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love4.sc

Oct 11th, 2016
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  1. MISSION_START
  2. // *****************************************************************************************
  3. // ********************************* Love Mission 4 **************************************
  4. // ********************************* Grand Theft Aero **************************************
  5. // *****************************************************************************************
  6. // *** The real packages are still in the Cessna, which is at the airport. ***
  7. // *** When the player arrives he will see a Palantic Construction vans drive away. ***
  8. // *** As he gets closer there are some Colombians inside the hangar, seeing the player ***
  9. // *** they will attack. After the player has killed them, he will go into the hangar to ***
  10. // *** find out that the package is not there. The player must go to to the building ***
  11. // *** site. There the player will have to fight his way through the Colombians to ***
  12. // *** Catalina & Miguel and the packages. ***
  13. // *****************************************************************************************
  14.  
  15. // Mission start stuff
  16.  
  17. GOSUB mission_start_love4
  18.  
  19. IF HAS_DEATHARREST_BEEN_EXECUTED
  20. GOSUB mission_love4_failed
  21. ENDIF
  22.  
  23. GOSUB mission_cleanup_love4
  24.  
  25. MISSION_END
  26.  
  27. // Variables for mission
  28.  
  29. //VAR_INT flag_player_on_love_mission flag_love_mission4_passed// TEST VARS
  30.  
  31. VAR_INT love_4_blip goon_in_hangar1_blip goon_in_hangar2_blip goon_in_hangar3_blip goon_in_hangar4_blip
  32. VAR_INT van1_driver goon_in_hangar1 goon_in_hangar2 goon_in_hangar3 goon_in_hangar4 ducking_flag
  33. VAR_INT car_van1_lm4 car_van2_lm4 car_van3_lm4 wingless_cessna cs_cat cs_lift lift players_vehicle
  34. VAR_INT deadman1 hangar_route
  35. VAR_INT flag_result_1 reset_timera_flag player_car_l4 cs_whip
  36. VAR_INT goon_at_yard1 goon_at_yard2 goon_at_yard3 goon_at_yard4 goon_at_yard5 goon_at_yard6 goon_at_yard7 goon_at_yard8 goon_at_yard9 goon_at_yard10
  37. VAR_INT yard_route1 yard_route2 yard_route3 game_timer_var c_site_area_flag colombian_car
  38. VAR_INT yakuza_car1 yakuza_car2 yakuza_guard1 yakuza_guard2 yakuza_guard3 yakuza_guard4 yakuza_guard5 yakuza_car3
  39. VAR_INT goon_in_hangar1_flag goon_in_hangar2_flag goon_in_hangar3_flag goon_in_hangar4_flag
  40. VAR_INT goon_in_hangar1_ducking goon_in_hangar2_ducking goon_in_hangar3_ducking goon_in_hangar4_ducking
  41. VAR_INT goon_in_hangar1_waitstate goon_in_hangar2_waitstate goon_in_hangar3_waitstate goon_in_hangar4_waitstate
  42. VAR_INT goon_in_hangar1_blip_flag goon_in_hangar2_blip_flag goon_in_hangar3_blip_flag goon_in_hangar4_blip_flag
  43. VAR_INT goon_at_yard1_flag goon_at_yard1_duck goon_at_yard1_duck_timer
  44. VAR_INT goon_at_yard2_flag goon_at_yard2_duck goon_at_yard2_duck_timer
  45. VAR_INT goon_at_yard3_flag goon_at_yard3_duck goon_at_yard3_duck_timer
  46. VAR_INT goon_at_yard4_flag goon_at_yard4_duck goon_at_yard4_duck_timer
  47. VAR_INT goon_at_yard5_flag break_timer break_timer_start
  48. VAR_INT goon_at_yard6_flag
  49. VAR_INT goon_at_yard7_duck goon_at_yard7_duck_timer
  50. VAR_INT goon_at_yard8_flag goon_at_yard8_duck goon_at_yard8_duck_timer
  51. VAR_INT goon_at_yard9_flag
  52. VAR_INT goon_at_yard10_flag goon_at_yard10_duck goon_at_yard10_duck_timer
  53.  
