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  1. SUBROUTINE GENERL3()
  2. {318830} 03A4: SCRIPT_NAME 'GENERL3'
  3. {318840} 0050: GOSUB @GENERL3_46
  4. {318851} 0112: HAS_DEATHARREST_BEEN_EXECUTED
  5. {318860} 0050: GOSUB @GENERL3_26174
  6. {318867} 0050: GOSUB @GENERL3_26269
  7. {318874} 004E: TERMINATE_THIS_SCRIPT
  8.  
  9. SUBROUTINE GENERL3_46()
  10. {318876} 0317: REGISTER_MISSION_GIVEN
  11. {318878} 0004: $ONMISSION = 1
  12. {318885} 0001: WAIT 0 ms
  13. {318889} 054C: LOAD_MISSION_TEXT 'GENERA3'
  14. {318899} 058E: SET_SHORTCUT_DROPOFF_POINT_FOR_MISSION -163.0 -1439.4 9.0 201.5
  15. {318921} 0004: $2360 = 0
  16. {318928} 0005: $2361 = 156.0404
  17. {318938} 0005: $2362 = -1193.324
  18. {318948} 0005: $2363 = 17.8427
  19. {318958} 0005: $2368 = 462.29
  20. {318968} 0005: $2369 = -486.0
  21. {318978} 0005: $2370 = 10.48
  22. {318988} 0005: $2364 = 463.4609
  23. {318998} 0005: $2365 = -461.3178
  24. {319008} 0005: $2366 = 9.486246
  25. {319018} 0005: $2367 = 178.791
  26. {319028} 0005: $2309 = 457.6495
  27. {319038} 0005: $2310 = -512.88
  28. {319048} 0005: $2311 = 9.899857
  29. {319058} 0005: $2312 = 454.1362
  30. {319068} 0005: $2313 = -503.9373
  31. {319078} 0005: $2314 = 16.9188
  32. {319088} 0005: $2316 = 462.877
  33. {319098} 0005: $2317 = -514.963
  34. {319108} 0005: $2318 = 16.951
  35. {319118} 0005: $2319 = 12.838
  36. {319128} 0005: $2303 = 446.7785
  37. {319138} 0005: $2304 = -525.1792
  38. {319148} 0005: $2305 = 9.5282
  39. {319158} 0005: $2306 = 315.6846
  40. {319168} 0004: $2371 = 0
  41. {319175} 0004: $2373 = 0
  42. {319182} 0005: $2374 = 497.03
  43. {319192} 0005: $2375 = -518.829
  44. {319202} 0005: $2376 = 10.6891
  45. {319212} 0005: $2377 = 163.719
  46. {319222} 0005: $2378 = 455.754
  47. {319232} 0005: $2379 = -528.0207
  48. {319242} 0004: $2381 = 0
  49. {319249} 0005: $2382 = 423.574
  50. {319259} 0005: $2383 = -513.052
  51. {319269} 0005: $2384 = 9.774
  52. {319279} 0005: $2385 = 248.0281
  53. {319289} 0005: $2386 = 451.082
  54. {319299} 0005: $2387 = -523.164
  55. {319309} 0005: $2388 = 10.4
  56. {319319} 0004: $2390 = 0
  57. {319326} 0005: $2391 = 486.535
  58. {319336} 0005: $2392 = -537.118
  59. {319346} 0005: $2393 = 11.191
  60. {319356} 0005: $2394 = 250.382
  61. {319366} 0004: $2396 = 0
  62. {319373} 0005: $2397 = 465.478
  63. {319383} 0005: $2398 = -416.186
  64. {319393} 0005: $2399 = 11.2568
  65. {319403} 0005: $2400 = 172.784
  66. {319413} 0005: $2401 = 459.131
  67. {319423} 0005: $2402 = -485.317
  68. {319433} 0005: $2403 = 11.136
  69. {319443} 0004: $2405 = 0
  70. {319450} 0005: $2406 = 425.64
  71. {319460} 0005: $2407 = -513.68
  72. {319470} 0005: $2408 = 9.785
  73. {319480} 0005: $2409 = 245.37
  74. {319490} 0005: $2410 = 451.121
  75. {319500} 0005: $2411 = -519.82
  76. {319510} 0005: $2412 = 10.486
  77. {319520} 0004: $2334 = 0
  78. {319527} 0004: $2335 = 0
  79. {319534} 0004: $2336 = 0
  80. {319541} 0004: $2337 = 0
  81. {319548} 0004: $2338 = 0
  82. {319555} 0004: $2339 = 0
  83. {319562} 0004: $2340 = 0
  84. {319569} 0004: $2341 = 0
  85. {319576} 0004: $2342 = 0
  86. {319583} 0004: $2343 = 0
  87. {319590} 0004: $2416 = 0
  88. {319597} 0004: $2417 = 0
  89. {319604} 0004: $2418 = 0
  90. {319611} 0004: $2419 = 0
  91. {319618} 0004: $2420 = 0
  92. {319625} 0004: $2300 = 0
  93. {319632} 0004: $2426 = 0
  94. {319639} 0004: $2427 = 0
  95. {319646} 0004: $2428 = 0
  96. {319653} 0004: $2429 = 0
  97. {319660} 0004: $2290 = 0
  98. {319667} 0004: $2430 = 0
  99. {319674} 0004: $2301 = 0
  100. {319681} 0004: $2434 = 0
  101. {319688} 0004: $2431 = 0
  102. {319695} 0004: $2456 = 0
  103. {319702} 0004: $2457 = 0
  104. {319709} 0004: $2458 = 0
  105. {319716} 0004: $2416 = 0
  106. {319723} 0004: $2360 = 0
  107. {319730} 0004: $2461 = 0
  108. {319737} 0004: $2463 = 0
  109. {319744} 0004: $2464 = 0
  110. {319751} 0004: $2465 = 0
  111. {319758} 0004: $2466 = 0
  112. {319765} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP03 0
  113. {319791} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP04 0
  114. {319817} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP05 0
  115. {319843} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP24 0
  116. {319869} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP25 0
  117. {319895} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP28 0
  118. {319921} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP32 0
  119. {319947} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP35 0
  120. {319973} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP41 0
  121. {319999} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP47 0
  122. {320025} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP50 0
  123. {320051} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP51 0
  124. {320077} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP64 0
  125. {320103} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP70 0
  126. {320129} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP71 0
  127. {320155} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP72 0
  128. {320181} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP73 0
  129. {320207} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODARGOHULL2 0
  130. {320233} 03CF: LOAD_MISSION_AUDIO 1 'MONO_9'
  131. {320245} 023C: LOAD_SPECIAL_CHARACTER 1 'CSPLAY'
  132. {320257} 023C: LOAD_SPECIAL_CHARACTER 2 'CSCOLO'
  133. {320269} 01BB: GET_OBJECT_COORDINATES $YT_MAIN_BODY $YACHT_X $YACHT_Y $YACHT_Z
  134. {320283} 0009: $YACHT_X += 0.003
  135. {320293} 000D: $YACHT_Y -= 1.381
  136. {320303} 0009: $YACHT_Z += 3.149
  137. {320313} 0244: SET_CUTSCENE_OFFSET $YACHT_X $YACHT_Y $YACHT_Z
  138. {320324} 03CB: LOAD_SCENE $YACHT_X $YACHT_Y $YACHT_Z
  139. {320335} 038B: LOAD_ALL_MODELS_NOW
  140. WHILE {320337} 00D6: IF or
  141. {320341} 823D: not HAS_SPECIAL_CHARACTER_LOADED 1
  142. {320345} 823D: not HAS_SPECIAL_CHARACTER_LOADED 2
  143. {320356} 0001: WAIT 0 ms
  144. {320367} 041D: SET_NEAR_CLIP 0.1
  145. {320374} 02E4: LOAD_CUTSCENE 'COL_3A'
  146. {320384} 01BB: GET_OBJECT_COORDINATES $YT_MAIN_BODY $YACHT_X $YACHT_Y $YACHT_Z
  147. {320398} 0009: $YACHT_X += 0.003
  148. {320408} 000D: $YACHT_Y -= 1.381
  149. {320418} 0009: $YACHT_Z += 3.149
  150. {320428} 0244: SET_CUTSCENE_OFFSET $YACHT_X $YACHT_Y $YACHT_Z
  151. {320439} 02E5: CREATE_CUTSCENE_OBJECT #SPECIAL01 $CS_PLAYER
  152. {320446} 02E6: SET_CUTSCENE_ANIM $CS_PLAYER 'CSPLAY'
  153. {320459} 02E5: CREATE_CUTSCENE_OBJECT #SPECIAL02 $150
  154. {320466} 02E6: SET_CUTSCENE_ANIM $150 'CSCOLO'
  155. {320479} 0395: CLEAR_AREA -244.2799 -1360.67 7.0786 1.0 1
  156. {320503} 0055: SET_PLAYER_COORDINATES $PLAYER_CHAR -244.2799 -1360.67 7.0786
  157. {320523} 0171: SET_PLAYER_HEADING $PLAYER_CHAR 279.1362
  158. {320533} 016A: DO_FADE 1500 1
  159. {320540} 03AD: SWITCH_RUBBISH 0
  160. {320544} 03AF: SWITCH_STREAMING 1
  161. {320548} 02E7: START_CUTSCENE
  162. {320550} 02E8: GET_CUTSCENE_TIME $CUT_SCENE_TIME
  163. WHILE {320555} 00D6: IF
  164. {320559} 001A: 2880 > $CUT_SCENE_TIME
  165. {320574} 0001: WAIT 0 ms
  166. {320578} 02E8: GET_CUTSCENE_TIME $CUT_SCENE_TIME
  167. {320590} 00BC: PRINT_NOW 'GEN3_A' 10000 ms 1 // Thomas, I appreciate your coming.
  168. WHILE {320605} 00D6: IF
  169. {320609} 001A: 4968 > $CUT_SCENE_TIME
  170. {320624} 0001: WAIT 0 ms
  171. {320628} 02E8: GET_CUTSCENE_TIME $CUT_SCENE_TIME
  172. {320640} 00BC: PRINT_NOW 'GEN3_B' 10000 ms 1 // Forgive me for getting straight to business.
  173. WHILE {320655} 00D6: IF
  174. {320659} 001A: 8932 > $CUT_SCENE_TIME
  175. {320674} 0001: WAIT 0 ms
  176. {320678} 02E8: GET_CUTSCENE_TIME $CUT_SCENE_TIME
  177. {320690} 00BC: PRINT_NOW 'GEN3_C' 10000 ms 1 // Diaz has asked me to oversee a minor business transaction.
  178. WHILE {320705} 00D6: IF
  179. {320709} 001A: 11868 > $CUT_SCENE_TIME
  180. {320724} 0001: WAIT 0 ms
  181. {320728} 02E8: GET_CUTSCENE_TIME $CUT_SCENE_TIME
  182. {320740} 00BC: PRINT_NOW 'GEN3_D' 10000 ms 1 // Let's hope it goes better than last time, huh?
  183. WHILE {320755} 00D6: IF
  184. {320759} 001A: 13573 > $CUT_SCENE_TIME
  185. {320774} 0001: WAIT 0 ms
  186. {320778} 02E8: GET_CUTSCENE_TIME $CUT_SCENE_TIME
  187. {320790} 00BC: PRINT_NOW 'GEN3_E' 10000 ms 1 // Which is why I thought of you, my friend.
  188. WHILE {320805} 00D6: IF
  189. {320809} 001A: 16601 > $CUT_SCENE_TIME
  190. {320824} 0001: WAIT 0 ms
  191. {320828} 02E8: GET_CUTSCENE_TIME $CUT_SCENE_TIME
  192. {320840} 00BC: PRINT_NOW 'GEN3_F' 10000 ms 1 // I've dropped some protection at the multistory carpark.
  193. WHILE {320855} 00D6: IF
  194. {320859} 001A: 19737 > $CUT_SCENE_TIME
  195. {320874} 0001: WAIT 0 ms
  196. {320878} 02E8: GET_CUTSCENE_TIME $CUT_SCENE_TIME
  197. {320890} 00BC: PRINT_NOW 'GEN3_G' 10000 ms 1 // Pick it up - then go and watch over Diaz's men at the drop off.
  198. WHILE {320905} 00D6: IF
  199. {320909} 001A: 23717 > $CUT_SCENE_TIME
  200. {320924} 0001: WAIT 0 ms
  201. {320928} 02E8: GET_CUTSCENE_TIME $CUT_SCENE_TIME
  202. {320940} 00BC: PRINT_NOW 'GEN3_H' 10000 ms 1 // Gracias, amigo.
  203. WHILE {320955} 00D6: IF
  204. {320959} 001A: 24768 > $CUT_SCENE_TIME
  205. {320974} 0001: WAIT 0 ms
  206. {320978} 02E8: GET_CUTSCENE_TIME $CUT_SCENE_TIME
  207. {320990} 016A: DO_FADE 1500 0
  208. {320997} 00BE: CLEAR_PRINTS
  209. {320999} 0001: WAIT 1000 ms
  210. {321008} 856A: not WAS_CUTSCENE_SKIPPED
  211. {321021} 03D0: HAS_MISSION_AUDIO_LOADED 1
  212. {321032} 03D1: PLAY_MISSION_AUDIO 1
  213. {321036} 0004: $2466 = 1
  214. WHILE {321043} 00D6: IF
  215. {321047} 016B: GET_FADING_STATUS
  216. {321056} 0001: WAIT 0 ms
  217. {321067} 03AD: SWITCH_RUBBISH 1
  218. {321071} 02EA: CLEAR_CUTSCENE
  219. {321073} 0373: SET_CAMERA_BEHIND_PLAYER
  220. {321075} 0296: UNLOAD_SPECIAL_CHARACTER 1
  221. {321079} 0296: UNLOAD_SPECIAL_CHARACTER 2
  222. {321083} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP03 1
  223. {321109} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP04 1
  224. {321135} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP05 1
  225. {321161} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP24 1
  226. {321187} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP25 1
  227. {321213} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP28 1
  228. {321239} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP32 1
  229. {321265} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP35 1
  230. {321291} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP41 1
  231. {321317} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP47 1
  232. {321343} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP50 1
  233. {321369} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP51 1
  234. {321395} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP64 1
  235. {321421} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP70 1
  236. {321447} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP71 1
  237. {321473} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP72 1
  238. {321499} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODCARGOSHP73 1
  239. {321525} 0363: SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -647.0 -1323.0 19.9 100.0 #LODARGOHULL2 1
  240. {321551} 04E4: REQUEST_COLLISION -244.2799 -1360.67
  241. {321563} 0395: CLEAR_AREA -244.2799 -1360.67 7.0786 1.0 1
  242. {321587} 0055: SET_PLAYER_COORDINATES $PLAYER_CHAR -244.2799 -1360.67 7.0786
  243. {321607} 0171: SET_PLAYER_HEADING $PLAYER_CHAR 279.1362
  244. {321617} 0373: SET_CAMERA_BEHIND_PLAYER
  245. {321619} 04BB: SET_AREA_VISIBLE 0
  246. {321623} 0247: REQUEST_MODEL #ADMIRAL
  247. {321628} 0247: REQUEST_MODEL #CLA
  248. {321632} 0247: REQUEST_MODEL #CLB
  249. {321636} 0247: REQUEST_MODEL #INFERNUS
  250. {321641} 0247: REQUEST_MODEL #UZI
  251. {321646} 0247: REQUEST_MODEL #RUGER
  252. {321651} 023C: LOAD_SPECIAL_CHARACTER 1 'IGBUDDY'
  253. {321663} 023C: LOAD_SPECIAL_CHARACTER 2 'IGDIAZ'
  254. WHILE {321675} 00D6: IF or
  255. {321679} 823D: not HAS_SPECIAL_CHARACTER_LOADED 1
  256. {321683} 823D: not HAS_SPECIAL_CHARACTER_LOADED 2
  257. {321694} 0001: WAIT 0 ms
  258. WHILE {321705} 00D6: IF or
  259. {321709} 8248: not HAS_MODEL_LOADED #ADMIRAL
  260. {321714} 8248: not HAS_MODEL_LOADED #CLA
  261. {321718} 8248: not HAS_MODEL_LOADED #CLB
  262. {321722} 8248: not HAS_MODEL_LOADED #INFERNUS
  263. {321727} 8248: not HAS_MODEL_LOADED #UZI
  264. {321739} 0001: WAIT 0 ms
  265. WHILE {321750} 00D6: IF
  266. {321754} 8248: not HAS_MODEL_LOADED #RUGER
  267. {321766} 0001: WAIT 0 ms
  268. {321781} 0038: $2466 == 1
  269. WHILE {321795} 00D6: IF
  270. {321799} 83D2: not HAS_MISSION_AUDIO_FINISHED 1
  271. {321810} 0001: WAIT 0 ms
  272. {321821} 03CF: LOAD_MISSION_AUDIO 1 'COL3_1'
  273. {321833} 03CF: LOAD_MISSION_AUDIO 2 'COL3_2'
  274. WHILE {321845} 00D6: IF or
  275. {321849} 83D0: not HAS_MISSION_AUDIO_LOADED 1
  276. {321853} 83D0: not HAS_MISSION_AUDIO_LOADED 2
  277. {321864} 0001: WAIT 0 ms
  278. {321875} 01B6: FORCE_WEATHER_NOW 4
  279. {321879} 016A: DO_FADE 1500 1
  280. {321886} 032B: CREATE_PICKUP_WITH_AMMO 276 3 210 $2361 $2362 $2363 $2289
  281. {321908} 03DC: ADD_BLIP_FOR_PICKUP $2289 $2358
  282. {321916} 00BC: PRINT_NOW 'GEN3_20' 10000 ms 2 // ~g~The Colonel has arranged some firepower for you at the multistory carpark.
  283. {321931} 0481: SET_ENTER_CAR_RANGE_MULTIPLIER 3.0
  284. WHILE TRUE
  285. {321938} 0001: WAIT 0 ms
  286. {321942} 00D6: IF
  287. {321946} 00E3: LOCATE_PLAYER_ANY_MEANS_2D $PLAYER_CHAR 457.6495 -512.88 100.0 100.0 0
  288. {321980} 010D: ALTER_WANTED_LEVEL $PLAYER_CHAR 0
  289. {321987} 00D6: IF
  290. {321991} 0038: $2300 == 0
  291. {322009} 0038: $2360 == 0
  292. {322027} 0214: HAS_PICKUP_BEEN_COLLECTED $2289
  293. {322039} 01B4: SET_PLAYER_CONTROL $PLAYER_CHAR 0
  294. {322046} 02A3: SWITCH_WIDESCREEN 1
  295. {322050} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #RUGER
  296. {322055} 0001: WAIT 100 ms
  297. {322059} 00A5: CREATE_CAR $2446 #INFERNUS at 132.7045 -1211.924 15.2615
  298. {322082} 0175: SET_CAR_HEADING $2446 358.8415
  299. {322092} 0229: CHANGE_CAR_COLOUR $2446 1 1
  300. {322101} 0129: CREATE_CHAR_INSIDE_CAR $2291 pedtype 21 model 109 in_car $2446
  301. {322113} 01ED: CLEAR_CHAR_THREAT_SEARCH $2291
  302. {322118} 0568: SET_CHAR_NEVER_TARGETTED $2291 1
  303. {322125} 00A9: CAR_SET_IDLE $2446
  304. {322130} 01B8: SET_CURRENT_PLAYER_WEAPON $PLAYER_CHAR 0
  305. {322137} 0223: SET_CHAR_HEALTH $2291 600
  306. {322145} 02C2: CAR_GOTO_COORDINATES_ACCURATE $2446 132.4825 -1199.147 16.7405
  307. {322165} 00AD: SET_CAR_CRUISE_SPEED $2446 15.0
  308. {322175} 0395: CLEAR_AREA 132.7045 -1211.924 15.2615 30.0 1
  309. {322199} 015F: SET_FIXED_CAMERA_POSITION 146.4568 -1198.275 17.66698 0.0 0.0 0.0
  310. {322231} 0159: POINT_CAMERA_AT_CHAR $2291 15 2
  311. {322240} 0395: CLEAR_AREA 154.763 -1193.619 16.7333 8.0 1
  312. {322264} 0055: SET_PLAYER_COORDINATES $PLAYER_CHAR 154.763 -1193.619 16.7333
  313. {322284} 0171: SET_PLAYER_HEADING $PLAYER_CHAR 122.5278
  314. {322294} 0004: $2300 = 1
  315. {322301} 0004: $2360 = 1
  316. {322308} 0006: 16@ = 0
  317. {322315} 00D6: IF
  318. {322319} 0038: $2300 == 1
  319. {322337} 0038: $2360 == 1
  320. {322355} 8118: not IS_CHAR_DEAD $2291
  321. {322371} 8119: not IS_CAR_DEAD $2446
  322. {322387} 01AF: LOCATE_CAR_3D $2446 132.4825 -1199.147 16.7405 3.0 3.0 3.0 0
  323. {322431} 0055: SET_PLAYER_COORDINATES $PLAYER_CHAR 154.763 -1193.619 16.7333
  324. {322451} 0171: SET_PLAYER_HEADING $PLAYER_CHAR 122.5278
  325. {322461} 02C2: CAR_GOTO_COORDINATES_ACCURATE $2446 151.2979 -1196.164 16.7405
  326. {322481} 00AD: SET_CAR_CRUISE_SPEED $2446 15.0
  327. {322491} 0004: $2300 = 2
  328. {322498} 0006: 16@ = 0
  329. ELSE
  330. {322516} 0019: 16@ > 25000
  331. {322531} 00AB: SET_CAR_COORDINATES $2446 133.0962 -1199.203 16.7405
  332. {322551} 0175: SET_CAR_HEADING $2446 272.7057
  333. {322561} 0006: 16@ = 0
  334. {322568} 00D6: IF
  335. {322572} 0038: $2300 == 2
  336. {322590} 0038: $2360 == 1
  337. {322608} 8118: not IS_CHAR_DEAD $2291
  338. {322624} 8119: not IS_CAR_DEAD $2446
  339. {322640} 01AF: LOCATE_CAR_3D $2446 151.2979 -1196.164 16.7405 3.0 3.0 3.0 0
  340. {322684} 00A9: CAR_SET_IDLE $2446
  341. {322689} 0001: WAIT 750 ms
  342. {322694} 015F: SET_FIXED_CAMERA_POSITION 155.74 -1190.988 17.96301 0.0 0.0 0.0
  343. {322726} 0160: POINT_CAMERA_AT_POINT 155.1032 -1191.757 17.90615 2
  344. {322749} 8118: not IS_CHAR_DEAD $2291
  345. {322765} 8119: not IS_CAR_DEAD $2446
  346. {322777} 01D3: SET_CHAR_OBJ_LEAVE_CAR $2291 $2446
  347. {322785} 0210: TURN_PLAYER_TO_FACE_CHAR $PLAYER_CHAR $2291
  348. {322793} 0006: 16@ = 0
  349. {322800} 0004: $2300 = 3
  350. {322807} 0006: 16@ = 0
  351. ELSE
  352. {322825} 0019: 16@ > 25000
  353. {322840} 00AB: SET_CAR_COORDINATES $2446 151.3173 -1196.147 16.7405
  354. {322860} 0175: SET_CAR_HEADING $2446 268.9265
  355. {322870} 0006: 16@ = 0
  356. {322877} 00D6: IF
  357. {322881} 0038: $2300 == 3
  358. {322899} 0038: $2360 == 1
  359. {322917} 8118: not IS_CHAR_DEAD $2291
  360. {322933} 80DF: not IS_CHAR_IN_ANY_CAR $2291
  361. {322945} 04C2: SET_CHAR_OBJ_WALK_TO_CHAR $2291 $PLAYER_ACTOR
  362. {322953} 0006: 16@ = 0
  363. {322960} 00BC: PRINT_NOW 'GEN3_1' 5000 ms 1 // Hogging all the action, I see...
