  
  2650. :COUNT2_15576
  2651. if
  2652. $4817 == 1 // integer values
  2653. else_jump @COUNT2_15679
  2654. if
  2655. 80E0: not player $PLAYER_CHAR driving
  2656. else_jump @COUNT2_15679
  2657. 0084: $4867 = $4789 // integer values and handles
  2658. $4868 = -1 // integer values
  2659. gosub @COUNT2_19492
  2660. 0089: 8@ = $6964 // floating-point values only
  2661. if
  2662. 01FC: player $PLAYER_CHAR near_car $4789 radius 15.0 15.0 0
  2663. else_jump @COUNT2_15679
  2664. 01CA: actor $4802 kill_player $PLAYER_CHAR
  2665.  
  2666. :COUNT2_15679
  2667. gosub @COUNT2_21413
  2668.  
  2669. :COUNT2_15686
  2670. jump @COUNT2_16022
  2671.  
  2672. :COUNT2_15693
  2673. $4817 = -1 // integer values
  2674. if
  2675. $4812 > 4 // integer values
  2676. else_jump @COUNT2_16022
  2677. if
  2678. 00E9: player $PLAYER_CHAR 0 $4802 radius 40.0 40.0
  2679. else_jump @COUNT2_15924
  2680. if
  2681. 80E0: not player $PLAYER_CHAR driving
  2682. else_jump @COUNT2_15780
  2683. 01CA: actor $4802 kill_player $PLAYER_CHAR
  2684. jump @COUNT2_15917
  2685.  
  2686. :COUNT2_15780
  2687. if
  2688. 00E9: player $PLAYER_CHAR 0 $4802 radius 25.0 25.0
  2689. else_jump @COUNT2_15826
  2690. 01CA: actor $4802 kill_player $PLAYER_CHAR
  2691. jump @COUNT2_15917
  2692.  
  2693. :COUNT2_15826
  2694. 0084: $4869 = $4802 // integer values and handles
  2695. if
  2696. not Car.Wrecked($4789)
  2697. else_jump @COUNT2_15910
  2698. if
  2699. 0202: actor $4802 near_car $4789 radius 20.0 20.0 sphere 0
  2700. else_jump @COUNT2_15896
  2701. 01D5: actor $4802 go_to_and_drive_car $4789
  2702. jump @COUNT2_15903
  2703.  
  2704. :COUNT2_15896
  2705. gosub @COUNT2_19759
  2706.  
  2707. :COUNT2_15903
  2708. jump @COUNT2_15917
  2709.  
  2710. :COUNT2_15910
  2711. gosub @COUNT2_19759
  2712.  
  2713. :COUNT2_15917
  2714. jump @COUNT2_16015
  2715.  
  2716. :COUNT2_15924
  2717. 0084: $4869 = $4802 // integer values and handles
  2718. if
  2719. not Car.Wrecked($4789)
  2720. else_jump @COUNT2_16008
  2721. if
  2722. 0202: actor $4802 near_car $4789 radius 20.0 20.0 sphere 0
  2723. else_jump @COUNT2_15994
  2724. 01D5: actor $4802 go_to_and_drive_car $4789
  2725. jump @COUNT2_16001
  2726.  
  2727. :COUNT2_15994
  2728. gosub @COUNT2_19759
  2729.  
  2730. :COUNT2_16001
  2731. jump @COUNT2_16015
  2732.  
  2733. :COUNT2_16008
  2734. gosub @COUNT2_19759
  2735.  
  2736. :COUNT2_16015
  2737. gosub @COUNT2_21413
  2738.  
  2739. :COUNT2_16022
  2740. jump @COUNT2_16316
  2741.  
  2742. :COUNT2_16029
  2743. Actor.RemoveReferences($4802)
  2744. if
  2745. not Actor.Dead($4803)
  2746. else_jump @COUNT2_16174
  2747. 0084: $4802 = $4803 // integer values and handles
  2748. $4803 = -1 // integer values
  2749. if
  2750. not Actor.Dead($4804)
  2751. else_jump @COUNT2_16116
  2752. 01DE: tie_actor $4804 to_actor $4802
  2753. if
  2754. 831F: not unknown_actor $4804 hit_by_actor $4802
  2755. else_jump @COUNT2_16116
  2756. 01CC: actor $4804 kill_player $PLAYER_CHAR
  2757.  
  2758. :COUNT2_16116
  2759. if
  2760. not Actor.Dead($4805)
  2761. else_jump @COUNT2_16167
  2762. 01DE: tie_actor $4805 to_actor $4802
  2763. if
  2764. 831F: not unknown_actor $4805 hit_by_actor $4802
  2765. else_jump @COUNT2_16167
  2766. 01CC: actor $4805 kill_player $PLAYER_CHAR
  2767.  
  2768. :COUNT2_16167
  2769. jump @COUNT2_16316
  2770.  
  2771. :COUNT2_16174
  2772. Actor.RemoveReferences($4803)
  2773. if
  2774. not Actor.Dead($4804)
  2775. else_jump @COUNT2_16268
  2776. 0084: $4802 = $4804 // integer values and handles
  2777. $4804 = -1 // integer values
  2778. if
  2779. not Actor.Dead($4805)
  2780. else_jump @COUNT2_16261
  2781. 01DE: tie_actor $4805 to_actor $4802
  2782. if
  2783. 831F: not unknown_actor $4805 hit_by_actor $4802
  2784. else_jump @COUNT2_16261
  2785. 01CC: actor $4805 kill_player $PLAYER_CHAR
  2786.  
