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- //-------------Mission 35---------------
- // Originally: Hit the Courier
- :COUNT2
- gosub @COUNT2_36
- if
- wasted_or_busted
- else_jump @COUNT2_27
- gosub @COUNT2_18849
- :COUNT2_27
- gosub @COUNT2_19383
- end_thread
- :COUNT2_36
- $ONMISSION = 1 // integer values
- thread 'COUNT2'
- increment_mission_attempts
- wait 0
- 054C: use_GXT_table 'COUNT2'
- 058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607
- $4811 = 0 // integer values
- $4812 = 0 // integer values
- $4819 = 0 // integer values
- $4823 = 0 // integer values
- $4824 = 0 // integer values
- $4813 = 0 // integer values
- $4828 = 0 // integer values
- $4835 = 0 // integer values
- $4815 = 0 // integer values
- $4816 = 0 // integer values
- $4817 = 0 // integer values
- $4834 = 0 // integer values
- $4814 = 0 // integer values
- $4818 = 0 // integer values
- $4820 = 0 // integer values
- $4821 = 0 // integer values
- $4822 = 0 // integer values
- $4842 = 0 // integer values
- $4825 = 0 // integer values
- $4826 = 0 // integer values
- $4827 = 0 // integer values
- $4829 = 0 // integer values
- $4830 = 0 // integer values
- $4831 = 0 // integer values
- $4832 = 0 // integer values
- $4833 = 0 // integer values
- $4836 = 0 // integer values
- $4837 = 0 // integer values
- $4838 = 0 // integer values
- $4839 = 0 // integer values
- $4840 = 0 // integer values
- $4841 = 0 // integer values
- $4843 = 0 // integer values
- $4844 = 0 // integer values
- $4845 = 0 // integer values
- $4846 = 0 // integer values
- $4847 = 0 // integer values
- $4848 = 0 // integer values
- $4849 = 0 // integer values
- $4850 = 0 // integer values
- $4853 = 0.0 // floating-point values
- $4854 = 0.0 // floating-point values
- $4855 = 0.0 // floating-point values
- $4856 = 0.0 // floating-point values
- $4857 = 0.0 // floating-point values
- $4858 = 0.0 // floating-point values
- $4859 = 0.0 // floating-point values
- $4860 = 0.0 // floating-point values
- $4861 = 0.0 // floating-point values
- $4886 = 0.0 // floating-point values
- 9@ = 0.0 // floating-point values
- 10@ = 0.0 // floating-point values
- 11@ = 0.0 // floating-point values
- $4872 = 0.0 // floating-point values
- $4873 = 0.0 // floating-point values
- $4874 = 0.0 // floating-point values
- 12@ = 0.0 // floating-point values
- 13@ = 0.0 // floating-point values
- $4851 = 0 // integer values
- $2607 = 0 // integer values
- $2560 = 0 // integer values
- $2561 = 0 // integer values
- $2562 = 0 // integer values
- $2563 = 0 // integer values
- $2565 = 0 // integer values
- $6964 = 0.0 // floating-point values
- 023C: load_special_actor 1 'CSPLAY'
- 023C: load_special_actor 2 'CSKELLY'
- 023C: load_special_actor 3 'CSBUDDY'
- select_interior 18
- Camera.SetAtPos(-1071.56, -278.9497, 12.3606)
- 038B: load_requested_models
- :COUNT2_669
- if or
- 823D: not special_actor 1 loaded
- 823D: not special_actor 2 loaded
- 823D: not special_actor 3 loaded
- else_jump @COUNT2_703
- wait 0
- jump @COUNT2_669
- :COUNT2_703
- 02E4: load_cutscene_data 'CNT_2'
- 0244: set_cutscene_pos -1064.103 -276.39 11.066
- 02E5: $125 = create_cutscene_object 109
- 02E6: set_cutscene_anim $125 'CSPLAY'
- 02E5: $141 = create_cutscene_object 110
- 02E6: set_cutscene_anim $141 'CSKELLY'
- 02E5: $136 = create_cutscene_object 111
- 02E6: set_cutscene_anim $136 'CSBUDDY'
- 0395: clear_area 1 at -1071.579 -281.4316 range 12.3068 3.0
- 0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0
- 0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044
- 0171: set_player $PLAYER_CHAR z_angle_to 272.2088
- 041D: set_camera_near_clip 0.1
- 0169: set_fade_color 0 0 1
- fade 1 1500
- 03AD: set_rubbish 0
- 03AF: set_streaming 1
- 02E7: start_cutscene
- 02E8: $CUT_SCENE_TIME = cutscenetime
- :COUNT2_905
- if
- 1444 > $CUT_SCENE_TIME // integer values
- else_jump @COUNT2_940
- wait 0
- 02E8: $CUT_SCENE_TIME = cutscenetime
- jump @COUNT2_905
- :COUNT2_940
- 00BC: text_highpriority 'CNT2_B1' 10000 ms 1 // Alright, the courier's moving the plates from the docks today.
- :COUNT2_955
- if
- 3750 > $CUT_SCENE_TIME // integer values
- else_jump @COUNT2_990
- wait 0
- 02E8: $CUT_SCENE_TIME = cutscenetime
- jump @COUNT2_955
- :COUNT2_990
- 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.
- :COUNT2_1005
- if
- 7974 > $CUT_SCENE_TIME // integer values
- else_jump @COUNT2_1040
- wait 0
- 02E8: $CUT_SCENE_TIME = cutscenetime
- jump @COUNT2_1005
- :COUNT2_1040
- 00BC: text_highpriority 'CNT2_B3' 10000 ms 1 // Now. Depending how well this goes,
- :COUNT2_1055
- if
- 9975 > $CUT_SCENE_TIME // integer values
- else_jump @COUNT2_1090
- wait 0
- 02E8: $CUT_SCENE_TIME = cutscenetime
- jump @COUNT2_1055
- :COUNT2_1090
- 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.
- :COUNT2_1105
- if
- 14465 > $CUT_SCENE_TIME // integer values
- else_jump @COUNT2_1140
- wait 0
- 02E8: $CUT_SCENE_TIME = cutscenetime
- jump @COUNT2_1105
- :COUNT2_1140
- 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?
- :COUNT2_1155
- if
- 18722 > $CUT_SCENE_TIME // integer values
- else_jump @COUNT2_1190
- wait 0
- 02E8: $CUT_SCENE_TIME = cutscenetime
- jump @COUNT2_1155
- :COUNT2_1190
- 00BC: text_highpriority 'CNT2_B6' 10000 ms 1 // Don't you worry Tommy. We'll be ready.
- :COUNT2_1205
- if
- 22232 > $CUT_SCENE_TIME // integer values
- else_jump @COUNT2_1240
- wait 0
- 02E8: $CUT_SCENE_TIME = cutscenetime
- jump @COUNT2_1205
- :COUNT2_1240
- 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.
- :COUNT2_1255
- if
- 28537 > $CUT_SCENE_TIME // integer values
- else_jump @COUNT2_1290
- wait 0
- 02E8: $CUT_SCENE_TIME = cutscenetime
- jump @COUNT2_1255
- :COUNT2_1290
- 00BC: text_highpriority 'CNT2_B8' 10000 ms 1 // All right, everybody cool? All right. I'll catch you later...
- :COUNT2_1305
- if
- 30268 > $CUT_SCENE_TIME // integer values
- else_jump @COUNT2_1340
- wait 0
- 02E8: $CUT_SCENE_TIME = cutscenetime
- jump @COUNT2_1305
- :COUNT2_1340
- 0169: set_fade_color 0 0 1
- fade 0 1500
- 00BE: text_clear_all
- :COUNT2_1357
- if
- fading
- else_jump @COUNT2_1381
- wait 0
- jump @COUNT2_1357
- :COUNT2_1381
- if
- 82E9: not cutscene_reached_end
- else_jump @COUNT2_1405
- wait 0
- jump @COUNT2_1381
- :COUNT2_1405
- 03AD: set_rubbish 1
- 00BE: text_clear_all
- 02EA: end_cutscene
- Camera.SetBehindPlayer
- 0296: unload_special_actor 1
- 0296: unload_special_actor 2
- 0296: unload_special_actor 3
- select_interior 0
- Camera.SetAtPos(-1059.841, -278.7214, 10.4044)
- 04E3: unknown_player $PLAYER_CHAR 3 60000
- Model.Load(135)
- Model.Load(274)
- Model.Load(#BRIEFCASE)
- Model.Load(217)
- Model.Load(285)
- Model.Load(281)
- Model.Load(14)
- Model.Load(21)
- Model.Load(53)
- Model.Load(54)
- Model.Load(31)
- Model.Load(67)
- Model.Load(282)
- Model.Load(277)
- 038B: load_requested_models
- :COUNT2_1525
- if or
- not Model.Available(135)
- not Model.Available(274)
- not Model.Available(14)
- not Model.Available(21)
- not Model.Available(53)
- not Model.Available(54)
- else_jump @COUNT2_1573
- wait 0
- jump @COUNT2_1525
- :COUNT2_1573
- if or
- not Model.Available(#BRIEFCASE)
- not Model.Available(217)
- not Model.Available(285)
- not Model.Available(281)
- not Model.Available(31)
- not Model.Available(67)
- else_jump @COUNT2_1622
- wait 0
- jump @COUNT2_1573
- :COUNT2_1622
- if or
- not Model.Available(277)
- not Model.Available(282)
- else_jump @COUNT2_1654
- wait 0
- jump @COUNT2_1622
- :COUNT2_1654
- $4791 = Car.Create(217, 408.198, -1726.195, 50.0)
- 0587: $4791 0
- 04BA: set_car $4791 speed_instantly 10.0
- 0129: $4799 = create_actor 9 54 in_car $4791 driverseat
- 01B2: give_actor $4799 weapon 22 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4799 threat_search
- 011A: set_actor $4799 search_threat 1
- 011A: set_actor $4799 search_threat 4194304
- 0243: set_actor $4799 ped_stats_to 16
- 0319: set_actor $4799 running 1
- 0245: set_actor $4799 walk_style_to 46
- 0588: $4799 0
- 01C8: $4800 = create_actor_pedtype 9 model 21 in_car $4791 passenger_seat 0
- 01B2: give_actor $4800 weapon 19 ammo 6 // Load the weapon model before using this
- 01ED: clear_actor $4800 threat_search
- 011A: set_actor $4800 search_threat 1
- 011A: set_actor $4800 search_threat 4194304
- 0243: set_actor $4800 ped_stats_to 16
- 0319: set_actor $4800 running 1
- 0245: set_actor $4800 walk_style_to 46
- 0588: $4800 0
- $4191 = Marker.CreateAboveActor($4800)
- 0168: set_blip $4191 size 3
- 04A2: heli $4791 fly_to -649.6716 -1590.727 40.0 speed 15
- 04BA: set_car $4791 speed_instantly 15.0
- $4812 = 1 // integer values
- fade 1 1500
- :COUNT2_1900
- if
- fading
- else_jump @COUNT2_1924
- wait 0
- jump @COUNT2_1900
- :COUNT2_1924
- 00BC: text_highpriority 'CNT2_01' 30000 ms 1 // ~g~The counterfeit plates ~y~courier~g~ is arriving at the ~r~docks~g~ in a helicopter any second now.