  54. VAR_FLOAT van3_x van3_y van3_z x_component y_component differ_x differ_y distance_result1 distance_result2 sum_difference
  55. VAR_FLOAT temp_result_x temp_result_y result1_x result1_y result2_x result2_y
  56. VAR_FLOAT player_lo4_x player_lo4_y player_lo4_z temp_var_x temp_var_y
  57.  
  58. // ****************************************Mission Start************************************
  59.  
  60. mission_start_love4:
  61.  
  62. flag_player_on_mission = 1
  63. flag_player_on_love_mission = 1
  64.  
  65. REGISTER_MISSION_GIVEN
  66.  
  67. WAIT 0
  68.  
  69. SCRIPT_NAME love4
  70.  
  71. flag_result_1 = 0
  72. reset_timera_flag = 0
  73.  
  74. goon_in_hangar1_flag = -1
  75. goon_in_hangar2_flag = -1
  76. goon_in_hangar3_flag = -1
  77. goon_in_hangar4_flag = -1
  78.  
  79. goon_in_hangar1_ducking = -1
  80. goon_in_hangar2_ducking = -1
  81. goon_in_hangar3_ducking = -1
  82. goon_in_hangar4_ducking = -1
  83.  
  84. goon_in_hangar1_waitstate = 0
  85. goon_in_hangar2_waitstate = 0
  86. goon_in_hangar3_waitstate = 0
  87. goon_in_hangar4_waitstate = 0
  88.  
  89. goon_at_yard1_flag = 0
  90. goon_at_yard1_duck = 0
  91. goon_at_yard1_duck_timer = 0
  92.  
  93. goon_at_yard2_flag = 0
  94. goon_at_yard2_duck = 0
  95. goon_at_yard2_duck_timer = 0
  96.  
  97. goon_at_yard3_flag = 0
  98. goon_at_yard3_duck = 0
  99. goon_at_yard3_duck_timer = 0
  100.  
  101. goon_at_yard4_flag = 0
  102. goon_at_yard4_duck = 0
  103. goon_at_yard4_duck_timer = 0
  104.  
  105. goon_at_yard5_flag = 0
  106.  
  107. goon_at_yard6_flag = 0
  108.  
  109. goon_at_yard7_duck = 0
  110. goon_at_yard7_duck_timer = 0
  111.  
  112. goon_at_yard8_flag = 0
  113. goon_at_yard8_duck = 0
  114. goon_at_yard8_duck_timer = 0
  115.  
  116. goon_at_yard9_flag = 0
  117.  
  118. goon_at_yard10_flag = 0
  119. goon_at_yard10_duck = 0
  120. goon_at_yard10_duck_timer = 0
  121.  
  122. goon_in_hangar1_blip_flag = 0
  123. goon_in_hangar2_blip_flag = 0
  124. goon_in_hangar3_blip_flag = 0
  125. goon_in_hangar4_blip_flag = 0
  126.  
  127. ducking_flag = 0
  128. c_site_area_flag = 0
  129.  
  130. hangar_route = 0
  131. yard_route1 = 1
  132. yard_route2 = 2
  133. yard_route3 = 3
  134. {
  135. // ****************************************START OF CUTSCENE********************************
  136.  
  137. LOAD_SPECIAL_CHARACTER 1 love
  138. REQUEST_MODEL tshrorckgrdn
  139. REQUEST_MODEL tshrorckgrdn_alfas
  140. LOAD_SPECIAL_MODEL cut_obj1 LOVEH
  141.  
  142. LOAD_ALL_MODELS_NOW
  143.  
  144. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
  145. OR NOT HAS_MODEL_LOADED tshrorckgrdn_alfas
  146. OR NOT HAS_MODEL_LOADED tshrorckgrdn
  147. OR NOT HAS_MODEL_LOADED cut_obj1
  148. WAIT 0
  149. ENDWHILE
  150.  
  151. LOAD_CUTSCENE D4_GTA
  152.  
  153. SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422
  154.  
  155. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  156. SET_CUTSCENE_ANIM cs_player player
  157.  
  158. CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love
  159. SET_CUTSCENE_ANIM cs_love love
  160.  
  161. CREATE_CUTSCENE_HEAD cs_love cut_obj1 cs_lovehead
  162. SET_CUTSCENE_HEAD_ANIM cs_lovehead love
  163.  
  164. CLEAR_AREA 82.44 -1548.49 28.0 2.0 TRUE
  165.  