  2787. :COUNT2_16261
  2788. jump @COUNT2_16316
  2789.  
  2790. :COUNT2_16268
  2791. Actor.RemoveReferences($4804)
  2792. if
  2793. not Actor.Dead($4805)
  2794. else_jump @COUNT2_16311
  2795. 0084: $4802 = $4805 // integer values and handles
  2796. $4805 = -1 // integer values
  2797. jump @COUNT2_16316
  2798.  
  2799. :COUNT2_16311
  2800. Actor.RemoveReferences($4805)
  2801.  
  2802. :COUNT2_16316
  2803. if
  2804. $4837 == 1 // integer values
  2805. else_jump @COUNT2_16727
  2806. if
  2807. $4850 == 0 // integer values
  2808. else_jump @COUNT2_16727
  2809. Actor.RemoveReferences($4806)
  2810. $4806 = Actor.Create(Gang3, 31, -987.1808, 266.6001, 7.7758)
  2811. 01B2: give_actor $4806 weapon 19 ammo 9999 // Load the weapon model before using this
  2812. 01ED: clear_actor $4806 threat_search
  2813. 011A: set_actor $4806 search_threat 1
  2814. 011A: set_actor $4806 search_threat 4194304
  2815. 011A: set_actor $4806 search_threat 1048576
  2816. 0243: set_actor $4806 ped_stats_to 16
  2817. 0319: set_actor $4806 running 1
  2818. 0245: set_actor $4806 walk_style_to 46
  2819. Actor.RemoveReferences($4807)
  2820. $4807 = Actor.Create(Gang3, 31, -985.7646, 266.4785, 7.7755)
  2821. 01B2: give_actor $4807 weapon 19 ammo 9999 // Load the weapon model before using this
  2822. 01ED: clear_actor $4807 threat_search
  2823. 011A: set_actor $4807 search_threat 1
  2824. 011A: set_actor $4807 search_threat 4194304
  2825. 011A: set_actor $4807 search_threat 1048576
  2826. 0243: set_actor $4807 ped_stats_to 16
  2827. 0319: set_actor $4807 running 1
  2828. 0245: set_actor $4807 walk_style_to 46
  2829. Actor.RemoveReferences($4808)
  2830. $4808 = Actor.Create(Gang3, 31, -984.2117, 266.6248, 7.7751)
  2831. 01B2: give_actor $4808 weapon 19 ammo 9999 // Load the weapon model before using this
  2832. 01ED: clear_actor $4808 threat_search
  2833. 011A: set_actor $4808 search_threat 1
  2834. 011A: set_actor $4808 search_threat 4194304
  2835. 011A: set_actor $4808 search_threat 1048576
  2836. 0243: set_actor $4808 ped_stats_to 16
  2837. 0319: set_actor $4808 running 1
  2838. 0245: set_actor $4808 walk_style_to 46
  2839. Actor.RemoveReferences($4809)
  2840. $4809 = Actor.Create(Gang3, 31, -982.5906, 266.5252, 7.7803)
  2841. 01B2: give_actor $4809 weapon 19 ammo 9999 // Load the weapon model before using this
  2842. 01ED: clear_actor $4809 threat_search
  2843. 011A: set_actor $4809 search_threat 1
  2844. 011A: set_actor $4809 search_threat 4194304
  2845. 011A: set_actor $4809 search_threat 1048576
  2846. 0243: set_actor $4809 ped_stats_to 16
  2847. 0319: set_actor $4809 running 1
  2848. 0245: set_actor $4809 walk_style_to 46
  2849. $4850 = 1 // integer values
  2850.  
  2851. :COUNT2_16727
  2852. if
  2853. $4850 == 1 // integer values
  2854. else_jump @COUNT2_16912
  2855. 12@ += 3.0 // floating-point values
  2856. if
  2857. 12@ > 90.0 // floating-point values
  2858. else_jump @COUNT2_16786
  2859. 12@ = 90.0 // floating-point values
  2860.  
  2861. :COUNT2_16786
  2862. Object.Angle($1812) = 12@
  2863. 13@ -= 3.0 // floating-point values
  2864. if
  2865. 0.0 > 13@ // floating-point values
  2866. else_jump @COUNT2_16835
  2867. 13@ += 360.0 // floating-point values
  2868.  
  2869. :COUNT2_16835
  2870. if
  2871. 270.0 > 13@ // floating-point values
  2872. else_jump @COUNT2_16866
  2873. 13@ = 270.0 // floating-point values
  2874.  
  2875. :COUNT2_16866
  2876. Object.Angle($1813) = 13@
  2877. if and
  2878. 12@ == 90.0 // floating-point values
  2879. 13@ == 270.0 // floating-point values
  2880. else_jump @COUNT2_16912
  2881. $4850 = 2 // integer values
  2882.  