- 018A: $4852 = create_checkpoint_at -683.1377 -1566.971 11.4
- 0481: 10.0
- 0482: 3.0
- $4787 = Car.Create(135, -707.2035, -1549.606, 11.4769)
- 0229: set_car $4787 color_to 10 0
- Car.Angle($4787) = 66.0
- Car.SetMaxSpeed($4787, 15.0)
- 2@ = 0.0 // floating-point values
- 00AE: set_vehicle $4787 traffic_behavior_to 2
- Car.ImmuneToNonPlayer($4787) = True
- 0466: unknown_car $4787 flag 0
- 03ED: set_car $4787 not_damaged_when_upside_down 1
- Car.SetToNormalDriver($4787)
- 04BD: set_car $4787 is_part_of_convoy 1
- Car.SetDriverBehaviour($4787, 11)
- $4788 = Car.Create(135, -708.85, -1553.722, 11.4936)
- 0229: set_car $4788 color_to 0 0
- Car.Angle($4788) = 66.0
- Car.SetMaxSpeed($4788, 15.0)
- 5@ = 0.0 // floating-point values
- 00AE: set_vehicle $4788 traffic_behavior_to 2
- Car.ImmuneToNonPlayer($4788) = True
- 0466: unknown_car $4788 flag 0
- 03ED: set_car $4788 not_damaged_when_upside_down 1
- 020A: set_car $4788 door_status_to 3
- Car.SetToNormalDriver($4788)
- 04BD: set_car $4788 is_part_of_convoy 1
- Car.SetDriverBehaviour($4788, 11)
- $4789 = Car.Create(135, -710.5004, -1557.811, 11.5109)
- 0229: set_car $4789 color_to 10 0
- Car.Angle($4789) = 66.0
- Car.SetMaxSpeed($4789, 15.0)
- 8@ = 0.0 // floating-point values
- 00AE: set_vehicle $4789 traffic_behavior_to 2
- Car.ImmuneToNonPlayer($4789) = True
- 0466: unknown_car $4789 flag 0
- 03ED: set_car $4789 not_damaged_when_upside_down 1
- Car.SetToNormalDriver($4789)
- 04BD: set_car $4789 is_part_of_convoy 1
- Car.SetDriverBehaviour($4789, 11)
- $4793 = Actor.Create(Gang3, 14, -718.9443, -1530.91, 11.2232)
- Actor.Angle($4793) = 299.6208
- 01B2: give_actor $4793 weapon 19 ammo 2 // Load the weapon model before using this
- 01ED: clear_actor $4793 threat_search
- 011A: set_actor $4793 search_threat 1
- 011A: set_actor $4793 search_threat 4194304
- 011A: set_actor $4793 search_threat 1048576
- 0243: set_actor $4793 ped_stats_to 16
- 0319: set_actor $4793 running 1
- 0194: set_actor $4793 objective_to_guard_point -718.9443 -1530.91 11.2232
- 0245: set_actor $4793 walk_style_to 46
- $4794 = Actor.Create(Gang3, 14, -716.1127, -1533.785, 11.2238)
- Actor.Angle($4794) = 258.1555
- 01B2: give_actor $4794 weapon 23 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4794 threat_search
- 011A: set_actor $4794 search_threat 1
- 011A: set_actor $4794 search_threat 4194304
- 011A: set_actor $4794 search_threat 1048576
- 0243: set_actor $4794 ped_stats_to 16
- 0319: set_actor $4794 running 1
- 0372: set_actor $4794 anim 24 wait_state_time 60000000 ms
- 0194: set_actor $4794 objective_to_guard_point -716.1127 -1533.785 11.2238
- 0245: set_actor $4794 walk_style_to 46
- $4795 = Actor.Create(Gang3, 54, -715.5613, -1535.627, 11.2565)
- Actor.Angle($4795) = 16.6536
- 01B2: give_actor $4795 weapon 17 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4795 threat_search
- 011A: set_actor $4795 search_threat 1
- 011A: set_actor $4795 search_threat 4194304
- 011A: set_actor $4795 search_threat 1048576
- 0243: set_actor $4795 ped_stats_to 16
- 0319: set_actor $4795 running 1
- 0372: set_actor $4795 anim 19 wait_state_time 60000000 ms
- 0194: set_actor $4795 objective_to_guard_point -715.5613 -1535.627 11.2565
- 0245: set_actor $4795 walk_style_to 46
- $4796 = Actor.Create(Gang3, 53, -710.0019, -1543.779, 11.4329)
- Actor.Angle($4796) = 22.8506
- 01B2: give_actor $4796 weapon 22 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4796 threat_search
- 011A: set_actor $4796 search_threat 1
- 011A: set_actor $4796 search_threat 4194304
- 011A: set_actor $4796 search_threat 1048576
- 0243: set_actor $4796 ped_stats_to 16
- 0319: set_actor $4796 running 1
- 0372: set_actor $4796 anim 13 wait_state_time 60000000 ms
- 0194: set_actor $4796 objective_to_guard_point -710.0019 -1543.779 11.4329
- 0245: set_actor $4796 walk_style_to 46
- $4797 = Actor.Create(Gang3, 54, -681.0981, -1557.247, 11.4438)
- Actor.Angle($4797) = 334.7375
- 01B2: give_actor $4797 weapon 23 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4797 threat_search
- 011A: set_actor $4797 search_threat 1
- 011A: set_actor $4797 search_threat 4194304
- 011A: set_actor $4797 search_threat 1048576
- 0243: set_actor $4797 ped_stats_to 16
- 0319: set_actor $4797 running 1
- 0194: set_actor $4797 objective_to_guard_point -681.0981 -1557.247 11.4438
- 0245: set_actor $4797 walk_style_to 46
- $4798 = Actor.Create(Gang3, 67, -679.4094, -1559.045, 11.4483)
- Actor.Angle($4798) = 223.2479
- 01B2: give_actor $4798 weapon 22 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4798 threat_search
- 011A: set_actor $4798 search_threat 1
- 011A: set_actor $4798 search_threat 4194304
- 011A: set_actor $4798 search_threat 1048576
- 0243: set_actor $4798 ped_stats_to 16
- 0319: set_actor $4798 running 1
- 0194: set_actor $4798 objective_to_guard_point -679.4094 -1559.045 11.4483
- 0245: set_actor $4798 walk_style_to 46
- $4802 = Actor.Create(Gang3, 14, -718.4953, -1560.214, 13.858)
- Actor.Angle($4802) = 14.0515
- 01B2: give_actor $4802 weapon 19 ammo 2 // Load the weapon model before using this
- 01ED: clear_actor $4802 threat_search
- 011A: set_actor $4802 search_threat 1
- 011A: set_actor $4802 search_threat 4194304
- 011A: set_actor $4802 search_threat 1048576
- 0243: set_actor $4802 ped_stats_to 16
- 0319: set_actor $4802 running 1
- 0194: set_actor $4802 objective_to_guard_point -718.4953 -1560.214 13.858
- 0245: set_actor $4802 walk_style_to 46
- $4803 = Actor.Create(Gang3, 67, -722.6389, -1557.029, 13.8587)
- Actor.Angle($4803) = 344.0981
- 01B2: give_actor $4803 weapon 22 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4803 threat_search
- 011A: set_actor $4803 search_threat 1
- 011A: set_actor $4803 search_threat 4194304
- 011A: set_actor $4803 search_threat 1048576
- 0243: set_actor $4803 ped_stats_to 16
- 0319: set_actor $4803 running 1
- 0194: set_actor $4803 objective_to_guard_point -722.6389 -1557.029 13.8587
- 0245: set_actor $4803 walk_style_to 46
- $4804 = Actor.Create(Gang3, 53, -721.5871, -1542.477, 13.8572)
- Actor.Angle($4804) = 344.0981
- 01B2: give_actor $4804 weapon 23 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4804 threat_search
- 011A: set_actor $4804 search_threat 1
- 011A: set_actor $4804 search_threat 4194304
- 011A: set_actor $4804 search_threat 1048576
- 0243: set_actor $4804 ped_stats_to 16
- 0319: set_actor $4804 running 1
- 0194: set_actor $4804 objective_to_guard_point -721.5871 -1542.477 13.8572
- 0245: set_actor $4804 walk_style_to 46
- $4805 = Actor.Create(Gang3, 53, -721.0208, -1548.822, 11.4844)
- Actor.Angle($4805) = 263.0088
- 01B2: give_actor $4805 weapon 22 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4805 threat_search
- 011A: set_actor $4805 search_threat 1
- 011A: set_actor $4805 search_threat 4194304
- 011A: set_actor $4805 search_threat 1048576
- 0243: set_actor $4805 ped_stats_to 16
- 0319: set_actor $4805 running 1
- 0194: set_actor $4805 objective_to_guard_point -721.0208 -1548.822 11.4844
- 0245: set_actor $4805 walk_style_to 46
- $4806 = Actor.Create(Gang3, 31, -703.3905, -1573.135, 15.6165)
- Actor.Angle($4806) = 312.8055
- 01B2: give_actor $4806 weapon 28 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4806 threat_search
- 011A: set_actor $4806 search_threat 1
- 011A: set_actor $4806 search_threat 4194304
- 011A: set_actor $4806 search_threat 1048576
- 0243: set_actor $4806 ped_stats_to 16
- 0319: set_actor $4806 running 1
- 04C6: actor $4806 do_kung_fu_stance_towards_actor $PLAYER_ACTOR
- 0350: set_actor $4806 maintain_position_when_attacked 1
- 0291: set_actor $4806 attack_when_provoked 1
- $4807 = Actor.Create(Gang3, 31, -671.947, -1553.906, 22.7296)
- Actor.Angle($4807) = 3.9435
- 01B2: give_actor $4807 weapon 28 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4807 threat_search
- 011A: set_actor $4807 search_threat 1
- 011A: set_actor $4807 search_threat 4194304
- 011A: set_actor $4807 search_threat 1048576
- 0243: set_actor $4807 ped_stats_to 16
- 0319: set_actor $4807 running 1
- 04C6: actor $4807 do_kung_fu_stance_towards_actor $PLAYER_ACTOR
- 0350: set_actor $4807 maintain_position_when_attacked 1
- 0291: set_actor $4807 attack_when_provoked 1
- $4808 = Actor.Create(Gang3, 31, -722.8923, -1528.647, 15.904)
- Actor.Angle($4808) = 331.8096
- 01B2: give_actor $4808 weapon 28 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4808 threat_search
- 011A: set_actor $4808 search_threat 1
- 011A: set_actor $4808 search_threat 4194304
- 011A: set_actor $4808 search_threat 1048576
- 0243: set_actor $4808 ped_stats_to 16
- 0319: set_actor $4808 running 1
- 04C6: actor $4808 do_kung_fu_stance_towards_actor $PLAYER_ACTOR
- 0350: set_actor $4808 maintain_position_when_attacked 1
- 0291: set_actor $4808 attack_when_provoked 1
- $4809 = Actor.Create(Gang3, 31, -728.5547, -1554.013, 21.8729)
- Actor.Angle($4809) = 275.5398
- 01B2: give_actor $4809 weapon 28 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4809 threat_search
- 011A: set_actor $4809 search_threat 1
- 011A: set_actor $4809 search_threat 4194304
- 011A: set_actor $4809 search_threat 1048576
- 0243: set_actor $4809 ped_stats_to 16
- 0319: set_actor $4809 running 1
- 04C6: actor $4809 do_kung_fu_stance_towards_actor $PLAYER_ACTOR
- 0350: set_actor $4809 maintain_position_when_attacked 1
- 0291: set_actor $4809 attack_when_provoked 1
- $4810 = Actor.Create(Gang3, 53, -721.8732, -1500.1, 10.3946)
- Actor.Angle($4810) = 44.3659
- 01B2: give_actor $4810 weapon 19 ammo 9999 // Load the weapon model before using this
- 0319: set_actor $4810 running 1
- 0243: set_actor $4810 ped_stats_to 16
- 16@ = 3000 // integer values
- 17@ = 3000 // integer values
- if
- $ONMISSION == 0 // integer values
- else_jump @COUNT2_4074
- $4791 = Car.Create(217, 408.198, -1726.195, 84.1376)
- :COUNT2_4074
- wait 0
- 0054: store_player $PLAYER_CHAR position_to $95 $96 $97
- 01BD: $4811 = current_time_in_ms
- $2565 += 1 // integer values
- if
- $2565 > 3 // integer values
- else_jump @COUNT2_4129
- $2565 = 0 // integer values
- :COUNT2_4129
- if
- $2565 == 0 // integer values
- else_jump @COUNT2_6206
- if
- $4843 == 0 // integer values
- else_jump @COUNT2_4275
- if
- not Car.Wrecked($4791)
- else_jump @COUNT2_4275
- if
- 00DC: player $PLAYER_CHAR driving $4791
- else_jump @COUNT2_4275
- if
- not Actor.Dead($4806)
- else_jump @COUNT2_4234
- 01B2: give_actor $4806 weapon 19 ammo 999 // Load the weapon model before using this
- 01D9: actor $4806 destroy_car $4791
- :COUNT2_4234
- if
- not Actor.Dead($4807)
- else_jump @COUNT2_4268
- 01B2: give_actor $4807 weapon 19 ammo 999 // Load the weapon model before using this
- 01D9: actor $4807 destroy_car $4791
- :COUNT2_4268
- $4843 = 1 // integer values
- :COUNT2_4275
- if
- not Actor.Dead($4793)
- else_jump @COUNT2_5919
- if
- Actor.Driving($4793)
- else_jump @COUNT2_5583
- Car.RemoveReferences($4787)
- $4787 = Actor.CurrentCar($4793)
- Car.StorePos($4787, 0@, 1@, $447)
- if
- $4816 == -1 // integer values
- else_jump @COUNT2_4366
- 16@ = 0 // integer values
- $4816 = 0 // integer values
- :COUNT2_4366
- if
- $4816 == 0 // integer values
- else_jump @COUNT2_4716
- if
- $4812 > 4 // integer values
- else_jump @COUNT2_4716
- if
- 16@ > 2500 // integer values
- else_jump @COUNT2_4716
- if
- $4814 == 1 // integer values
- else_jump @COUNT2_4543
- Car.SetMaxSpeed($4787, 100.0)
- 2@ = 100.0 // floating-point values
- 00AE: set_vehicle $4787 traffic_behavior_to 2
- Car.SetDriverBehaviour($4787, KillThePlayer)
- 0084: $4829 = $4811 // integer values and handles
- $4816 = 1 // integer values
- $4820 = 0 // integer values
- if
- $4812 == 7 // integer values
- else_jump @COUNT2_4536
- 0084: $4824 = $4811 // integer values and handles
- $4824 += 250 // integer values
- $4812 = 8 // integer values
- :COUNT2_4536
- jump @COUNT2_4716
- :COUNT2_4543
- if
- $4812 > 6 // integer values
- else_jump @COUNT2_4716
- Car.SetMaxSpeed($4787, 15.0)
- 2@ = 15.0 // floating-point values
- 00AE: set_vehicle $4787 traffic_behavior_to 2
- if
- $4836 == 0 // integer values
- else_jump @COUNT2_4633
- Car.DriveTo($4787, -1133.062, -342.2911, 9.8989)
- jump @COUNT2_4653
- :COUNT2_4633
- 02C2: car $4787 drive_to_point -963.9817 322.1035 10.1818
- :COUNT2_4653
- $4816 = 2 // integer values
- $4820 = 0 // integer values
- 0084: $4829 = $4811 // integer values and handles
- if
- $4812 == 7 // integer values
- else_jump @COUNT2_4716
- $4812 = 8 // integer values
- 0084: $4824 = $4811 // integer values and handles