  364. {322975} 03D1: PLAY_MISSION_AUDIO 1
  365. WHILE {322979} 00D6: IF and
  366. {322983} 83D2: not HAS_MISSION_AUDIO_FINISHED 1
  367. {322987} 8118: not IS_CHAR_DEAD $2291
  368. {322999} 0001: WAIT 0 ms
  369. {323010} 040D: CLEAR_MISSION_AUDIO 1
  370. {323014} 03D5: CLEAR_THIS_PRINT 'GEN3_1' // Hogging all the action, I see...
  371. {323024} 0004: $2300 = 4
  372. {323031} 00D6: IF
  373. {323035} 8118: not IS_CHAR_DEAD $2291
  374. {323051} 0038: $2300 == 4
  375. {323069} 0038: $2360 == 1
  376. {323087} 0126: IS_CHAR_OBJECTIVE_PASSED $2291
  377. {323092} 0019: 16@ > 20000
  378. {323107} 00BC: PRINT_NOW 'GEN3_2' 5000 ms 1 // Look, you wanna do something other than just shadowing me everywhere? Why don't you come along and
  379.  
  380. show me if you're any use.
  381. {323122} 03D1: PLAY_MISSION_AUDIO 2
  382. WHILE {323126} 00D6: IF and
  383. {323130} 83D2: not HAS_MISSION_AUDIO_FINISHED 2
  384. {323134} 8118: not IS_CHAR_DEAD $2291
  385. {323146} 0001: WAIT 0 ms
  386. {323150} 00D6: IF
  387. {323154} 00E1: IS_BUTTON_PRESSED 0 16
  388. {323167} 0002: GOTO @GENERL3_4697
  389. {323181} 040D: CLEAR_MISSION_AUDIO 2
  390. {323185} 03D5: CLEAR_THIS_PRINT 'GEN3_2' // Look, you wanna do something other than just shadowing me everywhere? Why don't you come along and
  391.  
  392. show me if you're any use.
  393. {323195} 03CF: LOAD_MISSION_AUDIO 1 'COL3_2A'
  394. {323207} 03CF: LOAD_MISSION_AUDIO 2 'COL3_2B'
  395. WHILE {323219} 00D6: IF or
  396. {323223} 83D0: not HAS_MISSION_AUDIO_LOADED 1
  397. {323227} 83D0: not HAS_MISSION_AUDIO_LOADED 2
  398. {323238} 0001: WAIT 0 ms
  399. {323249} 015F: SET_FIXED_CAMERA_POSITION 156.1723 -1199.14 18.43115 0.0 0.0 0.0
  400. {323281} 0160: POINT_CAMERA_AT_POINT 155.5315 -1198.387 18.27806 2
  401. {323304} 8118: not IS_CHAR_DEAD $2291
  402. {323316} 0372: SET_CHAR_WAIT_STATE $2291 19 10000
  403. {323326} 00BC: PRINT_NOW 'GEN3_3' 5000 ms 1 // I might just do that. The name's Lance, by the way.
  404. {323341} 03D1: PLAY_MISSION_AUDIO 1
  405. WHILE {323345} 00D6: IF and
  406. {323349} 83D2: not HAS_MISSION_AUDIO_FINISHED 1
  407. {323353} 8118: not IS_CHAR_DEAD $2291
  408. {323365} 0001: WAIT 0 ms
  409. {323369} 00D6: IF
  410. {323373} 00E1: IS_BUTTON_PRESSED 0 16
  411. {323386} 0002: GOTO @GENERL3_4697
  412. {323400} 040D: CLEAR_MISSION_AUDIO 1
  413. {323404} 03D5: CLEAR_THIS_PRINT 'GEN3_3' // I might just do that. The name's Lance, by the way.
  414. {323418} 8118: not IS_CHAR_DEAD $2291
  415. {323430} 0372: SET_CHAR_WAIT_STATE $2291 0 100
  416. {323439} 00BC: PRINT_NOW 'GEN3_4' 5000 ms 1 // Tommy Vercetti. Let's go...
  417. {323454} 03D1: PLAY_MISSION_AUDIO 2
  418. WHILE {323458} 00D6: IF and
  419. {323462} 83D2: not HAS_MISSION_AUDIO_FINISHED 2
  420. {323466} 8118: not IS_CHAR_DEAD $2291
  421. {323478} 0001: WAIT 0 ms
  422. {323482} 00D6: IF
  423. {323486} 00E1: IS_BUTTON_PRESSED 0 16
  424. {323499} 0002: GOTO @GENERL3_4697
  425. {323513} 040D: CLEAR_MISSION_AUDIO 2
  426. {323517} 03D5: CLEAR_THIS_PRINT 'GEN3_4' // Tommy Vercetti. Let's go...
  427. :GENERL3_4697
  428. {323527} 040D: CLEAR_MISSION_AUDIO 1
  429. {323531} 040D: CLEAR_MISSION_AUDIO 2
  430. {323535} 0372: SET_CHAR_WAIT_STATE $PLAYER_ACTOR 0 100
  431. {323548} 8118: not IS_CHAR_DEAD $2291
  432. {323560} 0372: SET_CHAR_WAIT_STATE $2291 0 100
  433. {323569} 03EB: CLEAR_SMALL_PRINTS
  434. {323571} 03CF: LOAD_MISSION_AUDIO 1 'COL3_3'
  435. {323583} 03CF: LOAD_MISSION_AUDIO 2 'COL3_4'
  436. WHILE {323595} 00D6: IF or
  437. {323599} 83D0: not HAS_MISSION_AUDIO_LOADED 1
  438. {323603} 83D0: not HAS_MISSION_AUDIO_LOADED 2
  439. {323614} 0001: WAIT 0 ms
  440. {323629} 8118: not IS_CHAR_DEAD $2291
  441. {323641} 01DF: SET_PLAYER_AS_LEADER $2291 $PLAYER_CHAR
  442. {323649} 04F5: SET_CHAR_AS_PLAYER_FRIEND $2291 $PLAYER_CHAR 1
  443. {323659} 0004: $2430 = 1
  444. {323666} 0319: SET_CHAR_RUNNING $2291 1
  445. {323673} 0006: 16@ = 0
  446. {323680} 02A3: SWITCH_WIDESCREEN 0
  447. {323684} 01B4: SET_PLAYER_CONTROL $PLAYER_CHAR 1
  448. {323691} 02EB: RESTORE_CAMERA_JUMPCUT
  449. {323693} 018A: ADD_BLIP_FOR_COORD $2309 $2310 11.062 $2359
  450. {323709} 00BC: PRINT_NOW 'GEN3_44' 10000 ms 2 // ~g~Go with Lance to the drop off and watch over Diaz.
  451. {323724} 041E: SET_RADIO_CHANNEL 3 -1
  452. {323730} 0004: $2360 = 2
  453. {323737} 00D6: IF
  454. {323741} 0038: $2360 == 2
  455. {323759} 0038: $2464 == 0
  456. {323777} 0019: 16@ > 9500
  457. {323792} 03E5: PRINT_HELP 'GEN3_57' // The Kruger is an assault rifle, which allows you to manually aim in 1st person.
  458. {323802} 0006: 16@ = 0
  459. {323809} 0004: $2464 = 1
  460. {323816} 00D6: IF
  461. {323820} 0038: $2360 == 2
  462. {323838} 0038: $2464 == 1
  463. {323856} 0019: 16@ > 9500
  464. {323871} 0293: GET_CONTROLLER_MODE $18
  465. {323880} 0038: $18 == 3
  466. {323894} 03E5: PRINT_HELP 'GEN3_59' // Press and hold the~h~ ~k~~PED_LOCK_TARGET~~w~ button to ~h~aim~w~ with an assault rifle.
  467. {323904} 0006: 16@ = 0
  468. {323911} 0004: $2464 = 2
  469. ELSE
  470. {323925} 03E5: PRINT_HELP 'GEN3_58' // Press and hold the~h~ ~k~~PED_LOCK_TARGET~~w~ button to ~h~aim~w~ with an assault rifle.
  471. {323935} 0006: 16@ = 0
  472. {323942} 0004: $2464 = 2
  473. {323949} 00D6: IF
  474. {323953} 0038: $2360 == 2
  475. {323971} 0038: $2464 == 2
  476. {323989} 0019: 16@ > 9500
  477. {324004} 0293: GET_CONTROLLER_MODE $18
  478. {324013} 0038: $18 == 3
  479. {324027} 03E5: PRINT_HELP 'GEN3_62' // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
  480. {324037} 0006: 16@ = 0
  481. {324044} 0004: $2464 = 3
  482. ELSE
  483. {324062} 0038: $18 == 2
  484. {324076} 03E5: PRINT_HELP 'GEN3_61' // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
  485. {324086} 0006: 16@ = 0
  486. {324093} 0004: $2464 = 3
  487. ELSE
  488. {324107} 03E5: PRINT_HELP 'GEN3_60' // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
  489. {324117} 0006: 16@ = 0
  490. {324124} 0004: $2464 = 3
  491. {324131} 00D6: IF
  492. {324135} 0038: $2360 == 2
  493. {324153} 8118: not IS_CHAR_DEAD $2291
  494. {324169} 00F8: LOCATE_STOPPED_PLAYER_ANY_MEANS_3D $PLAYER_CHAR $2309 $2310 $2311 3.0 3.0 1.5 1
  495. {324211} 0101: LOCATE_STOPPED_CHAR_ANY_MEANS_3D $2291 $2309 $2310 $2311 3.0 3.0 1.5 0
  496. {324249} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #INFERNUS
  497. {324254} 01C3: MARK_CAR_AS_NO_LONGER_NEEDED $2446
  498. {324259} 022B: SWITCH_PED_PATHS_OFF 378.103 -785.55 -10.908 448.572 -365.738 15.096
  499. {324291} 01E8: SWITCH_ROADS_OFF 378.103 -785.55 -10.908 448.572 -365.738 15.096
  500. {324323} 022B: SWITCH_PED_PATHS_OFF 461.047 -407.806 -5.549 470.15 -391.0296 16.9967
  501. {324355} 01E8: SWITCH_ROADS_OFF 461.047 -407.806 -5.549 470.15 -391.0296 16.9967
  502. {324387} 022B: SWITCH_PED_PATHS_OFF 435.0 -524.0 8.06 471.0 -543.0 10.22
  503. {324419} 01E8: SWITCH_ROADS_OFF 435.0 -524.0 8.06 471.0 -543.0 10.22
  504. {324451} 022B: SWITCH_PED_PATHS_OFF 459.0238 -516.2858 -9.8426 442.6711 -521.8006 9.3815
  505. {324483} 022B: SWITCH_PED_PATHS_OFF 453.827 -521.7261 -9.8193 458.1206 -518.6826 9.8448
  506. {324515} 022B: SWITCH_PED_PATHS_OFF 463.6935 -522.5222 -9.9304 458.2091 -523.7589 9.9072
  507. {324547} 01E8: SWITCH_ROADS_OFF 360.1251 -718.2709 5.6599 358.0144 -714.4711 15.5665
  508. {324579} 01B4: SET_PLAYER_CONTROL $PLAYER_CHAR 0
  509. {324586} 02A3: SWITCH_WIDESCREEN 1
  510. {324590} 0164: REMOVE_BLIP $2359
  511. {324595} 0004: $2430 = 2
  512. {324606} 00E0: IS_PLAYER_IN_ANY_CAR $PLAYER_CHAR
  513. {324618} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $PLAYER_ACTOR
  514. {324627} 00DF: IS_CHAR_IN_ANY_CAR $2291
  515. {324639} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2291
  516. {324644} 0395: CLEAR_AREA $2364 $2365 50.0 50.0 1
  517. {324664} 00A5: CREATE_CAR $2296 #ADMIRAL at $2364 $2365 $2366
  518. {324681} 0229: CHANGE_CAR_COLOUR $2296 8 8
  519. {324690} 0175: SET_CAR_HEADING $2296 $2367
  520. {324698} 00A9: CAR_SET_IDLE $2296
  521. {324703} 020A: LOCK_CAR_DOORS $2296 3
  522. {324710} 02AC: SET_CAR_PROOFS $2296 1 1 1 1 1
  523. {324725} 053F: SET_CAN_BURST_CAR_TYRES $2296 0
  524. {324732} 0129: CREATE_CHAR_INSIDE_CAR $2295 pedtype 10 model 110 in_car $2296
  525. {324744} 00A9: CAR_SET_IDLE $2296
  526. {324749} 01ED: CLEAR_CHAR_THREAT_SEARCH $2295
  527. {324754} 0223: SET_CHAR_HEALTH $2295 500
  528. {324762} 0568: SET_CHAR_NEVER_TARGETTED $2295 1
  529. {324769} 01C8: CREATE_CHAR_AS_PASSENGER $2296 10 #CLB 0 $2293
  530. {324783} 01B2: GIVE_WEAPON_TO_CHAR $2293 23 3000
  531. {324793} 01ED: CLEAR_CHAR_THREAT_SEARCH $2293
  532. {324798} 0223: SET_CHAR_HEALTH $2293 10
  533. {324805} 011A: SET_CHAR_THREAT_SEARCH $2293 256
  534. {324813} 0243: SET_CHAR_PERSONALITY $2293 16
  535. {324820} 02E2: SET_CHAR_ACCURACY $2293 10
  536. {324827} 0568: SET_CHAR_NEVER_TARGETTED $2293 1
  537. {324834} 01C8: CREATE_CHAR_AS_PASSENGER $2296 10 #CLA 1 $2294
  538. {324848} 01B2: GIVE_WEAPON_TO_CHAR $2294 23 3000
  539. {324858} 01ED: CLEAR_CHAR_THREAT_SEARCH $2294
  540. {324863} 0223: SET_CHAR_HEALTH $2294 10
  541. {324870} 011A: SET_CHAR_THREAT_SEARCH $2294 256
  542. {324878} 0243: SET_CHAR_PERSONALITY $2294 16
  543. {324885} 02E2: SET_CHAR_ACCURACY $2294 10
  544. {324892} 0568: SET_CHAR_NEVER_TARGETTED $2294 1
  545. {324899} 00AD: SET_CAR_CRUISE_SPEED $2296 14.0
  546. {324909} 02C2: CAR_GOTO_COORDINATES_ACCURATE $2296 $2368 $2369 $2370
  547. {324923} 015F: SET_FIXED_CAMERA_POSITION 453.4417 -534.7897 19.79188 0.0 0.0 0.0
  548. {324955} 0160: POINT_CAMERA_AT_POINT 453.7277 -533.8484 19.61285 2
  549. {324974} 0004: $2360 = 3
  550. {324981} 0006: 16@ = 0
  551. {324988} 00D6: IF
  552. {324992} 0038: $2360 == 3
  553. {325010} 8118: not IS_CHAR_DEAD $2291
  554. {325026} 8118: not IS_CHAR_DEAD $2295
  555. {325042} 8118: not IS_CHAR_DEAD $2293
  556. {325058} 8118: not IS_CHAR_DEAD $2294
  557. {325074} 8119: not IS_CAR_DEAD $2296
  558. {325090} 01AD: LOCATE_CAR_2D $2296 $2368 $2369 1.3 1.0 0
  559. {325120} 015F: SET_FIXED_CAMERA_POSITION 462.3437 -491.1512 11.73179 0.0 0.0 0.0
  560. {325152} 0160: POINT_CAMERA_AT_POINT 462.3286 -490.1543 11.65438 2
  561. {325171} 00A9: CAR_SET_IDLE $2296
  562. {325180} 80DF: not IS_CHAR_IN_ANY_CAR $2291
  563. {325196} 80E0: not IS_PLAYER_IN_ANY_CAR $PLAYER_CHAR
  564. {325208} 0395: CLEAR_AREA 461.4244 -493.8346 100.0 100.0 1
  565. {325232} 0055: SET_PLAYER_COORDINATES $PLAYER_CHAR 461.4597 -494.8022 -100.0
  566. {325252} 00A1: SET_CHAR_COORDINATES $2291 462.4995 -495.6623 -100.0
  567. {325272} 0395: CLEAR_AREA 461.4244 -493.8346 100.0 100.0 1
  568. {325296} 0210: TURN_PLAYER_TO_FACE_CHAR $PLAYER_CHAR $2295
  569. {325304} 020E: TURN_CHAR_TO_FACE_CHAR $2291 $2295
  570. {325312} 01E0: LEAVE_GROUP $2291
  571. {325317} 0319: SET_CHAR_RUNNING $2291 0
  572. {325324} 01B8: SET_CURRENT_PLAYER_WEAPON $PLAYER_CHAR 0
  573. {325335} 00DF: IS_CHAR_IN_ANY_CAR $2295
  574. {325347} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2295
  575. {325352} 0211: SET_CHAR_OBJ_GOTO_COORD_ON_FOOT $2295 461.4244 -493.8346
  576. {325367} 0001: WAIT 350 ms
  577. {325372} 0004: $2371 = 1
  578. {325383} 8118: not IS_CHAR_DEAD $2293
  579. {325399} 00DF: IS_CHAR_IN_ANY_CAR $2293
  580. {325411} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2293
  581. {325416} 0001: WAIT 250 ms
  582. {325425} 8118: not IS_CHAR_DEAD $2294
  583. {325441} 00DF: IS_CHAR_IN_ANY_CAR $2294
  584. {325453} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2294
  585. {325462} 8118: not IS_CHAR_DEAD $2293
  586. {325474} 0211: SET_CHAR_OBJ_GOTO_COORD_ON_FOOT $2293 460.9342 -492.7018
  587. {325493} 8118: not IS_CHAR_DEAD $2294
  588. {325505} 0211: SET_CHAR_OBJ_GOTO_COORD_ON_FOOT $2294 462.7259 -492.7736
  589. {325520} 0004: $2360 = 4
  590. {325527} 0006: 16@ = 0
  591. ELSE
  592. {325545} 0019: 16@ > 20000
  593. {325560} 00AB: SET_CAR_COORDINATES $2296 $2368 $2369 -100.0
  594. {325576} 0175: SET_CAR_HEADING $2296 $2367
  595. {325584} 0006: 16@ = 0
  596. {325591} 00D6: IF
  597. {325595} 0038: $2371 == 1
  598. {325613} 8118: not IS_CHAR_DEAD $2295
  599. {325629} 8118: not IS_CHAR_DEAD $2291
  600. {325645} 82CB: not IS_CHAR_ON_SCREEN $2295
  601. {325657} 015F: SET_FIXED_CAMERA_POSITION 458.0866 -494.786 11.68491 0.0 0.0 0.0
  602. {325689} 0159: POINT_CAMERA_AT_CHAR $2295 15 2
  603. {325698} 0004: $2371 = 2
  604. {325705} 00D6: IF
  605. {325709} 0038: $2360 == 4
  606. {325727} 8118: not IS_CHAR_DEAD $2295
  607. {325743} 8118: not IS_CHAR_DEAD $2291
  608. {325759} 00E7: LOCATE_STOPPED_PLAYER_ON_FOOT_2D $PLAYER_CHAR 461.4445 -495.2143 2.0 2.0 0
  609. {325797} 00F0: LOCATE_STOPPED_CHAR_ON_FOOT_2D $2291 461.4445 -495.2143 2.0 2.0 0
  610. {325835} 00F0: LOCATE_STOPPED_CHAR_ON_FOOT_2D $2295 461.4445 -495.2143 2.0 2.0 0
  611. {325873} 8118: not IS_CHAR_DEAD $2293
  612. {325889} 8118: not IS_CHAR_DEAD $2294
  613. {325905} 8119: not IS_CAR_DEAD $2296
  614. {325917} 0319: SET_CHAR_RUNNING $2291 0
  615. {325924} 011C: SET_CHAR_OBJ_NO_OBJ $2295
  616. {325929} 011C: SET_CHAR_OBJ_NO_OBJ $PLAYER_ACTOR
  617. {325934} 020F: TURN_CHAR_TO_FACE_PLAYER $2295 $PLAYER_CHAR
  618. {325942} 0519: FREEZE_CAR_POSITION $2296 1
  619. {325949} 0372: SET_CHAR_WAIT_STATE $2295 19 10000
  620. {325959} 00BC: PRINT_NOW 'GEN3_5' 5000 ms 1 // You must be Cortez's new gun.
  621. {325974} 03D1: PLAY_MISSION_AUDIO 1
  622. WHILE {325978} 00D6: IF and
  623. {325982} 83D2: not HAS_MISSION_AUDIO_FINISHED 1
  624. {325986} 8118: not IS_CHAR_DEAD $2295
  625. {325998} 0001: WAIT 0 ms
  626. {326009} 040D: CLEAR_MISSION_AUDIO 1
  627. {326013} 03D5: CLEAR_THIS_PRINT 'GEN3_5' // You must be Cortez's new gun.
  628. {326023} 0372: SET_CHAR_WAIT_STATE $2295 0 100
  629. {326032} 0372: SET_CHAR_WAIT_STATE $PLAYER_ACTOR 19 10000
  630. {326042} 00BC: PRINT_NOW 'GEN3_6' 5000 ms 1 // Until more gainful opportunities arise.
  631. {326057} 03D1: PLAY_MISSION_AUDIO 2
  632. WHILE {326061} 00D6: IF and
  633. {326065} 83D2: not HAS_MISSION_AUDIO_FINISHED 2
  634. {326069} 8118: not IS_CHAR_DEAD $2295
  635. {326081} 0001: WAIT 0 ms
  636. {326092} 040D: CLEAR_MISSION_AUDIO 2
  637. {326096} 03D5: CLEAR_THIS_PRINT 'GEN3_6' // Until more gainful opportunities arise.