  166. SET_PLAYER_COORDINATES player 82.44 -1548.49 28.0
  167.  
  168. SET_PLAYER_HEADING player 90.0
  169.  
  170. DO_FADE 1500 FADE_IN
  171.  
  172. START_CUTSCENE
  173.  
  174. GET_CUTSCENE_TIME cs_time
  175.  
  176. WHILE cs_time < 765
  177. WAIT 0
  178. GET_CUTSCENE_TIME cs_time
  179. ENDWHILE
  180.  
  181. PRINT_NOW LOVE4_A 10000 1//"Thank you for retrieving those packages, but they were only a decoy."
  182.  
  183. WHILE cs_time < 4000
  184. WAIT 0
  185. GET_CUTSCENE_TIME cs_time
  186. ENDWHILE
  187.  
  188. PRINT_NOW LOVE4_B 10000 1//"Sorry about that, but that's sometimes the way in business."
  189.  
  190. WHILE cs_time < 6851
  191. WAIT 0
  192. GET_CUTSCENE_TIME cs_time
  193. ENDWHILE
  194.  
  195. PRINT_NOW LOVE4_C 10000 1//"My real objective was hidden on the plane all along."
  196.  
  197. WHILE cs_time < 9951
  198. WAIT 0
  199. GET_CUTSCENE_TIME cs_time
  200. ENDWHILE
  201.  
  202. PRINT_NOW LOVE4_D 10000 1//"Unfortunately the port authorities seized the plane and were stripping it down"
  203.  
  204. WHILE cs_time < 13204
  205. WAIT 0
  206. GET_CUTSCENE_TIME cs_time
  207. ENDWHILE
  208.  
  209. PRINT_NOW LOVE4_H 10000 1//"until I intervened at great personal expense."
  210.  
  211. WHILE cs_time < 16457
  212. WAIT 0
  213. GET_CUTSCENE_TIME cs_time
  214. ENDWHILE
  215.  
  216. PRINT_NOW LOVE4_E 10000 1//"Cross the bridge to and go to Francis International Airport."
  217.  
  218. WHILE cs_time < 19710
  219. WAIT 0
  220. GET_CUTSCENE_TIME cs_time
  221. ENDWHILE
  222.  
  223. PRINT_NOW LOVE4_F 10000 1//"I've paid off the officials."
  224.  
  225. WHILE cs_time < 21394
  226. WAIT 0
  227. GET_CUTSCENE_TIME cs_time
  228. ENDWHILE
  229.  
  230. PRINT_NOW LOVE4_G 10000 1//"My property will be waiting for you at the customs hanger in the aircraft's fuselage."
  231.  
  232. WHILE cs_time < 27666
  233. WAIT 0
  234. GET_CUTSCENE_TIME cs_time
  235. ENDWHILE
  236.  
  237. DO_FADE 1500 FADE_OUT
  238.  
  239. WHILE NOT HAS_CUTSCENE_FINISHED
  240. WAIT 0
  241. ENDWHILE
  242.  
  243. CLEAR_PRINTS
  244.  
  245. WHILE GET_FADING_STATUS
  246. WAIT 0
  247. ENDWHILE
  248.  
  249. CLEAR_CUTSCENE
  250.  
  251. DO_FADE 0 FADE_OUT
  252.  
  253. SET_CAMERA_BEHIND_PLAYER
  254.  
  255. UNLOAD_SPECIAL_CHARACTER 1
  256. MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1
  257. MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn
  258. MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas
  259.  
  260. REQUEST_MODEL CAR_PANLANT
  261. REQUEST_MODEL PED_GANG_COLOMBIAN_A
  262. REQUEST_MODEL PLANE_DODO
  263. REQUEST_MODEL CAR_COLUMB
  264.  
  265. LOAD_ALL_MODELS_NOW
  266.  
  267. WHILE NOT HAS_MODEL_LOADED CAR_PANLANT
  268. OR NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A
  269. OR NOT HAS_MODEL_LOADED PLANE_DODO
  270. OR NOT HAS_MODEL_LOADED CAR_COLUMB
  271. WAIT 0
  272. ENDWHILE
  273.  
  274. SWITCH_STREAMING ON
  275. DO_FADE 1500 FADE_IN
  276.  
  277. WHILE GET_FADING_STATUS
  278. WAIT 0
  279. ENDWHILE
  280.  