  2883. :COUNT2_16912
  2884. if
  2885. $4850 == 2 // integer values
  2886. else_jump @COUNT2_18006
  2887. if
  2888. not Actor.Dead($4800)
  2889. else_jump @COUNT2_17198
  2890. if
  2891. 00A4: actor $4800 0 -991.591 261.036 7.775 -983.0 271.96 11.506
  2892. else_jump @COUNT2_17198
  2893. if
  2894. 8057: not player $PLAYER_CHAR 0 -991.591 261.036 7.775 -981.068 271.96 11.506
  2895. else_jump @COUNT2_17198
  2896. 12@ -= 3.0 // floating-point values
  2897. if
  2898. 0.0 > 12@ // floating-point values
  2899. else_jump @COUNT2_17083
  2900. 12@ = 0.0 // floating-point values
  2901.  
  2902. :COUNT2_17083
  2903. Object.Angle($1812) = 12@
  2904. 13@ += 3.0 // floating-point values
  2905. if
  2906. 13@ > 360.0 // floating-point values
  2907. else_jump @COUNT2_17132
  2908. 13@ = 0.0 // floating-point values
  2909.  
  2910. :COUNT2_17132
  2911. Object.Angle($1813) = 13@
  2912. if and
  2913. 12@ == 0.0 // floating-point values
  2914. 13@ == 0.0 // floating-point values
  2915. else_jump @COUNT2_17198
  2916. 00BC: text_highpriority 'CNT2_03' 5000 ms 1 // ~r~The courier has arrived at his destination safely, you're too late!
  2917. Actor.DestroyInstantly($4800)
  2918. jump @COUNT2_18849
  2919.  
  2920. :COUNT2_17198
  2921. if
  2922. not Actor.Dead($4806)
  2923. else_jump @COUNT2_17400
  2924. if
  2925. $4846 == 0 // integer values
  2926. else_jump @COUNT2_17292
  2927. 0211: actor $4806 walk_to -973.5972 266.4069
  2928. if
  2929. 00ED: actor $4806 0 -973.5972 266.4069 radius 1.0 1.0
  2930. else_jump @COUNT2_17292
  2931. $4846 = 1 // integer values
  2932.  
  2933. :COUNT2_17292
  2934. if
  2935. $4846 == 1 // integer values
  2936. else_jump @COUNT2_17400
  2937. 0211: actor $4806 walk_to -974.2487 262.6737
  2938. if
  2939. 00F0: actor $4806 stopped 0 -974.2487 262.6737 radius 1.0 1.0
  2940. else_jump @COUNT2_17400
  2941. 0194: set_actor $4806 objective_to_guard_point -974.2487 262.6737 10.2265
  2942. Actor.Angle($4806) = 321.3187
  2943. $4846 = 2 // integer values
  2944.  
  2945. :COUNT2_17400
  2946. if
  2947. not Actor.Dead($4807)
  2948. else_jump @COUNT2_17602
  2949. if
  2950. $4847 == 0 // integer values
  2951. else_jump @COUNT2_17494
  2952. 0211: actor $4807 walk_to -973.5972 266.4069
  2953. if
  2954. 00ED: actor $4807 0 -973.5972 266.4069 radius 1.0 1.0
  2955. else_jump @COUNT2_17494
  2956. $4847 = 1 // integer values
  2957.  
  2958. :COUNT2_17494
  2959. if
  2960. $4847 == 1 // integer values
  2961. else_jump @COUNT2_17602
  2962. 0211: actor $4807 walk_to -969.084 282.6923
  2963. if
  2964. 00F0: actor $4807 stopped 0 -969.084 282.6923 radius 1.0 1.0
  2965. else_jump @COUNT2_17602
  2966. 0194: set_actor $4807 objective_to_guard_point -969.084 282.6923 10.2265
  2967. Actor.Angle($4807) = 159.319
  2968. $4847 = 2 // integer values
  2969.  
  2970. :COUNT2_17602
  2971. if
  2972. not Actor.Dead($4808)
  2973. else_jump @COUNT2_17804
  2974. if
  2975. $4848 == 0 // integer values
  2976. else_jump @COUNT2_17696
  2977. 0211: actor $4808 walk_to -973.5972 266.4069
  2978. if
  2979. 00ED: actor $4808 0 -973.5972 266.4069 radius 1.0 1.0
  2980. else_jump @COUNT2_17696
  2981. $4848 = 1 // integer values
  2982.  
  2983. :COUNT2_17696
  2984. if
  2985. $4848 == 1 // integer values
  2986. else_jump @COUNT2_17804
  2987. 0211: actor $4808 walk_to -969.8824 263.6498
  2988. if
  2989. 00F0: actor $4808 stopped 0 -969.8824 263.6498 radius 1.0 1.0
  2990. else_jump @COUNT2_17804
  2991. 0194: set_actor $4808 objective_to_guard_point -969.8824 263.6498 10.2265
  2992. Actor.Angle($4808) = 12.6357
  2993. $4848 = 2 // integer values
  2994.  
  2995. :COUNT2_17804
  2996. if
  2997. not Actor.Dead($4809)
  2998. else_jump @COUNT2_18006
  2999. if
  3000. $4849 == 0 // integer values
  3001. else_jump @COUNT2_17898
  3002. 0211: actor $4809 walk_to -973.5972 266.4069
  3003. if
  3004. 00ED: actor $4809 0 -973.5972 266.4069 radius 1.0 1.0
  3005. else_jump @COUNT2_17898
  3006. $4849 = 1 // integer values
  3007.  