  638. {326106} 0372: SET_CHAR_WAIT_STATE $PLAYER_ACTOR 0 100
  639. {326115} 03CF: LOAD_MISSION_AUDIO 1 'COL3_5'
  640. {326127} 03CF: LOAD_MISSION_AUDIO 2 'COL3_6'
  641. WHILE {326139} 00D6: IF or
  642. {326143} 83D0: not HAS_MISSION_AUDIO_LOADED 1
  643. {326147} 83D0: not HAS_MISSION_AUDIO_LOADED 2
  644. {326158} 0001: WAIT 0 ms
  645. {326169} 0006: 16@ = 0
  646. {326176} 0004: $2360 = 5
  647. ELSE
  648. {326194} 0019: 16@ > 20000
  649. {326209} 00A1: SET_CHAR_COORDINATES $2295 461.4244 -493.8346 -100.0
  650. {326229} 0173: SET_CHAR_HEADING $2295 169.954
  651. {326239} 0006: 16@ = 0
  652. ELSE
  653. {326257} 0019: 16@ > 20000
  654. {326272} 00A1: SET_CHAR_COORDINATES $2291 462.4995 -495.6623 -100.0
  655. {326292} 0173: SET_CHAR_HEADING $2291 350.0
  656. {326302} 0006: 16@ = 0
  657. ELSE
  658. {326320} 0019: 16@ > 20000
  659. {326335} 0055: SET_PLAYER_COORDINATES $PLAYER_CHAR 461.4597 -494.8022 -100.0
  660. {326355} 0171: SET_PLAYER_HEADING $PLAYER_CHAR 350.0
  661. {326365} 0006: 16@ = 0
  662. {326372} 00D6: IF
  663. {326376} 0038: $2360 == 5
  664. {326394} 8118: not IS_CHAR_DEAD $2295
  665. {326410} 8118: not IS_CHAR_DEAD $2291
  666. {326426} 0019: 16@ > 500
  667. {326441} 0350: SET_CHAR_STAY_IN_SAME_PLACE $2295 1
  668. {326448} 0210: TURN_PLAYER_TO_FACE_CHAR $PLAYER_CHAR $2291
  669. {326456} 020F: TURN_CHAR_TO_FACE_PLAYER $2291 $PLAYER_CHAR
  670. {326464} 015F: SET_FIXED_CAMERA_POSITION 463.0205 -492.5053 11.51502 0.0 0.0 0.0
  671. {326496} 0159: POINT_CAMERA_AT_CHAR $PLAYER_ACTOR 15 2
  672. {326509} 8118: not IS_CHAR_DEAD $2294
  673. {326521} 0337: SET_CHAR_VISIBLE $2294 0
  674. {326528} 0372: SET_CHAR_WAIT_STATE $PLAYER_ACTOR 19 10000
  675. {326538} 00BC: PRINT_NOW 'GEN3_7' 5000 ms 1 // They'll be here any minute - we both better get a good vantage point...
  676. {326553} 03D1: PLAY_MISSION_AUDIO 1
  677. WHILE {326557} 00D6: IF and
  678. {326561} 83D2: not HAS_MISSION_AUDIO_FINISHED 1
  679. {326565} 8118: not IS_CHAR_DEAD $2295
  680. {326577} 0001: WAIT 0 ms
  681. {326588} 040D: CLEAR_MISSION_AUDIO 1
  682. {326592} 03D5: CLEAR_THIS_PRINT 'GEN3_7' // They'll be here any minute - we both better get a good vantage point...
  683. {326606} 8118: not IS_CHAR_DEAD $PLAYER_ACTOR
  684. {326618} 0372: SET_CHAR_WAIT_STATE $PLAYER_ACTOR 0 100
  685. {326631} 8118: not IS_CHAR_DEAD $2291
  686. {326643} 0372: SET_CHAR_WAIT_STATE $2291 19 10000
  687. {326653} 00BC: PRINT_NOW 'GEN3_8' 5000 ms 1 // OK! I'll take the balcony, you get the roof across the yard.
  688. {326668} 03D1: PLAY_MISSION_AUDIO 2
  689. WHILE {326672} 00D6: IF and
  690. {326676} 83D2: not HAS_MISSION_AUDIO_FINISHED 2
  691. {326680} 8118: not IS_CHAR_DEAD $2295
  692. {326692} 0001: WAIT 0 ms
  693. {326703} 040D: CLEAR_MISSION_AUDIO 2
  694. {326707} 03D5: CLEAR_THIS_PRINT 'GEN3_8' // OK! I'll take the balcony, you get the roof across the yard.
  695. {326721} 8118: not IS_CHAR_DEAD $2291
  696. {326733} 0372: SET_CHAR_WAIT_STATE $2291 0 100
  697. {326742} 01E0: LEAVE_GROUP $2291
  698. {326747} 0006: 16@ = 0
  699. {326754} 0004: $2360 = 6
  700. {326761} 00D6: IF
  701. {326765} 0038: $2360 == 6
  702. {326783} 8118: not IS_CHAR_DEAD $2295
  703. {326799} 8118: not IS_CHAR_DEAD $2291
  704. {326815} 8118: not IS_CHAR_DEAD $2293
  705. {326831} 8118: not IS_CHAR_DEAD $2294
  706. {326843} 01B2: GIVE_WEAPON_TO_CHAR $2295 23 3000
  707. {326853} 0337: SET_CHAR_VISIBLE $2294 1
  708. {326860} 02A3: SWITCH_WIDESCREEN 0
  709. {326864} 015A: RESTORE_CAMERA
  710. {326866} 01B4: SET_PLAYER_CONTROL $PLAYER_CHAR 1
  711. {326873} 018A: ADD_BLIP_FOR_COORD $2312 $2313 $2314 $2315
  712. {326887} 009E: CHAR_FOLLOW_PATH $2291 $2316 $2317 $2318 1.0 1
  713. {326908} 0350: SET_CHAR_STAY_IN_SAME_PLACE $2295 1
  714. {326915} 0350: SET_CHAR_STAY_IN_SAME_PLACE $2293 1
  715. {326922} 0350: SET_CHAR_STAY_IN_SAME_PLACE $2294 1
  716. {326929} 0514: SET_CHAR_CAN_BE_DAMAGED_BY_MEMBERS_OF_GANG $2295 3 0
  717. {326938} 0514: SET_CHAR_CAN_BE_DAMAGED_BY_MEMBERS_OF_GANG $2293 3 0
  718. {326947} 0514: SET_CHAR_CAN_BE_DAMAGED_BY_MEMBERS_OF_GANG $2294 3 0
  719. {326956} 0006: 16@ = 0
  720. {326963} 0004: $2360 = 7
  721. {326970} 00D6: IF
  722. {326974} 0038: $2360 == 7
  723. {326992} 8118: not IS_CHAR_DEAD $2291
  724. {327008} 80FF: not LOCATE_CHAR_ON_FOOT_3D $2291 $2316 $2317 $2318 2.0 2.0 2.0 0
  725. {327046} 009E: CHAR_FOLLOW_PATH $2291 $2316 $2317 $2318 1.0 1
  726. {327067} 00D6: IF
  727. {327071} 0018: $2360 > 6
  728. {327089} 8118: not IS_CHAR_DEAD $2295
  729. {327101} 0226: GET_CHAR_HEALTH $2295 $2299
  730. {327109} 0014: $2299 /= 5
  731. ELSE
  732. {327123} 0004: $2299 = 0
  733. {327134} 002A: 0 >= $2299
  734. {327148} 0151: CLEAR_ONSCREEN_COUNTER $2299
  735. {327157} 8118: not IS_CHAR_DEAD $2291
  736. {327169} 0226: GET_CHAR_HEALTH $2291 $2460
  737. {327177} 0014: $2460 /= 6
  738. ELSE
  739. {327191} 0004: $2460 = 0
  740. {327202} 002A: 0 >= $2460
  741. {327216} 0151: CLEAR_ONSCREEN_COUNTER $2460
  742. {327221} 00D6: IF and
  743. {327225} 0018: $2360 > 7
  744. {327232} 001A: 13 > $2360
  745. {327250} 8118: not IS_CHAR_DEAD $2291
  746. {327266} 0118: IS_CHAR_DEAD $2293
  747. {327282} 0038: $2428 == 0
  748. {327300} 0038: $2426 == 0
  749. {327314} 0004: $2426 = 1
  750. {327321} 0004: $2427 = 0
  751. {327332} 0038: $2456 == 0
  752. {327350} 031D: HAS_CHAR_BEEN_DAMAGED_BY_WEAPON $2291 22
  753. {327364} 0467: CLEAR_CHAR_LAST_WEAPON_DAMAGE $2291
  754. {327373} 0038: $2426 == 0
  755. {327387} 0004: $2426 = 3
  756. {327394} 0004: $2427 = 0
  757. {327405} 02E0: IS_CHAR_SHOOTING $2291
  758. {327421} 0038: $2429 == 0
  759. {327439} 0038: $2426 == 0
  760. {327453} 0004: $2426 = 4
  761. {327460} 0004: $2427 = 0
  762. {327471} 02E0: IS_CHAR_SHOOTING $2291
  763. {327487} 0038: $2429 == 1
  764. {327505} 0038: $2426 == 0
  765. {327519} 0004: $2426 = 5
  766. {327526} 0004: $2427 = 0
  767. {327537} 02E0: IS_CHAR_SHOOTING $2291
  768. {327553} 0038: $2429 == 2
  769. {327571} 0038: $2426 == 0
  770. {327585} 0004: $2426 = 9
  771. {327592} 0004: $2427 = 0
  772. {327603} 0038: $2456 == 1
  773. {327621} 031D: HAS_CHAR_BEEN_DAMAGED_BY_WEAPON $2291 22
  774. {327635} 0467: CLEAR_CHAR_LAST_WEAPON_DAMAGE $2291
  775. {327644} 0038: $2426 == 0
  776. {327658} 0004: $2426 = 6
  777. {327665} 0004: $2427 = 0
  778. {327676} 0038: $2456 == 2
  779. {327694} 031D: HAS_CHAR_BEEN_DAMAGED_BY_WEAPON $2291 22
  780. {327708} 0467: CLEAR_CHAR_LAST_WEAPON_DAMAGE $2291
  781. {327717} 0038: $2426 == 0
  782. {327731} 0004: $2426 = 7
  783. {327738} 0004: $2427 = 0
  784. {327749} 0038: $2456 == 3
  785. {327767} 031D: HAS_CHAR_BEEN_DAMAGED_BY_WEAPON $2291 22
  786. {327781} 0467: CLEAR_CHAR_LAST_WEAPON_DAMAGE $2291
  787. {327790} 0038: $2426 == 0
  788. {327804} 0004: $2426 = 8
  789. {327811} 0004: $2427 = 0
  790. {327822} 0038: $2426 == 1
  791. {327840} 0038: $2427 == 0
  792. {327854} 03CF: LOAD_MISSION_AUDIO 1 'COL3_10'
  793. {327866} 0004: $2427 = 1
  794. ELSE
  795. {327884} 0038: $2427 == 1
  796. {327902} 03D0: HAS_MISSION_AUDIO_LOADED 1
  797. {327913} 0004: $2427 = 2
  798. {327924} 0038: $2427 == 2
  799. {327938} 00BC: PRINT_NOW 'GEN3_16' 5000 ms 1 // Diaz's men are getting cut down!
  800. {327953} 03D1: PLAY_MISSION_AUDIO 1
  801. {327957} 0004: $2427 = 3
  802. {327968} 0038: $2427 == 3
  803. {327986} 03D2: HAS_MISSION_AUDIO_FINISHED 1
  804. {327997} 0004: $2427 = 0
  805. {328004} 0004: $2426 = 0
  806. {328011} 040D: CLEAR_MISSION_AUDIO 1
  807. {328015} 03D5: CLEAR_THIS_PRINT 'GEN3_16' // Diaz's men are getting cut down!
  808. {328025} 0004: $2428 = 1
  809. {328036} 0038: $2426 == 3
  810. {328054} 0038: $2427 == 0
  811. {328068} 03CF: LOAD_MISSION_AUDIO 1 'COL3_8'
  812. {328080} 0004: $2427 = 1
  813. ELSE
  814. {328098} 0038: $2427 == 1
  815. {328116} 03D0: HAS_MISSION_AUDIO_LOADED 1
  816. {328127} 0004: $2427 = 2
  817. {328138} 0038: $2427 == 2
  818. {328152} 00BC: PRINT_NOW 'GEN3_14' 5000 ms 1 // Tommy! I need some help here!
  819. {328167} 03D1: PLAY_MISSION_AUDIO 1
  820. {328171} 0004: $2427 = 3
  821. {328182} 0038: $2427 == 3
  822. {328200} 03D2: HAS_MISSION_AUDIO_FINISHED 1
  823. {328211} 0004: $2427 = 0
  824. {328218} 0004: $2426 = 0
  825. {328225} 040D: CLEAR_MISSION_AUDIO 1
  826. {328229} 03D5: CLEAR_THIS_PRINT 'GEN3_14' // Tommy! I need some help here!
  827. {328239} 0004: $2456 = 1
  828. {328250} 0038: $2426 == 4
  829. {328268} 0038: $2427 == 0
  830. {328282} 03CF: LOAD_MISSION_AUDIO 1 'COL3_18'
  831. {328294} 0004: $2427 = 1
  832. ELSE
  833. {328312} 0038: $2427 == 1
  834. {328330} 03D0: HAS_MISSION_AUDIO_LOADED 1
  835. {328341} 0004: $2427 = 2
  836. {328352} 0038: $2427 == 2
  837. {328366} 00BC: PRINT_NOW 'GEN3_46' 5000 ms 1 // Sheeit!
  838. {328381} 03D1: PLAY_MISSION_AUDIO 1
  839. {328385} 0004: $2427 = 3
  840. {328396} 0038: $2427 == 3
  841. {328414} 03D2: HAS_MISSION_AUDIO_FINISHED 1
  842. {328425} 0004: $2427 = 0
  843. {328432} 0004: $2426 = 0
  844. {328439} 040D: CLEAR_MISSION_AUDIO 1
  845. {328443} 03D5: CLEAR_THIS_PRINT 'GEN3_46' // Sheeit!
  846. {328453} 0004: $2429 = 1
  847. {328464} 0038: $2426 == 5
  848. {328482} 0038: $2427 == 0
  849. {328496} 03CF: LOAD_MISSION_AUDIO 1 'COL3_9'
  850. {328508} 0004: $2427 = 1
  851. ELSE
  852. {328526} 0038: $2427 == 1
  853. {328544} 03D0: HAS_MISSION_AUDIO_LOADED 1
  854. {328555} 0004: $2427 = 2
  855. {328566} 0038: $2427 == 2
  856. {328580} 00BC: PRINT_NOW 'GEN3_15' 5000 ms 1 // Don't worry, I got you covered!
  857. {328595} 03D1: PLAY_MISSION_AUDIO 1
  858. {328599} 0004: $2427 = 3
  859. {328610} 0038: $2427 == 3
  860. {328628} 03D2: HAS_MISSION_AUDIO_FINISHED 1
  861. {328639} 0004: $2427 = 0
  862. {328646} 0004: $2426 = 0
  863. {328653} 040D: CLEAR_MISSION_AUDIO 1
  864. {328657} 03D5: CLEAR_THIS_PRINT 'GEN3_15' // Don't worry, I got you covered!
  865. {328667} 0004: $2429 = 2
  866. {328678} 0038: $2426 == 6
  867. {328696} 0038: $2427 == 0
  868. {328710} 03CF: LOAD_MISSION_AUDIO 1 'COL3_20'
  869. {328722} 0004: $2427 = 1
  870. ELSE
  871. {328740} 0038: $2427 == 1
  872. {328758} 03D0: HAS_MISSION_AUDIO_LOADED 1
  873. {328769} 0004: $2427 = 2
  874. {328780} 0038: $2427 == 2
  875. {328794} 00BC: PRINT_NOW 'GEN3_48' 5000 ms 1 // Damn!
  876. {328809} 03D1: PLAY_MISSION_AUDIO 1
  877. {328813} 0004: $2427 = 3
  878. {328824} 0038: $2427 == 3
  879. {328842} 03D2: HAS_MISSION_AUDIO_FINISHED 1
  880. {328853} 0004: $2427 = 0
  881. {328860} 0004: $2426 = 0
  882. {328867} 040D: CLEAR_MISSION_AUDIO 1
  883. {328871} 03D5: CLEAR_THIS_PRINT 'GEN3_48' // Damn!
  884. {328881} 0004: $2456 = 2
  885. {328892} 0038: $2426 == 7
  886. {328910} 0038: $2427 == 0
  887. {328924} 03CF: LOAD_MISSION_AUDIO 1 'COL3_17'
  888. {328936} 0004: $2427 = 1
  889. ELSE
  890. {328954} 0038: $2427 == 1
  891. {328972} 03D0: HAS_MISSION_AUDIO_LOADED 1
  892. {328983} 0004: $2427 = 2
  893. {328994} 0038: $2427 == 2
  894. {329008} 00BC: PRINT_NOW 'GEN3_47' 5000 ms 1 // Tommy!
  895. {329023} 03D1: PLAY_MISSION_AUDIO 1
  896. {329027} 0004: $2427 = 3
  897. {329038} 0038: $2427 == 3
  898. {329056} 03D2: HAS_MISSION_AUDIO_FINISHED 1
  899. {329067} 0004: $2427 = 0
  900. {329074} 0004: $2426 = 0
  901. {329081} 040D: CLEAR_MISSION_AUDIO 1
  902. {329085} 03D5: CLEAR_THIS_PRINT 'GEN3_47' // Tommy!
  903. {329095} 0004: $2456 = 3
  904. {329106} 0038: $2426 == 8
  905. {329124} 0038: $2427 == 0
  906. {329138} 03CF: LOAD_MISSION_AUDIO 1 'COL3_19'
  907. {329150} 0004: $2427 = 1
  908. ELSE
  909. {329168} 0038: $2427 == 1
  910. {329186} 03D0: HAS_MISSION_AUDIO_LOADED 1
  911. {329197} 0004: $2427 = 2
  912. {329208} 0038: $2427 == 2
  913. {329222} 00BC: PRINT_NOW 'GEN3_48' 5000 ms 1 // Damn!
  914. {329237} 03D1: PLAY_MISSION_AUDIO 1
  915. {329241} 0004: $2427 = 3
  916. {329252} 0038: $2427 == 3
  917. {329270} 03D2: HAS_MISSION_AUDIO_FINISHED 1
  918. {329281} 0004: $2427 = 0
  919. {329288} 0004: $2426 = 0
  920. {329295} 040D: CLEAR_MISSION_AUDIO 1
  921. {329299} 03D5: CLEAR_THIS_PRINT 'GEN3_48' // Damn!
  922. {329309} 0004: $2456 = 4
  923. {329320} 0038: $2426 == 9
  924. {329338} 0038: $2427 == 0
  925. {329352} 03CF: LOAD_MISSION_AUDIO 1 'COL3_23'
  926. {329364} 0004: $2427 = 1
  927. ELSE
  928. {329382} 0038: $2427 == 1
  929. {329400} 03D0: HAS_MISSION_AUDIO_LOADED 1
  930. {329411} 0004: $2427 = 2
  931. {329422} 0038: $2427 == 2
  932. {329436} 00BC: PRINT_NOW 'GEN3_52' 5000 ms 1 // These Haitians think they can take RICARDO DIAZ!?!
  933. {329451} 03D1: PLAY_MISSION_AUDIO 1
  934. {329455} 0004: $2427 = 3
  935. {329466} 0038: $2427 == 3
  936. {329484} 03D2: HAS_MISSION_AUDIO_FINISHED 1
  937. {329495} 0004: $2427 = 0
  938. {329502} 0004: $2426 = 0
  939. {329509} 040D: CLEAR_MISSION_AUDIO 1
  940. {329513} 03D5: CLEAR_THIS_PRINT 'GEN3_52' // These Haitians think they can take RICARDO DIAZ!?!
  941. {329523} 0004: $2429 = 3
  942. ELSE
  943. {329541} 0038: $2426 == 1
  944. {329555} 0004: $2427 = 0
  945. {329562} 0004: $2426 = 0
  946. {329569} 040D: CLEAR_MISSION_AUDIO 1
  947. {329573} 03D5: CLEAR_THIS_PRINT 'GEN3_16' // Diaz's men are getting cut down!
  948. {329583} 0004: $2428 = 1
  949. {329594} 0038: $2426 == 3
  950. {329608} 0004: $2427 = 0
  951. {329615} 0004: $2426 = 0
  952. {329622} 040D: CLEAR_MISSION_AUDIO 1
  953. {329626} 03D5: CLEAR_THIS_PRINT 'GEN3_14' // Tommy! I need some help here!
  954. {329636} 0004: $2456 = 1
  955. {329647} 0038: $2426 == 4
  956. {329661} 0004: $2427 = 0
  957. {329668} 0004: $2426 = 0
  958. {329675} 040D: CLEAR_MISSION_AUDIO 1
  959. {329679} 03D5: CLEAR_THIS_PRINT 'GEN3_46' // Sheeit!
  960. {329689} 0004: $2429 = 1
  961. {329700} 0038: $2426 == 5
  962. {329714} 0004: $2427 = 0
  963. {329721} 0004: $2426 = 0
  964. {329728} 040D: CLEAR_MISSION_AUDIO 1
  965. {329732} 03D5: CLEAR_THIS_PRINT 'GEN3_15' // Don't worry, I got you covered!
  966. {329742} 0004: $2429 = 2
  967. {329753} 0038: $2426 == 6
  968. {329767} 0004: $2427 = 0
  969. {329774} 0004: $2426 = 0
  970. {329781} 040D: CLEAR_MISSION_AUDIO 1
  971. {329785} 03D5: CLEAR_THIS_PRINT 'GEN3_48' // Damn!
  972. {329795} 0004: $2456 = 2
  973. {329806} 0038: $2426 == 7
  974. {329820} 0004: $2427 = 0
  975. {329827} 0004: $2426 = 0
  976. {329834} 040D: CLEAR_MISSION_AUDIO 1
  977. {329838} 03D5: CLEAR_THIS_PRINT 'GEN3_47' // Tommy!