  281. // ******************************************END OF CUTSCENE********************************
  282.  
  283. ADD_BLIP_FOR_COORD_OLD -1268.4851 -528.6431 9.8341 RED BLIP_ONLY love_4_blip
  284. CHANGE_BLIP_SCALE love_4_blip 3
  285.  
  286. WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
  287. WAIT 0
  288.  
  289. // IF IS_BUTTON_PRESSED PAD1 TRIANGLE
  290. // AND IS_BUTTON_PRESSED PAD1 SQUARE
  291. // AND IS_BUTTON_PRESSED PAD1 CIRCLE
  292. // WAIT 500
  293. // SET_PLAYER_COORDINATES player 338.2069 -274.6978 15.8
  294. // GOTO second_cutscene
  295. // ENDIF
  296.  
  297. ENDWHILE
  298.  
  299. IF IS_NASTY_GAME
  300. CREATE_OBJECT_NO_OFFSET deadman1 -1276.834 -528.049 10.568 deadman1//-1276.983 -527.532 9.951 deadman1
  301. ELSE
  302. CREATE_OBJECT_NO_OFFSET deadmanoblood -1276.834 -528.049 10.568 deadman1//-1276.983 -527.532 9.951 deadman1
  303. ENDIF
  304.  
  305. WHILE NOT LOCATE_PLAYER_ANY_MEANS_2D player -1268.4851 -528.6431 200.0 200.0 0
  306. WAIT 0
  307.  
  308. ENDWHILE
  309.  
  310. WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
  311. WAIT 0
  312. ENDWHILE
  313.  
  314. CREATE_CAR CAR_PANLANT -1282.3678 -549.2936 10.0782 car_van1_lm4
  315. SET_CAR_HEADING car_van1_lm4 110.3045
  316.  
  317. CREATE_CAR CAR_PANLANT -1281.3341 -561.8243 10.0766 car_van3_lm4
  318. SET_CAR_HEADING car_van3_lm4 153.1196
  319.  
  320. CREATE_CAR PLANE_DODO -1268.2 -519.0 10.0 wingless_cessna
  321. SET_CAR_HEADING wingless_cessna 180.0
  322.  
  323. REMOVE_BLIP love_4_blip
  324. ADD_BLIP_FOR_CAR wingless_cessna love_4_blip
  325.  
  326. CREATE_CHAR_INSIDE_CAR car_van1_lm4 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A van1_driver
  327.  
  328. CAR_SET_IDLE car_van1_lm4
  329. CAR_SET_IDLE car_van3_lm4
  330.  
  331. CAR_SET_IDLE wingless_cessna
  332.  
  333. SET_CAR_CRUISE_SPEED car_van1_lm4 25.0
  334.  
  335. SET_CAR_DRIVING_STYLE car_van1_lm4 2
  336.  
  337. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1271.8468 -511.2291 10.0 goon_in_hangar1
  338. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1265.1578 -520.6526 10.0 goon_in_hangar2
  339. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1263.0977 -520.3745 10.0 goon_in_hangar3
  340. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1271.0814 -522.0176 10.0 goon_in_hangar4
  341.  
  342. SET_CHAR_HEADING goon_in_hangar4 170.5763
  343. TURN_CHAR_TO_FACE_CHAR goon_in_hangar2 goon_in_hangar3
  344. TURN_CHAR_TO_FACE_CHAR goon_in_hangar3 goon_in_hangar2
  345.  
  346. ADD_ROUTE_POINT hangar_route -1271.8468 -511.2291 9.7954
  347. ADD_ROUTE_POINT hangar_route -1263.3838 -510.6700 9.7954
  348. SET_CHAR_OBJ_FOLLOW_ROUTE goon_in_hangar1 hangar_route FOLLOW_ROUTE_BACKFORWARD
  349.  
  350. GIVE_WEAPON_TO_CHAR goon_in_hangar1 WEAPONTYPE_CHAINGUN 9999
  351. GIVE_WEAPON_TO_CHAR goon_in_hangar2 WEAPONTYPE_UZI 9999
  352. GIVE_WEAPON_TO_CHAR goon_in_hangar4 WEAPONTYPE_M16 9999
  353.  