- $4824 += 750 // integer values
- :COUNT2_4716
- if
- 01FC: player $PLAYER_CHAR near_car $4787 radius 15.0 15.0 0
- else_jump @COUNT2_4761
- Car.ImmuneToNonPlayer($4787) = False
- jump @COUNT2_4768
- :COUNT2_4761
- Car.ImmuneToNonPlayer($4787) = True
- :COUNT2_4768
- if
- 00DC: player $PLAYER_CHAR driving $4787
- else_jump @COUNT2_4795
- 01CA: actor $4793 kill_player $PLAYER_CHAR
- :COUNT2_4795
- if
- $4839 == 0 // integer values
- else_jump @COUNT2_4858
- if
- 01AD: car $4787 sphere 0 near_point -963.9817 322.1035 radius 3.0 3.0
- else_jump @COUNT2_4858
- $4839 = 1 // integer values
- :COUNT2_4858
- if
- $4839 == 0 // integer values
- else_jump @COUNT2_5025
- if
- not 2@ == 0.0 // floating-point values
- else_jump @COUNT2_5025
- 0084: $4880 = $4787 // integer values and handles
- 0084: $4881 = $4820 // integer values and handles
- 0084: $4882 = $4829 // integer values and handles
- 0086: $4877 = $4853 // floating-point values only
- 0086: $4878 = $4854 // floating-point values only
- 0086: $4879 = $4855 // floating-point values only
- gosub @COUNT2_20394
- 0084: $4820 = $4881 // integer values and handles
- 0084: $4829 = $4882 // integer values and handles
- 0086: $4853 = $4877 // floating-point values only
- 0086: $4854 = $4878 // floating-point values only
- 0086: $4855 = $4879 // floating-point values only
- if
- $4820 == -9 // integer values
- else_jump @COUNT2_5025
- 046B: actor $4793 leave_car $4787 and_flee
- $4820 = 0 // integer values
- :COUNT2_5025
- if
- $4816 > 0 // integer values
- else_jump @COUNT2_5576
- $4825 = Car.Health($4787)
- if
- $4814 > 0 // integer values
- else_jump @COUNT2_5094
- if
- $4816 == 2 // integer values
- else_jump @COUNT2_5094
- $4816 = 0 // integer values
- :COUNT2_5094
- if
- 900 > $4825 // integer values
- else_jump @COUNT2_5163
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_5163
- if
- $4816 == 2 // integer values
- else_jump @COUNT2_5163
- $4816 = 0 // integer values
- $4814 = 1 // integer values
- :COUNT2_5163
- if
- 300 > $4825 // integer values
- else_jump @COUNT2_5190
- 046B: actor $4793 leave_car $4787 and_flee
- :COUNT2_5190
- Car.StorePos($4787, 0@, 1@, $447)
- 0088: $6960 = 0@ // floating-point values only
- $6960 -= -963.9817 // floating-point values
- 0088: $6961 = 1@ // floating-point values only
- $6961 -= 322.1035 // floating-point values
- 0069: $6960 *= $6960 // floating-point values
- 0069: $6961 *= $6961 // floating-point values
- 0059: $6960 += $6961 // floating-point values
- 01FB: 9@ = square_root $6960
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_5466
- if
- $4836 == 0 // integer values
- else_jump @COUNT2_5373
- if
- 01AD: car $4787 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0
- else_jump @COUNT2_5373
- 02C2: car $4787 drive_to_point -963.9817 322.1035 10.1818
- $4836 = 1 // integer values
- :COUNT2_5373
- 0088: $4865 = 10@ // floating-point values only
- 0067: $4865 -= 9@ // floating-point values
- if
- $4865 > 20.0 // floating-point values
- else_jump @COUNT2_5446
- Car.SetMaxSpeed($4787, 0.0)
- 0477: set_car $4787 action 1 time 100
- 2@ = 0.0 // floating-point values
- jump @COUNT2_5466
- :COUNT2_5446
- Car.SetMaxSpeed($4787, 15.0)
- 2@ = 15.0 // floating-point values
- :COUNT2_5466
- if
- $4816 == 1 // integer values
- else_jump @COUNT2_5569
- if
- 80E0: not player $PLAYER_CHAR driving
- else_jump @COUNT2_5569
- 0084: $4867 = $4787 // integer values and handles
- $4868 = -1 // integer values
- gosub @COUNT2_19492
- 0089: 2@ = $6964 // floating-point values only
- if
- 01FC: player $PLAYER_CHAR near_car $4787 radius 15.0 15.0 0
- else_jump @COUNT2_5569
- 01CA: actor $4793 kill_player $PLAYER_CHAR
- :COUNT2_5569
- gosub @COUNT2_21092
- :COUNT2_5576
- jump @COUNT2_5912
- :COUNT2_5583
- $4816 = -1 // integer values
- if
- $4812 > 4 // integer values
- else_jump @COUNT2_5912
- if
- 00E9: player $PLAYER_CHAR 0 $4793 radius 40.0 40.0
- else_jump @COUNT2_5814
- if
- 80E0: not player $PLAYER_CHAR driving
- else_jump @COUNT2_5670
- 01CA: actor $4793 kill_player $PLAYER_CHAR
- jump @COUNT2_5807
- :COUNT2_5670
- if
- 00E9: player $PLAYER_CHAR 0 $4793 radius 25.0 25.0
- else_jump @COUNT2_5716
- 01CA: actor $4793 kill_player $PLAYER_CHAR
- jump @COUNT2_5807
- :COUNT2_5716
- 0084: $4869 = $4793 // integer values and handles
- if
- not Car.Wrecked($4787)
- else_jump @COUNT2_5800
- if
- 0202: actor $4793 near_car $4787 radius 20.0 20.0 sphere 0
- else_jump @COUNT2_5786
- 01D5: actor $4793 go_to_and_drive_car $4787
- jump @COUNT2_5793
- :COUNT2_5786
- gosub @COUNT2_19759
- :COUNT2_5793
- jump @COUNT2_5807
- :COUNT2_5800
- gosub @COUNT2_19759
- :COUNT2_5807
- jump @COUNT2_5905
- :COUNT2_5814
- 0084: $4869 = $4793 // integer values and handles
- if
- not Car.Wrecked($4787)
- else_jump @COUNT2_5898
- if
- 0202: actor $4793 near_car $4787 radius 20.0 20.0 sphere 0
- else_jump @COUNT2_5884
- 01D5: actor $4793 go_to_and_drive_car $4787
- jump @COUNT2_5891
- :COUNT2_5884
- gosub @COUNT2_19759
- :COUNT2_5891
- jump @COUNT2_5905
- :COUNT2_5898
- gosub @COUNT2_19759
- :COUNT2_5905
- gosub @COUNT2_21092
- :COUNT2_5912
- jump @COUNT2_6206
- :COUNT2_5919
- Actor.RemoveReferences($4793)
- if
- not Actor.Dead($4794)
- else_jump @COUNT2_6064
- 0084: $4793 = $4794 // integer values and handles
- $4794 = -1 // integer values
- if
- not Actor.Dead($4795)
- else_jump @COUNT2_6006
- 01DE: tie_actor $4795 to_actor $4793
- if
- 831F: not unknown_actor $4795 hit_by_actor $4793
- else_jump @COUNT2_6006
- 01CC: actor $4795 kill_player $PLAYER_CHAR
- :COUNT2_6006
- if
- not Actor.Dead($4796)
- else_jump @COUNT2_6057
- 01DE: tie_actor $4796 to_actor $4793
- if
- 831F: not unknown_actor $4796 hit_by_actor $4793
- else_jump @COUNT2_6057
- 01CC: actor $4796 kill_player $PLAYER_CHAR
- :COUNT2_6057
- jump @COUNT2_6206
- :COUNT2_6064
- Actor.RemoveReferences($4794)
- if
- not Actor.Dead($4795)
- else_jump @COUNT2_6158
- 0084: $4793 = $4795 // integer values and handles
- $4795 = -1 // integer values
- if
- not Actor.Dead($4796)
- else_jump @COUNT2_6151
- 01DE: tie_actor $4796 to_actor $4793
- if
- 831F: not unknown_actor $4796 hit_by_actor $4793
- else_jump @COUNT2_6151
- 01CC: actor $4796 kill_player $PLAYER_CHAR
- :COUNT2_6151
- jump @COUNT2_6206
- :COUNT2_6158
- Actor.RemoveReferences($4795)
- if
- not Actor.Dead($4796)
- else_jump @COUNT2_6201
- 0084: $4793 = $4796 // integer values and handles
- $4796 = -1 // integer values
- jump @COUNT2_6206
- :COUNT2_6201
- Actor.RemoveReferences($4796)
- :COUNT2_6206
- if
- $2565 == 1 // integer values
- else_jump @COUNT2_10234
- if
- $4812 > 4 // integer values
- else_jump @COUNT2_6858
- if
- not Actor.Dead($4793)
- else_jump @COUNT2_6525
- if
- $4832 == 0 // integer values
- else_jump @COUNT2_6434
- if
- not Car.Wrecked($4787)
- else_jump @COUNT2_6402
- if
- not Actor.Dead($4794)
- else_jump @COUNT2_6316
- 01DE: tie_actor $4794 to_actor $4793
- :COUNT2_6316
- if
- not Actor.Dead($4795)
- else_jump @COUNT2_6340
- 01DE: tie_actor $4795 to_actor $4793
- :COUNT2_6340
- if
- not Actor.Dead($4796)
- else_jump @COUNT2_6364
- 01DE: tie_actor $4796 to_actor $4793
- :COUNT2_6364
- if
- not Actor.Driving($4793)
- else_jump @COUNT2_6395
- 01D5: actor $4793 go_to_and_drive_car $4787
- $4832 = 1 // integer values
- :COUNT2_6395
- jump @COUNT2_6427
- :COUNT2_6402
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_6427
- $4814 = 1 // integer values
- :COUNT2_6427
- jump @COUNT2_6518
- :COUNT2_6434
- if
- $4814 == 1 // integer values
- else_jump @COUNT2_6518
- if
- Actor.Driving($4793)
- else_jump @COUNT2_6475
- $4832 = 2 // integer values
- :COUNT2_6475
- if
- $4832 == 1 // integer values
- else_jump @COUNT2_6518
- 011C: actor $4793 clear_objective
- 009F: set_actor $4793 idle
- 01CA: actor $4793 kill_player $PLAYER_CHAR
- $4832 = 2 // integer values
- :COUNT2_6518
- jump @COUNT2_6550
- :COUNT2_6525
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_6550
- $4814 = 1 // integer values
- :COUNT2_6550
- if
- not Actor.Dead($4802)
- else_jump @COUNT2_6833
- if
- $4833 == 0 // integer values
- else_jump @COUNT2_6742
- if
- not Car.Wrecked($4789)
- else_jump @COUNT2_6710
- if
- not Actor.Dead($4803)
- else_jump @COUNT2_6624
- 01DE: tie_actor $4803 to_actor $4802
- :COUNT2_6624
- if
- not Actor.Dead($4804)
- else_jump @COUNT2_6648
- 01DE: tie_actor $4804 to_actor $4802
- :COUNT2_6648
- if
- not Actor.Dead($4805)
- else_jump @COUNT2_6672
- 01DE: tie_actor $4805 to_actor $4802
- :COUNT2_6672
- if
- not Actor.Driving($4802)
- else_jump @COUNT2_6703
- 01D5: actor $4802 go_to_and_drive_car $4789
- $4833 = 1 // integer values
- :COUNT2_6703
- jump @COUNT2_6735
- :COUNT2_6710
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_6735
- $4814 = 1 // integer values
- :COUNT2_6735
- jump @COUNT2_6826
- :COUNT2_6742
- if
- $4814 == 1 // integer values
- else_jump @COUNT2_6826
- if
- Actor.Driving($4802)
- else_jump @COUNT2_6783
- $4833 = 2 // integer values
- :COUNT2_6783
- if
- $4833 == 1 // integer values
- else_jump @COUNT2_6826
- 011C: actor $4802 clear_objective
- 009F: set_actor $4802 idle
- 01CA: actor $4802 kill_player $PLAYER_CHAR
- $4833 = 2 // integer values
- :COUNT2_6826
- jump @COUNT2_6858
- :COUNT2_6833
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_6858
- $4814 = 1 // integer values
- :COUNT2_6858
- if
- not Actor.Dead($4810)
- else_jump @COUNT2_7221
- if
- 00E4: player $PLAYER_CHAR 0 -725.096 -1499.147 radius 3.7 3.0
- else_jump @COUNT2_6993
- if
- $4851 == 0 // integer values
- else_jump @COUNT2_6986
- if
- $2563 == 0 // integer values
- else_jump @COUNT2_6971
- $2563 = 1 // integer values
- 0084: $2588 = $4811 // integer values and handles
- $2588 += 6000 // integer values
- :COUNT2_6971
- 01D2: actor $4810 follow_player $PLAYER_CHAR
- $4851 = 1 // integer values
- :COUNT2_6986
- jump @COUNT2_7103
- :COUNT2_6993
- if or
- 00E4: player $PLAYER_CHAR 0 -706.433 -1512.958 radius 15.0 15.0
- 00E4: player $PLAYER_CHAR 0 -723.606 -1515.598 radius 15.0 15.0
- else_jump @COUNT2_7073
- 01CA: actor $4810 kill_player $PLAYER_CHAR
- jump @COUNT2_7103
- :COUNT2_7073
- if
- $4851 == 1 // integer values
- else_jump @COUNT2_7103
- 011C: actor $4810 clear_objective
- $4851 = 0 // integer values
- :COUNT2_7103
- if
- 00E5: player $PLAYER_CHAR 0 -725.096 -1499.147 radius 3.7 3.0
- else_jump @COUNT2_7214
- if
- not $4851 == 2 // integer values
- else_jump @COUNT2_7214
- 01ED: clear_actor $4810 threat_search
- 011A: set_actor $4810 search_threat 1
- 011A: set_actor $4810 search_threat 4194304
- 011A: set_actor $4810 search_threat 1048576
- 03C1: $4790 = player $PLAYER_CHAR car_no_save
- 01D9: actor $4810 destroy_car $4790
- $4851 = 2 // integer values
- :COUNT2_7214
- jump @COUNT2_7251
- :COUNT2_7221
- Actor.RemoveReferences($4810)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_7251
- $4814 = 1 // integer values
- :COUNT2_7251
- if
- Actor.Dead($4793)
- else_jump @COUNT2_7304
- Actor.RemoveReferences($4793)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_7297
- $4814 = 1 // integer values
- :COUNT2_7297
- jump @COUNT2_7337
- :COUNT2_7304
- if and
- $4814 == 1 // integer values
- 7 > $4812 // integer values
- else_jump @COUNT2_7337
- 01CA: actor $4793 kill_player $PLAYER_CHAR
- :COUNT2_7337
- if
- Actor.Dead($4794)
- else_jump @COUNT2_7390
- Actor.RemoveReferences($4794)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_7383
- $4814 = 1 // integer values
- :COUNT2_7383
- jump @COUNT2_7423
- :COUNT2_7390
- if and
- $4814 == 1 // integer values
- 7 > $4812 // integer values
- else_jump @COUNT2_7423
- 01CA: actor $4794 kill_player $PLAYER_CHAR
- :COUNT2_7423
- if
- Actor.Dead($4795)
- else_jump @COUNT2_7476
- Actor.RemoveReferences($4795)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_7469
- $4814 = 1 // integer values
- :COUNT2_7469
- jump @COUNT2_7509
- :COUNT2_7476
- if and
- $4814 == 1 // integer values
- 7 > $4812 // integer values
- else_jump @COUNT2_7509
- 01CA: actor $4795 kill_player $PLAYER_CHAR
- :COUNT2_7509
- if
- Actor.Dead($4796)
- else_jump @COUNT2_7562
- Actor.RemoveReferences($4796)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_7555
- $4814 = 1 // integer values
- :COUNT2_7555
- jump @COUNT2_7595
- :COUNT2_7562
- if and
- $4814 == 1 // integer values
- 7 > $4812 // integer values
- else_jump @COUNT2_7595
- 01CA: actor $4796 kill_player $PLAYER_CHAR
- :COUNT2_7595
- if
- Actor.Dead($4797)
- else_jump @COUNT2_7648
- Actor.RemoveReferences($4797)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_7641