  978. {329848} 0004: $2456 = 3
  979. {329859} 0038: $2426 == 8
  980. {329873} 0004: $2427 = 0
  981. {329880} 0004: $2426 = 0
  982. {329887} 040D: CLEAR_MISSION_AUDIO 1
  983. {329891} 03D5: CLEAR_THIS_PRINT 'GEN3_48' // Damn!
  984. {329901} 0004: $2456 = 4
  985. {329912} 0038: $2426 == 9
  986. {329926} 0004: $2427 = 0
  987. {329933} 0004: $2426 = 0
  988. {329940} 040D: CLEAR_MISSION_AUDIO 1
  989. {329944} 03D5: CLEAR_THIS_PRINT 'GEN3_52' // These Haitians think they can take RICARDO DIAZ!?!
  990. {329954} 0004: $2429 = 3
  991. {329961} 00D6: IF
  992. {329965} 0038: $2360 == 7
  993. {329983} 8118: not IS_CHAR_DEAD $2295
  994. {329999} 8118: not IS_CHAR_DEAD $2291
  995. {330015} 00F9: LOCATE_STOPPED_PLAYER_ON_FOOT_3D $PLAYER_CHAR $2312 $2313 $2314 1.0 1.0 2.0 1
  996. {330057} 00FF: LOCATE_CHAR_ON_FOOT_3D $2291 $2316 $2317 $2318 2.0 2.0 2.0 0
  997. {330095} 01B4: SET_PLAYER_CONTROL $PLAYER_CHAR 0
  998. {330102} 02A3: SWITCH_WIDESCREEN 1
  999. {330106} 01EB: SET_CAR_DENSITY_MULTIPLIER 0.0
  1000. {330113} 0173: SET_CHAR_HEADING $2291 $2319
  1001. {330121} 0164: REMOVE_BLIP $2315
  1002. {330126} 02A9: SET_CHAR_ONLY_DAMAGED_BY_PLAYER $2295 1
  1003. {330133} 0247: REQUEST_MODEL #CUBAN
  1004. {330138} 0247: REQUEST_MODEL #CBA
  1005. {330142} 0247: REQUEST_MODEL #HNA
  1006. {330146} 0247: REQUEST_MODEL #HNB
  1007. {330150} 0247: REQUEST_MODEL #BURRITO
  1008. {330155} 0247: REQUEST_MODEL #VOODOO
  1009. {330160} 0247: REQUEST_MODEL #TEC9
  1010. WHILE {330165} 00D6: IF or
  1011. {330169} 8248: not HAS_MODEL_LOADED #CUBAN
  1012. {330174} 8248: not HAS_MODEL_LOADED #CBA
  1013. {330178} 8248: not HAS_MODEL_LOADED #VOODOO
  1014. {330190} 0001: WAIT 0 ms
  1015. WHILE {330201} 00D6: IF or
  1016. {330205} 8248: not HAS_MODEL_LOADED #TEC9
  1017. {330210} 8248: not HAS_MODEL_LOADED #HNA
  1018. {330214} 8248: not HAS_MODEL_LOADED #HNB
  1019. {330218} 8248: not HAS_MODEL_LOADED #BURRITO
  1020. {330230} 0001: WAIT 0 ms
  1021. {330241} 0395: CLEAR_AREA $2303 $2304 500.0 500.0 1
  1022. {330261} 00A5: CREATE_CAR $2302 #CUBAN at $2303 $2304 $2305
  1023. {330278} 053F: SET_CAN_BURST_CAR_TYRES $2302 0
  1024. {330285} 02AA: SET_CAR_ONLY_DAMAGED_BY_PLAYER $2302 1
  1025. {330292} 04E0: SET_CAR_STRAIGHT_LINE_DISTANCE $2302 3
  1026. {330299} 0175: SET_CAR_HEADING $2302 $2306
  1027. {330307} 0224: SET_CAR_HEALTH $2302 3500
  1028. {330315} 0129: CREATE_CHAR_INSIDE_CAR $2307 pedtype 7 model 83 in_car $2302
  1029. {330327} 01B2: GIVE_WEAPON_TO_CHAR $2307 22 3000
  1030. {330337} 00A9: CAR_SET_IDLE $2302
  1031. {330342} 01ED: CLEAR_CHAR_THREAT_SEARCH $2307
  1032. {330347} 011A: SET_CHAR_THREAT_SEARCH $2307 256
  1033. {330355} 0223: SET_CHAR_HEALTH $2307 10
  1034. {330362} 0568: SET_CHAR_NEVER_TARGETTED $2307 1
  1035. {330369} 01C8: CREATE_CHAR_AS_PASSENGER $2302 7 #CBA 0 $2308
  1036. {330383} 01B2: GIVE_WEAPON_TO_CHAR $2308 22 3000
  1037. {330393} 01ED: CLEAR_CHAR_THREAT_SEARCH $2308
  1038. {330398} 011A: SET_CHAR_THREAT_SEARCH $2308 256
  1039. {330406} 0223: SET_CHAR_HEALTH $2308 10
  1040. {330413} 01DE: SET_CHAR_AS_LEADER $2308 $2307
  1041. {330421} 0568: SET_CHAR_NEVER_TARGETTED $2308 1
  1042. {330432} 8118: not IS_CHAR_DEAD $2295
  1043. {330444} 020E: TURN_CHAR_TO_FACE_CHAR $2295 $2307
  1044. {330452} 015F: SET_FIXED_CAMERA_POSITION 461.6999 -476.1379 18.4551 0.0 0.0 0.0
  1045. {330484} 0160: POINT_CAMERA_AT_POINT 461.5766 -477.0688 18.11078 2
  1046. {330503} 00AB: SET_CAR_COORDINATES $2302 448.662 -525.4344 9.576
  1047. {330523} 0175: SET_CAR_HEADING $2302 329.7276
  1048. {330533} 02C2: CAR_GOTO_COORDINATES_ACCURATE $2302 465.2766 -496.3094 10.82948
  1049. {330553} 00AD: SET_CAR_CRUISE_SPEED $2302 8.0
  1050. {330563} 020E: TURN_CHAR_TO_FACE_CHAR $PLAYER_ACTOR $2307
  1051. {330571} 00BC: PRINT_NOW 'GEN3_37' 10000 ms 2 // ~g~Here come the Cubans. Watch over the deal making sure Diaz and Lance are safe.
  1052. {330586} 04F7: DISPLAY_NTH_ONSCREEN_COUNTER_WITH_STRING $2299 1 line 1 'GEN3_22' // Diaz's Health:
  1053. {330603} 04F7: DISPLAY_NTH_ONSCREEN_COUNTER_WITH_STRING $2460 1 line 2 'GEN3_49' // lance's health:
  1054. {330620} 0006: 16@ = 0
  1055. {330627} 0004: $2360 = 8
  1056. ELSE
  1057. {330645} 0019: 16@ > 35000
  1058. {330662} 00A1: SET_CHAR_COORDINATES $2291 $2316 $2317 $2318
  1059. {330676} 0006: 16@ = 0
  1060. {330683} 00D6: IF
  1061. {330687} 0038: $2360 == 8
  1062. {330705} 8118: not IS_CHAR_DEAD $2295
  1063. {330721} 8118: not IS_CHAR_DEAD $2291
  1064. {330737} 8118: not IS_CHAR_DEAD $2307
  1065. {330753} 8118: not IS_CHAR_DEAD $2308
  1066. {330769} 8119: not IS_CAR_DEAD $2302
  1067. {330785} 01AD: LOCATE_CAR_2D $2302 465.2766 -496.3094 1.5 1.5 0
  1068. {330819} 00AD: SET_CAR_CRUISE_SPEED $2302 0.0
  1069. {330829} 0210: TURN_PLAYER_TO_FACE_CHAR $PLAYER_CHAR $2307
  1070. {330837} 02A3: SWITCH_WIDESCREEN 0
  1071. {330841} 01B4: SET_PLAYER_CONTROL $PLAYER_CHAR 1
  1072. {330848} 03D5: CLEAR_THIS_PRINT 'GEN3_37' // ~g~Here come the Cubans. Watch over the deal making sure Diaz and Lance are safe.
  1073. {330858} 02EB: RESTORE_CAMERA_JUMPCUT
  1074. {330860} 0373: SET_CAMERA_BEHIND_PLAYER
  1075. {330862} 011A: SET_CHAR_THREAT_SEARCH $2295 256
  1076. {330870} 0243: SET_CHAR_PERSONALITY $2295 16
  1077. {330877} 01D3: SET_CHAR_OBJ_LEAVE_CAR $2307 $2302
  1078. {330885} 01D3: SET_CHAR_OBJ_LEAVE_CAR $2308 $2302
  1079. {330893} 0004: $2360 = 9
  1080. {330900} 0006: 16@ = 0
  1081. ELSE
  1082. {330918} 0019: 16@ > 20000
  1083. {330933} 00AB: SET_CAR_COORDINATES $2302 465.2766 -496.3094 -100.0
  1084. {330953} 0175: SET_CAR_HEADING $2302 349.697
  1085. {330963} 0006: 16@ = 0
  1086. {330970} 00D6: IF
  1087. {330974} 0038: $2360 == 9
  1088. {330992} 8118: not IS_CHAR_DEAD $2295
  1089. {331008} 8118: not IS_CHAR_DEAD $2291
  1090. {331024} 8118: not IS_CHAR_DEAD $2307
  1091. {331040} 8118: not IS_CHAR_DEAD $2308
  1092. {331056} 80DF: not IS_CHAR_IN_ANY_CAR $2307
  1093. {331072} 80DF: not IS_CHAR_IN_ANY_CAR $2308
  1094. {331088} 8119: not IS_CAR_DEAD $2302
  1095. {331100} 020A: LOCK_CAR_DOORS $2302 3
  1096. {331107} 0211: SET_CHAR_OBJ_GOTO_COORD_ON_FOOT $2307 461.4597 -494.8022
  1097. {331122} 0211: SET_CHAR_OBJ_GOTO_COORD_ON_FOOT $2308 462.4995 -495.6623
  1098. {331137} 0004: $2360 = 10
  1099. {331144} 00D6: IF
  1100. {331148} 0038: $2360 == 10
  1101. {331166} 8118: not IS_CHAR_DEAD $2295
  1102. {331182} 8118: not IS_CHAR_DEAD $2291
  1103. {331198} 8118: not IS_CHAR_DEAD $2307
  1104. {331214} 8118: not IS_CHAR_DEAD $2308
  1105. {331230} 00F0: LOCATE_STOPPED_CHAR_ON_FOOT_2D $2307 461.4445 -495.2143 2.5 2.5 0
  1106. {331257} 0019: 16@ > 35000
  1107. {331278} 00F0: LOCATE_STOPPED_CHAR_ON_FOOT_2D $2308 461.4445 -495.2143 3.0 3.0 0
  1108. {331305} 0019: 16@ > 35000
  1109. {331322} 00A0: GET_CHAR_COORDINATES $2307 $2435 $2436 $2437
  1110. {331336} 00A0: GET_CHAR_COORDINATES $2295 $2438 $2439 $2440
  1111. {331350} 0011: $2436 *= -1.0
  1112. {331360} 0011: $2439 *= -1.0
  1113. {331370} 0086: $2441 = $2435 // $ = $ (float)
  1114. {331378} 0059: $2441 += $2438 // $ += $ (float)
  1115. {331386} 0086: $2442 = $2439 // $ = $ (float)
  1116. {331394} 0059: $2442 += $2436 // $ += $ (float)
  1117. {331402} 0015: $2441 /= 2.0
  1118. {331412} 0015: $2442 /= 2.0
  1119. {331422} 0011: $2442 *= -1.0
  1120. {331432} 0107: CREATE_OBJECT $2433 #BRIEFCASE $2441 $2442 10.0625
  1121. {331450} 02A9: SET_CHAR_ONLY_DAMAGED_BY_PLAYER $2295 0
  1122. {331457} 0446: SET_CHAR_SUFFERS_CRITICAL_HITS $2295 0
  1123. {331464} 0446: SET_CHAR_SUFFERS_CRITICAL_HITS $2291 0
  1124. {331471} 03F9: SET_CHARS_CHATTING $2307 $2295 20000
  1125. {331482} 01E0: LEAVE_GROUP $2308
  1126. {331487} 0350: SET_CHAR_STAY_IN_SAME_PLACE $2308 1
  1127. {331494} 0350: SET_CHAR_STAY_IN_SAME_PLACE $2307 1
  1128. {331501} 0006: 16@ = 0
  1129. {331508} 04E3: SET_PLAYER_MOOD $PLAYER_CHAR 2 120000
  1130. {331520} 0004: $2360 = 11
  1131. {331527} 00D6: IF
  1132. {331531} 0038: $2360 == 11
  1133. {331549} 0019: 16@ > 4000
  1134. {331568} 8118: not IS_CHAR_DEAD $2291
  1135. {331584} 8118: not IS_CHAR_DEAD $2293
  1136. {331600} 8118: not IS_CHAR_DEAD $2294
  1137. {331616} 8118: not IS_CHAR_DEAD $2308
  1138. {331628} 0350: SET_CHAR_STAY_IN_SAME_PLACE $2291 1
  1139. {331635} 011A: SET_CHAR_THREAT_SEARCH $2291 256
  1140. {331643} 01B2: GIVE_WEAPON_TO_CHAR $2291 23 300000
  1141. {331655} 0243: SET_CHAR_PERSONALITY $2291 16
  1142. {331662} 0350: SET_CHAR_STAY_IN_SAME_PLACE $2293 0
  1143. {331669} 0350: SET_CHAR_STAY_IN_SAME_PLACE $2294 0
  1144. {331676} 0350: SET_CHAR_STAY_IN_SAME_PLACE $2308 0
  1145. {331683} 03E5: PRINT_HELP 'HELP45' // Press the ~h~~k~~PED_DUCK~~w~ button to duck. This will increase the accuracy of guns you are holding.
  1146. {331693} 0006: 16@ = 0
  1147. {331700} 0006: 17@ = 0
  1148. {331707} 0004: $2360 = 12
  1149. {331714} 00D6: IF
  1150. {331718} 0018: $2360 > 5
  1151. {331736} 001A: 13 > $2360
  1152. {331754} 0038: $2416 == 0
  1153. {331772} 051A: HAS_CHAR_BEEN_DAMAGED_BY_CHAR $2295 $PLAYER_ACTOR
  1154. {331780} 051A: HAS_CHAR_BEEN_DAMAGED_BY_CHAR $2293 $PLAYER_ACTOR
  1155. {331788} 051A: HAS_CHAR_BEEN_DAMAGED_BY_CHAR $2294 $PLAYER_ACTOR
  1156. {331796} 0118: IS_CHAR_DEAD $2293
  1157. {331801} 0118: IS_CHAR_DEAD $2294
  1158. {331817} 8118: not IS_CHAR_DEAD $2295
  1159. {331829} 011A: SET_CHAR_THREAT_SEARCH $2295 1
  1160. {331840} 8118: not IS_CHAR_DEAD $2293
  1161. {331852} 011A: SET_CHAR_THREAT_SEARCH $2293 1
  1162. {331863} 8118: not IS_CHAR_DEAD $2294
  1163. {331875} 011A: SET_CHAR_THREAT_SEARCH $2294 1
  1164. {331886} 8118: not IS_CHAR_DEAD $2295
  1165. {331898} 054E: CLEAR_CHAR_LAST_DAMAGE_ENTITY $2295
  1166. {331907} 8118: not IS_CHAR_DEAD $2293
  1167. {331919} 054E: CLEAR_CHAR_LAST_DAMAGE_ENTITY $2293
  1168. {331928} 8118: not IS_CHAR_DEAD $2294
  1169. {331940} 054E: CLEAR_CHAR_LAST_DAMAGE_ENTITY $2294
  1170. {331945} 00BC: PRINT_NOW 'GEN3_33' 7000 ms 1 // ~r~Check your fire!! You're supposed to be watching over Diaz and his men, not shooting them!
  1171. BREAK
  1172. {331967} 00D6: IF
  1173. {331971} 0018: $2360 > 7
  1174. {331989} 001A: 13 > $2360
  1175. {332007} 0038: $2416 == 0
  1176. {332025} 051A: HAS_CHAR_BEEN_DAMAGED_BY_CHAR $2307 $PLAYER_ACTOR
  1177. {332033} 051A: HAS_CHAR_BEEN_DAMAGED_BY_CHAR $2308 $PLAYER_ACTOR
  1178. {332052} 8118: not IS_CHAR_DEAD $2307
  1179. {332064} 011A: SET_CHAR_THREAT_SEARCH $2307 1
  1180. {332075} 8118: not IS_CHAR_DEAD $2308
  1181. {332087} 011A: SET_CHAR_THREAT_SEARCH $2308 1
  1182. {332094} 00BC: PRINT_NOW 'GEN3_34' 7000 ms 1 // ~r~There ain't gonna be a deal if you shoot the Cubans!
  1183. {332113} 8118: not IS_CHAR_DEAD $2307
  1184. {332125} 054E: CLEAR_CHAR_LAST_DAMAGE_ENTITY $2295
  1185. {332134} 8118: not IS_CHAR_DEAD $2308
  1186. {332146} 054E: CLEAR_CHAR_LAST_DAMAGE_ENTITY $2293
  1187. BREAK
  1188. {332158} 00D6: IF
  1189. {332162} 0038: $2457 == 1
  1190. {332180} 0038: $2360 == 12
  1191. {332198} 8118: not IS_CHAR_DEAD $2295
  1192. {332214} 0038: $2461 == 0
  1193. {332228} 0350: SET_CHAR_STAY_IN_SAME_PLACE $2295 0
  1194. {332235} 0239: SET_CHAR_OBJ_RUN_TO_COORD $2295 463.2771 -495.5872
  1195. {332250} 0004: $2461 = 1
  1196. {332257} 0004: $2457 = 2
  1197. {332264} 00D6: IF
  1198. {332268} 0038: $2457 == 2
  1199. {332286} 0038: $2360 == 12
  1200. {332304} 8118: not IS_CHAR_DEAD $2295
  1201. {332320} 00ED: LOCATE_CHAR_ON_FOOT_2D $2295 463.2771 -495.5872 1.0 1.0 0
  1202. {332354} 0350: SET_CHAR_STAY_IN_SAME_PLACE $2295 1
  1203. {332361} 0173: SET_CHAR_HEADING $2295 69.0
  1204. {332371} 0004: $2457 = 3
  1205. {332378} 00D6: IF
  1206. {332382} 0038: $2360 == 12
  1207. {332400} 0038: $2457 == 3
  1208. {332418} 8118: not IS_CHAR_DEAD $2295
  1209. {332434} 8118: not IS_CHAR_DEAD $2291
  1210. {332450} 02E0: IS_CHAR_SHOOTING $2291
  1211. {332462} 04EB: TASK_TOGGLE_DUCK $2295 1 5000 ms
  1212. {332472} 00D6: IF
  1213. {332476} 0038: $2360 == 12
  1214. {332494} 82AD: not IS_PLAYER_IN_ANGLED_AREA_2D $PLAYER_CHAR 453.5544 -461.5191 441.1417 -531.2878 33.5 0
  1215. {332537} 8118: not IS_CHAR_DEAD $2295
  1216. {332553} 82CB: not IS_CHAR_ON_SCREEN $2295
  1217. {332569} 8038: not $2420 == 1
  1218. {332587} 8038: not $2419 == 1
  1219. {332601} 0321: EXPLODE_CHAR_HEAD $2295
  1220. {332606} 00BC: PRINT_NOW 'GEN3_56' 5000 ms 1 // ~r~Diaz was ambushed and died! Next time keep him in your sights!
  1221. BREAK
  1222. {332628} 00D6: IF
  1223. {332632} 0038: $2360 == 12
  1224. {332650} 0019: 16@ > 5000
  1225. {332669} 0038: $2373 == 0
  1226. {332683} 0395: CLEAR_AREA $2374 $2375 $2376 5.0 0
  1227. {332701} 00A5: CREATE_CAR $2372 #VOODOO at $2374 $2375 $2376
  1228. {332718} 053F: SET_CAN_BURST_CAR_TYRES $2372 0
  1229. {332725} 02AA: SET_CAR_ONLY_DAMAGED_BY_PLAYER $2372 1
  1230. {332732} 0175: SET_CAR_HEADING $2372 $2377
  1231. {332740} 0129: CREATE_CHAR_INSIDE_CAR $2320 pedtype 8 model 85 in_car $2372
  1232. {332752} 054A: SET_CHAR_CAN_BE_SHOT_IN_VEHICLE $2320 0
  1233. {332759} 01B2: GIVE_WEAPON_TO_CHAR $2320 22 300000
  1234. {332771} 01ED: CLEAR_CHAR_THREAT_SEARCH $2320
  1235. {332776} 011A: SET_CHAR_THREAT_SEARCH $2320 1024
  1236. {332784} 011A: SET_CHAR_THREAT_SEARCH $2320 128
  1237. {332792} 0243: SET_CHAR_PERSONALITY $2320 16
  1238. {332799} 0162: ADD_BLIP_FOR_CHAR_OLD $2320 color 4 dim 2 $2344
  1239. {332811} 0168: CHANGE_BLIP_SCALE $2344 2
  1240. {332818} 0223: SET_CHAR_HEALTH $2320 150
  1241. {332826} 01C8: CREATE_CHAR_AS_PASSENGER $2372 8 #HNB 0 $2321
  1242. {332840} 054A: SET_CHAR_CAN_BE_SHOT_IN_VEHICLE $2321 0
  1243. {332847} 01B2: GIVE_WEAPON_TO_CHAR $2321 22 300000
  1244. {332859} 01ED: CLEAR_CHAR_THREAT_SEARCH $2321
  1245. {332864} 011A: SET_CHAR_THREAT_SEARCH $2321 1024
  1246. {332872} 011A: SET_CHAR_THREAT_SEARCH $2321 128
  1247. {332880} 0243: SET_CHAR_PERSONALITY $2321 16
  1248. {332887} 0162: ADD_BLIP_FOR_CHAR_OLD $2321 color 4 dim 2 $2345
  1249. {332899} 0168: CHANGE_BLIP_SCALE $2345 2
  1250. {332906} 0223: SET_CHAR_HEALTH $2321 150
  1251. {332914} 020A: LOCK_CAR_DOORS $2372 3
  1252. {332921} 0224: SET_CAR_HEALTH $2372 5000
  1253. {332929} 00A9: CAR_SET_IDLE $2372
  1254. {332934} 0004: $2416 = 1
  1255. {332941} 0004: $2373 = 1
  1256. {332952} 0038: $2373 == 1
  1257. {332970} 8119: not IS_CAR_DEAD $2372
  1258. {332982} 02C2: CAR_GOTO_COORDINATES_ACCURATE $2372 462.3186 -503.6335 10.77767
  1259. {333002} 00AD: SET_CAR_CRUISE_SPEED $2372 24.0
  1260. {333012} 00AE: SET_CAR_DRIVING_STYLE $2372 3
  1261. {333019} 0004: $2373 = 2
  1262. {333030} 0038: $2373 == 2
  1263. {333048} 8119: not IS_CAR_DEAD $2372
  1264. {333064} 01AD: LOCATE_CAR_2D $2372 $2378 $2379 4.0 4.0 0
  1265. {333094} 0004: $2373 = 3
  1266. {333105} 0038: $2373 == 3
  1267. {333123} 8119: not IS_CAR_DEAD $2372
  1268. {333135} 0004: $2373 = 4
  1269. {333146} 0038: $2373 == 4
  1270. {333164} 8119: not IS_CAR_DEAD $2372
  1271. {333180} 8118: not IS_CHAR_DEAD $2320
  1272. {333196} 8118: not IS_CHAR_DEAD $2321
  1273. {333212} 01AD: LOCATE_CAR_2D $2372 462.3186 -503.6335 3.0 3.0 0
  1274. {333250} 0038: $2457 == 0
  1275. {333264} 00BC: PRINT_NOW 'GEN3_19' 7000 ms 2 // ~g~Haitians! They're busting the deal! Protect Diaz!