  354. SET_CHAR_THREAT_SEARCH goon_in_hangar1 THREAT_FAST_CAR
  355. SET_CHAR_THREAT_SEARCH goon_in_hangar2 THREAT_FAST_CAR
  356. SET_CHAR_THREAT_SEARCH goon_in_hangar3 THREAT_FAST_CAR
  357. SET_CHAR_THREAT_SEARCH goon_in_hangar4 THREAT_FAST_CAR
  358.  
  359. IF flag_player_on_mission = 0
  360. ADD_BLIP_FOR_CHAR goon_in_hangar1 goon_in_hangar1_blip
  361. ADD_BLIP_FOR_CHAR goon_in_hangar2 goon_in_hangar2_blip
  362. ADD_BLIP_FOR_CHAR goon_in_hangar3 goon_in_hangar3_blip
  363. ADD_BLIP_FOR_CHAR goon_in_hangar4 goon_in_hangar4_blip
  364. ENDIF
  365.  
  366. WHILE NOT LOCATE_PLAYER_ANY_MEANS_2D player -1281.3341 -561.8243 90.0 90.0 0// CESSNA
  367.  
  368. WAIT 0
  369.  
  370. IF IS_CAR_DEAD wingless_cessna
  371. PRINT_NOW LOVE4_9 5000 1
  372. GOTO mission_love4_failed
  373. ENDIF
  374.  
  375. IF IS_CAR_DEAD car_van3_lm4
  376. PRINT_NOW LOV4_10 5000 1
  377. GOTO mission_love4_failed
  378. ENDIF
  379.  
  380. ENDWHILE
  381.  
  382. IF NOT IS_CAR_DEAD car_van1_lm4
  383. CAR_GOTO_COORDINATES car_van1_lm4 439.0 -198.0 21.0
  384. ENDIF
  385.  
  386. IF NOT IS_CHAR_DEAD goon_in_hangar2
  387. OR NOT IS_CHAR_DEAD goon_in_hangar3
  388. SET_CHARS_CHATTING goon_in_hangar2 goon_in_hangar3 1000000
  389. ENDIF
  390.  
  391. IF NOT IS_CHAR_DEAD goon_in_hangar4
  392. SET_CHAR_WAIT_STATE goon_in_hangar4 WAITSTATE_CROSS_ROAD_LOOK 1000000
  393. ENDIF
  394.  
  395. WHILE NOT IS_CHAR_DEAD goon_in_hangar1
  396. OR NOT IS_CHAR_DEAD goon_in_hangar2
  397. OR NOT IS_CHAR_DEAD goon_in_hangar3
  398. OR NOT IS_CHAR_DEAD goon_in_hangar4
  399.  
  400. WAIT 0
  401.  
  402. IF IS_CAR_DEAD wingless_cessna
  403. PRINT_NOW LOVE4_9 5000 1
  404. GOTO mission_love4_failed
  405. ENDIF
  406.  
  407. IF IS_CAR_DEAD car_van3_lm4
  408. PRINT_NOW LOV4_10 5000 1
  409. GOTO mission_love4_failed
  410. ENDIF
  411.  
  412. IF IS_CHAR_DEAD goon_in_hangar1
  413. goon_in_hangar1_flag = -100
  414. goon_in_hangar1_ducking = -100
  415. REMOVE_BLIP goon_in_hangar1_blip
  416. GOSUB set_death_flags
  417. ENDIF
  418.  
  419. IF IS_CHAR_DEAD goon_in_hangar2
  420. goon_in_hangar2_flag = -100
  421. goon_in_hangar2_ducking = -100
  422. REMOVE_BLIP goon_in_hangar2_blip
  423. GOSUB set_death_flags
  424. ENDIF
  425.  
  426. IF IS_CHAR_DEAD goon_in_hangar3
  427. goon_in_hangar3_flag = -100
  428. goon_in_hangar3_ducking = -100
  429. REMOVE_BLIP goon_in_hangar3_blip
  430. GOSUB set_death_flags
  431. ENDIF
  432.  
  433. IF IS_CHAR_DEAD goon_in_hangar4
  434. goon_in_hangar4_flag = -100
  435. goon_in_hangar4_ducking = -100
  436. REMOVE_BLIP goon_in_hangar4_blip
  437. GOSUB set_death_flags
  438. ENDIF
  439.  