- $4814 = 1 // integer values
- :COUNT2_7641
- jump @COUNT2_7681
- :COUNT2_7648
- if and
- $4814 == 1 // integer values
- 7 > $4812 // integer values
- else_jump @COUNT2_7681
- 01CA: actor $4797 kill_player $PLAYER_CHAR
- :COUNT2_7681
- if
- Actor.Dead($4798)
- else_jump @COUNT2_7734
- Actor.RemoveReferences($4798)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_7727
- $4814 = 1 // integer values
- :COUNT2_7727
- jump @COUNT2_7767
- :COUNT2_7734
- if and
- $4814 == 1 // integer values
- 7 > $4812 // integer values
- else_jump @COUNT2_7767
- 01CA: actor $4798 kill_player $PLAYER_CHAR
- :COUNT2_7767
- if
- Actor.Dead($4802)
- else_jump @COUNT2_7820
- Actor.RemoveReferences($4802)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_7813
- $4814 = 1 // integer values
- :COUNT2_7813
- jump @COUNT2_7853
- :COUNT2_7820
- if and
- $4814 == 1 // integer values
- 7 > $4812 // integer values
- else_jump @COUNT2_7853
- 01CA: actor $4802 kill_player $PLAYER_CHAR
- :COUNT2_7853
- if
- Actor.Dead($4803)
- else_jump @COUNT2_7906
- Actor.RemoveReferences($4803)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_7899
- $4814 = 1 // integer values
- :COUNT2_7899
- jump @COUNT2_7939
- :COUNT2_7906
- if and
- $4814 == 1 // integer values
- 7 > $4812 // integer values
- else_jump @COUNT2_7939
- 01CA: actor $4803 kill_player $PLAYER_CHAR
- :COUNT2_7939
- if
- Actor.Dead($4804)
- else_jump @COUNT2_7992
- Actor.RemoveReferences($4804)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_7985
- $4814 = 1 // integer values
- :COUNT2_7985
- jump @COUNT2_8025
- :COUNT2_7992
- if and
- $4814 == 1 // integer values
- 7 > $4812 // integer values
- else_jump @COUNT2_8025
- 01CA: actor $4804 kill_player $PLAYER_CHAR
- :COUNT2_8025
- if
- Actor.Dead($4805)
- else_jump @COUNT2_8078
- Actor.RemoveReferences($4805)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_8071
- $4814 = 1 // integer values
- :COUNT2_8071
- jump @COUNT2_8111
- :COUNT2_8078
- if and
- $4814 == 1 // integer values
- 7 > $4812 // integer values
- else_jump @COUNT2_8111
- 01CA: actor $4805 kill_player $PLAYER_CHAR
- :COUNT2_8111
- if
- Actor.Dead($4806)
- else_jump @COUNT2_8164
- Actor.RemoveReferences($4806)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_8157
- $4814 = 1 // integer values
- :COUNT2_8157
- jump @COUNT2_8197
- :COUNT2_8164
- if and
- $4814 == 1 // integer values
- 7 > $4812 // integer values
- else_jump @COUNT2_8197
- 01CA: actor $4806 kill_player $PLAYER_CHAR
- :COUNT2_8197
- if
- Actor.Dead($4807)
- else_jump @COUNT2_8250
- Actor.RemoveReferences($4807)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_8243
- $4814 = 1 // integer values
- :COUNT2_8243
- jump @COUNT2_8283
- :COUNT2_8250
- if and
- $4814 == 1 // integer values
- 7 > $4812 // integer values
- else_jump @COUNT2_8283
- 01CA: actor $4807 kill_player $PLAYER_CHAR
- :COUNT2_8283
- if
- Actor.Dead($4808)
- else_jump @COUNT2_8336
- Actor.RemoveReferences($4808)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_8329
- $4814 = 1 // integer values
- :COUNT2_8329
- jump @COUNT2_8369
- :COUNT2_8336
- if and
- $4814 == 1 // integer values
- 7 > $4812 // integer values
- else_jump @COUNT2_8369
- 01CA: actor $4808 kill_player $PLAYER_CHAR
- :COUNT2_8369
- if
- Actor.Dead($4809)
- else_jump @COUNT2_8422
- Actor.RemoveReferences($4809)
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_8415
- $4814 = 1 // integer values
- :COUNT2_8415
- jump @COUNT2_8455
- :COUNT2_8422
- if and
- $4814 == 1 // integer values
- 7 > $4812 // integer values
- else_jump @COUNT2_8455
- 01CA: actor $4809 kill_player $PLAYER_CHAR
- :COUNT2_8455
- if
- not Actor.Dead($4800)
- else_jump @COUNT2_9980
- if
- Actor.Driving($4800)
- else_jump @COUNT2_8531
- if
- 050D: unknown_actor $4800 dead
- else_jump @COUNT2_8517
- $4823 = 0 // integer values
- jump @COUNT2_8524
- :COUNT2_8517
- $4823 = 1 // integer values
- :COUNT2_8524
- jump @COUNT2_8564
- :COUNT2_8531
- $4823 = 0 // integer values
- if
- 001C: $4828 > $4811 // integer values
- else_jump @COUNT2_8564
- gosub @COUNT2_20994
- :COUNT2_8564
- if
- $4812 == 1 // integer values
- else_jump @COUNT2_8675
- if
- 0100: actor $4800 near_point_in_car -649.6716 -1590.727 40.0 radius 5.0 5.0 5.0 sphere 0
- else_jump @COUNT2_8675
- if
- not Car.Wrecked($4791)
- else_jump @COUNT2_8668
- 04A2: heli $4791 fly_to -664.9825 -1579.252 25.0 speed 15
- :COUNT2_8668
- $4812 = 2 // integer values
- :COUNT2_8675
- if
- $4812 == 2 // integer values
- else_jump @COUNT2_8786
- if
- 0100: actor $4800 near_point_in_car -664.9825 -1579.252 25.0 radius 5.0 5.0 5.0 sphere 0
- else_jump @COUNT2_8786
- if
- not Car.Wrecked($4791)
- else_jump @COUNT2_8779
- 04A2: heli $4791 fly_to -679.126 -1569.792 17.7605 speed 10
- :COUNT2_8779
- $4812 = 3 // integer values
- :COUNT2_8786
- if
- $4812 == 3 // integer values
- else_jump @COUNT2_8897
- if
- 0100: actor $4800 near_point_in_car -679.126 -1569.792 17.7605 radius 5.0 5.0 5.0 sphere 0
- else_jump @COUNT2_8897
- if
- not Car.Wrecked($4791)
- else_jump @COUNT2_8890
- 04A2: heli $4791 fly_to -683.1377 -1566.971 11.4 speed 5
- :COUNT2_8890
- $4812 = 4 // integer values
- :COUNT2_8897
- if
- $4812 == 4 // integer values
- else_jump @COUNT2_9192
- if
- not Car.Wrecked($4791)
- else_jump @COUNT2_9192
- if
- 00FE: actor $4800 0 -683.1377 -1566.971 11.4 radius 3.0 3.0 3.0
- else_jump @COUNT2_9192
- if
- 81F3: not car $4791 airborne
- else_jump @COUNT2_9192
- if
- not Car.Wrecked($4788)
- else_jump @COUNT2_9122
- 03E2: actor $4800 exit_car
- if
- not Actor.Dead($4797)
- else_jump @COUNT2_9040
- 01DE: tie_actor $4797 to_actor $4800
- :COUNT2_9040
- if
- not Actor.Dead($4798)
- else_jump @COUNT2_9064
- 01DE: tie_actor $4798 to_actor $4800
- :COUNT2_9064
- if
- not Actor.Dead($4799)
- else_jump @COUNT2_9088
- 01DE: tie_actor $4799 to_actor $4800
- :COUNT2_9088
- $4812 = 5 // integer values
- 00BC: text_highpriority 'CNT2_08' 5000 ms 1 // ~g~The ~r~courier~g~ with the plates has arrived at the docks.
- Marker.Disable($4852)
- jump @COUNT2_9192
- :COUNT2_9122
- if
- not Car.Wrecked($4791)
- else_jump @COUNT2_9160
- 04A2: heli $4791 fly_to -679.126 -1569.792 17.7605 speed 60
- :COUNT2_9160
- $4812 = -1 // integer values
- if
- not $4814 == 1 // integer values
- else_jump @COUNT2_9192
- $4814 = 1 // integer values
- :COUNT2_9192
- if
- $4812 == 5 // integer values
- else_jump @COUNT2_9336
- if
- not Actor.Driving($4800)
- else_jump @COUNT2_9336
- if
- not Car.Wrecked($4788)
- else_jump @COUNT2_9264
- 01D5: actor $4800 go_to_and_drive_car $4788
- $4812 = 6 // integer values
- jump @COUNT2_9336
- :COUNT2_9264
- if
- $2562 == 0 // integer values
- else_jump @COUNT2_9305
- $2562 = 1 // integer values
- 0084: $2587 = $4811 // integer values and handles
- $2587 += 6000 // integer values
- :COUNT2_9305
- if
- not Car.Wrecked($4791)
- else_jump @COUNT2_9336
- 01D5: actor $4800 go_to_and_drive_car $4791
- $4812 = -1 // integer values
- :COUNT2_9336
- if
- $4812 == 6 // integer values
- else_jump @COUNT2_9377
- if
- Actor.Driving($4800)
- else_jump @COUNT2_9377
- $4812 = 7 // integer values
- :COUNT2_9377
- if
- $4812 == -1 // integer values
- else_jump @COUNT2_9459
- if
- not Car.Wrecked($4791)
- else_jump @COUNT2_9459
- if
- Actor.InCar($4800, $4791)
- else_jump @COUNT2_9459
- 04A2: heli $4791 fly_to -664.9825 -1579.252 31.0306 speed 60
- $4812 = -2 // integer values
- :COUNT2_9459
- if
- $4812 == -2 // integer values
- else_jump @COUNT2_9585
- if
- 0100: actor $4800 near_point_in_car -664.9825 -1579.252 31.0306 radius 5.0 5.0 5.0 sphere 0
- else_jump @COUNT2_9585
- if
- not Car.Wrecked($4791)
- else_jump @COUNT2_9585
- 04A2: heli $4791 fly_to -649.6716 -1590.727 40.0 speed 60
- 00BC: text_highpriority 'CNT2_02' 5000 ms 1 // ~r~The plates courier has fled in the helicopter.
- jump @COUNT2_18849
- :COUNT2_9585
- if
- $4819 == 1 // integer values
- else_jump @COUNT2_9700
- 01E0: clear_leader $4800
- if
- not Actor.Dead($4797)
- else_jump @COUNT2_9629
- 01E0: clear_leader $4797
- :COUNT2_9629
- if
- not Actor.Dead($4798)
- else_jump @COUNT2_9650
- 01E0: clear_leader $4798
- :COUNT2_9650
- if
- not Actor.Dead($4799)
- else_jump @COUNT2_9671
- 01E0: clear_leader $4799
- :COUNT2_9671
- 0239: actor $4800 run_to -973.956 317.3278
- 0411: set_actor $4800 use_pednode_seek 0
- $4819 = 2 // integer values
- :COUNT2_9700
- if
- $4819 == 2 // integer values
- else_jump @COUNT2_9785
- if
- 00ED: actor $4800 0 -973.956 317.3278 radius 1.5 1.5
- else_jump @COUNT2_9785
- 0239: actor $4800 run_to -974.5215 266.5887
- 0411: set_actor $4800 use_pednode_seek 0
- $4819 = 3 // integer values
- :COUNT2_9785
- if
- $4819 == 3 // integer values
- else_jump @COUNT2_9870
- if
- 00ED: actor $4800 0 -974.5215 266.5887 radius 1.5 1.5
- else_jump @COUNT2_9870
- 0239: actor $4800 run_to -987.1808 266.6001
- 0411: set_actor $4800 use_pednode_seek 0
- $4819 = 4 // integer values
- :COUNT2_9870
- if
- $4819 == 4 // integer values
- else_jump @COUNT2_9973
- if
- 00F0: actor $4800 stopped 0 -987.1808 266.6001 radius 1.5 1.5
- else_jump @COUNT2_9973
- 0194: set_actor $4800 objective_to_guard_point -987.1808 266.6001 7.7758
- 01B2: give_actor $4800 weapon 19 ammo 9999 // Load the weapon model before using this
- Actor.Angle($4800) = 270.0
- $4819 = 5 // integer values
- :COUNT2_9973
- jump @COUNT2_10234
- :COUNT2_9980
- if
- $4823 == 1 // integer values
- else_jump @COUNT2_10027
- 00BC: text_highpriority 'CNT2_04' 5000 ms 1 // ~r~You destroyed the plates in the explosion!
- jump @COUNT2_18849
- jump @COUNT2_10234
- :COUNT2_10027
- if
- 84AD: not actor $4800 in_water
- else_jump @COUNT2_10212
- if
- not $4814 == 1 // integer values
- else_jump @COUNT2_10068
- $4814 = 1 // integer values
- :COUNT2_10068
- if
- $4834 == 0 // integer values
- else_jump @COUNT2_10205
- Marker.Disable($4191)
- if
- 056D: actor $4800 defined
- else_jump @COUNT2_10128
- Actor.StoreDeadActorPos($4800, $445, $446, $447)
- jump @COUNT2_10150
- :COUNT2_10128
- 00BC: text_highpriority 'CNT2_04' 5000 ms 1 // ~r~You destroyed the plates in the explosion!
- jump @COUNT2_18849
- :COUNT2_10150
- $4792 = Pickup.Create(#BRIEFCASE, 3, $445, $446, $447)
- 03DC: $4191 = create_marker_above_pickup $4792
- 00BC: text_highpriority 'CNT2_06' 5000 ms 1 // ~g~The courier has died and dropped the plates, get to them before anyone else.
- $4823 = 2 // integer values
- $4834 = 1 // integer values
- :COUNT2_10205
- jump @COUNT2_10234
- :COUNT2_10212
- 00BC: text_highpriority 'CNT2_11' 5000 ms 1 // ~r~The plates are at the bottom of the sea!
- jump @COUNT2_18849
- :COUNT2_10234
- if
- $4823 == 2 // integer values
- else_jump @COUNT2_11060
- if
- not Pickup.Picked_up($4792)
- else_jump @COUNT2_11053
- if
- $2561 == 0 // integer values
- else_jump @COUNT2_10309
- $2561 = 1 // integer values
- 0084: $2586 = $4811 // integer values and handles
- $2586 += 6000 // integer values
- :COUNT2_10309
- if
- not Actor.Dead($4797)
- else_jump @COUNT2_10557
- 01E0: clear_leader $4797
- 011C: actor $4797 clear_objective
- 0239: actor $4797 run_to $445 $446
- 0411: set_actor $4797 use_pednode_seek 0
- if
- 00ED: actor $4797 0 $445 $446 radius 1.0 1.0
- else_jump @COUNT2_10550
- Marker.Disable($4191)
- Pickup.Destroy($4792)
- 00BC: text_highpriority 'CNT2_07' 5000 ms 1 // ~g~One of the guards has picked up the plates, don't let 'em get away.
- $4834 = 0 // integer values
- 0084: $4800 = $4797 // integer values and handles
- $4797 = -1 // integer values
- $4823 = 0 // integer values
- $4818 = 1 // integer values
- $4819 = 0 // integer values
- $4191 = Marker.CreateAboveActor($4800)
- if
- not Car.Wrecked($4788)
- else_jump @COUNT2_10535
- if
- 0185: car $4788 health >= 400
- else_jump @COUNT2_10513
- 01D5: actor $4800 go_to_and_drive_car $4788
- jump @COUNT2_10528
- :COUNT2_10513
- 0084: $4869 = $4800 // integer values and handles
- gosub @COUNT2_19759
- :COUNT2_10528
- jump @COUNT2_10550
- :COUNT2_10535
- 0084: $4869 = $4800 // integer values and handles
- gosub @COUNT2_19759
- :COUNT2_10550
- jump @COUNT2_11046
- :COUNT2_10557
- if
- not Actor.Dead($4798)
- else_jump @COUNT2_10805
- 01E0: clear_leader $4798
- 011C: actor $4798 clear_objective
- 0239: actor $4798 run_to $445 $446
- 0411: set_actor $4798 use_pednode_seek 0
- if
- 00ED: actor $4798 0 $445 $446 radius 1.0 1.0
- else_jump @COUNT2_10798
- Marker.Disable($4191)
- Pickup.Destroy($4792)
- 00BC: text_highpriority 'CNT2_07' 5000 ms 1 // ~g~One of the guards has picked up the plates, don't let 'em get away.