  1276. {333279} 0004: $2457 = 1
  1277. {333286} 00A9: CAR_SET_IDLE $2372
  1278. {333291} 0224: SET_CAR_HEALTH $2372 1000
  1279. {333299} 02AA: SET_CAR_ONLY_DAMAGED_BY_PLAYER $2372 1
  1280. {333306} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2320
  1281. {333311} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2321
  1282. {333320} 8118: not IS_CHAR_DEAD $2308
  1283. {333332} 020E: TURN_CHAR_TO_FACE_CHAR $2308 $2320
  1284. {333344} 8118: not IS_CHAR_DEAD $2307
  1285. {333356} 020E: TURN_CHAR_TO_FACE_CHAR $2307 $2321
  1286. {333364} 0004: $2373 = 5
  1287. {333375} 8118: not IS_CHAR_DEAD $2320
  1288. {333391} 80DF: not IS_CHAR_IN_ANY_CAR $2320
  1289. {333407} 0038: $2373 == 5
  1290. {333425} 02DF: IS_PLAYER_SHOOTING $PLAYER_CHAR
  1291. {333441} 80E9: not LOCATE_PLAYER_ANY_MEANS_CHAR_2D $PLAYER_CHAR $2320 5.0 5.0 0
  1292. {333468} 01BD: GET_GAME_TIMER $2447
  1293. {333473} 04EB: TASK_TOGGLE_DUCK $2320 1 300000 ms
  1294. ELSE
  1295. {333492} 01BD: GET_GAME_TIMER $2448
  1296. {333497} 0084: $2449 = $2448 // $ = $ (int)
  1297. {333505} 0060: $2449 -= $2447 // $ -= $ (int)
  1298. {333517} 0018: $2449 > 1000
  1299. {333532} 04EB: TASK_TOGGLE_DUCK $2320 0 100 ms
  1300. {333545} 0019: 17@ > 14000
  1301. {333564} 0038: $2381 == 0
  1302. {333582} 0038: $2416 == 1
  1303. {333600} 0018: $2373 > 3
  1304. {333607} 0119: IS_CAR_DEAD $2372
  1305. {333619} 0395: CLEAR_AREA $2382 $2383 $2384 3.0 0
  1306. {333637} 00A5: CREATE_CAR $2380 #VOODOO at $2382 $2383 $2384
  1307. {333654} 053F: SET_CAN_BURST_CAR_TYRES $2380 0
  1308. {333661} 02AA: SET_CAR_ONLY_DAMAGED_BY_PLAYER $2380 1
  1309. {333668} 0175: SET_CAR_HEADING $2380 $2385
  1310. {333676} 0129: CREATE_CHAR_INSIDE_CAR $2322 pedtype 8 model 86 in_car $2380
  1311. {333688} 054A: SET_CHAR_CAN_BE_SHOT_IN_VEHICLE $2322 0
  1312. {333695} 01B2: GIVE_WEAPON_TO_CHAR $2322 22 300000
  1313. {333707} 01ED: CLEAR_CHAR_THREAT_SEARCH $2322
  1314. {333712} 011A: SET_CHAR_THREAT_SEARCH $2322 1024
  1315. {333720} 011A: SET_CHAR_THREAT_SEARCH $2322 128
  1316. {333728} 011A: SET_CHAR_THREAT_SEARCH $2322 8192
  1317. {333736} 0243: SET_CHAR_PERSONALITY $2322 16
  1318. {333743} 0162: ADD_BLIP_FOR_CHAR_OLD $2322 color 4 dim 2 $2346
  1319. {333755} 0168: CHANGE_BLIP_SCALE $2346 2
  1320. {333762} 0223: SET_CHAR_HEALTH $2322 130
  1321. {333770} 01C8: CREATE_CHAR_AS_PASSENGER $2380 8 #HNA 0 $2323
  1322. {333784} 054A: SET_CHAR_CAN_BE_SHOT_IN_VEHICLE $2323 0
  1323. {333791} 01B2: GIVE_WEAPON_TO_CHAR $2323 22 300000
  1324. {333803} 01ED: CLEAR_CHAR_THREAT_SEARCH $2323
  1325. {333808} 011A: SET_CHAR_THREAT_SEARCH $2323 1024
  1326. {333816} 011A: SET_CHAR_THREAT_SEARCH $2323 128
  1327. {333824} 0243: SET_CHAR_PERSONALITY $2323 16
  1328. {333831} 0162: ADD_BLIP_FOR_CHAR_OLD $2323 color 4 dim 2 $2347
  1329. {333843} 0168: CHANGE_BLIP_SCALE $2347 2
  1330. {333850} 0223: SET_CHAR_HEALTH $2323 130
  1331. {333858} 00A9: CAR_SET_IDLE $2380
  1332. {333863} 0224: SET_CAR_HEALTH $2380 5000
  1333. {333871} 0004: $2417 = 1
  1334. {333878} 020A: LOCK_CAR_DOORS $2380 3
  1335. {333885} 0004: $2381 = 1
  1336. {333896} 0038: $2381 == 1
  1337. {333914} 8119: not IS_CAR_DEAD $2380
  1338. {333926} 00A7: CAR_GOTO_COORDINATES $2380 $2386 $2387 $2388
  1339. {333940} 00AD: SET_CAR_CRUISE_SPEED $2380 30.0
  1340. {333950} 00AE: SET_CAR_DRIVING_STYLE $2380 3
  1341. {333957} 0004: $2381 = 2
  1342. {333968} 0038: $2381 == 2
  1343. {333986} 8119: not IS_CAR_DEAD $2380
  1344. {333998} 0004: $2381 = 3
  1345. {334009} 0038: $2381 == 3
  1346. {334027} 8119: not IS_CAR_DEAD $2380
  1347. {334039} 02C2: CAR_GOTO_COORDINATES_ACCURATE $2380 458.637 -512.0005 10.6906
  1348. {334059} 00AD: SET_CAR_CRUISE_SPEED $2380 30.0
  1349. {334069} 0004: $2381 = 4
  1350. {334080} 0038: $2381 == 4
  1351. {334098} 8119: not IS_CAR_DEAD $2380
  1352. {334114} 01AD: LOCATE_CAR_2D $2380 459.637 -512.0005 3.0 3.0 0
  1353. {334148} 00A9: CAR_SET_IDLE $2380
  1354. {334153} 0224: SET_CAR_HEALTH $2380 1000
  1355. {334165} 0038: $2457 == 0
  1356. {334179} 00BC: PRINT_NOW 'GEN3_19' 7000 ms 2 // ~g~Haitians! They're busting the deal! Protect Diaz!
  1357. {334194} 0004: $2457 = 1
  1358. {334205} 8118: not IS_CHAR_DEAD $2322
  1359. {334217} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2322
  1360. {334226} 8118: not IS_CHAR_DEAD $2323
  1361. {334238} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2323
  1362. {334243} 0004: $2381 = 5
  1363. {334254} 0019: 17@ > 24000
  1364. {334273} 0038: $2390 == 0
  1365. {334291} 0038: $2417 == 1
  1366. {334309} 0018: $2381 > 3
  1367. {334316} 0119: IS_CAR_DEAD $2380
  1368. {334328} 0395: CLEAR_AREA $2391 $2392 $2393 3.0 0
  1369. {334346} 00A5: CREATE_CAR $2389 #BURRITO at $2391 $2392 $2393
  1370. {334363} 053F: SET_CAN_BURST_CAR_TYRES $2389 0
  1371. {334370} 02AA: SET_CAR_ONLY_DAMAGED_BY_PLAYER $2389 1
  1372. {334377} 0175: SET_CAR_HEADING $2389 $2394
  1373. {334385} 0129: CREATE_CHAR_INSIDE_CAR $2324 pedtype 8 model 85 in_car $2389
  1374. {334397} 054A: SET_CHAR_CAN_BE_SHOT_IN_VEHICLE $2324 0
  1375. {334404} 01B2: GIVE_WEAPON_TO_CHAR $2324 22 300000
  1376. {334416} 01ED: CLEAR_CHAR_THREAT_SEARCH $2324
  1377. {334421} 011A: SET_CHAR_THREAT_SEARCH $2324 1024
  1378. {334429} 011A: SET_CHAR_THREAT_SEARCH $2324 128
  1379. {334437} 0243: SET_CHAR_PERSONALITY $2324 16
  1380. {334444} 0223: SET_CHAR_HEALTH $2324 150
  1381. {334452} 0162: ADD_BLIP_FOR_CHAR_OLD $2324 color 4 dim 2 $2348
  1382. {334464} 0168: CHANGE_BLIP_SCALE $2348 2
  1383. {334471} 01C8: CREATE_CHAR_AS_PASSENGER $2389 8 #HNB 0 $2325
  1384. {334485} 054A: SET_CHAR_CAN_BE_SHOT_IN_VEHICLE $2325 0
  1385. {334492} 01B2: GIVE_WEAPON_TO_CHAR $2325 22 300000
  1386. {334504} 01ED: CLEAR_CHAR_THREAT_SEARCH $2325
  1387. {334509} 011A: SET_CHAR_THREAT_SEARCH $2325 1024
  1388. {334517} 011A: SET_CHAR_THREAT_SEARCH $2325 128
  1389. {334525} 0243: SET_CHAR_PERSONALITY $2325 16
  1390. {334532} 0162: ADD_BLIP_FOR_CHAR_OLD $2325 color 4 dim 2 $2349
  1391. {334544} 0168: CHANGE_BLIP_SCALE $2349 2
  1392. {334551} 01C8: CREATE_CHAR_AS_PASSENGER $2389 8 #HNB 1 $2326
  1393. {334565} 01B2: GIVE_WEAPON_TO_CHAR $2326 22 300000
  1394. {334577} 01ED: CLEAR_CHAR_THREAT_SEARCH $2326
  1395. {334582} 011A: SET_CHAR_THREAT_SEARCH $2326 1024
  1396. {334590} 011A: SET_CHAR_THREAT_SEARCH $2326 128
  1397. {334598} 0243: SET_CHAR_PERSONALITY $2326 16
  1398. {334605} 0162: ADD_BLIP_FOR_CHAR_OLD $2326 color 4 dim 2 $2350
  1399. {334617} 0168: CHANGE_BLIP_SCALE $2350 2
  1400. {334624} 01C8: CREATE_CHAR_AS_PASSENGER $2389 8 #HNA 2 $2327
  1401. {334638} 01B2: GIVE_WEAPON_TO_CHAR $2327 22 300000
  1402. {334650} 01ED: CLEAR_CHAR_THREAT_SEARCH $2327
  1403. {334655} 011A: SET_CHAR_THREAT_SEARCH $2327 1024
  1404. {334663} 011A: SET_CHAR_THREAT_SEARCH $2327 128
  1405. {334671} 0243: SET_CHAR_PERSONALITY $2327 16
  1406. {334678} 0162: ADD_BLIP_FOR_CHAR_OLD $2327 color 4 dim 2 $2351
  1407. {334690} 0168: CHANGE_BLIP_SCALE $2351 2
  1408. {334697} 00A9: CAR_SET_IDLE $2389
  1409. {334702} 0224: SET_CAR_HEALTH $2389 1000
  1410. {334710} 020A: LOCK_CAR_DOORS $2389 3
  1411. {334717} 0004: $2418 = 1
  1412. {334724} 0004: $2390 = 1
  1413. {334735} 0038: $2390 == 1
  1414. {334753} 8119: not IS_CAR_DEAD $2389
  1415. {334765} 0477: SET_CAR_TEMP_ACTION $2389 2 4000
  1416. {334775} 01BD: GET_GAME_TIMER $2415
  1417. {334780} 0004: $2390 = 2
  1418. {334791} 0038: $2390 == 2
  1419. {334809} 8119: not IS_CAR_DEAD $2389
  1420. {334821} 01BD: GET_GAME_TIMER $2413
  1421. {334826} 0084: $2414 = $2413 // $ = $ (int)
  1422. {334834} 0060: $2414 -= $2415 // $ -= $ (int)
  1423. {334846} 0018: $2414 > 3999
  1424. {334854} 0495: IS_CAR_ON_FIRE $2389
  1425. {334870} 8118: not IS_CHAR_DEAD $2324
  1426. {334882} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2324
  1427. {334891} 8118: not IS_CHAR_DEAD $2325
  1428. {334903} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2325
  1429. {334912} 8118: not IS_CHAR_DEAD $2326
  1430. {334924} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2326
  1431. {334933} 8118: not IS_CHAR_DEAD $2327
  1432. {334945} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2327
  1433. {334950} 0004: $2390 = 3
  1434. {334961} 0038: $2390 == 3
  1435. {334979} 0038: $2334 == 0
  1436. {334997} 8118: not IS_CHAR_DEAD $2324
  1437. {335013} 80DF: not IS_CHAR_IN_ANY_CAR $2324
  1438. {335029} 8118: not IS_CHAR_DEAD $2291
  1439. {335041} 0319: SET_CHAR_RUNNING $2324 1
  1440. {335048} 0239: SET_CHAR_OBJ_RUN_TO_COORD $2324 472.159 -528.149
  1441. {335063} 0411: SET_CHAR_USE_PEDNODE_SEEK $2324 0
  1442. {335070} 0004: $2334 = 1
  1443. {335081} 0038: $2334 == 1
  1444. {335099} 8118: not IS_CHAR_DEAD $2324
  1445. {335115} 00ED: LOCATE_CHAR_ON_FOOT_2D $2324 472.159 -528.149 1.0 1.0 0
  1446. {335153} 8118: not IS_CHAR_DEAD $2291
  1447. {335165} 0239: SET_CHAR_OBJ_RUN_TO_COORD $2324 473.9421 -522.4988
  1448. {335180} 0411: SET_CHAR_USE_PEDNODE_SEEK $2324 0
  1449. {335187} 0004: $2334 = 2
  1450. {335198} 0038: $2334 == 2
  1451. {335216} 8118: not IS_CHAR_DEAD $2324
  1452. {335232} 00ED: LOCATE_CHAR_ON_FOOT_2D $2324 473.9421 -522.4988 1.0 1.0 0
  1453. {335270} 8118: not IS_CHAR_DEAD $2291
  1454. {335282} 0239: SET_CHAR_OBJ_RUN_TO_COORD $2324 461.8707 -519.9243
  1455. {335297} 0411: SET_CHAR_USE_PEDNODE_SEEK $2324 0
  1456. {335304} 0004: $2334 = 3
  1457. {335315} 0038: $2334 == 3
  1458. {335333} 8118: not IS_CHAR_DEAD $2324
  1459. {335349} 00ED: LOCATE_CHAR_ON_FOOT_2D $2324 461.8707 -519.9243 1.0 1.0 0
  1460. {335387} 8118: not IS_CHAR_DEAD $2291
  1461. {335399} 01C9: SET_CHAR_OBJ_KILL_CHAR_ON_FOOT $2324 $2291
  1462. {335407} 0004: $2334 = 4
  1463. {335418} 0038: $2335 == 0
  1464. {335436} 8119: not IS_CAR_DEAD $2389
  1465. {335452} 8118: not IS_CHAR_DEAD $2325
  1466. {335468} 80DF: not IS_CHAR_IN_ANY_CAR $2325
  1467. {335484} 8118: not IS_CHAR_DEAD $2295
  1468. {335500} 00F2: LOCATE_CHAR_ANY_MEANS_CHAR_2D $2325 $2295 100.0 100.0 0
  1469. {335527} 01C9: SET_CHAR_OBJ_KILL_CHAR_ON_FOOT $2325 $2295
  1470. {335535} 0004: $2335 = 1
  1471. {335546} 0038: $2336 == 0
  1472. {335564} 8118: not IS_CHAR_DEAD $2326
  1473. {335580} 80DF: not IS_CHAR_IN_ANY_CAR $2326
  1474. {335596} 8118: not IS_CHAR_DEAD $2295
  1475. {335608} 01C9: SET_CHAR_OBJ_KILL_CHAR_ON_FOOT $2326 $2295
  1476. {335616} 0004: $2336 = 1
  1477. {335627} 0038: $2337 == 0
  1478. {335645} 8118: not IS_CHAR_DEAD $2327
  1479. {335661} 80DF: not IS_CHAR_IN_ANY_CAR $2327
  1480. {335677} 8118: not IS_CHAR_DEAD $2295
  1481. {335689} 01C9: SET_CHAR_OBJ_KILL_CHAR_ON_FOOT $2327 $2295
  1482. {335697} 0004: $2337 = 1
  1483. {335708} 0019: 17@ > 41000
  1484. {335729} 0038: $2396 == 0
  1485. {335747} 0038: $2417 == 1
  1486. {335761} 0395: CLEAR_AREA $2397 $2398 $2399 3.0 0
  1487. {335779} 00A5: CREATE_CAR $2395 #BURRITO at $2397 $2398 $2399
  1488. {335796} 053F: SET_CAN_BURST_CAR_TYRES $2395 0
  1489. {335803} 02AA: SET_CAR_ONLY_DAMAGED_BY_PLAYER $2395 1
  1490. {335810} 0175: SET_CAR_HEADING $2395 $2400
  1491. {335818} 0129: CREATE_CHAR_INSIDE_CAR $2328 pedtype 8 model 86 in_car $2395
  1492. {335830} 054A: SET_CHAR_CAN_BE_SHOT_IN_VEHICLE $2328 0
  1493. {335837} 01B2: GIVE_WEAPON_TO_CHAR $2328 22 300000
  1494. {335849} 01ED: CLEAR_CHAR_THREAT_SEARCH $2328
  1495. {335854} 011A: SET_CHAR_THREAT_SEARCH $2328 1024
  1496. {335862} 011A: SET_CHAR_THREAT_SEARCH $2328 128
  1497. {335870} 0243: SET_CHAR_PERSONALITY $2328 16
  1498. {335877} 0162: ADD_BLIP_FOR_CHAR_OLD $2328 color 4 dim 2 $2352
  1499. {335889} 0168: CHANGE_BLIP_SCALE $2352 2
  1500. {335896} 01C8: CREATE_CHAR_AS_PASSENGER $2395 8 #HNA 0 $2329
  1501. {335910} 054A: SET_CHAR_CAN_BE_SHOT_IN_VEHICLE $2329 0
  1502. {335917} 01B2: GIVE_WEAPON_TO_CHAR $2329 22 300000
  1503. {335929} 01ED: CLEAR_CHAR_THREAT_SEARCH $2329
  1504. {335934} 011A: SET_CHAR_THREAT_SEARCH $2329 1024
  1505. {335942} 011A: SET_CHAR_THREAT_SEARCH $2329 128
  1506. {335950} 011A: SET_CHAR_THREAT_SEARCH $2329 1
  1507. {335957} 0243: SET_CHAR_PERSONALITY $2329 16
  1508. {335964} 0162: ADD_BLIP_FOR_CHAR_OLD $2329 color 4 dim 2 $2353
  1509. {335976} 0223: SET_CHAR_HEALTH $2329 130
  1510. {335984} 0168: CHANGE_BLIP_SCALE $2353 2
  1511. {335991} 01C8: CREATE_CHAR_AS_PASSENGER $2395 8 #HNB 1 $2330
  1512. {336005} 01B2: GIVE_WEAPON_TO_CHAR $2330 22 300000
  1513. {336017} 01ED: CLEAR_CHAR_THREAT_SEARCH $2330
  1514. {336022} 011A: SET_CHAR_THREAT_SEARCH $2330 1
  1515. {336029} 011A: SET_CHAR_THREAT_SEARCH $2330 1024
  1516. {336037} 011A: SET_CHAR_THREAT_SEARCH $2330 128
  1517. {336045} 0243: SET_CHAR_PERSONALITY $2330 16
  1518. {336052} 0162: ADD_BLIP_FOR_CHAR_OLD $2330 color 4 dim 2 $2354
  1519. {336064} 0223: SET_CHAR_HEALTH $2330 130
  1520. {336072} 0168: CHANGE_BLIP_SCALE $2354 2
  1521. {336079} 01C8: CREATE_CHAR_AS_PASSENGER $2395 8 #HNA 2 $2331
  1522. {336093} 01B2: GIVE_WEAPON_TO_CHAR $2331 22 300000
  1523. {336105} 01ED: CLEAR_CHAR_THREAT_SEARCH $2331
  1524. {336110} 011A: SET_CHAR_THREAT_SEARCH $2331 1024
  1525. {336118} 011A: SET_CHAR_THREAT_SEARCH $2331 128
  1526. {336126} 011A: SET_CHAR_THREAT_SEARCH $2331 1
  1527. {336133} 0243: SET_CHAR_PERSONALITY $2331 16
  1528. {336140} 0162: ADD_BLIP_FOR_CHAR_OLD $2331 color 4 dim 2 $2355
  1529. {336152} 0168: CHANGE_BLIP_SCALE $2355 2
  1530. {336159} 00A9: CAR_SET_IDLE $2395
  1531. {336164} 020A: LOCK_CAR_DOORS $2395 3
  1532. {336171} 0004: $2396 = 1
  1533. {336182} 0038: $2396 == 1
  1534. {336200} 8119: not IS_CAR_DEAD $2395
  1535. {336212} 00A7: CAR_GOTO_COORDINATES $2395 $2401 $2402 $2403
  1536. {336226} 00AD: SET_CAR_CRUISE_SPEED $2395 22.0
  1537. {336236} 00AE: SET_CAR_DRIVING_STYLE $2395 3
  1538. {336243} 0004: $2419 = 1
  1539. {336250} 0004: $2396 = 2
  1540. {336261} 8119: not IS_CAR_DEAD $2395
  1541. {336277} 01AD: LOCATE_CAR_2D $2395 $2401 $2402 10.0 10.0 0
  1542. {336300} 0495: IS_CAR_ON_FIRE $2395
  1543. {336316} 0038: $2396 == 2
  1544. {336330} 00A9: CAR_SET_IDLE $2395
  1545. {336339} 8118: not IS_CHAR_DEAD $2328
  1546. {336351} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2328
  1547. {336360} 8118: not IS_CHAR_DEAD $2329
  1548. {336372} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2329
  1549. {336381} 8118: not IS_CHAR_DEAD $2330
  1550. {336393} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2330
  1551. {336402} 8118: not IS_CHAR_DEAD $2331
  1552. {336414} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2331
  1553. {336419} 0004: $2396 = 3
  1554. {336430} 0038: $2396 == 3
  1555. {336448} 0038: $2338 == 0
  1556. {336466} 8118: not IS_CHAR_DEAD $2328
  1557. {336482} 80DF: not IS_CHAR_IN_ANY_CAR $2328
  1558. {336498} 8118: not IS_CHAR_DEAD $2295
  1559. {336514} 00F2: LOCATE_CHAR_ANY_MEANS_CHAR_2D $2328 $2295 50.0 100.0 0
  1560. {336541} 01C9: SET_CHAR_OBJ_KILL_CHAR_ON_FOOT $2328 $2295
  1561. {336549} 0004: $2338 = 1
  1562. {336560} 0038: $2339 == 0
  1563. {336578} 8118: not IS_CHAR_DEAD $2329
  1564. {336594} 80DF: not IS_CHAR_IN_ANY_CAR $2329
  1565. {336610} 8118: not IS_CHAR_DEAD $2295
  1566. {336626} 00F2: LOCATE_CHAR_ANY_MEANS_CHAR_2D $2329 $2295 100.0 100.0 0
  1567. {336653} 01C9: SET_CHAR_OBJ_KILL_CHAR_ON_FOOT $2329 $2295
  1568. {336661} 0004: $2339 = 1
  1569. {336672} 0038: $2340 == 0
  1570. {336690} 8118: not IS_CHAR_DEAD $2330
  1571. {336706} 80DF: not IS_CHAR_IN_ANY_CAR $2330