  440. IF IS_PLAYER_IN_AREA_2D player -1285.05 -586.535 -1254.959 -542.262 0 //OUT THE FRONT OF THE HANGAR (AREA1)
  441. AND IS_CAR_ON_SCREEN wingless_cessna
  442. GOSUB set_death_flags
  443. ENDIF
  444.  
  445. IF IS_PLAYER_IN_AREA_2D player -1290.216 -542.262 -1244.057 -531.793 0 //INSIDE HANGAR (AREA2)
  446. IF NOT IS_CHAR_DEAD goon_in_hangar2
  447. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS goon_in_hangar2 player
  448. ENDIF
  449. goon_in_hangar2_flag = -100
  450. goon_in_hangar2_ducking = -100
  451. GOSUB set_death_flags
  452. ENDIF
  453.  
  454. IF IS_PLAYER_IN_AREA_2D player -1290.216 -531.793 -1244.057 -522.926 0 //INSIDE HANGAR (AREA3)
  455. IF NOT IS_CHAR_DEAD goon_in_hangar4
  456. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS goon_in_hangar4 player
  457. ENDIF
  458. goon_in_hangar4_flag = -100
  459. goon_in_hangar4_ducking = -100
  460. GOSUB set_death_flags
  461. ENDIF
  462.  
  463. IF IS_PLAYER_IN_AREA_2D player -1290.216 -522.926 -1244.057 -496.88 0 //INSIDE HANGAR (AREA4)
  464. IF NOT IS_CHAR_DEAD goon_in_hangar1
  465. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS goon_in_hangar1 player
  466. ENDIF
  467. goon_in_hangar1_flag = -100
  468. goon_in_hangar1_ducking = -100
  469. IF NOT IS_CHAR_DEAD goon_in_hangar3
  470. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS goon_in_hangar3 player
  471. ENDIF
  472. goon_in_hangar3_flag = -100
  473. goon_in_hangar3_ducking = -100
  474. GOSUB set_death_flags
  475. ENDIF
  476.  
  477. GOSUB ducking_routine
  478.  
  479. IF goon_in_hangar1_ducking > -1
  480. IF goon_in_hangar1_flag = 0
  481. CHAR_SET_IDLE goon_in_hangar1
  482. SET_CHAR_WAIT_STATE goon_in_hangar1 WAITSTATE_FALSE 100
  483. SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar1 -1280.2 -520.1
  484. goon_in_hangar1_flag = 1
  485. ENDIF
  486. IF goon_in_hangar1_flag = 1
  487. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar1 -1280.2 -520.1 1.0 1.0 0
  488. goon_in_hangar1_flag = 2
  489. goon_in_hangar1_ducking = 1
  490. ENDIF
  491. ENDIF
  492. ENDIF
  493.  
  494. IF goon_in_hangar2_ducking > -1
  495. IF goon_in_hangar2_flag = 0
  496. CHAR_SET_IDLE goon_in_hangar2
  497. SET_CHAR_WAIT_STATE goon_in_hangar2 WAITSTATE_FALSE 100
  498. SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar2 -1256.4 -521.3//-1256.4 -520.5
  499. goon_in_hangar2_flag = 1
  500. ENDIF
  501. IF goon_in_hangar2_flag = 1
  502. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar2 -1256.4 -521.3 1.0 1.0 0
  503. goon_in_hangar2_flag = 2
  504. goon_in_hangar2_ducking = 1
  505. ENDIF
  506. ENDIF
  507. ENDIF
  508.  
  509. IF goon_in_hangar3_ducking > -1
  510. IF goon_in_hangar3_flag = 0
  511. CHAR_SET_IDLE goon_in_hangar3
  512. SET_CHAR_WAIT_STATE goon_in_hangar3 WAITSTATE_FALSE 100
  513. SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar3 -1254.4 -521.3
  514. GIVE_WEAPON_TO_CHAR goon_in_hangar3 WEAPONTYPE_CHAINGUN 9999
  515. goon_in_hangar3_flag = 1
  516. ENDIF
  517. IF goon_in_hangar3_flag = 1
  518. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar3 -1254.4 -521.3 1.0 1.0 0
  519. goon_in_hangar3_flag = 2
  520. goon_in_hangar3_ducking = 1
  521. ENDIF
  522. ENDIF
  523. ENDIF
  524.  