- $4834 = 0 // integer values
- 0084: $4800 = $4798 // integer values and handles
- $4798 = -1 // integer values
- $4823 = 0 // integer values
- $4818 = 1 // integer values
- $4819 = 0 // integer values
- $4191 = Marker.CreateAboveActor($4800)
- if
- not Car.Wrecked($4788)
- else_jump @COUNT2_10783
- if
- 0185: car $4788 health >= 400
- else_jump @COUNT2_10761
- 01D5: actor $4800 go_to_and_drive_car $4788
- jump @COUNT2_10776
- :COUNT2_10761
- 0084: $4869 = $4800 // integer values and handles
- gosub @COUNT2_19759
- :COUNT2_10776
- jump @COUNT2_10798
- :COUNT2_10783
- 0084: $4869 = $4800 // integer values and handles
- gosub @COUNT2_19759
- :COUNT2_10798
- jump @COUNT2_11046
- :COUNT2_10805
- if
- not Actor.Dead($4799)
- else_jump @COUNT2_11046
- 01E0: clear_leader $4799
- 011C: actor $4799 clear_objective
- 0239: actor $4799 run_to $445 $446
- 0411: set_actor $4799 use_pednode_seek 0
- if
- 00ED: actor $4799 0 $445 $446 radius 1.0 1.0
- else_jump @COUNT2_11046
- Marker.Disable($4191)
- Pickup.Destroy($4792)
- 00BC: text_highpriority 'CNT2_07' 5000 ms 1 // ~g~One of the guards has picked up the plates, don't let 'em get away.
- $4834 = 0 // integer values
- 0084: $4800 = $4799 // integer values and handles
- $4799 = -1 // integer values
- $4823 = 0 // integer values
- $4818 = 1 // integer values
- $4819 = 0 // integer values
- $4191 = Marker.CreateAboveActor($4800)
- if
- not Car.Wrecked($4788)
- else_jump @COUNT2_11031
- if
- 0185: car $4788 health >= 400
- else_jump @COUNT2_11009
- 01D5: actor $4800 go_to_and_drive_car $4788
- jump @COUNT2_11024
- :COUNT2_11009
- 0084: $4869 = $4800 // integer values and handles
- gosub @COUNT2_19759
- :COUNT2_11024
- jump @COUNT2_11046
- :COUNT2_11031
- 0084: $4869 = $4800 // integer values and handles
- gosub @COUNT2_19759
- :COUNT2_11046
- jump @COUNT2_11060
- :COUNT2_11053
- $4823 = 3 // integer values
- :COUNT2_11060
- if and
- $4818 == 1 // integer values
- $4823 == 1 // integer values
- else_jump @COUNT2_11235
- if
- not Actor.Dead($4800)
- else_jump @COUNT2_11235
- Car.RemoveReferences($4788)
- $4788 = -1 // integer values
- 00D9: $4788 = actor $4800 car // add to mission cleanup
- Car.SetMaxSpeed($4788, 15.0)
- 5@ = 15.0 // floating-point values
- 00AE: set_vehicle $4788 traffic_behavior_to 2
- if
- $4837 == 0 // integer values
- else_jump @COUNT2_11193
- Car.DriveTo($4788, -1133.062, -342.2911, 9.8989)
- jump @COUNT2_11213
- :COUNT2_11193
- 02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667
- :COUNT2_11213
- $4821 = 0 // integer values
- 0084: $4830 = $4811 // integer values and handles
- $4818 = 0 // integer values
- :COUNT2_11235
- if
- $4823 == 3 // integer values
- else_jump @COUNT2_11313
- Marker.Disable($4191)
- 018C: play_sound 1 at 0.0 0.0 0.0
- 00BC: text_highpriority 'CNT2_05' 5000 ms 1 // ~g~You have the counterfeit plates. Take them to the print works.
- 018A: $4191 = create_checkpoint_at $474 $475 $476
- $4823 = 4 // integer values
- :COUNT2_11313
- if
- $4823 == 4 // integer values
- else_jump @COUNT2_11380
- if
- 00F5: player $PLAYER_CHAR 1 $474 $475 $476 radius 1.5 2.0 2.0
- else_jump @COUNT2_11380
- jump @COUNT2_18866
- :COUNT2_11380
- if
- $4812 > 6 // integer values
- else_jump @COUNT2_11626
- if
- not Actor.Dead($4806)
- else_jump @COUNT2_11626
- if
- not Car.Wrecked($4791)
- else_jump @COUNT2_11626
- if
- $4842 == 0 // integer values
- else_jump @COUNT2_11530
- if
- 80DC: not player $PLAYER_CHAR driving $4791
- else_jump @COUNT2_11530
- if
- 01AF: car $4791 0 -683.1377 -1566.971 11.4 radius 4.0 4.0 4.0
- else_jump @COUNT2_11530
- 01D5: actor $4806 go_to_and_drive_car $4791
- $4842 = 1 // integer values
- :COUNT2_11530
- if
- $4842 == 1 // integer values
- else_jump @COUNT2_11626
- if
- Actor.InCar($4806, $4791)
- else_jump @COUNT2_11626
- 04A2: heli $4791 fly_to 408.198 -1726.195 84.1376 speed 50
- Car.RemoveReferences($4791)
- Actor.RemoveReferences($4806)
- Actor.RemoveReferences($4807)
- Actor.RemoveReferences($4808)
- Actor.RemoveReferences($4809)
- Actor.RemoveReferences($4810)
- $4842 = 2 // integer values
- :COUNT2_11626
- if
- $2565 == 2 // integer values
- else_jump @COUNT2_14221
- if
- not Car.Wrecked($4788)
- else_jump @COUNT2_14199
- Car.StorePos($4788, 3@, 4@, $447)
- if
- $4835 == 1 // integer values
- else_jump @COUNT2_12130
- if
- $4815 == 1 // integer values
- else_jump @COUNT2_11717
- $4815 = 2 // integer values
- :COUNT2_11717
- if
- $4815 == 0 // integer values
- else_jump @COUNT2_11955
- if
- 001C: $4811 > $4844 // integer values
- else_jump @COUNT2_11955
- if
- not Actor.Dead($4799)
- else_jump @COUNT2_11797
- if
- Actor.InCar($4799, $4788)
- else_jump @COUNT2_11797
- 0084: $4801 = $4799 // integer values and handles
- :COUNT2_11797
- if
- not Actor.Dead($4798)
- else_jump @COUNT2_11840
- if
- Actor.InCar($4798, $4788)
- else_jump @COUNT2_11840
- 0084: $4801 = $4798 // integer values and handles
- :COUNT2_11840
- if
- not Actor.Dead($4797)
- else_jump @COUNT2_11883
- if
- Actor.InCar($4797, $4788)
- else_jump @COUNT2_11883
- 0084: $4801 = $4797 // integer values and handles
- :COUNT2_11883
- if
- not Actor.Dead($4801)
- else_jump @COUNT2_11955
- if
- Actor.InCar($4801, $4788)
- else_jump @COUNT2_11955
- Car.StorePos($4788, $445, $446, $447)
- 0362: put_actor $4801 at $445 $446 -10.0 and_remove_from_car
- $4815 = 1 // integer values
- :COUNT2_11955
- if
- $4815 == 3 // integer values
- else_jump @COUNT2_12050
- if
- not Actor.Dead($4801)
- else_jump @COUNT2_12043
- if
- 00E0: player $PLAYER_CHAR driving
- else_jump @COUNT2_12028
- 03C1: $4790 = player $PLAYER_CHAR car_no_save
- 01D9: actor $4801 destroy_car $4790
- jump @COUNT2_12036
- :COUNT2_12028
- 01CA: actor $4801 kill_player $PLAYER_CHAR
- :COUNT2_12036
- jump @COUNT2_12050
- :COUNT2_12043
- $4835 = 0 // integer values
- :COUNT2_12050
- if
- $4815 == 2 // integer values
- else_jump @COUNT2_12123
- if
- not Actor.Dead($4801)
- else_jump @COUNT2_12123
- 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
- $4815 = 3 // integer values
- :COUNT2_12123
- jump @COUNT2_12448
- :COUNT2_12130
- if
- $4815 > 0 // integer values
- else_jump @COUNT2_12448
- if
- not Actor.Dead($4801)
- else_jump @COUNT2_12436
- 0465: remove_actor $4801 from_turret_mode
- $4813 = 0 // integer values
- :COUNT2_12176
- if
- 8431: not car $4788 car_passenger_seat_free $4813
- else_jump @COUNT2_12209
- $4813 += 1 // integer values
- jump @COUNT2_12176
- :COUNT2_12209
- if
- 003A: $4801 == $4797 // integer values and handles
- else_jump @COUNT2_12256
- Actor.DestroyInstantly($4797)
- 01C8: $4797 = create_actor_pedtype 9 model 54 in_car $4788 passenger_seat $4813
- 0084: $4801 = $4797 // integer values and handles
- :COUNT2_12256
- if
- 003A: $4801 == $4798 // integer values and handles
- else_jump @COUNT2_12303
- Actor.DestroyInstantly($4798)
- 01C8: $4798 = create_actor_pedtype 9 model 67 in_car $4788 passenger_seat $4813
- 0084: $4801 = $4798 // integer values and handles
- :COUNT2_12303
- if
- 003A: $4801 == $4799 // integer values and handles
- else_jump @COUNT2_12350
- Actor.DestroyInstantly($4799)
- 01C8: $4799 = create_actor_pedtype 9 model 54 in_car $4788 passenger_seat $4813
- 0084: $4801 = $4799 // integer values and handles
- :COUNT2_12350
- 01B2: give_actor $4801 weapon 22 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4801 threat_search
- 011A: set_actor $4801 search_threat 1
- 011A: set_actor $4801 search_threat 4194304
- 011A: set_actor $4801 search_threat 1048576
- 0243: set_actor $4801 ped_stats_to 16
- 0319: set_actor $4801 running 1
- 0084: $4844 = $4811 // integer values and handles
- $4844 += 500 // integer values
- $4815 = 0 // integer values
- jump @COUNT2_12448
- :COUNT2_12436
- 0465: remove_actor $4801 from_turret_mode
- $4815 = 0 // integer values
- :COUNT2_12448
- if
- not Actor.Dead($4800)
- else_jump @COUNT2_12508
- if
- Actor.InCar($4800, $4788)
- else_jump @COUNT2_12508
- if
- $4814 == 1 // integer values
- else_jump @COUNT2_12508
- $4812 = 8 // integer values
- :COUNT2_12508
- if
- $4812 == 8 // integer values
- else_jump @COUNT2_12687
- if or
- 001C: $4811 > $4824 // integer values
- $4814 == 1 // integer values
- else_jump @COUNT2_12687
- Car.SetMaxSpeed($4788, 15.0)
- 5@ = 15.0 // floating-point values
- 00AE: set_vehicle $4788 traffic_behavior_to 2
- if
- $4837 == 0 // integer values
- else_jump @COUNT2_12629
- Car.DriveTo($4788, -1133.062, -342.2911, 9.8989)
- Actor.RemoveReferences($4810)
- jump @COUNT2_12649
- :COUNT2_12629
- 02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667
- :COUNT2_12649
- $4821 = 0 // integer values
- 0084: $4830 = $4811 // integer values and handles
- 0084: $4824 = $4811 // integer values and handles
- $4824 += 750 // integer values
- $4812 = 9 // integer values
- :COUNT2_12687
- if
- 01FC: player $PLAYER_CHAR near_car $4788 radius 15.0 15.0 0
- else_jump @COUNT2_12732
- Car.ImmuneToNonPlayer($4788) = False
- jump @COUNT2_12739
- :COUNT2_12732
- Car.ImmuneToNonPlayer($4788) = True
- :COUNT2_12739
- if
- $4837 == 0 // integer values
- else_jump @COUNT2_12822
- if
- 01AD: car $4788 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0
- else_jump @COUNT2_12822
- 02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667
- $4837 = 1 // integer values
- :COUNT2_12822
- if
- $4812 > 8 // integer values
- else_jump @COUNT2_13136
- if
- $4840 == 0 // integer values
- else_jump @COUNT2_12903
- if
- 01AD: car $4788 sphere 0 near_point -971.6564 322.1157 radius 3.0 3.0
- else_jump @COUNT2_12903
- $4840 = 1 // integer values
- :COUNT2_12903
- if
- $4840 == 0 // integer values
- else_jump @COUNT2_13111
- if
- not 5@ == 0.0 // floating-point values
- else_jump @COUNT2_13104
- 0084: $4880 = $4788 // integer values and handles
- 0084: $4881 = $4821 // integer values and handles
- 0084: $4882 = $4830 // integer values and handles
- 0086: $4877 = $4856 // floating-point values only
- 0086: $4878 = $4857 // floating-point values only
- 0086: $4879 = $4858 // floating-point values only
- gosub @COUNT2_20394
- 0084: $4821 = $4881 // integer values and handles
- 0084: $4830 = $4882 // integer values and handles
- 0086: $4856 = $4877 // floating-point values only
- 0086: $4857 = $4878 // floating-point values only
- 0086: $4858 = $4879 // floating-point values only
- if
- $4814 > 0 // integer values
- else_jump @COUNT2_13104
- if
- $4821 == -9 // integer values
- else_jump @COUNT2_13104
- if
- not Actor.Dead($4800)
- else_jump @COUNT2_13097
- 046B: actor $4800 leave_car $4788 and_flee
- :COUNT2_13097
- $4821 = 0 // integer values
- :COUNT2_13104
- jump @COUNT2_13136
- :COUNT2_13111
- if
- $4819 == 0 // integer values
- else_jump @COUNT2_13136
- $4819 = 1 // integer values
- :COUNT2_13136
- $4826 = Car.Health($4788)
- if
- 990 > $4826 // integer values
- else_jump @COUNT2_13188
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_13188
- $4814 = 1 // integer values
- :COUNT2_13188
- if
- $4812 > 8 // integer values
- else_jump @COUNT2_14185
- if
- 300 > $4826 // integer values
- else_jump @COUNT2_13301
- Car.SetMaxSpeed($4788, 0.0)
- 0477: set_car $4788 action 1 time 100
- 5@ = 0.0 // floating-point values
- if
- not Actor.Dead($4800)
- else_jump @COUNT2_13278
- 046B: actor $4800 leave_car $4788 and_flee
- :COUNT2_13278
- 0084: $4828 = $4811 // integer values and handles
- $4828 += 5000 // integer values
- $4814 = 1 // integer values
- :COUNT2_13301
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_13779
- if
- not Car.Wrecked($4787)
- else_jump @COUNT2_13666
- 0084: $4867 = $4788 // integer values and handles