  1572. {336718} 01CA: SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT $2330 $PLAYER_CHAR
  1573. {336726} 0004: $2340 = 1
  1574. {336737} 0038: $2341 == 0
  1575. {336755} 8118: not IS_CHAR_DEAD $2331
  1576. {336771} 80DF: not IS_CHAR_IN_ANY_CAR $2331
  1577. {336787} 8118: not IS_CHAR_DEAD $2295
  1578. {336799} 01C9: SET_CHAR_OBJ_KILL_CHAR_ON_FOOT $2331 $2295
  1579. {336807} 0004: $2341 = 1
  1580. {336818} 8118: not IS_CHAR_DEAD $2328
  1581. {336834} 0038: $2338 == 1
  1582. {336852} 02DF: IS_PLAYER_SHOOTING $PLAYER_CHAR
  1583. {336868} 80E9: not LOCATE_PLAYER_ANY_MEANS_CHAR_2D $PLAYER_CHAR $2328 5.0 5.0 0
  1584. {336895} 01BD: GET_GAME_TIMER $2450
  1585. {336900} 04EB: TASK_TOGGLE_DUCK $2328 1 300000 ms
  1586. ELSE
  1587. {336919} 01BD: GET_GAME_TIMER $2451
  1588. {336924} 0084: $2452 = $2451 // $ = $ (int)
  1589. {336932} 0060: $2452 -= $2450 // $ -= $ (int)
  1590. {336944} 0018: $2452 > 500
  1591. {336959} 04EB: TASK_TOGGLE_DUCK $2328 0 100 ms
  1592. {336972} 8118: not IS_CHAR_DEAD $2329
  1593. {336988} 0038: $2339 == 1
  1594. {337006} 02DF: IS_PLAYER_SHOOTING $PLAYER_CHAR
  1595. {337022} 80E9: not LOCATE_PLAYER_ANY_MEANS_CHAR_2D $PLAYER_CHAR $2329 5.0 5.0 0
  1596. {337049} 01BD: GET_GAME_TIMER $2453
  1597. {337054} 04EB: TASK_TOGGLE_DUCK $2329 1 300000 ms
  1598. ELSE
  1599. {337073} 01BD: GET_GAME_TIMER $2454
  1600. {337078} 0084: $2455 = $2454 // $ = $ (int)
  1601. {337086} 0060: $2455 -= $2453 // $ -= $ (int)
  1602. {337098} 0018: $2455 > 1000
  1603. {337113} 04EB: TASK_TOGGLE_DUCK $2329 0 100 ms
  1604. {337126} 0019: 17@ > 56000
  1605. {337147} 0038: $2405 == 0
  1606. {337165} 0038: $2418 == 1
  1607. {337183} 0038: $2417 == 1
  1608. {337201} 0018: $2381 > 3
  1609. {337208} 0119: IS_CAR_DEAD $2380
  1610. {337220} 0395: CLEAR_AREA $2406 $2407 $2408 3.0 0
  1611. {337238} 00A5: CREATE_CAR $2404 #VOODOO at $2406 $2407 $2408
  1612. {337255} 053F: SET_CAN_BURST_CAR_TYRES $2404 0
  1613. {337262} 02AA: SET_CAR_ONLY_DAMAGED_BY_PLAYER $2404 1
  1614. {337269} 0175: SET_CAR_HEADING $2404 $2409
  1615. {337277} 0129: CREATE_CHAR_INSIDE_CAR $2332 pedtype 8 model 86 in_car $2404
  1616. {337289} 054A: SET_CHAR_CAN_BE_SHOT_IN_VEHICLE $2332 0
  1617. {337296} 01B2: GIVE_WEAPON_TO_CHAR $2332 22 300000
  1618. {337308} 01ED: CLEAR_CHAR_THREAT_SEARCH $2332
  1619. {337313} 011A: SET_CHAR_THREAT_SEARCH $2332 1024
  1620. {337321} 011A: SET_CHAR_THREAT_SEARCH $2332 128
  1621. {337329} 011A: SET_CHAR_THREAT_SEARCH $2332 1
  1622. {337336} 0243: SET_CHAR_PERSONALITY $2332 16
  1623. {337343} 0162: ADD_BLIP_FOR_CHAR_OLD $2332 color 4 dim 2 $2356
  1624. {337355} 0168: CHANGE_BLIP_SCALE $2356 2
  1625. {337362} 01C8: CREATE_CHAR_AS_PASSENGER $2404 8 #HNA 0 $2333
  1626. {337376} 0223: SET_CHAR_HEALTH $2333 130
  1627. {337384} 054A: SET_CHAR_CAN_BE_SHOT_IN_VEHICLE $2333 0
  1628. {337391} 01B2: GIVE_WEAPON_TO_CHAR $2333 22 300000
  1629. {337403} 01ED: CLEAR_CHAR_THREAT_SEARCH $2333
  1630. {337408} 011A: SET_CHAR_THREAT_SEARCH $2333 1024
  1631. {337416} 011A: SET_CHAR_THREAT_SEARCH $2333 128
  1632. {337424} 011A: SET_CHAR_THREAT_SEARCH $2333 1
  1633. {337431} 0243: SET_CHAR_PERSONALITY $2333 16
  1634. {337438} 0162: ADD_BLIP_FOR_CHAR_OLD $2333 color 4 dim 2 $2357
  1635. {337450} 0168: CHANGE_BLIP_SCALE $2357 2
  1636. {337457} 00A9: CAR_SET_IDLE $2404
  1637. {337462} 020A: LOCK_CAR_DOORS $2404 3
  1638. {337469} 0004: $2420 = 1
  1639. {337476} 0004: $2405 = 1
  1640. {337487} 0038: $2405 == 1
  1641. {337505} 8119: not IS_CAR_DEAD $2404
  1642. {337517} 00A7: CAR_GOTO_COORDINATES $2404 $2410 $2411 $2412
  1643. {337531} 00AD: SET_CAR_CRUISE_SPEED $2404 30.0
  1644. {337541} 00AE: SET_CAR_DRIVING_STYLE $2404 3
  1645. {337548} 0004: $2405 = 2
  1646. {337559} 0038: $2405 == 2
  1647. {337577} 8119: not IS_CAR_DEAD $2404
  1648. {337593} 01AD: LOCATE_CAR_2D $2404 $2410 $2411 3.5 3.5 0
  1649. {337616} 0495: IS_CAR_ON_FIRE $2404
  1650. {337628} 00A9: CAR_SET_IDLE $2404
  1651. {337637} 8118: not IS_CHAR_DEAD $2332
  1652. {337653} 00DF: IS_CHAR_IN_ANY_CAR $2332
  1653. {337665} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2332
  1654. {337674} 8118: not IS_CHAR_DEAD $2333
  1655. {337690} 00DF: IS_CHAR_IN_ANY_CAR $2333
  1656. {337702} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2333
  1657. {337707} 0004: $2405 = 3
  1658. {337718} 0038: $2405 == 3
  1659. {337736} 0038: $2342 == 0
  1660. {337754} 8119: not IS_CAR_DEAD $2404
  1661. {337770} 8118: not IS_CHAR_DEAD $2332
  1662. {337786} 80DF: not IS_CHAR_IN_ANY_CAR $2332
  1663. {337802} 8118: not IS_CHAR_DEAD $2295
  1664. {337818} 00F2: LOCATE_CHAR_ANY_MEANS_CHAR_2D $2332 $2295 50.0 50.0 0
  1665. {337845} 01C9: SET_CHAR_OBJ_KILL_CHAR_ON_FOOT $2332 $2295
  1666. {337853} 0004: $2342 = 1
  1667. {337864} 0038: $2343 == 0
  1668. {337882} 8118: not IS_CHAR_DEAD $2333
  1669. {337898} 80DF: not IS_CHAR_IN_ANY_CAR $2333
  1670. {337914} 8118: not IS_CHAR_DEAD $2291
  1671. {337926} 0319: SET_CHAR_RUNNING $2333 1
  1672. {337933} 0239: SET_CHAR_OBJ_RUN_TO_COORD $2333 456.27 -524.856
  1673. {337948} 0411: SET_CHAR_USE_PEDNODE_SEEK $2333 0
  1674. {337955} 0004: $2343 = 1
  1675. {337966} 0038: $2343 == 1
  1676. {337984} 8118: not IS_CHAR_DEAD $2333
  1677. {338000} 00ED: LOCATE_CHAR_ON_FOOT_2D $2333 456.27 -524.856 1.0 1.0 0
  1678. {338038} 8118: not IS_CHAR_DEAD $2291
  1679. {338050} 0319: SET_CHAR_RUNNING $2333 1
  1680. {338057} 0239: SET_CHAR_OBJ_RUN_TO_COORD $2333 472.159 -528.149
  1681. {338072} 0411: SET_CHAR_USE_PEDNODE_SEEK $2333 0
  1682. {338079} 0004: $2343 = 2
  1683. {338090} 0038: $2343 == 2
  1684. {338108} 8118: not IS_CHAR_DEAD $2333
  1685. {338124} 00ED: LOCATE_CHAR_ON_FOOT_2D $2333 472.159 -528.149 1.0 1.0 0
  1686. {338162} 8118: not IS_CHAR_DEAD $2291
  1687. {338174} 0239: SET_CHAR_OBJ_RUN_TO_COORD $2333 473.9421 -522.4988
  1688. {338189} 0411: SET_CHAR_USE_PEDNODE_SEEK $2333 0
  1689. {338196} 0004: $2343 = 3
  1690. {338207} 0038: $2343 == 3
  1691. {338225} 8118: not IS_CHAR_DEAD $2333
  1692. {338241} 00ED: LOCATE_CHAR_ON_FOOT_2D $2333 473.9421 -522.4988 1.0 1.0 0
  1693. {338279} 8118: not IS_CHAR_DEAD $2291
  1694. {338291} 0239: SET_CHAR_OBJ_RUN_TO_COORD $2333 461.8707 -519.9243
  1695. {338306} 0411: SET_CHAR_USE_PEDNODE_SEEK $2333 0
  1696. {338313} 0004: $2343 = 4
  1697. {338324} 0038: $2343 == 4
  1698. {338342} 8118: not IS_CHAR_DEAD $2333
  1699. {338358} 00ED: LOCATE_CHAR_ON_FOOT_2D $2333 461.8707 -519.9243 1.0 1.0 0
  1700. {338396} 8118: not IS_CHAR_DEAD $2291
  1701. {338408} 01C9: SET_CHAR_OBJ_KILL_CHAR_ON_FOOT $2333 $2291
  1702. {338416} 0004: $2343 = 5
  1703. {338427} 0119: IS_CAR_DEAD $2372
  1704. {338439} 01C3: MARK_CAR_AS_NO_LONGER_NEEDED $2372
  1705. {338448} 0119: IS_CAR_DEAD $2380
  1706. {338460} 01C3: MARK_CAR_AS_NO_LONGER_NEEDED $2380
  1707. {338469} 0119: IS_CAR_DEAD $2389
  1708. {338481} 01C3: MARK_CAR_AS_NO_LONGER_NEEDED $2389
  1709. {338486} 00D6: IF
  1710. {338490} 0038: $2360 == 12
  1711. {338508} 0038: $2420 == 1
  1712. {338526} 0118: IS_CHAR_DEAD $2320
  1713. {338542} 0118: IS_CHAR_DEAD $2321
  1714. {338558} 0118: IS_CHAR_DEAD $2322
  1715. {338574} 0118: IS_CHAR_DEAD $2323
  1716. {338590} 0118: IS_CHAR_DEAD $2324
  1717. {338606} 0118: IS_CHAR_DEAD $2325
  1718. {338622} 0118: IS_CHAR_DEAD $2326
  1719. {338638} 0118: IS_CHAR_DEAD $2327
  1720. {338654} 0118: IS_CHAR_DEAD $2328
  1721. {338670} 0118: IS_CHAR_DEAD $2329
  1722. {338686} 0118: IS_CHAR_DEAD $2330
  1723. {338702} 0118: IS_CHAR_DEAD $2331
  1724. {338718} 0118: IS_CHAR_DEAD $2332
  1725. {338734} 0118: IS_CHAR_DEAD $2333
  1726. {338746} 00BE: CLEAR_PRINTS
  1727. {338748} 0004: $2360 = 13
  1728. {338755} 0006: 16@ = 0
  1729. {338762} 00D6: IF
  1730. {338766} 0038: $2360 == 13
  1731. {338784} 0019: 16@ > 100
  1732. {338798} 01B4: SET_PLAYER_CONTROL $PLAYER_CHAR 0
  1733. {338805} 02A3: SWITCH_WIDESCREEN 1
  1734. {338809} 0247: REQUEST_MODEL #SANCHEZ
  1735. WHILE {338814} 00D6: IF
  1736. {338818} 8248: not HAS_MODEL_LOADED #SANCHEZ
  1737. {338830} 0001: WAIT 0 ms
  1738. {338841} 03CF: LOAD_MISSION_AUDIO 1 'SNIPER'
  1739. {338853} 03CF: LOAD_MISSION_AUDIO 2 'COL3_24'
  1740. WHILE {338865} 00D6: IF or
  1741. {338869} 83D0: not HAS_MISSION_AUDIO_LOADED 1
  1742. {338873} 83D0: not HAS_MISSION_AUDIO_LOADED 2
  1743. {338884} 0001: WAIT 0 ms
  1744. {338895} 00A5: CREATE_CAR $2421 #SANCHEZ at 467.9877 -432.7724 9.5777
  1745. {338918} 0229: CHANGE_CAR_COLOUR $2421 6 6
  1746. {338927} 0175: SET_CAR_HEADING $2421 176.3589
  1747. {338937} 0129: CREATE_CHAR_INSIDE_CAR $2423 pedtype 8 model 86 in_car $2421
  1748. {338949} 01ED: CLEAR_CHAR_THREAT_SEARCH $2423
  1749. {338954} 02A9: SET_CHAR_ONLY_DAMAGED_BY_PLAYER $2423 1
  1750. {338961} 02AA: SET_CAR_ONLY_DAMAGED_BY_PLAYER $2421 1
  1751. {338968} 00A9: CAR_SET_IDLE $2421
  1752. {338973} 00AD: SET_CAR_CRUISE_SPEED $2421 20.0
  1753. {338983} 02C2: CAR_GOTO_COORDINATES_ACCURATE $2421 461.5507 -495.9435 10.06
  1754. {339003} 04E0: SET_CAR_STRAIGHT_LINE_DISTANCE $2421 5
  1755. {339010} 00AE: SET_CAR_DRIVING_STYLE $2421 2
  1756. {339017} 00A5: CREATE_CAR $2424 #SANCHEZ at 465.387 -430.1095 9.53
  1757. {339040} 0229: CHANGE_CAR_COLOUR $2424 6 6
  1758. {339049} 0175: SET_CAR_HEADING $2424 176.3589
  1759. {339059} 0129: CREATE_CHAR_INSIDE_CAR $2425 pedtype 8 model 86 in_car $2424
  1760. {339071} 01ED: CLEAR_CHAR_THREAT_SEARCH $2425
  1761. {339076} 02A9: SET_CHAR_ONLY_DAMAGED_BY_PLAYER $2425 1
  1762. {339083} 02AA: SET_CAR_ONLY_DAMAGED_BY_PLAYER $2424 1
  1763. {339090} 00A9: CAR_SET_IDLE $2424
  1764. {339095} 00AD: SET_CAR_CRUISE_SPEED $2424 30.0
  1765. {339105} 02C2: CAR_GOTO_COORDINATES_ACCURATE $2424 449.048 -548.812 9.71657
  1766. {339125} 04E0: SET_CAR_STRAIGHT_LINE_DISTANCE $2424 5
  1767. {339132} 0395: CLEAR_AREA 459.17 -384.687 300.0 300.0 0
  1768. {339160} 8119: not IS_CAR_DEAD $2296
  1769. {339172} 0519: FREEZE_CAR_POSITION $2296 0
  1770. {339179} 00A6: DELETE_CAR $2302
  1771. {339184} 00A6: DELETE_CAR $2372
  1772. {339189} 00A6: DELETE_CAR $2380
  1773. {339194} 00A6: DELETE_CAR $2389
  1774. {339199} 00A6: DELETE_CAR $2395
  1775. {339204} 00A6: DELETE_CAR $2404
  1776. {339209} 00A6: DELETE_CAR $2296
  1777. {339214} 0108: DELETE_OBJECT $2433
  1778. {339219} 009B: DELETE_CHAR $2307
  1779. {339224} 009B: DELETE_CHAR $2308
  1780. {339229} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #CBA
  1781. {339233} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #BURRITO
  1782. {339238} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #HNA
  1783. {339242} 00A5: CREATE_CAR $2296 #ADMIRAL at 462.8591 -482.4778 10.09055
  1784. {339265} 0175: SET_CAR_HEADING $2296 177.3171
  1785. {339275} 0229: CHANGE_CAR_COLOUR $2296 8 8
  1786. {339284} 020A: LOCK_CAR_DOORS $2296 3
  1787. {339291} 02AA: SET_CAR_ONLY_DAMAGED_BY_PLAYER $2296 1
  1788. {339298} 053F: SET_CAN_BURST_CAR_TYRES $2296 0
  1789. {339305} 00A5: CREATE_CAR $2302 #CUBAN at 466.8876 -495.2599 10.79347
  1790. {339328} 0175: SET_CAR_HEADING $2302 339.8893
  1791. {339338} 053F: SET_CAN_BURST_CAR_TYRES $2302 0
  1792. {339345} 00A5: CREATE_CAR $2372 #VOODOO at 464.6875 -501.6888 10.79347
  1793. {339368} 0175: SET_CAR_HEADING $2372 327.731
  1794. {339378} 053F: SET_CAN_BURST_CAR_TYRES $2372 0
  1795. {339385} 0107: CREATE_OBJECT $2433 #BRIEFCASE 461.5507 -495.9435 10.06
  1796. {339407} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #CUBAN
  1797. {339412} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #VOODOO
  1798. {339417} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #TEC9
  1799. {339426} 0057: IS_PLAYER_IN_AREA_3D $PLAYER_CHAR 452.2447 -472.5703 -5.0 462.9531 -541.2667 12.743 sphere 0
  1800. {339470} 0004: $2434 = 1
  1801. {339481} 0038: $2434 == 1
  1802. {339495} 0055: SET_PLAYER_COORDINATES $PLAYER_CHAR 453.3544 -508.6663 9.9747
  1803. {339515} 0171: SET_PLAYER_HEADING $PLAYER_CHAR 174.428
  1804. ELSE
  1805. {339532} 0055: SET_PLAYER_COORDINATES $PLAYER_CHAR 454.112 -503.8624 16.9188
  1806. {339552} 0171: SET_PLAYER_HEADING $PLAYER_CHAR 162.0138
  1807. {339566} 8118: not IS_CHAR_DEAD $2295
  1808. {339578} 04EB: TASK_TOGGLE_DUCK $2295 0 100 ms
  1809. {339587} 02A9: SET_CHAR_ONLY_DAMAGED_BY_PLAYER $2295 1
  1810. {339594} 00A1: SET_CHAR_COORDINATES $2295 463.8191 -496.5726 10.0225
  1811. {339614} 0173: SET_CHAR_HEADING $2295 154.3421
  1812. {339624} 02E2: SET_CHAR_ACCURACY $2295 70
  1813. {339635} 8118: not IS_CHAR_DEAD $2293
  1814. {339647} 00A1: SET_CHAR_COORDINATES $2293 464.8956 -493.4782 10.0225
  1815. {339667} 0173: SET_CHAR_HEADING $2293 167.202
  1816. {339677} 0350: SET_CHAR_STAY_IN_SAME_PLACE $2293 1
  1817. {339684} 02E2: SET_CHAR_ACCURACY $2293 70
  1818. {339691} 02A9: SET_CHAR_ONLY_DAMAGED_BY_PLAYER $2293 1
  1819. ELSE
  1820. {339705} 009B: DELETE_CHAR $2293
  1821. {339710} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #CLA
  1822. {339718} 8118: not IS_CHAR_DEAD $2294
  1823. {339730} 00A1: SET_CHAR_COORDINATES $2294 463.9327 -505.5049 9.9656
  1824. {339750} 0173: SET_CHAR_HEADING $2294 90.4333
  1825. {339760} 0350: SET_CHAR_STAY_IN_SAME_PLACE $2294 1
  1826. {339767} 02E2: SET_CHAR_ACCURACY $2294 60
  1827. {339774} 02A9: SET_CHAR_ONLY_DAMAGED_BY_PLAYER $2294 1
  1828. ELSE
  1829. {339788} 009B: DELETE_CHAR $2294
  1830. {339793} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #CLB
  1831. {339797} 0151: CLEAR_ONSCREEN_COUNTER $2299
  1832. {339802} 0151: CLEAR_ONSCREEN_COUNTER $2460
  1833. {339807} 0004: $2360 = 14
  1834. {339814} 0006: 16@ = 0
  1835. {339821} 00D6: IF
  1836. {339825} 0038: $2360 == 14
  1837. {339843} 8118: not IS_CHAR_DEAD $2423
  1838. {339859} 8119: not IS_CAR_DEAD $2421
  1839. {339875} 00DB: IS_CHAR_IN_CAR $2423 $2421
  1840. {339894} 8118: not IS_CHAR_DEAD $2425
  1841. {339910} 8119: not IS_CAR_DEAD $2424
  1842. {339926} 00DB: IS_CHAR_IN_CAR $2425 $2424
  1843. {339941} 0158: POINT_CAMERA_AT_CAR $2424 14 2
  1844. {339950} 0006: 16@ = 0
  1845. {339957} 0004: $2360 = 15
  1846. {339964} 00D6: IF
  1847. {339968} 0038: $2360 == 15
  1848. {339986} 8118: not IS_CHAR_DEAD $2423
  1849. {340002} 8119: not IS_CAR_DEAD $2421
  1850. {340018} 00DB: IS_CHAR_IN_CAR $2423 $2421
  1851. {340037} 8118: not IS_CHAR_DEAD $2425
  1852. {340053} 8119: not IS_CAR_DEAD $2424
  1853. {340069} 00DB: IS_CHAR_IN_CAR $2425 $2424
  1854. {340088} 01AD: LOCATE_CAR_2D $2421 460.9107 -477.6669 5.0 5.0 0
  1855. {340122} 015F: SET_FIXED_CAMERA_POSITION 454.5264 -507.1066 13.64925 0.0 0.0 0.0
  1856. {340154} 0158: POINT_CAMERA_AT_CAR $2421 15 2
  1857. {340163} 0004: $2360 = 16
  1858. {340170} 0006: 16@ = 0
  1859. ELSE
  1860. {340188} 0019: 16@ > 15000
  1861. {340203} 00AB: SET_CAR_COORDINATES $2421 460.9107 -477.6669 -100.0
  1862. {340223} 0175: SET_CAR_HEADING $2421 169.954
  1863. {340237} 8448: not IS_CHAR_SITTING_IN_CAR $2423 $2421
  1864. {340252} 036A: WARP_CHAR_INTO_CAR $2423 $2421
  1865. {340260} 02C2: CAR_GOTO_COORDINATES_ACCURATE $2421 461.5507 -495.9435 10.06
  1866. {340280} 0006: 16@ = 0
  1867. {340287} 00D6: IF
  1868. {340291} 0038: $2360 == 16
  1869. {340309} 8118: not IS_CHAR_DEAD $2423
  1870. {340325} 8119: not IS_CAR_DEAD $2421
  1871. {340341} 00DB: IS_CHAR_IN_CAR $2423 $2421
  1872. {340360} 01AD: LOCATE_CAR_2D $2421 461.5507 -495.9435 1.5 1.5 0
  1873. {340394} 0108: DELETE_OBJECT $2433
  1874. {340399} 00BC: PRINT_NOW 'GEN3_35' 7000 ms 2 // ~g~He's stolen Diaz's money!