  3008. :COUNT2_17898
  3009. if
  3010. $4849 == 1 // integer values
  3011. else_jump @COUNT2_18006
  3012. 0211: actor $4809 walk_to -977.6256 277.8756
  3013. if
  3014. 00F0: actor $4809 stopped 0 -977.6256 277.8756 radius 1.0 1.0
  3015. else_jump @COUNT2_18006
  3016. 0194: set_actor $4809 objective_to_guard_point -977.6256 277.8756 10.2265
  3017. Actor.Angle($4809) = 3.8761
  3018. $4849 = 2 // integer values
  3019.  
  3020. :COUNT2_18006
  3021. if
  3022. $4814 == 1 // integer values
  3023. else_jump @COUNT2_18184
  3024. if
  3025. $2560 == 3 // integer values
  3026. else_jump @COUNT2_18078
  3027. if
  3028. 03D2: wav 1 ended
  3029. else_jump @COUNT2_18078
  3030. $2560 = 4 // integer values
  3031. $2607 = 0 // integer values
  3032. jump @COUNT2_4074
  3033.  
  3034. :COUNT2_18078
  3035. if
  3036. $2560 == 2 // integer values
  3037. else_jump @COUNT2_18122
  3038. if
  3039. 03D0: wav 1 loaded
  3040. else_jump @COUNT2_18122
  3041. 03D1: play_wav 1
  3042. $2560 = 3 // integer values
  3043.  
  3044. :COUNT2_18122
  3045. if
  3046. $2560 == 0 // integer values
  3047. else_jump @COUNT2_18184
  3048. if
  3049. $2607 == 0 // integer values
  3050. else_jump @COUNT2_18184
  3051. 03CF: load_wav 'CNT2_1' as 1
  3052. $2560 = 2 // integer values
  3053. $2607 = 1 // integer values
  3054.  
  3055. :COUNT2_18184
  3056. if
  3057. $2561 > 0 // integer values
  3058. else_jump @COUNT2_18395
  3059. if
  3060. $2561 == 3 // integer values
  3061. else_jump @COUNT2_18256
  3062. if
  3063. 03D2: wav 1 ended
  3064. else_jump @COUNT2_18256
  3065. $2561 = 4 // integer values
  3066. $2607 = 0 // integer values
  3067. jump @COUNT2_4074
  3068.  
  3069. :COUNT2_18256
  3070. if
  3071. $2561 == 2 // integer values
  3072. else_jump @COUNT2_18300
  3073. if
  3074. 03D0: wav 1 loaded
  3075. else_jump @COUNT2_18300
  3076. 03D1: play_wav 1
  3077. $2561 = 3 // integer values
  3078.  
  3079. :COUNT2_18300
  3080. if
  3081. $2561 == 1 // integer values
  3082. else_jump @COUNT2_18395
  3083. if
  3084. $2607 == 0 // integer values
  3085. else_jump @COUNT2_18369
  3086. 03CF: load_wav 'CNT2_2' as 1
  3087. $2561 = 2 // integer values
  3088. $2607 = 1 // integer values
  3089. jump @COUNT2_18395
  3090.  
  3091. :COUNT2_18369
  3092. if
  3093. 001C: $4811 > $2586 // integer values
  3094. else_jump @COUNT2_18395
  3095. $2561 = 0 // integer values
  3096.  
  3097. :COUNT2_18395
  3098. if
  3099. $2562 > 0 // integer values
  3100. else_jump @COUNT2_18606
  3101. if
  3102. $2562 == 3 // integer values
  3103. else_jump @COUNT2_18467
  3104. if
  3105. 03D2: wav 1 ended
  3106. else_jump @COUNT2_18467
  3107. $2562 = 0 // integer values
  3108. $2607 = 0 // integer values
  3109. jump @COUNT2_4074
  3110.  
  3111. :COUNT2_18467
  3112. if
  3113. $2562 == 2 // integer values
  3114. else_jump @COUNT2_18511
  3115. if
  3116. 03D0: wav 1 loaded
  3117. else_jump @COUNT2_18511
  3118. 03D1: play_wav 1
  3119. $2562 = 3 // integer values
  3120.  
  3121. :COUNT2_18511
  3122. if
  3123. $2562 == 1 // integer values
  3124. else_jump @COUNT2_18606
  3125. if
  3126. $2607 == 0 // integer values
  3127. else_jump @COUNT2_18580
  3128. 03CF: load_wav 'CNT2_3' as 1
  3129. $2562 = 2 // integer values
  3130. $2607 = 1 // integer values
  3131. jump @COUNT2_18606
  3132.  
  3133. :COUNT2_18580
  3134. if
  3135. 001C: $4811 > $2587 // integer values
  3136. else_jump @COUNT2_18606
  3137. $2562 = 0 // integer values
  3138.  
  3139. :COUNT2_18606
  3140. if
  3141. $2563 > 0 // integer values
  3142. else_jump @COUNT2_18842
  3143. if
  3144. $2563 == 3 // integer values
  3145. else_jump @COUNT2_18688
  3146. if
  3147. 03D2: wav 1 ended
  3148. else_jump @COUNT2_18688
  3149. 03D5: remove_text 'CNT2_4' // Private business. You're not welcome!
  3150. $2563 = 0 // integer values
  3151. $2607 = 0 // integer values
  3152. jump @COUNT2_4074
  3153.  