- 0084: $4868 = $4787 // integer values and handles
- gosub @COUNT2_19492
- 0089: 5@ = $6964 // floating-point values only
- Car.StorePos($4788, 3@, 4@, $447)
- 0088: $6960 = 3@ // floating-point values only
- $6960 -= -963.9817 // floating-point values
- 0088: $6961 = 4@ // floating-point values only
- $6961 -= 322.1035 // floating-point values
- 0069: $6960 *= $6960 // floating-point values
- 0069: $6961 *= $6961 // floating-point values
- 0059: $6960 += $6961 // floating-point values
- 01FB: 10@ = square_root $6960
- 02F8: get_vehicle $4788 Z_angle_sine_to $6978
- 02F9: get_vehicle $4788 Z_angle_cosine_to $6979
- if
- not Car.Wrecked($4787)
- else_jump @COUNT2_13494
- Car.StorePos($4787, 0@, 1@, $447)
- :COUNT2_13494
- Car.StorePos($4788, 3@, 4@, $447)
- 0088: $6960 = 3@ // floating-point values only
- 0067: $6960 -= 0@ // floating-point values
- 0069: $6978 *= $6960 // floating-point values
- 0088: $6961 = 4@ // floating-point values only
- 0067: $6961 -= 1@ // floating-point values
- 0069: $6979 *= $6961 // floating-point values
- 0086: $4864 = $6978 // floating-point values only
- 0059: $4864 += $6979 // floating-point values
- 0088: $6981 = 1@ // floating-point values only
- $6981 -= 20.0 // floating-point values
- if
- $4864 > 0.0 // floating-point values
- else_jump @COUNT2_13659
- if
- 0027: 4@ > $6981 // floating-point values only
- else_jump @COUNT2_13659
- Car.SetMaxSpeed($4788, 0.0)
- 0477: set_car $4788 action 1 time 100
- 5@ = 0.0 // floating-point values
- :COUNT2_13659
- jump @COUNT2_13686
- :COUNT2_13666
- Car.SetMaxSpeed($4788, 15.0)
- 5@ = 15.0 // floating-point values
- :COUNT2_13686
- 0088: $4866 = 11@ // floating-point values only
- 0067: $4866 -= 10@ // floating-point values
- if
- $4866 > 20.0 // floating-point values
- else_jump @COUNT2_13759
- Car.SetMaxSpeed($4788, 0.0)
- 0477: set_car $4788 action 1 time 100
- 5@ = 0.0 // floating-point values
- jump @COUNT2_13779
- :COUNT2_13759
- Car.SetMaxSpeed($4788, 15.0)
- 5@ = 15.0 // floating-point values
- :COUNT2_13779
- if
- $4814 == 1 // integer values
- else_jump @COUNT2_14171
- 0086: $4862 = $95 // floating-point values only
- 0067: $4862 -= 3@ // floating-point values
- 0086: $4863 = $96 // floating-point values only
- 0067: $4863 -= 4@ // floating-point values
- 0069: $4862 *= $4862 // floating-point values
- 0069: $4863 *= $4863 // floating-point values
- 0086: $4864 = $4862 // floating-point values only
- 0059: $4864 += $4863 // floating-point values
- 01FB: $4864 = square_root $4864
- 5@ = 1000.0 // floating-point values
- 0077: 5@ /= $4864 // floating-point values
- if
- 5@ > 50.0 // floating-point values
- else_jump @COUNT2_13918
- 5@ = 50.0 // floating-point values
- :COUNT2_13918
- if
- 20.0 > 5@ // floating-point values
- else_jump @COUNT2_13949
- 5@ = 20.0 // floating-point values
- :COUNT2_13949
- Car.SetMaxSpeed($4788, 5@)
- if
- 01FE: player $PLAYER_CHAR near_car_in_car $4788 radius 20.0 20.0 0
- else_jump @COUNT2_14157
- if
- 020D: car $4788 flipped
- else_jump @COUNT2_14143
- if
- 81C1: not car $4788 stopped
- else_jump @COUNT2_14129
- if
- 5@ > 15.0 // floating-point values
- else_jump @COUNT2_14115
- if and
- 031E: vehicle $4788 hit_by_weapon 39
- 8185: not car $4788 health >= $4845
- else_jump @COUNT2_14081
- $4835 = 0 // integer values
- jump @COUNT2_14088
- :COUNT2_14081
- $4835 = 1 // integer values
- :COUNT2_14088
- 0468: set_vehicle $4788 clear_last_weapon_damage
- $4845 = Car.Health($4788)
- $4845 -= 25 // integer values
- jump @COUNT2_14122
- :COUNT2_14115
- $4835 = 0 // integer values
- :COUNT2_14122
- jump @COUNT2_14136
- :COUNT2_14129
- $4835 = 0 // integer values
- :COUNT2_14136
- jump @COUNT2_14150
- :COUNT2_14143
- $4835 = 0 // integer values
- :COUNT2_14150
- jump @COUNT2_14164
- :COUNT2_14157
- $4835 = 0 // integer values
- :COUNT2_14164
- jump @COUNT2_14178
- :COUNT2_14171
- $4835 = 0 // integer values
- :COUNT2_14178
- jump @COUNT2_14192
- :COUNT2_14185
- $4835 = 0 // integer values
- :COUNT2_14192
- jump @COUNT2_14221
- :COUNT2_14199
- 0465: remove_actor $4797 from_turret_mode
- 0465: remove_actor $4798 from_turret_mode
- 0465: remove_actor $4799 from_turret_mode
- $4835 = 0 // integer values
- :COUNT2_14221
- if
- $2565 == 3 // integer values
- else_jump @COUNT2_18006
- if
- not Actor.Dead($4802)
- else_jump @COUNT2_16029
- if
- Actor.Driving($4802)
- else_jump @COUNT2_15693
- Car.RemoveReferences($4789)
- $4789 = Actor.CurrentCar($4802)
- Car.StorePos($4789, 6@, 7@, $447)
- if
- $4817 == -1 // integer values
- else_jump @COUNT2_14330
- 17@ = 0 // integer values
- $4817 = 0 // integer values
- :COUNT2_14330
- if
- $4812 == 9 // integer values
- else_jump @COUNT2_14481
- if
- 001C: $4811 > $4824 // integer values
- else_jump @COUNT2_14481
- Car.SetMaxSpeed($4789, 15.0)
- 8@ = 15.0 // floating-point values
- 00AE: set_vehicle $4789 traffic_behavior_to 2
- if
- $4838 == 0 // integer values
- else_jump @COUNT2_14439
- Car.DriveTo($4789, -1133.062, -342.2911, 9.8989)
- jump @COUNT2_14459
- :COUNT2_14439
- 02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792
- :COUNT2_14459
- $4822 = 0 // integer values
- 0084: $4831 = $4811 // integer values and handles
- $4812 = 10 // integer values
- :COUNT2_14481
- if
- 01FC: player $PLAYER_CHAR near_car $4789 radius 15.0 15.0 0
- else_jump @COUNT2_14526
- Car.ImmuneToNonPlayer($4789) = False
- jump @COUNT2_14533
- :COUNT2_14526
- Car.ImmuneToNonPlayer($4789) = True
- :COUNT2_14533
- if
- $4817 == 0 // integer values
- else_jump @COUNT2_14786
- if or
- $4812 > 4 // integer values
- $4814 == 1 // integer values
- else_jump @COUNT2_14786
- if
- 17@ > 2500 // integer values
- else_jump @COUNT2_14786
- if
- $4814 == 1 // integer values
- else_jump @COUNT2_14669
- Car.SetMaxSpeed($4789, 100.0)
- 8@ = 100.0 // floating-point values
- 00AE: set_vehicle $4789 traffic_behavior_to 2
- Car.SetDriverBehaviour($4789, KillThePlayer)
- 0084: $4831 = $4811 // integer values and handles
- $4817 = 1 // integer values
- jump @COUNT2_14786
- :COUNT2_14669
- if
- $4812 > 9 // integer values
- else_jump @COUNT2_14786
- Car.SetMaxSpeed($4789, 15.0)
- 8@ = 15.0 // floating-point values
- 00AE: set_vehicle $4789 traffic_behavior_to 2
- if
- $4838 == 0 // integer values
- else_jump @COUNT2_14759
- Car.DriveTo($4789, -1133.062, -342.2911, 9.8989)
- jump @COUNT2_14779
- :COUNT2_14759
- 02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792
- :COUNT2_14779
- $4817 = 2 // integer values
- :COUNT2_14786
- if
- $4817 > 0 // integer values
- else_jump @COUNT2_15686
- if
- 00DC: player $PLAYER_CHAR driving $4789
- else_jump @COUNT2_14831
- 01CA: actor $4802 kill_player $PLAYER_CHAR
- :COUNT2_14831
- if
- $4812 > 9 // integer values
- else_jump @COUNT2_15211
- if
- $4841 == 0 // integer values
- else_jump @COUNT2_14912
- if
- 01AD: car $4789 sphere 0 near_point -984.1348 322.0096 radius 3.0 3.0
- else_jump @COUNT2_14912
- $4841 = 1 // integer values
- :COUNT2_14912
- if
- $4841 == 0 // integer values
- else_jump @COUNT2_15079
- if
- not 8@ == 0.0 // floating-point values
- else_jump @COUNT2_15079
- 0084: $4880 = $4789 // integer values and handles
- 0084: $4881 = $4822 // integer values and handles
- 0084: $4882 = $4831 // integer values and handles
- 0086: $4877 = $4859 // floating-point values only
- 0086: $4878 = $4860 // floating-point values only
- 0086: $4879 = $4861 // floating-point values only
- gosub @COUNT2_20394
- 0084: $4822 = $4881 // integer values and handles
- 0084: $4831 = $4882 // integer values and handles
- 0086: $4859 = $4877 // floating-point values only
- 0086: $4860 = $4878 // floating-point values only
- 0086: $4861 = $4879 // floating-point values only
- if
- $4822 == -9 // integer values
- else_jump @COUNT2_15079
- 046B: actor $4802 leave_car $4789 and_flee
- $4822 = 0 // integer values
- :COUNT2_15079
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_15211
- if
- $4838 == 0 // integer values
- else_jump @COUNT2_15180
- if
- 01AD: car $4789 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0
- else_jump @COUNT2_15180
- 02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792
- $4838 = 1 // integer values
- :COUNT2_15180
- 0084: $4867 = $4789 // integer values and handles
- 0084: $4868 = $4788 // integer values and handles
- gosub @COUNT2_19492
- 0089: 8@ = $6964 // floating-point values only
- :COUNT2_15211
- $4827 = Car.Health($4789)
- if
- $4814 == 1 // integer values
- else_jump @COUNT2_15269
- if
- $4817 == 2 // integer values
- else_jump @COUNT2_15262
- $4817 = 0 // integer values
- :COUNT2_15262
- jump @COUNT2_15480
- :COUNT2_15269
- 02F8: get_vehicle $4789 Z_angle_sine_to $6978
- 02F9: get_vehicle $4789 Z_angle_cosine_to $6979
- if
- not Car.Wrecked($4788)
- else_jump @COUNT2_15315
- Car.StorePos($4788, 3@, 4@, $447)
- :COUNT2_15315
- Car.StorePos($4789, 6@, 7@, $447)
- 0088: $6960 = 6@ // floating-point values only
- 0067: $6960 -= 3@ // floating-point values
- 0069: $6978 *= $6960 // floating-point values
- 0088: $6961 = 7@ // floating-point values only
- 0067: $6961 -= 4@ // floating-point values
- 0069: $6979 *= $6961 // floating-point values
- 0086: $4864 = $6978 // floating-point values only
- 0059: $4864 += $6979 // floating-point values
- 0088: $6981 = 4@ // floating-point values only
- $6981 -= 20.0 // floating-point values
- if
- $4864 > 0.0 // floating-point values
- else_jump @COUNT2_15480
- if
- 0027: 7@ > $6981 // floating-point values only
- else_jump @COUNT2_15480
- Car.SetMaxSpeed($4789, 0.0)
- 0477: set_car $4789 action 1 time 100
- 8@ = 0.0 // floating-point values
- :COUNT2_15480
- if
- 900 > $4827 // integer values
- else_jump @COUNT2_15549
- if
- $4814 == 0 // integer values
- else_jump @COUNT2_15549
- if
- $4817 == 2 // integer values
- else_jump @COUNT2_15549
- $4817 = 0 // integer values
- $4814 = 1 // integer values
- :COUNT2_15549
- if
- 300 > $4827 // integer values
- else_jump @COUNT2_15576
- 046B: actor $4802 leave_car $4789 and_flee
- :COUNT2_15576
- if
- $4817 == 1 // integer values
- else_jump @COUNT2_15679
- if
- 80E0: not player $PLAYER_CHAR driving
- else_jump @COUNT2_15679
- 0084: $4867 = $4789 // integer values and handles
- $4868 = -1 // integer values
- gosub @COUNT2_19492
- 0089: 8@ = $6964 // floating-point values only
- if
- 01FC: player $PLAYER_CHAR near_car $4789 radius 15.0 15.0 0
- else_jump @COUNT2_15679
- 01CA: actor $4802 kill_player $PLAYER_CHAR
- :COUNT2_15679
- gosub @COUNT2_21413
- :COUNT2_15686
- jump @COUNT2_16022
- :COUNT2_15693
- $4817 = -1 // integer values
- if
- $4812 > 4 // integer values
- else_jump @COUNT2_16022
- if
- 00E9: player $PLAYER_CHAR 0 $4802 radius 40.0 40.0
- else_jump @COUNT2_15924
- if
- 80E0: not player $PLAYER_CHAR driving
- else_jump @COUNT2_15780
- 01CA: actor $4802 kill_player $PLAYER_CHAR
- jump @COUNT2_15917
- :COUNT2_15780
- if
- 00E9: player $PLAYER_CHAR 0 $4802 radius 25.0 25.0
- else_jump @COUNT2_15826
- 01CA: actor $4802 kill_player $PLAYER_CHAR
- jump @COUNT2_15917
- :COUNT2_15826
- 0084: $4869 = $4802 // integer values and handles
- if
- not Car.Wrecked($4789)
- else_jump @COUNT2_15910
- if
- 0202: actor $4802 near_car $4789 radius 20.0 20.0 sphere 0
- else_jump @COUNT2_15896
- 01D5: actor $4802 go_to_and_drive_car $4789
- jump @COUNT2_15903
- :COUNT2_15896
- gosub @COUNT2_19759
- :COUNT2_15903
- jump @COUNT2_15917
- :COUNT2_15910
- gosub @COUNT2_19759
- :COUNT2_15917
- jump @COUNT2_16015
- :COUNT2_15924
- 0084: $4869 = $4802 // integer values and handles
- if
- not Car.Wrecked($4789)