  525. IF goon_in_hangar4_ducking > -1
  526. IF goon_in_hangar4_flag = 0
  527. CHAR_SET_IDLE goon_in_hangar4
  528. SET_CHAR_WAIT_STATE goon_in_hangar4 WAITSTATE_FALSE 100
  529. SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar4 -1280.8 -529.2
  530. goon_in_hangar4_flag = 1
  531. ENDIF
  532. IF goon_in_hangar4_flag = 1
  533. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar4 -1280.8 -529.2 1.0 1.0 0
  534. goon_in_hangar4_flag = 2
  535. goon_in_hangar4_ducking = 1
  536. ENDIF
  537. ENDIF
  538. ENDIF
  539.  
  540. ENDWHILE
  541.  
  542. REMOVE_BLIP goon_in_hangar1_blip
  543. REMOVE_BLIP goon_in_hangar2_blip
  544. REMOVE_BLIP goon_in_hangar3_blip
  545. REMOVE_BLIP goon_in_hangar4_blip
  546. MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar1
  547. MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar2
  548. MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar3
  549. MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar4
  550.  
  551. GET_PLAYER_CHAR player script_controlled_player
  552.  
  553. PRINT_NOW LOVE4_5 5000 1 //CHECK OUT THE CESSNA
  554.  
  555. IF IS_CAR_DEAD wingless_cessna
  556. PRINT_NOW LOVE4_9 5000 1
  557. GOTO mission_love4_failed
  558. ENDIF
  559.  
  560. WHILE NOT IS_PLAYER_IN_CAR player wingless_cessna
  561.  
  562. WAIT 0
  563.  
  564. IF IS_CAR_DEAD wingless_cessna
  565. PRINT_NOW LOVE4_9 5000 1
  566. GOTO mission_love4_failed
  567. ENDIF
  568.  
  569. IF IS_CAR_DEAD car_van3_lm4
  570. PRINT_NOW LOV4_10 5000 1
  571. GOTO mission_love4_failed
  572. ENDIF
  573.  
  574. ENDWHILE
  575.  
  576. WAIT 1000
  577.  
  578. PRINT_NOW LOVE4_2 3000 1 // "The package is not here"
  579.  
  580. REMOVE_BLIP love_4_blip
  581.  
  582. IF IS_CAR_DEAD car_van3_lm4
  583. PRINT_NOW LOV4_10 5000 1
  584. GOTO mission_love4_failed
  585. ENDIF
  586.  
  587. ADD_BLIP_FOR_CAR car_van3_lm4 love_4_blip
  588.  
  589. WHILE NOT LOCATE_PLAYER_ON_FOOT_CAR_2D player car_van3_lm4 6.0 6.0 0
  590.  
  591. WAIT 0
  592.  
  593. IF IS_CAR_DEAD car_van3_lm4
  594. PRINT_NOW LOV4_10 5000 1
  595. GOTO mission_love4_failed
  596. ENDIF
  597.  
  598. ENDWHILE
  599.  
  600. GET_CAR_COORDINATES car_van3_lm4 van3_x van3_y van3_z
  601.  
  602. GET_CAR_FORWARD_X car_van3_lm4 x_component
  603. GET_CAR_FORWARD_Y car_van3_lm4 y_component
  604.  
  605. temp_result_x = 2.8 * y_component //change both of these to move on the vehicles x axis
  606. temp_result_y = -2.8 * x_component //
  607.  
  608. temp_var_x = 0.3 * x_component //change both of these to move on the vehicles y axis
  609. temp_var_y = 0.3 * y_component //
  610.  
  611. result1_x = temp_result_x - temp_var_x
  612. result1_y = temp_result_y - temp_var_y
  613.  
  614. result1_x = result1_x + van3_x
  615. result1_y = result1_y + van3_y
  616.  
  617. /////////////////
  618.  
  619. temp_result_x = -2.8 * y_component //change both of these to move on the vehicles x axis
  620. temp_result_y = 2.8 * x_component //
  621.  
  622. temp_var_x = 0.3 * x_component //change both of these to move on the vehicles y axis
  623. temp_var_y = 0.3 * y_component //
  624.  
  625. result2_x = temp_result_x - temp_var_x
  626. result2_y = temp_result_y - temp_var_y
  627.  