  3154. :COUNT2_18688
  3155. if
  3156. $2563 == 2 // integer values
  3157. else_jump @COUNT2_18747
  3158. if
  3159. 03D0: wav 1 loaded
  3160. else_jump @COUNT2_18747
  3161. 00BC: text_highpriority 'CNT2_4' 5000 ms 1 // Private business. You're not welcome!
  3162. 03D1: play_wav 1
  3163. $2563 = 3 // integer values
  3164.  
  3165. :COUNT2_18747
  3166. if
  3167. $2563 == 1 // integer values
  3168. else_jump @COUNT2_18842
  3169. if
  3170. $2607 == 0 // integer values
  3171. else_jump @COUNT2_18816
  3172. 03CF: load_wav 'CNT2_4' as 1
  3173. $2563 = 2 // integer values
  3174. $2607 = 1 // integer values
  3175. jump @COUNT2_18842
  3176.  
  3177. :COUNT2_18816
  3178. if
  3179. 001C: $4811 > $2588 // integer values
  3180. else_jump @COUNT2_18842
  3181. $2563 = 0 // integer values
  3182.  
  3183. :COUNT2_18842
  3184. jump @COUNT2_4074
  3185.  
  3186. :COUNT2_18849
  3187. 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED!
  3188. return
  3189.  
  3190. :COUNT2_18866
  3191. 0169: set_fade_color 0 0 1
  3192. fade 0 500
  3193. Player.CanMove($PLAYER_CHAR) = False
  3194. 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
  3195. 03F4: set_all_vehicles_apply_damage_rules 0
  3196. 0395: clear_area 1 at $549 $550 range $551 4.0
  3197.  
  3198. :COUNT2_18917
  3199. if
  3200. fading
  3201. else_jump @COUNT2_18941
  3202. wait 0
  3203. jump @COUNT2_18917
  3204.  
  3205. :COUNT2_18941
  3206. 04A6: $637 = create_asset_money_pickup_at $549 $550 $551 money $636 $636
  3207. 02A3: enable_widescreen 1
  3208. Camera.SetPosition(-1027.339, -281.6154, 16.3511, 0.0, 0.0, 0.0)
  3209. Camera.PointAt(-1028.162, -281.0542, 16.273, 2)
  3210. 0169: set_fade_color 0 0 1
  3211. fade 1 500
  3212.  
  3213. :COUNT2_19031
  3214. if
  3215. fading
  3216. else_jump @COUNT2_19055
  3217. wait 0
  3218. jump @COUNT2_19031
  3219.  
  3220. :COUNT2_19055
  3221. 0394: play_music 1
  3222. Player.ClearWantedLevel($PLAYER_CHAR)
  3223. 00BA: text_styled 'CNT2_09' 5000 ms 6 // PRINT WORKS ASSET COMPLETED
  3224. wait 5000
  3225. Camera.SetPosition(-1056.369, -273.4923, 12.0057, 0.0, 0.0, 0.0)
  3226. Camera.PointAt(-1057.288, -273.828, 11.8015, 2)
  3227. 01E5: text_1number_highpriority 'CNT2_10' $636 flag 6000 time 1 // ~g~The print works will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
  3228. wait 6000
  3229. 0169: set_fade_color 0 0 1
  3230. fade 0 500
  3231.  
  3232. :COUNT2_19173
  3233. if
  3234. fading
  3235. else_jump @COUNT2_19197
  3236. wait 0
  3237. jump @COUNT2_19173
  3238.  
  3239. :COUNT2_19197
  3240. 0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0
  3241. 0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044
  3242. 0171: set_player $PLAYER_CHAR z_angle_to 272.2088
  3243. Camera.SetBehindPlayer
  3244. Camera.Restore_WithJumpCut
  3245. Player.CanMove($PLAYER_CHAR) = True
  3246. 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
  3247. 03F4: set_all_vehicles_apply_damage_rules 1
  3248. 02A3: enable_widescreen 0
  3249. Marker.Disable($271)
  3250. 04CE: $271 = create_icon_marker_without_sphere $426 at $474 $475 $476
  3251. $273 = 1 // integer values
  3252. $1175 += 1 // integer values
  3253. 0318: set_latest_mission_passed 'CNT_2' // Hit the Courier
  3254. 030C: progress_made += 1
  3255. Player.ClearWantedLevel($PLAYER_CHAR)
  3256. 0394: play_music 1
  3257. 01E3: text_1number_styled 'M_PASS' number 5000 time 2500 style 1 // MISSION PASSED! $~1~
  3258. Player.Money($PLAYER_CHAR) += 5000
  3259. 0169: set_fade_color 0 0 1
  3260. fade 1 500
  3261. wait 0
  3262. return
  3263.  
  3264. :COUNT2_19383
  3265. $ONMISSION = 0 // integer values
  3266. Marker.Disable($4191)
  3267. Marker.Disable($4852)
  3268. Model.Destroy(282)
  3269. Model.Destroy(135)
  3270. Model.Destroy(274)
  3271. Model.Destroy(#BRIEFCASE)
  3272. Model.Destroy(217)
  3273. Model.Destroy(285)
  3274. Model.Destroy(281)
  3275. Model.Destroy(14)
  3276. Model.Destroy(21)
  3277. Model.Destroy(53)
  3278. Model.Destroy(54)
  3279. Model.Destroy(31)
  3280. Model.Destroy(67)
  3281. Model.Destroy(277)
  3282. 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
  3283. Object.Angle($1812) = 0.0
  3284. Object.Angle($1813) = 0.0
  3285. mission_cleanup
  3286. return
  3287.  