  1875. {340414} 0187: ADD_BLIP_FOR_CHAR $2423 $2422
  1876. {340422} 00AE: SET_CAR_DRIVING_STYLE $2421 2
  1877. {340429} 00AD: SET_CAR_CRUISE_SPEED $2421 16.0
  1878. {340439} 02C2: CAR_GOTO_COORDINATES_ACCURATE $2421 449.048 -548.812 9.71657
  1879. {340463} 8118: not IS_CHAR_DEAD $2295
  1880. {340479} 8118: not IS_CHAR_DEAD $2423
  1881. {340491} 01C9: SET_CHAR_OBJ_KILL_CHAR_ON_FOOT $2295 $2423
  1882. {340503} 8118: not IS_CHAR_DEAD $2291
  1883. {340519} 8118: not IS_CHAR_DEAD $2425
  1884. {340531} 01C9: SET_CHAR_OBJ_KILL_CHAR_ON_FOOT $2291 $2425
  1885. {340539} 00BC: PRINT_NOW 'GEN3_53' 5000 ms 1 // MY MONEY!
  1886. {340554} 03D1: PLAY_MISSION_AUDIO 2
  1887. WHILE {340558} 00D6: IF and
  1888. {340562} 83D2: not HAS_MISSION_AUDIO_FINISHED 2
  1889. {340566} 8118: not IS_CHAR_DEAD $2295
  1890. {340578} 0001: WAIT 0 ms
  1891. {340589} 040D: CLEAR_MISSION_AUDIO 2
  1892. {340593} 03D5: CLEAR_THIS_PRINT 'GEN3_53' // MY MONEY!
  1893. {340603} 0004: $2360 = 17
  1894. {340610} 0006: 16@ = 0
  1895. ELSE
  1896. {340628} 0019: 16@ > 15000
  1897. {340643} 00AB: SET_CAR_COORDINATES $2421 461.5507 -495.9435 -100.0
  1898. {340663} 0175: SET_CAR_HEADING $2421 169.954
  1899. {340677} 8448: not IS_CHAR_SITTING_IN_CAR $2423 $2421
  1900. {340692} 036A: WARP_CHAR_INTO_CAR $2423 $2421
  1901. {340700} 0006: 16@ = 0
  1902. {340707} 00D6: IF
  1903. {340711} 0038: $2360 == 17
  1904. {340729} 8118: not IS_CHAR_DEAD $2423
  1905. {340745} 8119: not IS_CAR_DEAD $2421
  1906. {340761} 00DB: IS_CHAR_IN_CAR $2423 $2421
  1907. {340780} 8118: not IS_CHAR_DEAD $2295
  1908. {340796} 01AD: LOCATE_CAR_2D $2421 449.048 -548.812 7.5 7.5 0
  1909. {340834} 8119: not IS_CAR_DEAD $2424
  1910. {340846} 00AF: SET_CAR_MISSION $2424 10
  1911. {340853} 03D1: PLAY_MISSION_AUDIO 1
  1912. {340861} 8118: not IS_CHAR_DEAD $2425
  1913. {340873} 0321: EXPLODE_CHAR_HEAD $2425
  1914. WHILE {340878} 00D6: IF and
  1915. {340882} 83D2: not HAS_MISSION_AUDIO_FINISHED 1
  1916. {340886} 8118: not IS_CHAR_DEAD $2295
  1917. {340898} 0001: WAIT 0 ms
  1918. {340909} 040D: CLEAR_MISSION_AUDIO 1
  1919. {340917} 8119: not IS_CAR_DEAD $2296
  1920. {340929} 036A: WARP_CHAR_INTO_CAR $2295 $2296
  1921. {340937} 054A: SET_CHAR_CAN_BE_SHOT_IN_VEHICLE $2295 0
  1922. {340944} 0001: WAIT 0 ms
  1923. {340952} 8119: not IS_CAR_DEAD $2296
  1924. {340964} 00AB: SET_CAR_COORDINATES $2296 460.7918 -488.6781 10.0225
  1925. {340984} 0175: SET_CAR_HEADING $2296 177.0297
  1926. {340994} 02AC: SET_CAR_PROOFS $2296 1 1 1 1 1
  1927. {341009} 009B: DELETE_CHAR $2293
  1928. {341014} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #CLA
  1929. {341018} 009B: DELETE_CHAR $2294
  1930. {341023} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #CLB
  1931. {341031} 8119: not IS_CAR_DEAD $2424
  1932. {341043} 00AB: SET_CAR_COORDINATES $2424 453.323 -541.0601 9.7917
  1933. {341063} 0175: SET_CAR_HEADING $2424 161.5261
  1934. {341073} 02A3: SWITCH_WIDESCREEN 0
  1935. {341077} 01B4: SET_PLAYER_CONTROL $PLAYER_CHAR 1
  1936. {341084} 02EB: RESTORE_CAMERA_JUMPCUT
  1937. {341086} 0373: SET_CAMERA_BEHIND_PLAYER
  1938. {341088} 01EB: SET_CAR_DENSITY_MULTIPLIER 1.0
  1939. {341095} 032B: CREATE_PICKUP_WITH_AMMO 282 3 90 455.9854 -531.2479 10.7576 $2462
  1940. {341126} 8119: not IS_CAR_DEAD $2424
  1941. {341138} 0161: ADD_BLIP_FOR_CAR_OLD $2424 color 0 dim 1 $2459
  1942. {341154} 8119: not IS_CAR_DEAD $2296
  1943. {341166} 0519: FREEZE_CAR_POSITION $2296 1
  1944. {341173} 0006: 16@ = 0
  1945. {341180} 0004: $2301 = 1
  1946. {341187} 0004: $2360 = 18
  1947. ELSE
  1948. {341205} 0019: 16@ > 25000
  1949. {341220} 00AB: SET_CAR_COORDINATES $2421 449.048 -548.812 -100.0
  1950. {341240} 0175: SET_CAR_HEADING $2421 169.954
  1951. {341254} 8448: not IS_CHAR_SITTING_IN_CAR $2423 $2421
  1952. {341269} 036A: WARP_CHAR_INTO_CAR $2423 $2421
  1953. {341277} 0006: 16@ = 0
  1954. {341284} 00D6: IF
  1955. {341288} 0038: $2360 == 18
  1956. {341306} 8118: not IS_CHAR_DEAD $2295
  1957. {341322} 0038: $2463 == 0
  1958. {341336} 03CF: LOAD_MISSION_AUDIO 1 'COL3_25'
  1959. {341348} 0004: $2463 = 1
  1960. {341359} 0038: $2463 == 1
  1961. {341377} 03D0: HAS_MISSION_AUDIO_LOADED 1
  1962. {341388} 0004: $2463 = 2
  1963. {341399} 0038: $2463 == 2
  1964. {341413} 00BC: PRINT_NOW 'GEN3_54' 5000 ms 1 // Don't just stand there, you pricks, chase that Haitian dickhead down!
  1965. {341428} 03D1: PLAY_MISSION_AUDIO 1
  1966. {341432} 0004: $2463 = 3
  1967. {341443} 0038: $2463 == 3
  1968. {341461} 03D2: HAS_MISSION_AUDIO_FINISHED 1
  1969. {341472} 040D: CLEAR_MISSION_AUDIO 1
  1970. {341476} 03D5: CLEAR_THIS_PRINT 'GEN3_54' // Don't just stand there, you pricks, chase that Haitian dickhead down!
  1971. {341486} 00BC: PRINT_NOW 'GEN3_36' 7000 ms 2 // ~g~Grab the bike, chase him down and get Diaz's money back!
  1972. {341501} 0004: $2463 = 4
  1973. ELSE
  1974. {341515} 040D: CLEAR_MISSION_AUDIO 1
  1975. {341519} 00D6: IF
  1976. {341523} 8119: not IS_CAR_DEAD $2424
  1977. {341539} 0442: IS_PLAYER_SITTING_IN_CAR $PLAYER_CHAR $2424
  1978. {341558} 0038: $2465 == 0
  1979. {341576} 0019: 16@ > 9500
  1980. {341591} 03E5: PRINT_HELP 'GEN3_63' // As well as performing drive-by's,~h~ motorbikes ~w~allow you to ~h~shoot forwards~w~.
  1981. {341601} 0006: 16@ = 0
  1982. {341608} 0004: $2465 = 1
  1983. {341619} 0038: $2465 == 1
  1984. {341633} 0293: GET_CONTROLLER_MODE $18
  1985. {341642} 0038: $18 == 3
  1986. {341656} 03E5: PRINT_HELP 'GEN3_66' // To shoot forwards while on a bike press the ~h~~k~~PED_FIREWEAPON~~w~ button.
  1987. {341666} 0006: 16@ = 0
  1988. {341673} 0004: $2465 = 2
  1989. ELSE
  1990. {341687} 03E5: PRINT_HELP 'GEN3_64' // To shoot forwards while on a bike press the ~h~~k~~PED_FIREWEAPON~~w~ button.
  1991. {341697} 0006: 16@ = 0
  1992. {341704} 0004: $2465 = 2
  1993. {341715} 0038: $2465 == 2
  1994. {341733} 0019: 16@ > 9500
  1995. {341748} 03E5: PRINT_HELP 'GEN3_67' // You must have a sub machine gun to shoot forwards on a motorbike.
  1996. {341758} 0006: 16@ = 0
  1997. {341765} 0004: $2465 = 3
  1998. {341772} 00D6: IF
  1999. {341776} 0038: $2458 == 0
  2000. {341794} 0018: $2360 > 17
  2001. {341812} 8038: not $2360 == 50
  2002. {341830} 8119: not IS_CAR_DEAD $2424
  2003. {341846} 0443: IS_PLAYER_SITTING_IN_ANY_CAR $PLAYER_CHAR
  2004. {341851} 81FC: not LOCATE_PLAYER_ANY_MEANS_CAR_2D $PLAYER_CHAR $2424 65.0 65.0 0
  2005. {341871} 0018: $2431 > 0
  2006. {341885} 0164: REMOVE_BLIP $2459
  2007. {341890} 0004: $2458 = 1
  2008. {341897} 00D6: IF
  2009. {341901} 0018: $2360 > 17
  2010. {341919} 001A: 20 > $2360
  2011. {341937} 8118: not IS_CHAR_DEAD $2423
  2012. {341953} 8119: not IS_CAR_DEAD $2421
  2013. {341969} 02CB: IS_CHAR_ON_SCREEN $2423
  2014. {341985} 0448: IS_CHAR_SITTING_IN_CAR $2423 $2421
  2015. {342004} 00EB: LOCATE_PLAYER_IN_CAR_CHAR_2D $PLAYER_CHAR $2423 50.0 50.0 0
  2016. {342031} 00AD: SET_CAR_CRUISE_SPEED $2421 30.0
  2017. ELSE
  2018. {342048} 00AD: SET_CAR_CRUISE_SPEED $2421 22.0
  2019. {342058} 00D6: IF
  2020. {342062} 0038: $2360 == 18
  2021. {342080} 8118: not IS_CHAR_DEAD $2423
  2022. {342092} 0050: GOSUB @GENERL3_27583
  2023. {342103} 8119: not IS_CAR_DEAD $2421
  2024. {342119} 00DB: IS_CHAR_IN_CAR $2423 $2421
  2025. {342138} 01AD: LOCATE_CAR_2D $2421 258.262 -957.993 10.0 10.0 0
  2026. {342172} 0004: $2301 = 1
  2027. {342179} 0004: $2360 = 19
  2028. {342186} 00D6: IF
  2029. {342190} 0038: $2360 == 19
  2030. {342208} 8118: not IS_CHAR_DEAD $2423
  2031. {342220} 0050: GOSUB @GENERL3_27583
  2032. {342231} 8119: not IS_CAR_DEAD $2421
  2033. {342247} 00DB: IS_CHAR_IN_CAR $2423 $2421
  2034. {342266} 01AD: LOCATE_CAR_2D $2421 191.64 -1305.0 10.0 10.0 0
  2035. {342300} 0004: $2301 = 1
  2036. {342307} 0004: $2360 = 20
  2037. {342314} 00D6: IF
  2038. {342318} 0038: $2360 == 20
  2039. {342336} 8118: not IS_CHAR_DEAD $2423
  2040. {342348} 0050: GOSUB @GENERL3_27583
  2041. {342355} 00D6: IF
  2042. {342359} 0018: $2360 > 17
  2043. {342377} 8038: not $2360 == 50
  2044. {342395} 0038: $2431 == 0
  2045. {342413} 0118: IS_CHAR_DEAD $2423
  2046. {342429} 056D: DOES_CHAR_EXIST $2423
  2047. {342441} 0164: REMOVE_BLIP $2422
  2048. {342446} 04A5: GET_DEAD_CHAR_PICKUP_COORDS $2423 $2443 $2444 $2445
  2049. {342460} 0213: CREATE_PICKUP #BRIEFCASE 3 $2443 $2444 $2445 $2297
  2050. {342478} 03DC: ADD_BLIP_FOR_PICKUP $2297 $2298
  2051. {342486} 00BC: PRINT_NOW 'GEN3_29' 7000 ms 2 // ~g~Collect the briefcase and take it back to Diaz.
  2052. {342501} 0004: $2431 = 1
  2053. ELSE
  2054. {342515} 00BC: PRINT_NOW 'GEN3_50' 5000 ms 1 // ~r~You lost Diaz's money! Next time try not to reduce the money to ashes!
  2055. {342530} 0004: $2431 = 1
  2056. BREAK
  2057. {342544} 00D6: IF
  2058. {342548} 0038: $2431 == 1
  2059. {342566} 0214: HAS_PICKUP_BEEN_COLLECTED $2297
  2060. {342578} 0164: REMOVE_BLIP $2298
  2061. {342583} 00BC: PRINT_NOW 'GEN3_28' 7000 ms 2 // ~g~Take the briefcase back to Diaz.
  2062. {342598} 018A: ADD_BLIP_FOR_COORD 461.1141 -483.7427 10.0225 $2432
  2063. {342618} 0004: $2431 = 2
  2064. {342625} 00D6: IF
  2065. {342629} 0038: $2431 == 2
  2066. {342647} 00E7: LOCATE_STOPPED_PLAYER_ON_FOOT_2D $PLAYER_CHAR 462.8465 -488.8573 1.0 1.0 1
  2067. {342685} 8118: not IS_CHAR_DEAD $2295
  2068. {342701} 8119: not IS_CAR_DEAD $2296
  2069. {342713} 0395: CLEAR_AREA 461.1141 -483.7427 50.0 50.0 1
  2070. {342737} 0164: REMOVE_BLIP $2432
  2071. {342742} 02A3: SWITCH_WIDESCREEN 1
  2072. {342746} 01B4: SET_PLAYER_CONTROL $PLAYER_CHAR 0
  2073. {342753} 0519: FREEZE_CAR_POSITION $2296 0
  2074. {342760} 015F: SET_FIXED_CAMERA_POSITION 458.3597 -492.0299 11.40805 0.0 0.0 0.0
  2075. {342792} 0160: POINT_CAMERA_AT_POINT 459.0232 -491.3191 11.1746 2
  2076. {342811} 022D: CHAR_LOOK_AT_PLAYER_ALWAYS $2295 $PLAYER_CHAR
  2077. {342819} 022E: PLAYER_LOOK_AT_CHAR_ALWAYS $PLAYER_CHAR $2295
  2078. {342827} 0395: CLEAR_AREA 459.03 -492.26 50.0 50.0 0
  2079. {342851} 0055: SET_PLAYER_COORDINATES $PLAYER_CHAR 462.3976 -488.8137 10.0225
  2080. {342871} 0171: SET_PLAYER_HEADING $PLAYER_CHAR 94.7362
  2081. {342881} 022E: PLAYER_LOOK_AT_CHAR_ALWAYS $PLAYER_CHAR $2295
  2082. {342889} 020F: TURN_CHAR_TO_FACE_PLAYER $2295 $PLAYER_CHAR
  2083. {342897} 0210: TURN_PLAYER_TO_FACE_CHAR $PLAYER_CHAR $2295
  2084. {342905} 01B8: SET_CURRENT_PLAYER_WEAPON $PLAYER_CHAR 0
  2085. {342912} 01B9: SET_CURRENT_CHAR_WEAPON $2295 0
  2086. {342919} 01C3: MARK_CAR_AS_NO_LONGER_NEEDED $2302
  2087. {342924} 01C3: MARK_CAR_AS_NO_LONGER_NEEDED $2372
  2088. {342929} 00A6: DELETE_CAR $2421
  2089. {342934} 00A6: DELETE_CAR $2424
  2090. {342939} 0395: CLEAR_AREA 462.5829 -507.5089 10.62216 1.0 0
  2091. {342963} 00A5: CREATE_CAR $2421 #SANCHEZ at 462.5829 -507.5089 10.62216
  2092. {342986} 0175: SET_CAR_HEADING $2421 345.749
  2093. {342996} 0229: CHANGE_CAR_COLOUR $2421 6 6
  2094. {343005} 01C3: MARK_CAR_AS_NO_LONGER_NEEDED $2302
  2095. {343010} 01C3: MARK_CAR_AS_NO_LONGER_NEEDED $2372
  2096. {343015} 0395: CLEAR_AREA 460.8782 -495.8145 10.018 2.0 1
  2097. {343039} 0395: CLEAR_AREA 460.3542 -498.9017 9.9931 2.0 1
  2098. {343063} 0395: CLEAR_AREA 459.4139 -503.3691 9.9561 2.0 1
  2099. {343087} 0395: CLEAR_AREA 458.4541 -507.1656 9.9158 2.0 1
  2100. {343111} 0395: CLEAR_AREA 457.2427 -513.5924 9.8549 2.0 1
  2101. {343135} 03CF: LOAD_MISSION_AUDIO 1 'COL3_12'
  2102. {343147} 03CF: LOAD_MISSION_AUDIO 2 'COL3_13'
  2103. WHILE {343159} 00D6: IF or
  2104. {343163} 83D0: not HAS_MISSION_AUDIO_LOADED 1
  2105. {343167} 83D0: not HAS_MISSION_AUDIO_LOADED 2
  2106. {343178} 0001: WAIT 0 ms
  2107. {343189} 00BC: PRINT_NOW 'GEN3_9' 5000 ms 1 // I live! Dickheads! And it's all down to you! What is your name?
  2108. {343204} 03D1: PLAY_MISSION_AUDIO 1
  2109. WHILE {343208} 00D6: IF and
  2110. {343212} 83D2: not HAS_MISSION_AUDIO_FINISHED 1
  2111. {343216} 8118: not IS_CHAR_DEAD $2295
  2112. {343228} 0001: WAIT 0 ms
  2113. {343239} 040D: CLEAR_MISSION_AUDIO 1
  2114. {343243} 03D5: CLEAR_THIS_PRINT 'GEN3_9' // I live! Dickheads! And it's all down to you! What is your name?