- else_jump @COUNT2_16008
- if
- 0202: actor $4802 near_car $4789 radius 20.0 20.0 sphere 0
- else_jump @COUNT2_15994
- 01D5: actor $4802 go_to_and_drive_car $4789
- jump @COUNT2_16001
- :COUNT2_15994
- gosub @COUNT2_19759
- :COUNT2_16001
- jump @COUNT2_16015
- :COUNT2_16008
- gosub @COUNT2_19759
- :COUNT2_16015
- gosub @COUNT2_21413
- :COUNT2_16022
- jump @COUNT2_16316
- :COUNT2_16029
- Actor.RemoveReferences($4802)
- if
- not Actor.Dead($4803)
- else_jump @COUNT2_16174
- 0084: $4802 = $4803 // integer values and handles
- $4803 = -1 // integer values
- if
- not Actor.Dead($4804)
- else_jump @COUNT2_16116
- 01DE: tie_actor $4804 to_actor $4802
- if
- 831F: not unknown_actor $4804 hit_by_actor $4802
- else_jump @COUNT2_16116
- 01CC: actor $4804 kill_player $PLAYER_CHAR
- :COUNT2_16116
- if
- not Actor.Dead($4805)
- else_jump @COUNT2_16167
- 01DE: tie_actor $4805 to_actor $4802
- if
- 831F: not unknown_actor $4805 hit_by_actor $4802
- else_jump @COUNT2_16167
- 01CC: actor $4805 kill_player $PLAYER_CHAR
- :COUNT2_16167
- jump @COUNT2_16316
- :COUNT2_16174
- Actor.RemoveReferences($4803)
- if
- not Actor.Dead($4804)
- else_jump @COUNT2_16268
- 0084: $4802 = $4804 // integer values and handles
- $4804 = -1 // integer values
- if
- not Actor.Dead($4805)
- else_jump @COUNT2_16261
- 01DE: tie_actor $4805 to_actor $4802
- if
- 831F: not unknown_actor $4805 hit_by_actor $4802
- else_jump @COUNT2_16261
- 01CC: actor $4805 kill_player $PLAYER_CHAR
- :COUNT2_16261
- jump @COUNT2_16316
- :COUNT2_16268
- Actor.RemoveReferences($4804)
- if
- not Actor.Dead($4805)
- else_jump @COUNT2_16311
- 0084: $4802 = $4805 // integer values and handles
- $4805 = -1 // integer values
- jump @COUNT2_16316
- :COUNT2_16311
- Actor.RemoveReferences($4805)
- :COUNT2_16316
- if
- $4837 == 1 // integer values
- else_jump @COUNT2_16727
- if
- $4850 == 0 // integer values
- else_jump @COUNT2_16727
- Actor.RemoveReferences($4806)
- $4806 = Actor.Create(Gang3, 31, -987.1808, 266.6001, 7.7758)
- 01B2: give_actor $4806 weapon 19 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4806 threat_search
- 011A: set_actor $4806 search_threat 1
- 011A: set_actor $4806 search_threat 4194304
- 011A: set_actor $4806 search_threat 1048576
- 0243: set_actor $4806 ped_stats_to 16
- 0319: set_actor $4806 running 1
- 0245: set_actor $4806 walk_style_to 46
- Actor.RemoveReferences($4807)
- $4807 = Actor.Create(Gang3, 31, -985.7646, 266.4785, 7.7755)
- 01B2: give_actor $4807 weapon 19 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4807 threat_search
- 011A: set_actor $4807 search_threat 1
- 011A: set_actor $4807 search_threat 4194304
- 011A: set_actor $4807 search_threat 1048576
- 0243: set_actor $4807 ped_stats_to 16
- 0319: set_actor $4807 running 1
- 0245: set_actor $4807 walk_style_to 46
- Actor.RemoveReferences($4808)
- $4808 = Actor.Create(Gang3, 31, -984.2117, 266.6248, 7.7751)
- 01B2: give_actor $4808 weapon 19 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4808 threat_search
- 011A: set_actor $4808 search_threat 1
- 011A: set_actor $4808 search_threat 4194304
- 011A: set_actor $4808 search_threat 1048576
- 0243: set_actor $4808 ped_stats_to 16
- 0319: set_actor $4808 running 1
- 0245: set_actor $4808 walk_style_to 46
- Actor.RemoveReferences($4809)
- $4809 = Actor.Create(Gang3, 31, -982.5906, 266.5252, 7.7803)
- 01B2: give_actor $4809 weapon 19 ammo 9999 // Load the weapon model before using this
- 01ED: clear_actor $4809 threat_search
- 011A: set_actor $4809 search_threat 1
- 011A: set_actor $4809 search_threat 4194304
- 011A: set_actor $4809 search_threat 1048576
- 0243: set_actor $4809 ped_stats_to 16
- 0319: set_actor $4809 running 1
- 0245: set_actor $4809 walk_style_to 46
- $4850 = 1 // integer values
- :COUNT2_16727
- if
- $4850 == 1 // integer values
- else_jump @COUNT2_16912
- 12@ += 3.0 // floating-point values
- if
- 12@ > 90.0 // floating-point values
- else_jump @COUNT2_16786
- 12@ = 90.0 // floating-point values
- :COUNT2_16786
- Object.Angle($1812) = 12@
- 13@ -= 3.0 // floating-point values
- if
- 0.0 > 13@ // floating-point values
- else_jump @COUNT2_16835
- 13@ += 360.0 // floating-point values
- :COUNT2_16835
- if
- 270.0 > 13@ // floating-point values
- else_jump @COUNT2_16866
- 13@ = 270.0 // floating-point values
- :COUNT2_16866
- Object.Angle($1813) = 13@
- if and
- 12@ == 90.0 // floating-point values
- 13@ == 270.0 // floating-point values
- else_jump @COUNT2_16912
- $4850 = 2 // integer values
- :COUNT2_16912
- if
- $4850 == 2 // integer values
- else_jump @COUNT2_18006
- if
- not Actor.Dead($4800)
- else_jump @COUNT2_17198
- if
- 00A4: actor $4800 0 -991.591 261.036 7.775 -983.0 271.96 11.506
- else_jump @COUNT2_17198
- if
- 8057: not player $PLAYER_CHAR 0 -991.591 261.036 7.775 -981.068 271.96 11.506
- else_jump @COUNT2_17198
- 12@ -= 3.0 // floating-point values
- if
- 0.0 > 12@ // floating-point values
- else_jump @COUNT2_17083
- 12@ = 0.0 // floating-point values
- :COUNT2_17083
- Object.Angle($1812) = 12@
- 13@ += 3.0 // floating-point values
- if
- 13@ > 360.0 // floating-point values
- else_jump @COUNT2_17132
- 13@ = 0.0 // floating-point values
- :COUNT2_17132
- Object.Angle($1813) = 13@
- if and
- 12@ == 0.0 // floating-point values
- 13@ == 0.0 // floating-point values
- else_jump @COUNT2_17198
- 00BC: text_highpriority 'CNT2_03' 5000 ms 1 // ~r~The courier has arrived at his destination safely, you're too late!
- Actor.DestroyInstantly($4800)
- jump @COUNT2_18849
- :COUNT2_17198
- if
- not Actor.Dead($4806)
- else_jump @COUNT2_17400
- if
- $4846 == 0 // integer values
- else_jump @COUNT2_17292
- 0211: actor $4806 walk_to -973.5972 266.4069
- if
- 00ED: actor $4806 0 -973.5972 266.4069 radius 1.0 1.0
- else_jump @COUNT2_17292
- $4846 = 1 // integer values
- :COUNT2_17292
- if
- $4846 == 1 // integer values
- else_jump @COUNT2_17400
- 0211: actor $4806 walk_to -974.2487 262.6737
- if
- 00F0: actor $4806 stopped 0 -974.2487 262.6737 radius 1.0 1.0
- else_jump @COUNT2_17400
- 0194: set_actor $4806 objective_to_guard_point -974.2487 262.6737 10.2265
- Actor.Angle($4806) = 321.3187
- $4846 = 2 // integer values
- :COUNT2_17400
- if
- not Actor.Dead($4807)
- else_jump @COUNT2_17602
- if
- $4847 == 0 // integer values
- else_jump @COUNT2_17494
- 0211: actor $4807 walk_to -973.5972 266.4069
- if
- 00ED: actor $4807 0 -973.5972 266.4069 radius 1.0 1.0
- else_jump @COUNT2_17494
- $4847 = 1 // integer values
- :COUNT2_17494
- if
- $4847 == 1 // integer values
- else_jump @COUNT2_17602
- 0211: actor $4807 walk_to -969.084 282.6923
- if
- 00F0: actor $4807 stopped 0 -969.084 282.6923 radius 1.0 1.0
- else_jump @COUNT2_17602
- 0194: set_actor $4807 objective_to_guard_point -969.084 282.6923 10.2265
- Actor.Angle($4807) = 159.319
- $4847 = 2 // integer values
- :COUNT2_17602
- if
- not Actor.Dead($4808)
- else_jump @COUNT2_17804
- if
- $4848 == 0 // integer values
- else_jump @COUNT2_17696
- 0211: actor $4808 walk_to -973.5972 266.4069
- if
- 00ED: actor $4808 0 -973.5972 266.4069 radius 1.0 1.0
- else_jump @COUNT2_17696
- $4848 = 1 // integer values
- :COUNT2_17696
- if
- $4848 == 1 // integer values
- else_jump @COUNT2_17804
- 0211: actor $4808 walk_to -969.8824 263.6498
- if
- 00F0: actor $4808 stopped 0 -969.8824 263.6498 radius 1.0 1.0
- else_jump @COUNT2_17804
- 0194: set_actor $4808 objective_to_guard_point -969.8824 263.6498 10.2265
- Actor.Angle($4808) = 12.6357
- $4848 = 2 // integer values
- :COUNT2_17804
- if
- not Actor.Dead($4809)
- else_jump @COUNT2_18006
- if
- $4849 == 0 // integer values
- else_jump @COUNT2_17898
- 0211: actor $4809 walk_to -973.5972 266.4069
- if
- 00ED: actor $4809 0 -973.5972 266.4069 radius 1.0 1.0
- else_jump @COUNT2_17898
- $4849 = 1 // integer values
- :COUNT2_17898
- if
- $4849 == 1 // integer values
- else_jump @COUNT2_18006
- 0211: actor $4809 walk_to -977.6256 277.8756
- if
- 00F0: actor $4809 stopped 0 -977.6256 277.8756 radius 1.0 1.0
- else_jump @COUNT2_18006
- 0194: set_actor $4809 objective_to_guard_point -977.6256 277.8756 10.2265
- Actor.Angle($4809) = 3.8761
- $4849 = 2 // integer values
- :COUNT2_18006
- if
- $4814 == 1 // integer values
- else_jump @COUNT2_18184
- if
- $2560 == 3 // integer values
- else_jump @COUNT2_18078
- if
- 03D2: wav 1 ended
- else_jump @COUNT2_18078
- $2560 = 4 // integer values
- $2607 = 0 // integer values
- jump @COUNT2_4074
- :COUNT2_18078
- if
- $2560 == 2 // integer values
- else_jump @COUNT2_18122
- if
- 03D0: wav 1 loaded
- else_jump @COUNT2_18122
- 03D1: play_wav 1
- $2560 = 3 // integer values
- :COUNT2_18122
- if
- $2560 == 0 // integer values
- else_jump @COUNT2_18184
- if
- $2607 == 0 // integer values
- else_jump @COUNT2_18184
- 03CF: load_wav 'CNT2_1' as 1
- $2560 = 2 // integer values
- $2607 = 1 // integer values
- :COUNT2_18184
- if
- $2561 > 0 // integer values
- else_jump @COUNT2_18395
- if
- $2561 == 3 // integer values
- else_jump @COUNT2_18256
- if
- 03D2: wav 1 ended
- else_jump @COUNT2_18256
- $2561 = 4 // integer values
- $2607 = 0 // integer values
- jump @COUNT2_4074
- :COUNT2_18256
- if
- $2561 == 2 // integer values
- else_jump @COUNT2_18300
- if
- 03D0: wav 1 loaded
- else_jump @COUNT2_18300
- 03D1: play_wav 1
- $2561 = 3 // integer values
- :COUNT2_18300
- if
- $2561 == 1 // integer values
- else_jump @COUNT2_18395
- if
- $2607 == 0 // integer values
- else_jump @COUNT2_18369
- 03CF: load_wav 'CNT2_2' as 1
- $2561 = 2 // integer values
- $2607 = 1 // integer values
- jump @COUNT2_18395
- :COUNT2_18369
- if
- 001C: $4811 > $2586 // integer values
- else_jump @COUNT2_18395
- $2561 = 0 // integer values
- :COUNT2_18395
- if
- $2562 > 0 // integer values
- else_jump @COUNT2_18606
- if
- $2562 == 3 // integer values
- else_jump @COUNT2_18467
- if
- 03D2: wav 1 ended
- else_jump @COUNT2_18467
- $2562 = 0 // integer values
- $2607 = 0 // integer values
- jump @COUNT2_4074
- :COUNT2_18467
- if
- $2562 == 2 // integer values
- else_jump @COUNT2_18511
- if
- 03D0: wav 1 loaded
- else_jump @COUNT2_18511
- 03D1: play_wav 1
- $2562 = 3 // integer values
- :COUNT2_18511
- if
- $2562 == 1 // integer values
- else_jump @COUNT2_18606
- if
- $2607 == 0 // integer values
- else_jump @COUNT2_18580
- 03CF: load_wav 'CNT2_3' as 1
- $2562 = 2 // integer values
- $2607 = 1 // integer values
- jump @COUNT2_18606
- :COUNT2_18580
- if
- 001C: $4811 > $2587 // integer values
- else_jump @COUNT2_18606
- $2562 = 0 // integer values
- :COUNT2_18606
- if
- $2563 > 0 // integer values
- else_jump @COUNT2_18842
- if
- $2563 == 3 // integer values
- else_jump @COUNT2_18688
- if
- 03D2: wav 1 ended
- else_jump @COUNT2_18688
- 03D5: remove_text 'CNT2_4' // Private business. You're not welcome!
- $2563 = 0 // integer values
- $2607 = 0 // integer values
- jump @COUNT2_4074
- :COUNT2_18688
- if
- $2563 == 2 // integer values
- else_jump @COUNT2_18747
- if
- 03D0: wav 1 loaded
- else_jump @COUNT2_18747
- 00BC: text_highpriority 'CNT2_4' 5000 ms 1 // Private business. You're not welcome!
- 03D1: play_wav 1
- $2563 = 3 // integer values
- :COUNT2_18747
- if
- $2563 == 1 // integer values
- else_jump @COUNT2_18842
- if
- $2607 == 0 // integer values
- else_jump @COUNT2_18816
- 03CF: load_wav 'CNT2_4' as 1
- $2563 = 2 // integer values
- $2607 = 1 // integer values
- jump @COUNT2_18842
- :COUNT2_18816
- if
- 001C: $4811 > $2588 // integer values
- else_jump @COUNT2_18842
- $2563 = 0 // integer values
- :COUNT2_18842
- jump @COUNT2_4074
- :COUNT2_18849
- 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED!