  3288. :COUNT2_19492
  3289. if
  3290. $4868 == -1 // integer values
  3291. else_jump @COUNT2_19531
  3292. 0054: store_player $PLAYER_CHAR position_to $6962 $6963 $6960
  3293. jump @COUNT2_19561
  3294.  
  3295. :COUNT2_19531
  3296. if
  3297. not Car.Wrecked($4868)
  3298. else_jump @COUNT2_19561
  3299. Car.StorePos($4868, $6962, $6963, $6960)
  3300.  
  3301. :COUNT2_19561
  3302. Car.StorePos($4867, $6958, $6959, $6960)
  3303. 0086: $6960 = $6958 // floating-point values only
  3304. 0061: $6960 -= $6962 // floating-point values
  3305. 0086: $6961 = $6959 // floating-point values only
  3306. 0061: $6961 -= $6963 // floating-point values
  3307. 0069: $6960 *= $6960 // floating-point values
  3308. 0069: $6961 *= $6961 // floating-point values
  3309. 0059: $6960 += $6961 // floating-point values
  3310. 01FB: $6960 = square_root $6960
  3311. 0086: $6964 = $6960 // floating-point values only
  3312. $6964 += 3.0 // floating-point values
  3313. if
  3314. $6964 > 100.0 // floating-point values
  3315. else_jump @COUNT2_19688
  3316. $6964 = 100.0 // floating-point values
  3317.  
  3318. :COUNT2_19688
  3319. if
  3320. 0.0 > $6964 // floating-point values
  3321. else_jump @COUNT2_19719
  3322. $6964 = 0.0 // floating-point values
  3323.  
  3324. :COUNT2_19719
  3325. Car.SetMaxSpeed($4867, $6964)
  3326. if
  3327. $6964 == 0.0 // floating-point values
  3328. else_jump @COUNT2_19757
  3329. 0477: set_car $4867 action 1 time 100
  3330.  
  3331. :COUNT2_19757
  3332. return
  3333.  
  3334. :COUNT2_19759
  3335. if
  3336. $4886 == 919.9 // floating-point values
  3337. else_jump @COUNT2_19797
  3338. $451 = Car.Create(135, $4872, $4873, $4874)
  3339.  
  3340. :COUNT2_19797
  3341. Actor.StorePos($4869, $4872, $4873, $4874)
  3342. if
  3343. 00E9: player $PLAYER_CHAR 0 $4869 radius 40.0 40.0
  3344. else_jump @COUNT2_20155
  3345. 0086: $4875 = $4872 // floating-point values only
  3346. $4875 += 20.0 // floating-point values
  3347. 0086: $4876 = $4873 // floating-point values only
  3348. $4876 += 20.0 // floating-point values
  3349. $4872 -= 20.0 // floating-point values
  3350. $4873 -= 20.0 // floating-point values
  3351. Car.RemoveReferences($451)
  3352. 0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876
  3353. if
  3354. $451 == -1 // integer values
  3355. else_jump @COUNT2_19971
  3356. if
  3357. not Actor.Dead($4869)
  3358. else_jump @COUNT2_19964
  3359. 01CA: actor $4869 kill_player $PLAYER_CHAR
  3360.  
  3361. :COUNT2_19964
  3362. jump @COUNT2_20148
  3363.  
  3364. :COUNT2_19971
  3365. $4870 = Car.Model($451)
  3366. $4871 = Car.Health($451)
  3367. if
  3368. $4871 > 300 // integer values
  3369. else_jump @COUNT2_20140
  3370. if or
  3371. $4870 == 116 // integer values
  3372. $4870 == 106 // integer values
  3373. $4870 == 122 // integer values
  3374. $4870 == 117 // integer values
  3375. $4870 == 97 // integer values
  3376. $4870 == 107 // integer values
  3377. else_jump @COUNT2_20090
  3378. if
  3379. not Actor.Dead($4869)
  3380. else_jump @COUNT2_20083
  3381. 01CA: actor $4869 kill_player $PLAYER_CHAR
  3382.  
  3383. :COUNT2_20083
  3384. jump @COUNT2_20133
  3385.  
  3386. :COUNT2_20090
  3387. Car.SetMaxSpeed($451, 0.0)
  3388. 0477: set_car $451 action 1 time 100
  3389. if
  3390. not Actor.Dead($4869)
  3391. else_jump @COUNT2_20133
  3392. 01D5: actor $4869 go_to_and_drive_car $451
  3393.  
  3394. :COUNT2_20133
  3395. jump @COUNT2_20148
  3396.  
  3397. :COUNT2_20140
  3398. 01CA: actor $4869 kill_player $PLAYER_CHAR
  3399.  
  3400. :COUNT2_20148
  3401. jump @COUNT2_20392
  3402.  
  3403. :COUNT2_20155
  3404. 03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886
  3405. if
  3406. 80C2: not sphere_onscreen $4872 $4873 $4874 3.0
  3407. else_jump @COUNT2_20392
  3408. if
  3409. 838A: not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0
  3410. else_jump @COUNT2_20303
  3411. Car.RemoveReferences($451)
  3412. $451 = Car.Create(135, $4872, $4873, $4874)
  3413. Car.Angle($451) = $4886
  3414. if
  3415. not Actor.Dead($4869)
  3416. else_jump @COUNT2_20296
  3417. 01D5: actor $4869 go_to_and_drive_car $451
  3418.  