  2115. {343257} 8119: not IS_CAR_DEAD $2296
  2116. {343269} 0158: POINT_CAMERA_AT_CAR $2296 14 2
  2117. {343278} 015F: SET_FIXED_CAMERA_POSITION 464.5828 -484.9439 11.91287 0.0 0.0 0.0
  2118. {343310} 0160: POINT_CAMERA_AT_POINT 463.8417 -485.5769 11.68894 2
  2119. {343329} 00BC: PRINT_NOW 'GEN3_10' 5000 ms 1 // Tommy.
  2120. {343344} 03D1: PLAY_MISSION_AUDIO 2
  2121. WHILE {343348} 00D6: IF and
  2122. {343352} 83D2: not HAS_MISSION_AUDIO_FINISHED 2
  2123. {343356} 8118: not IS_CHAR_DEAD $PLAYER_ACTOR
  2124. {343368} 0001: WAIT 0 ms
  2125. {343379} 040D: CLEAR_MISSION_AUDIO 2
  2126. {343383} 03D5: CLEAR_THIS_PRINT 'GEN3_10' // Tommy.
  2127. {343393} 03CF: LOAD_MISSION_AUDIO 1 'COL3_14'
  2128. {343405} 03CF: LOAD_MISSION_AUDIO 2 'COL3_15'
  2129. WHILE {343417} 00D6: IF or
  2130. {343421} 83D0: not HAS_MISSION_AUDIO_LOADED 1
  2131. {343425} 83D0: not HAS_MISSION_AUDIO_LOADED 2
  2132. {343436} 0001: WAIT 0 ms
  2133. {343447} 00BC: PRINT_NOW 'GEN3_11' 5000 ms 1 // I see you soon, amigo, I think!
  2134. {343462} 03D1: PLAY_MISSION_AUDIO 1
  2135. WHILE {343466} 00D6: IF and
  2136. {343470} 83D2: not HAS_MISSION_AUDIO_FINISHED 1
  2137. {343474} 8118: not IS_CHAR_DEAD $2295
  2138. {343486} 0001: WAIT 0 ms
  2139. {343497} 040D: CLEAR_MISSION_AUDIO 1
  2140. {343501} 03D5: CLEAR_THIS_PRINT 'GEN3_11' // I see you soon, amigo, I think!
  2141. {343511} 0004: $2431 = 3
  2142. {343518} 009B: DELETE_CHAR $2291
  2143. {343523} 00D6: IF
  2144. {343527} 0038: $2431 == 3
  2145. {343545} 8118: not IS_CHAR_DEAD $2295
  2146. {343561} 8119: not IS_CAR_DEAD $2296
  2147. {343577} 0448: IS_CHAR_SITTING_IN_CAR $2295 $2296
  2148. {343592} 00AD: SET_CAR_CRUISE_SPEED $2296 20.0
  2149. {343602} 00A7: CAR_GOTO_COORDINATES $2296 454.0 -629.2 9.65577
  2150. {343622} 00AE: SET_CAR_DRIVING_STYLE $2296 2
  2151. {343629} 0006: 16@ = 0
  2152. {343636} 0004: $2431 = 4
  2153. {343643} 00D6: IF
  2154. {343647} 0038: $2431 == 4
  2155. {343665} 8119: not IS_CAR_DEAD $2296
  2156. {343681} 81FC: not LOCATE_PLAYER_ANY_MEANS_CAR_2D $PLAYER_CHAR $2296 30.0 30.0 0
  2157. {343701} 0019: 16@ > 15000
  2158. {343716} 0230: STOP_PLAYER_LOOKING $PLAYER_CHAR
  2159. {343721} 0372: SET_CHAR_WAIT_STATE $PLAYER_ACTOR 3 2000
  2160. {343731} 00BC: PRINT_NOW 'GEN3_12' 5000 ms 1 // Shit. Where's that guy Lance?
  2161. {343746} 03D1: PLAY_MISSION_AUDIO 2
  2162. WHILE {343750} 00D6: IF and
  2163. {343754} 83D2: not HAS_MISSION_AUDIO_FINISHED 2
  2164. {343758} 8118: not IS_CHAR_DEAD $PLAYER_ACTOR
  2165. {343770} 0001: WAIT 0 ms
  2166. {343781} 040D: CLEAR_MISSION_AUDIO 2
  2167. {343785} 03D5: CLEAR_THIS_PRINT 'GEN3_12' // Shit. Where's that guy Lance?
  2168. {343795} 0372: SET_CHAR_WAIT_STATE $PLAYER_ACTOR 0 100
  2169. {343808} 8118: not IS_CHAR_DEAD $2295
  2170. {343820} 022F: STOP_CHAR_LOOKING $2295
  2171. {343825} 02EB: RESTORE_CAMERA_JUMPCUT
  2172. {343827} 02A3: SWITCH_WIDESCREEN 0
  2173. {343831} 01B4: SET_PLAYER_CONTROL $PLAYER_CHAR 1
  2174. {343838} 0002: GOTO @GENERL3_26195
  2175. {343845} 0004: $2431 = 5
  2176. {343852} 00D6: IF
  2177. {343856} 0038: $2430 == 1
  2178. {343874} 8118: not IS_CHAR_DEAD $2291
  2179. {343890} 8320: not IS_CHAR_IN_PLAYERS_GROUP $2291 $PLAYER_CHAR
  2180. {343909} 0038: $2290 == 0
  2181. {343923} 00BC: PRINT_NOW 'GEN3_23' 10000 ms 1 // ~g~You've left Lance behind! Go and get him!
  2182. {343938} 0164: REMOVE_BLIP $2359
  2183. {343943} 0187: ADD_BLIP_FOR_CHAR $2291 $2292
  2184. {343951} 0004: $2360 = 50
  2185. {343958} 0004: $2290 = 1
  2186. {343965} 00D6: IF
  2187. {343969} 0038: $2360 == 50
  2188. {343987} 8118: not IS_CHAR_DEAD $2291
  2189. {344003} 0320: IS_CHAR_IN_PLAYERS_GROUP $2291 $PLAYER_CHAR
  2190. {344022} 0038: $2290 == 1
  2191. {344036} 018A: ADD_BLIP_FOR_COORD $2309 $2310 11.062 $2359
  2192. {344052} 0164: REMOVE_BLIP $2292
  2193. {344057} 03D5: CLEAR_THIS_PRINT 'GEN3_23' // ~g~You've left Lance behind! Go and get him!
  2194. {344067} 00BC: PRINT_NOW 'GEN3_44' 5000 ms 2 // ~g~Go with Lance to the drop off and watch over Diaz.
  2195. {344082} 0004: $2290 = 0
  2196. {344089} 0004: $2360 = 2
  2197. {344096} 00D6: IF
  2198. {344100} 0018: $2360 > 11
  2199. {344118} 0118: IS_CHAR_DEAD $2307
  2200. {344130} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2307
  2201. {344139} 0118: IS_CHAR_DEAD $2308
  2202. {344151} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2308
  2203. {344160} 0118: IS_CHAR_DEAD $2293
  2204. {344172} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2293
  2205. {344181} 0118: IS_CHAR_DEAD $2294
  2206. {344193} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2294
  2207. {344198} 00D6: IF
  2208. {344202} 0018: $2373 > 1
  2209. {344220} 0118: IS_CHAR_DEAD $2320
  2210. {344232} 0164: REMOVE_BLIP $2344
  2211. {344237} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2320
  2212. {344246} 0118: IS_CHAR_DEAD $2321
  2213. {344258} 0164: REMOVE_BLIP $2345
  2214. {344263} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2321
  2215. {344268} 00D6: IF
  2216. {344272} 0018: $2381 > 1
  2217. {344290} 0118: IS_CHAR_DEAD $2322
  2218. {344302} 0164: REMOVE_BLIP $2346
  2219. {344307} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2322
  2220. {344316} 0118: IS_CHAR_DEAD $2323
  2221. {344328} 0164: REMOVE_BLIP $2347
  2222. {344333} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2323
  2223. {344338} 00D6: IF
  2224. {344342} 0018: $2390 > 1
  2225. {344360} 0118: IS_CHAR_DEAD $2324
  2226. {344372} 0164: REMOVE_BLIP $2348
  2227. {344377} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2324
  2228. {344386} 0118: IS_CHAR_DEAD $2325
  2229. {344398} 0164: REMOVE_BLIP $2349
  2230. {344403} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2325
  2231. {344412} 0118: IS_CHAR_DEAD $2326
  2232. {344424} 0164: REMOVE_BLIP $2350
  2233. {344429} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2326
  2234. {344438} 0118: IS_CHAR_DEAD $2327
  2235. {344450} 0164: REMOVE_BLIP $2351
  2236. {344455} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2327
  2237. {344460} 00D6: IF
  2238. {344464} 0018: $2396 > 1
  2239. {344482} 0118: IS_CHAR_DEAD $2328
  2240. {344494} 0164: REMOVE_BLIP $2352
  2241. {344499} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2328
  2242. {344508} 0118: IS_CHAR_DEAD $2329
  2243. {344520} 0164: REMOVE_BLIP $2353
  2244. {344525} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2329
  2245. {344534} 0118: IS_CHAR_DEAD $2330
  2246. {344546} 0164: REMOVE_BLIP $2354
  2247. {344551} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2330
  2248. {344560} 0118: IS_CHAR_DEAD $2331
  2249. {344572} 0164: REMOVE_BLIP $2355
  2250. {344577} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2331
  2251. {344582} 00D6: IF
  2252. {344586} 0018: $2405 > 1
  2253. {344604} 0118: IS_CHAR_DEAD $2332
  2254. {344616} 0164: REMOVE_BLIP $2356
  2255. {344621} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2332
  2256. {344630} 0118: IS_CHAR_DEAD $2333
  2257. {344642} 0164: REMOVE_BLIP $2357
  2258. {344647} 01C2: MARK_CHAR_AS_NO_LONGER_NEEDED $2333
  2259. {344652} 00D6: IF
  2260. {344656} 0018: $2360 > 1
  2261. {344674} 001A: 21 > $2360
  2262. {344692} 001A: 3 > $2431
  2263. {344710} 0118: IS_CHAR_DEAD $2291
  2264. {344722} 00BC: PRINT_NOW 'GEN3_25' 5000 ms 1 // ~r~Lance died!
  2265. BREAK
  2266. {344744} 00D6: IF
  2267. {344748} 0038: $2360 == 50
  2268. {344766} 0118: IS_CHAR_DEAD $2291
  2269. {344778} 00BC: PRINT_NOW 'GEN3_25' 5000 ms 1 // ~r~Lance died!
  2270. BREAK
  2271. {344800} 00D6: IF
  2272. {344804} 0018: $2360 > 3
  2273. {344822} 001A: 50 > $2360
  2274. {344840} 0118: IS_CHAR_DEAD $2295
  2275. {344852} 00BC: PRINT_NOW 'GEN3_38' 5000 ms 1 // ~r~Diaz died! You failed to protect him!
  2276. BREAK
  2277. {344874} 00D6: IF
  2278. {344878} 0038: $2431 == 0
  2279. {344896} 0018: $2360 > 17
  2280. {344914} 8038: not $2360 == 50
  2281. {344932} 8118: not IS_CHAR_DEAD $2423
  2282. {344948} 80E9: not LOCATE_PLAYER_ANY_MEANS_CHAR_2D $PLAYER_CHAR $2423 300.0 300.0 0
  2283. {344975} 00BC: PRINT_NOW 'GEN3_30' 5000 ms 1 // ~r~He got away with the money! Diaz will have your balls for this!
  2284. BREAK
  2285. :GENERL3_26174
  2286. {345004} 00BA: PRINT_BIG 'M_FAIL' 5000 ms 1 // MISSION FAILED!
  2287. {345019} 01F0: SET_MAX_WANTED_LEVEL 4
  2288. {345023} 0051: RETURN
  2289.  
  2290. SUBROUTINE GENERL3_27583()
  2291. {346417} 001A: 2 > $2301
  2292. {346435} 8119: not IS_CAR_DEAD $2421
  2293. {346451} 80DC: not IS_PLAYER_IN_CAR $PLAYER_CHAR $2421
  2294. {346470} 02BF: IS_CAR_IN_WATER $2421
  2295. {346482} 0004: $2301 = 2
  2296. ELSE
  2297. {346496} 0004: $2301 = 2
  2298. ELSE
  2299. {346510} 0004: $2301 = 2
  2300. {346521} 0038: $2301 == 0
  2301. {346539} 80DF: not IS_CHAR_IN_ANY_CAR $2423
  2302. {346551} 01D5: SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER $2423 $2421
  2303. {346559} 0319: SET_CHAR_RUNNING $2423 1
  2304. {346566} 0004: $2301 = 1
  2305. {346577} 0038: $2301 == 1
  2306. {346595} 0448: IS_CHAR_SITTING_IN_CAR $2423 $2421
  2307. {346610} 00AD: SET_CAR_CRUISE_SPEED $2421 30.0
  2308. {346620} 00AE: SET_CAR_DRIVING_STYLE $2421 2
  2309. {346631} 0038: $2360 == 18
  2310. {346645} 02C2: CAR_GOTO_COORDINATES_ACCURATE $2421 256.0 -969.15 9.622
  2311. ELSE
  2312. {346676} 0038: $2360 == 19
  2313. {346690} 02C2: CAR_GOTO_COORDINATES_ACCURATE $2421 191.64 -1305.0 9.101
  2314. ELSE
  2315. {346717} 00A8: CAR_WANDER_RANDOMLY $2421
  2316. {346722} 0004: $2301 = 0
  2317. {346733} 0038: $2301 == 2
  2318. {346751} 044B: IS_CHAR_ON_FOOT $2423
  2319. {346756} 0119: IS_CAR_DEAD $2421
  2320. {346768} 011C: SET_CHAR_OBJ_NO_OBJ $2423
  2321. {346773} 01D0: SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS $2423 $PLAYER_CHAR
  2322. {346781} 0004: $2301 = 3
  2323. ELSE
  2324. {346799} 0449: IS_CHAR_SITTING_IN_ANY_CAR $2423
  2325. {346811} 03E2: SET_CHAR_OBJ_LEAVE_ANY_CAR $2423
  2326. {346816} 0051: RETURN
  2327.  
  2328. SUBROUTINE GENERL3_26174()
  2329. {345004} 00BA: PRINT_BIG 'M_FAIL' 5000 ms 1 // MISSION FAILED!
  2330. {345019} 01F0: SET_MAX_WANTED_LEVEL 4
  2331. {345023} 0051: RETURN
  2332.  
  2333. SUBROUTINE GENERL3_26269()
  2334. {345099} 0004: $ONMISSION = 0
  2335. {345106} 0164: REMOVE_BLIP $2358
  2336. {345111} 0164: REMOVE_BLIP $2359
  2337. {345116} 0164: REMOVE_BLIP $2315
  2338. {345121} 0164: REMOVE_BLIP $2432
  2339. {345126} 0215: REMOVE_PICKUP $2289
  2340. {345131} 0215: REMOVE_PICKUP $2462
  2341. {345136} 034F: REMOVE_CHAR_ELEGANTLY $2295
  2342. {345141} 034F: REMOVE_CHAR_ELEGANTLY $2291
  2343. {345146} 0296: UNLOAD_SPECIAL_CHARACTER 1
  2344. {345150} 0296: UNLOAD_SPECIAL_CHARACTER 2
  2345. {345154} 0108: DELETE_OBJECT $2433
  2346. {345163} 8119: not IS_CAR_DEAD $2302
  2347. {345175} 020A: LOCK_CAR_DOORS $2302 1
  2348. {345186} 8119: not IS_CAR_DEAD $2372
  2349. {345198} 020A: LOCK_CAR_DOORS $2372 1
  2350. {345209} 8119: not IS_CAR_DEAD $2296
  2351. {345221} 020A: LOCK_CAR_DOORS $2296 1
  2352. {345228} 0519: FREEZE_CAR_POSITION $2296 0
  2353. {345235} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #ADMIRAL
  2354. {345240} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #CLA
  2355. {345244} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #CLB
  2356. {345248} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #CUBAN
  2357. {345253} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #HNA
  2358. {345257} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #HNB
  2359. {345261} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #CBA
  2360. {345265} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #BURRITO
  2361. {345270} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #VOODOO
  2362. {345275} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #TEC9
  2363. {345280} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #SANCHEZ
  2364. {345285} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #UZI
  2365. {345290} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #RUGER
  2366. {345295} 0249: MARK_MODEL_AS_NO_LONGER_NEEDED #INFERNUS
  2367. {345300} 0164: REMOVE_BLIP $2344
  2368. {345305} 0164: REMOVE_BLIP $2345
  2369. {345310} 0164: REMOVE_BLIP $2346
  2370. {345315} 0164: REMOVE_BLIP $2347
  2371. {345320} 0164: REMOVE_BLIP $2348
  2372. {345325} 0164: REMOVE_BLIP $2349
  2373. {345330} 0164: REMOVE_BLIP $2350
  2374. {345335} 0164: REMOVE_BLIP $2351
  2375. {345340} 0164: REMOVE_BLIP $2352
  2376. {345345} 0164: REMOVE_BLIP $2353
  2377. {345350} 0164: REMOVE_BLIP $2354
  2378. {345355} 0164: REMOVE_BLIP $2355
  2379. {345360} 0164: REMOVE_BLIP $2356
  2380. {345365} 0164: REMOVE_BLIP $2357
  2381. {345370} 0164: REMOVE_BLIP $2422
  2382. {345375} 0164: REMOVE_BLIP $2298
  2383. {345380} 0215: REMOVE_PICKUP $2297
  2384. {345385} 0164: REMOVE_BLIP $2459
  2385. {345390} 01E7: SWITCH_ROADS_ON 360.1251 -718.2709 5.6599 358.0144 -714.4711 15.5665
  2386. {345422} 022A: SWITCH_PED_PATHS_ON 378.103 -785.55 -10.908 448.572 -365.738 15.096
  2387. {345454} 022A: SWITCH_PED_PATHS_ON 461.047 -407.806 -5.549 470.15 -391.0296 16.9967
  2388. {345486} 022A: SWITCH_PED_PATHS_ON 435.0 -524.0 8.06 471.0 -543.0 10.22
  2389. {345518} 022A: SWITCH_PED_PATHS_ON 459.0238 -516.2858 -9.8426 442.6711 -521.8006 9.3815
  2390. {345550} 01E7: SWITCH_ROADS_ON 378.103 -785.55 -10.908 448.572 -365.738 15.096
  2391. {345582} 01E7: SWITCH_ROADS_ON 461.047 -407.806 -5.549 470.15 -391.0296 16.9967
  2392. {345614} 01E7: SWITCH_ROADS_ON 435.0 -524.0 8.06 471.0 -543.0 10.22
  2393. {345646} 022A: SWITCH_PED_PATHS_ON 453.827 -521.7261 -9.8193 458.1206 -518.6826 9.8448
  2394. {345678} 022B: SWITCH_PED_PATHS_OFF 448.1194 -547.571 -9.5965 451.8866 -545.3828 9.7703
  2395. {345710} 022B: SWITCH_PED_PATHS_OFF 363.3187 -740.4727 -9.8304 358.7317 -742.9393 9.8132
  2396. {345742} 022B: SWITCH_PED_PATHS_OFF 363.3187 -740.4727 -9.8304 358.7317 -742.9393 9.8132
  2397. {345774} 022B: SWITCH_PED_PATHS_OFF 252.7259 -1010.698 -9.3932 247.8766 -1015.847 9.4152
  2398. {345806} 01E8: SWITCH_ROADS_OFF 448.1194 -547.571 -9.5965 451.8866 -545.3828 9.7703
  2399. {345838} 01E8: SWITCH_ROADS_OFF 363.3187 -740.4727 -9.8304 358.7317 -742.9393 9.8132
  2400. {345870} 01E8: SWITCH_ROADS_OFF 363.3187 -740.4727 -9.8304 358.7317 -742.9393 9.8132
  2401. {345902} 01E8: SWITCH_ROADS_OFF 252.7259 -1010.698 -9.3932 247.8766 -1015.847 9.4152
  2402. {345934} 01E8: SWITCH_ROADS_OFF 458.3911 -489.0092 -10.0225 463.1796 -482.4622 10.0225
  2403. {345966} 01E8: SWITCH_ROADS_OFF 433.9177 -580.8214 -9.7481 430.8031 -571.5383 9.644
  2404. {345998} 022B: SWITCH_PED_PATHS_OFF 433.9177 -580.8214 -9.7481 430.8031 -571.5383 9.644
  2405. {346030} 022B: SWITCH_PED_PATHS_OFF 461.4449 -458.5997 -9.5192 466.4395 -452.1389 9.5569
  2406. {346062} 022B: SWITCH_PED_PATHS_OFF 409.9822 -628.7527 -9.6987 401.5934 -633.8622 9.7065
  2407. {346094} 022B: SWITCH_PED_PATHS_OFF 397.3751 -659.5804 -9.9223 392.3924 -652.4006 12.6895
  2408. {346126} 022B: SWITCH_PED_PATHS_OFF 451.3571 -549.2508 -9.72 371.0886 -706.9174 12.9341
  2409. {346158} 022A: SWITCH_PED_PATHS_ON 467.448 -562.4217 10.0455 498.3176 -559.6038 10.0255
  2410. {346190} 022A: SWITCH_PED_PATHS_ON 463.6935 -522.5222 -9.9304 458.2091 -523.7589 9.9072
  2411. {346222} 022A: SWITCH_PED_PATHS_ON 403.8958 -706.7869 5.047491 401.1646 -707.5736 12.05998
  2412. {346254} 022A: SWITCH_PED_PATHS_ON 512.5228 -414.8388 5.066745 515.016 -419.5481 12.06674
  2413. {346286} 022A: SWITCH_PED_PATHS_ON 409.0673 -567.9186 5.203645 407.8025 -563.9974 11.11817
  2414. {346318} 022A: SWITCH_PED_PATHS_ON 387.9402 -553.2854 5.080599 388.5724 -557.2783 11.06856
  2415. {346350} 022A: SWITCH_PED_PATHS_ON 369.0032 -563.5308 8.19 374.3449 -563.1741 10.09998
  2416. {346382} 01B7: RELEASE_WEATHER
  2417. {346384} 0151: CLEAR_ONSCREEN_COUNTER $2299
  2418. {346389} 0151: CLEAR_ONSCREEN_COUNTER $2460
  2419. {346394} 0164: REMOVE_BLIP $2292
  2420. {346399} 0164: REMOVE_BLIP $2459
  2421. {346404} 01BD: GET_GAME_TIMER $CURRENT_TIME_IN_MS
  2422. {346409} 00D8: MISSION_HAS_FINISHED
  2423. {346411} 0051: RETURN
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