- return
- :COUNT2_18866
- 0169: set_fade_color 0 0 1
- fade 0 500
- Player.CanMove($PLAYER_CHAR) = False
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
- 03F4: set_all_vehicles_apply_damage_rules 0
- 0395: clear_area 1 at $549 $550 range $551 4.0
- :COUNT2_18917
- if
- fading
- else_jump @COUNT2_18941
- wait 0
- jump @COUNT2_18917
- :COUNT2_18941
- 04A6: $637 = create_asset_money_pickup_at $549 $550 $551 money $636 $636
- 02A3: enable_widescreen 1
- Camera.SetPosition(-1027.339, -281.6154, 16.3511, 0.0, 0.0, 0.0)
- Camera.PointAt(-1028.162, -281.0542, 16.273, 2)
- 0169: set_fade_color 0 0 1
- fade 1 500
- :COUNT2_19031
- if
- fading
- else_jump @COUNT2_19055
- wait 0
- jump @COUNT2_19031
- :COUNT2_19055
- 0394: play_music 1
- Player.ClearWantedLevel($PLAYER_CHAR)
- 00BA: text_styled 'CNT2_09' 5000 ms 6 // PRINT WORKS ASSET COMPLETED
- wait 5000
- Camera.SetPosition(-1056.369, -273.4923, 12.0057, 0.0, 0.0, 0.0)
- Camera.PointAt(-1057.288, -273.828, 11.8015, 2)
- 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.
- wait 6000
- 0169: set_fade_color 0 0 1
- fade 0 500
- :COUNT2_19173
- if
- fading
- else_jump @COUNT2_19197
- wait 0
- jump @COUNT2_19173
- :COUNT2_19197
- 0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0
- 0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044
- 0171: set_player $PLAYER_CHAR z_angle_to 272.2088
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- Player.CanMove($PLAYER_CHAR) = True
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
- 03F4: set_all_vehicles_apply_damage_rules 1
- 02A3: enable_widescreen 0
- Marker.Disable($271)
- 04CE: $271 = create_icon_marker_without_sphere $426 at $474 $475 $476
- $273 = 1 // integer values
- $1175 += 1 // integer values
- 0318: set_latest_mission_passed 'CNT_2' // Hit the Courier
- 030C: progress_made += 1
- Player.ClearWantedLevel($PLAYER_CHAR)
- 0394: play_music 1
- 01E3: text_1number_styled 'M_PASS' number 5000 time 2500 style 1 // MISSION PASSED! $~1~
- Player.Money($PLAYER_CHAR) += 5000
- 0169: set_fade_color 0 0 1
- fade 1 500
- wait 0
- return
- :COUNT2_19383
- $ONMISSION = 0 // integer values
- Marker.Disable($4191)
- Marker.Disable($4852)
- Model.Destroy(282)
- Model.Destroy(135)
- Model.Destroy(274)
- Model.Destroy(#BRIEFCASE)
- Model.Destroy(217)
- Model.Destroy(285)
- Model.Destroy(281)
- Model.Destroy(14)
- Model.Destroy(21)
- Model.Destroy(53)
- Model.Destroy(54)
- Model.Destroy(31)
- Model.Destroy(67)
- Model.Destroy(277)
- 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
- Object.Angle($1812) = 0.0
- Object.Angle($1813) = 0.0
- mission_cleanup
- return
- :COUNT2_19492
- if
- $4868 == -1 // integer values
- else_jump @COUNT2_19531
- 0054: store_player $PLAYER_CHAR position_to $6962 $6963 $6960
- jump @COUNT2_19561
- :COUNT2_19531
- if
- not Car.Wrecked($4868)
- else_jump @COUNT2_19561
- Car.StorePos($4868, $6962, $6963, $6960)
- :COUNT2_19561
- Car.StorePos($4867, $6958, $6959, $6960)
- 0086: $6960 = $6958 // floating-point values only
- 0061: $6960 -= $6962 // floating-point values
- 0086: $6961 = $6959 // floating-point values only
- 0061: $6961 -= $6963 // floating-point values
- 0069: $6960 *= $6960 // floating-point values
- 0069: $6961 *= $6961 // floating-point values
- 0059: $6960 += $6961 // floating-point values
- 01FB: $6960 = square_root $6960
- 0086: $6964 = $6960 // floating-point values only
- $6964 += 3.0 // floating-point values
- if
- $6964 > 100.0 // floating-point values
- else_jump @COUNT2_19688
- $6964 = 100.0 // floating-point values
- :COUNT2_19688
- if
- 0.0 > $6964 // floating-point values
- else_jump @COUNT2_19719
- $6964 = 0.0 // floating-point values
- :COUNT2_19719
- Car.SetMaxSpeed($4867, $6964)
- if
- $6964 == 0.0 // floating-point values
- else_jump @COUNT2_19757
- 0477: set_car $4867 action 1 time 100
- :COUNT2_19757
- return
- :COUNT2_19759
- if
- $4886 == 919.9 // floating-point values
- else_jump @COUNT2_19797
- $451 = Car.Create(135, $4872, $4873, $4874)
- :COUNT2_19797
- Actor.StorePos($4869, $4872, $4873, $4874)
- if
- 00E9: player $PLAYER_CHAR 0 $4869 radius 40.0 40.0
- else_jump @COUNT2_20155
- 0086: $4875 = $4872 // floating-point values only
- $4875 += 20.0 // floating-point values
- 0086: $4876 = $4873 // floating-point values only
- $4876 += 20.0 // floating-point values
- $4872 -= 20.0 // floating-point values
- $4873 -= 20.0 // floating-point values
- Car.RemoveReferences($451)
- 0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876
- if
- $451 == -1 // integer values
- else_jump @COUNT2_19971
- if
- not Actor.Dead($4869)
- else_jump @COUNT2_19964
- 01CA: actor $4869 kill_player $PLAYER_CHAR
- :COUNT2_19964
- jump @COUNT2_20148
- :COUNT2_19971
- $4870 = Car.Model($451)
- $4871 = Car.Health($451)
- if
- $4871 > 300 // integer values
- else_jump @COUNT2_20140
- if or
- $4870 == 116 // integer values
- $4870 == 106 // integer values
- $4870 == 122 // integer values
- $4870 == 117 // integer values
- $4870 == 97 // integer values
- $4870 == 107 // integer values
- else_jump @COUNT2_20090
- if
- not Actor.Dead($4869)
- else_jump @COUNT2_20083
- 01CA: actor $4869 kill_player $PLAYER_CHAR
- :COUNT2_20083
- jump @COUNT2_20133
- :COUNT2_20090
- Car.SetMaxSpeed($451, 0.0)
- 0477: set_car $451 action 1 time 100
- if
- not Actor.Dead($4869)
- else_jump @COUNT2_20133
- 01D5: actor $4869 go_to_and_drive_car $451
- :COUNT2_20133
- jump @COUNT2_20148
- :COUNT2_20140
- 01CA: actor $4869 kill_player $PLAYER_CHAR
- :COUNT2_20148
- jump @COUNT2_20392
- :COUNT2_20155
- 03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886
- if
- 80C2: not sphere_onscreen $4872 $4873 $4874 3.0
- else_jump @COUNT2_20392
- if
- 838A: not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0
- else_jump @COUNT2_20303
- Car.RemoveReferences($451)
- $451 = Car.Create(135, $4872, $4873, $4874)
- Car.Angle($451) = $4886
- if
- not Actor.Dead($4869)
- else_jump @COUNT2_20296
- 01D5: actor $4869 go_to_and_drive_car $451
- :COUNT2_20296
- jump @COUNT2_20392
- :COUNT2_20303
- if
- not Actor.Dead($4869)
- else_jump @COUNT2_20392
- if
- 00FF: actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0
- else_jump @COUNT2_20392
- 02C0: set $4872 $4873 $4874 to_ped_path_coords_closest_to $4872 $4873 $4874
- 0239: actor $4869 run_to $4872 $4873
- :COUNT2_20392
- return
- :COUNT2_20394
- 01BD: $4887 = current_time_in_ms
- if
- not Car.Wrecked($4880)
- else_jump @COUNT2_20992
- if and
- 01F4: car $4880 flipped
- 01C1: car $4880 stopped
- else_jump @COUNT2_20590
- if
- 01FC: player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0
- else_jump @COUNT2_20488
- 03ED: set_car $4880 not_damaged_when_upside_down 0
- $4881 = -9 // integer values
- jump @COUNT2_20590
- :COUNT2_20488
- if
- 82CA: not car $4880 bounding_sphere_visible
- else_jump @COUNT2_20590
- Car.StorePos($4880, $4883, $4884, $4885)
- 03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886
- if
- 80C2: not sphere_onscreen $4883 $4884 $4885 4.0
- else_jump @COUNT2_20590
- Car.PutAt($4880, $4883, $4884, $4885)
- Car.Angle($4880) = $4886
- :COUNT2_20590
- if
- 01AF: car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0
- else_jump @COUNT2_20929
- if
- $4881 == 0 // integer values
- else_jump @COUNT2_20665
- 0084: $4882 = $4887 // integer values and handles
- $4881 = 1 // integer values
- :COUNT2_20665
- 0060: $4887 -= $4882 // integer values
- if
- $4881 == 1 // integer values
- else_jump @COUNT2_20929
- if
- $4887 > 8000 // integer values
- else_jump @COUNT2_20929
- if
- 01FC: player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0
- else_jump @COUNT2_20770
- 03ED: set_car $4880 not_damaged_when_upside_down 0
- 0084: $4882 = $4887 // integer values and handles
- $4881 = -9 // integer values
- jump @COUNT2_20929
- :COUNT2_20770
- if
- 82CA: not car $4880 bounding_sphere_visible
- else_jump @COUNT2_20929
- Car.StorePos($4880, $4883, $4884, $4885)
- 03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886
- if
- 838A: not car_in_cube $4883 $4884 $4885 4.0 4.0 4.0
- else_jump @COUNT2_20929
- if
- 80C2: not sphere_onscreen $4883 $4884 $4885 4.0
- else_jump @COUNT2_20929
- Car.PutAt($4880, $4883, $4884, $4885)
- Car.Angle($4880) = $4886
- 0450: car $4880 warp_to_player
- 0084: $4882 = $4887 // integer values and handles
- $4881 = 0 // integer values
- :COUNT2_20929
- if
- 81AF: not car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0
- else_jump @COUNT2_20992
- Car.StorePos($4880, $4877, $4878, $4879)
- $4881 = 0 // integer values
- :COUNT2_20992
- return
- :COUNT2_20994
- if
- not Actor.Dead($4797)
- else_jump @COUNT2_21018
- 01CA: actor $4797 kill_player $PLAYER_CHAR
- :COUNT2_21018
- if
- not Actor.Dead($4798)
- else_jump @COUNT2_21042
- 01CA: actor $4798 kill_player $PLAYER_CHAR
- :COUNT2_21042
- if
- not Actor.Dead($4799)
- else_jump @COUNT2_21066
- 01CA: actor $4799 kill_player $PLAYER_CHAR
- :COUNT2_21066
- if
- not Actor.Dead($4800)
- else_jump @COUNT2_21090
- 01CA: actor $4800 kill_player $PLAYER_CHAR
- :COUNT2_21090
- return
- :COUNT2_21092
- if
- not Actor.Dead($4793)
- else_jump @COUNT2_21411
- if
- not Actor.Dead($4794)
- else_jump @COUNT2_21204
- if
- 831F: not unknown_actor $4794 hit_by_actor $4793
- else_jump @COUNT2_21197
- if
- 00F2: actor $4794 near_actor $4793 radius 30.0 30.0 0
- else_jump @COUNT2_21189
- 01DE: tie_actor $4794 to_actor $4793
- jump @COUNT2_21197
- :COUNT2_21189
- 01CC: actor $4794 kill_player $PLAYER_CHAR
- :COUNT2_21197
- jump @COUNT2_21209
- :COUNT2_21204
- Actor.RemoveReferences($4794)
- :COUNT2_21209
- if
- not Actor.Dead($4795)
- else_jump @COUNT2_21305
- if
- 831F: not unknown_actor $4795 hit_by_actor $4793
- else_jump @COUNT2_21298
- if
- 00F2: actor $4795 near_actor $4793 radius 30.0 30.0 0
- else_jump @COUNT2_21290
- 01DE: tie_actor $4795 to_actor $4793
- jump @COUNT2_21298
- :COUNT2_21290
- 01CC: actor $4795 kill_player $PLAYER_CHAR
- :COUNT2_21298
- jump @COUNT2_21310
- :COUNT2_21305
- Actor.RemoveReferences($4795)
- :COUNT2_21310
- if
- not Actor.Dead($4796)
- else_jump @COUNT2_21406
- if
- 831F: not unknown_actor $4796 hit_by_actor $4793
- else_jump @COUNT2_21399
- if
- 00F2: actor $4796 near_actor $4793 radius 30.0 30.0 0
- else_jump @COUNT2_21391
- 01DE: tie_actor $4796 to_actor $4793
- jump @COUNT2_21399
- :COUNT2_21391
- 01CC: actor $4796 kill_player $PLAYER_CHAR
- :COUNT2_21399
- jump @COUNT2_21411
- :COUNT2_21406
- Actor.RemoveReferences($4796)
- :COUNT2_21411
- return
- :COUNT2_21413
- if
- not Actor.Dead($4802)
- else_jump @COUNT2_21732
- if
- not Actor.Dead($4803)
- else_jump @COUNT2_21525
- if
- 831F: not unknown_actor $4803 hit_by_actor $4802
- else_jump @COUNT2_21518
- if
- 00F2: actor $4803 near_actor $4802 radius 30.0 30.0 0
- else_jump @COUNT2_21510
- 01DE: tie_actor $4803 to_actor $4802
- jump @COUNT2_21518
- :COUNT2_21510
- 01CC: actor $4803 kill_player $PLAYER_CHAR
- :COUNT2_21518
- jump @COUNT2_21530
- :COUNT2_21525
- Actor.RemoveReferences($4803)
- :COUNT2_21530
- if
- not Actor.Dead($4804)
- else_jump @COUNT2_21626
- if
- 831F: not unknown_actor $4804 hit_by_actor $4802
- else_jump @COUNT2_21619
- if
- 00F2: actor $4804 near_actor $4802 radius 30.0 30.0 0
- else_jump @COUNT2_21611
- 01DE: tie_actor $4804 to_actor $4802
- jump @COUNT2_21619
- :COUNT2_21611
- 01CC: actor $4804 kill_player $PLAYER_CHAR
- :COUNT2_21619
- jump @COUNT2_21631
- :COUNT2_21626
- Actor.RemoveReferences($4804)
- :COUNT2_21631
- if
- not Actor.Dead($4805)
- else_jump @COUNT2_21727
- if
- 831F: not unknown_actor $4805 hit_by_actor $4802
- else_jump @COUNT2_21720
- if
- 00F2: actor $4805 near_actor $4802 radius 30.0 30.0 0
- else_jump @COUNT2_21712
- 01DE: tie_actor $4805 to_actor $4802
- jump @COUNT2_21720
- :COUNT2_21712
- 01CC: actor $4805 kill_player $PLAYER_CHAR
- :COUNT2_21720
- jump @COUNT2_21732
- :COUNT2_21727
- Actor.RemoveReferences($4805)
- :COUNT2_21732
- return
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