  3419. :COUNT2_20296
  3420. jump @COUNT2_20392
  3421.  
  3422. :COUNT2_20303
  3423. if
  3424. not Actor.Dead($4869)
  3425. else_jump @COUNT2_20392
  3426. if
  3427. 00FF: actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0
  3428. else_jump @COUNT2_20392
  3429. 02C0: set $4872 $4873 $4874 to_ped_path_coords_closest_to $4872 $4873 $4874
  3430. 0239: actor $4869 run_to $4872 $4873
  3431.  
  3432. :COUNT2_20392
  3433. return
  3434.  
  3435. :COUNT2_20394
  3436. 01BD: $4887 = current_time_in_ms
  3437. if
  3438. not Car.Wrecked($4880)
  3439. else_jump @COUNT2_20992
  3440. if and
  3441. 01F4: car $4880 flipped
  3442. 01C1: car $4880 stopped
  3443. else_jump @COUNT2_20590
  3444. if
  3445. 01FC: player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0
  3446. else_jump @COUNT2_20488
  3447. 03ED: set_car $4880 not_damaged_when_upside_down 0
  3448. $4881 = -9 // integer values
  3449. jump @COUNT2_20590
  3450.  
  3451. :COUNT2_20488
  3452. if
  3453. 82CA: not car $4880 bounding_sphere_visible
  3454. else_jump @COUNT2_20590
  3455. Car.StorePos($4880, $4883, $4884, $4885)
  3456. 03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886
  3457. if
  3458. 80C2: not sphere_onscreen $4883 $4884 $4885 4.0
  3459. else_jump @COUNT2_20590
  3460. Car.PutAt($4880, $4883, $4884, $4885)
  3461. Car.Angle($4880) = $4886
  3462.  
  3463. :COUNT2_20590
  3464. if
  3465. 01AF: car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0
  3466. else_jump @COUNT2_20929
  3467. if
  3468. $4881 == 0 // integer values
  3469. else_jump @COUNT2_20665
  3470. 0084: $4882 = $4887 // integer values and handles
  3471. $4881 = 1 // integer values
  3472.  
  3473. :COUNT2_20665
  3474. 0060: $4887 -= $4882 // integer values
  3475. if
  3476. $4881 == 1 // integer values
  3477. else_jump @COUNT2_20929
  3478. if
  3479. $4887 > 8000 // integer values
  3480. else_jump @COUNT2_20929
  3481. if
  3482. 01FC: player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0
  3483. else_jump @COUNT2_20770
  3484. 03ED: set_car $4880 not_damaged_when_upside_down 0
  3485. 0084: $4882 = $4887 // integer values and handles
  3486. $4881 = -9 // integer values
  3487. jump @COUNT2_20929
  3488.  
  3489. :COUNT2_20770
  3490. if
  3491. 82CA: not car $4880 bounding_sphere_visible
  3492. else_jump @COUNT2_20929
  3493. Car.StorePos($4880, $4883, $4884, $4885)
  3494. 03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886
  3495. if
  3496. 838A: not car_in_cube $4883 $4884 $4885 4.0 4.0 4.0
  3497. else_jump @COUNT2_20929
  3498. if
  3499. 80C2: not sphere_onscreen $4883 $4884 $4885 4.0
  3500. else_jump @COUNT2_20929
  3501. Car.PutAt($4880, $4883, $4884, $4885)
  3502. Car.Angle($4880) = $4886
  3503. 0450: car $4880 warp_to_player
  3504. 0084: $4882 = $4887 // integer values and handles
  3505. $4881 = 0 // integer values
  3506.  
  3507. :COUNT2_20929
  3508. if
  3509. 81AF: not car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0
  3510. else_jump @COUNT2_20992
  3511. Car.StorePos($4880, $4877, $4878, $4879)
  3512. $4881 = 0 // integer values
  3513.  
  3514. :COUNT2_20992
  3515. return
  3516.  
  3517. :COUNT2_20994
  3518. if
  3519. not Actor.Dead($4797)
  3520. else_jump @COUNT2_21018
  3521. 01CA: actor $4797 kill_player $PLAYER_CHAR
  3522.  
  3523. :COUNT2_21018
  3524. if
  3525. not Actor.Dead($4798)
  3526. else_jump @COUNT2_21042
  3527. 01CA: actor $4798 kill_player $PLAYER_CHAR
  3528.  
  3529. :COUNT2_21042
  3530. if
  3531. not Actor.Dead($4799)
  3532. else_jump @COUNT2_21066
  3533. 01CA: actor $4799 kill_player $PLAYER_CHAR
  3534.  
  3535. :COUNT2_21066
  3536. if
  3537. not Actor.Dead($4800)
  3538. else_jump @COUNT2_21090
  3539. 01CA: actor $4800 kill_player $PLAYER_CHAR
  3540.  
  3541. :COUNT2_21090
  3542. return
  3543.  
  3544. :COUNT2_21092
  3545. if
  3546. not Actor.Dead($4793)
  3547. else_jump @COUNT2_21411
  3548. if
  3549. not Actor.Dead($4794)
  3550. else_jump @COUNT2_21204
  3551. if
  3552. 831F: not unknown_actor $4794 hit_by_actor $4793
  3553. else_jump @COUNT2_21197
  3554. if
  3555. 00F2: actor $4794 near_actor $4793 radius 30.0 30.0 0
  3556. else_jump @COUNT2_21189
  3557. 01DE: tie_actor $4794 to_actor $4793
  3558. jump @COUNT2_21197
  3559.  
  3560. :COUNT2_21189
  3561. 01CC: actor $4794 kill_player $PLAYER_CHAR
  3562.  
  3563. :COUNT2_21197
  3564. jump @COUNT2_21209
  3565.  
  3566. :COUNT2_21204
  3567. Actor.RemoveReferences($4794)
  3568.  
  3569. :COUNT2_21209
  3570. if
  3571. not Actor.Dead($4795)
  3572. else_jump @COUNT2_21305
  3573. if
  3574. 831F: not unknown_actor $4795 hit_by_actor $4793
  3575. else_jump @COUNT2_21298
  3576. if
  3577. 00F2: actor $4795 near_actor $4793 radius 30.0 30.0 0
  3578. else_jump @COUNT2_21290
  3579. 01DE: tie_actor $4795 to_actor $4793
  3580. jump @COUNT2_21298
  3581.  
  3582. :COUNT2_21290
  3583. 01CC: actor $4795 kill_player $PLAYER_CHAR
  3584.  
  3585. :COUNT2_21298
  3586. jump @COUNT2_21310
  3587.  
  3588. :COUNT2_21305
  3589. Actor.RemoveReferences($4795)
  3590.  
  3591. :COUNT2_21310
  3592. if
  3593. not Actor.Dead($4796)
  3594. else_jump @COUNT2_21406
  3595. if
  3596. 831F: not unknown_actor $4796 hit_by_actor $4793
  3597. else_jump @COUNT2_21399
  3598. if
  3599. 00F2: actor $4796 near_actor $4793 radius 30.0 30.0 0
  3600. else_jump @COUNT2_21391
  3601. 01DE: tie_actor $4796 to_actor $4793
  3602. jump @COUNT2_21399
  3603.  
  3604. :COUNT2_21391
  3605. 01CC: actor $4796 kill_player $PLAYER_CHAR
  3606.  
  3607. :COUNT2_21399
  3608. jump @COUNT2_21411
  3609.  
  3610. :COUNT2_21406
  3611. Actor.RemoveReferences($4796)
  3612.  
  3613. :COUNT2_21411
  3614. return
  3615.  
  3616. :COUNT2_21413
  3617. if
  3618. not Actor.Dead($4802)
  3619. else_jump @COUNT2_21732
  3620. if
  3621. not Actor.Dead($4803)
  3622. else_jump @COUNT2_21525
  3623. if
  3624. 831F: not unknown_actor $4803 hit_by_actor $4802
  3625. else_jump @COUNT2_21518
  3626. if
  3627. 00F2: actor $4803 near_actor $4802 radius 30.0 30.0 0
  3628. else_jump @COUNT2_21510
  3629. 01DE: tie_actor $4803 to_actor $4802
  3630. jump @COUNT2_21518
  3631.  
  3632. :COUNT2_21510
  3633. 01CC: actor $4803 kill_player $PLAYER_CHAR
  3634.  
  3635. :COUNT2_21518
  3636. jump @COUNT2_21530
  3637.  
  3638. :COUNT2_21525
  3639. Actor.RemoveReferences($4803)
  3640.  
  3641. :COUNT2_21530
  3642. if
  3643. not Actor.Dead($4804)
  3644. else_jump @COUNT2_21626
  3645. if
  3646. 831F: not unknown_actor $4804 hit_by_actor $4802
  3647. else_jump @COUNT2_21619
  3648. if
  3649. 00F2: actor $4804 near_actor $4802 radius 30.0 30.0 0
  3650. else_jump @COUNT2_21611
  3651. 01DE: tie_actor $4804 to_actor $4802
  3652. jump @COUNT2_21619
  3653.  
  3654. :COUNT2_21611
  3655. 01CC: actor $4804 kill_player $PLAYER_CHAR
  3656.  
  3657. :COUNT2_21619
  3658. jump @COUNT2_21631
  3659.  
  3660. :COUNT2_21626
  3661. Actor.RemoveReferences($4804)
  3662.  
  3663. :COUNT2_21631
  3664. if
  3665. not Actor.Dead($4805)
  3666. else_jump @COUNT2_21727
  3667. if
  3668. 831F: not unknown_actor $4805 hit_by_actor $4802
  3669. else_jump @COUNT2_21720
  3670. if
  3671. 00F2: actor $4805 near_actor $4802 radius 30.0 30.0 0
  3672. else_jump @COUNT2_21712
  3673. 01DE: tie_actor $4805 to_actor $4802
  3674. jump @COUNT2_21720
  3675.  
  3676. :COUNT2_21712
  3677. 01CC: actor $4805 kill_player $PLAYER_CHAR
  3678.  
  3679. :COUNT2_21720
  3680. jump @COUNT2_21732
  3681.  
  3682. :COUNT2_21727
  3683. Actor.RemoveReferences($4805)
  3684.  
  3685. :COUNT2_21732
  3686. return
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