  628. result2_x = result2_x + van3_x
  629. result2_y = result2_y + van3_y
  630.  
  631. van3_z += 0.15
  632.  
  633. ////////////////////////////////////////////////////////////////////////////////
  634.  
  635. SET_PLAYER_CONTROL player OFF
  636. SWITCH_WIDESCREEN ON
  637.  
  638. SET_CHAR_OBJ_WAIT_ON_FOOT script_controlled_player
  639. CHAR_SET_IDLE script_controlled_player
  640.  
  641. REMOVE_BLIP love_4_blip
  642.  
  643. GET_PLAYER_COORDINATES player player_lo4_x player_lo4_y player_lo4_z
  644.  
  645. differ_x = player_lo4_x - result1_x
  646. differ_y = player_lo4_y - result1_y
  647. differ_x = differ_x * differ_x
  648. differ_y = differ_y * differ_y
  649. sum_difference = differ_x + differ_y
  650. SQRT sum_difference distance_result1
  651.  
  652. differ_x = player_lo4_x - result2_x
  653. differ_y = player_lo4_y - result2_y
  654. differ_x = differ_x * differ_x
  655. differ_y = differ_y * differ_y
  656. sum_difference = differ_x + differ_y
  657. SQRT sum_difference distance_result2
  658.  
  659. IF distance_result1 < distance_result2
  660. flag_result_1 = 1
  661. ELSE
  662. flag_result_1 = 0
  663. ENDIF
  664.  
  665. IF flag_result_1 = 1
  666. SET_FIXED_CAMERA_POSITION result1_x result1_y van3_z 0.0 0.0 0.0
  667. POINT_CAMERA_AT_POINT result2_x result2_y van3_z INTERPOLATION
  668. ELSE
  669. SET_FIXED_CAMERA_POSITION result2_x result2_y van3_z 0.0 0.0 0.0
  670. POINT_CAMERA_AT_POINT result1_x result1_y van3_z INTERPOLATION
  671. ENDIF
  672.  
  673. WAIT 1000
  674.  
  675. PRINT_NOW LOVE4_3 3000 1 //Construction....yard!
  676.  
  677. WAIT 2000
  678.  
  679. RESTORE_CAMERA
  680.  
  681. SWITCH_WIDESCREEN OFF
  682. SET_PLAYER_CONTROL player ON
  683.  
  684. PRINT LOVE4_7 5000 1 //GET THERE
  685.  
  686. ADD_BLIP_FOR_COORD 366.939 -328.025 20.268 love_4_blip // CONSTRUCTION SITE
  687.  
  688. MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar1
  689. MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar2
  690. MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar3
  691. MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar4
  692. MARK_CHAR_AS_NO_LONGER_NEEDED van1_driver
  693.  
  694. MARK_CAR_AS_NO_LONGER_NEEDED car_van1_lm4
  695. MARK_CAR_AS_NO_LONGER_NEEDED car_van3_lm4
  696.  
  697. ////////////////////////////////////////////////////////////////////////////////
  698.  
  699. WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
  700. WAIT 0
  701. ENDWHILE
  702.  
  703. second_cutscene:
  704.  
  705. CREATE_CAR CAR_PANLANT 352.8936 -308.3074 15.8 car_van1_lm4
  706. CREATE_CAR CAR_PANLANT 359.3962 -307.2422 15.8 car_van2_lm4
  707. SET_CAR_HEADING car_van1_lm4 180.6
  708. SET_CAR_HEADING car_van2_lm4 222.9
  709.  
  710. CREATE_CAR CAR_COLUMB 346.8934 -298.4600 15.8 colombian_car
  711. SET_CAR_HEADING colombian_car 111.7
  712.  
  713. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 343.9994 -306.3081 15.8 goon_at_yard1 // area 1 chatting
  714. CLEAR_CHAR_THREAT_SEARCH goon_at_yard1
  715. SET_CHAR_THREAT_SEARCH goon_at_yard1 THREAT_PLAYER1
  716. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard1 TRUE
  717. SET_CHAR_USE_PEDNODE_SEEK goon_at_yard1 FALSE
  718.  
  719. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 341.5678 -306.8592 15.8 goon_at_yard2 // area 1 chatting
  720. CLEAR_CHAR_THREAT_SEARCH goon_at_yard2
  721. SET_CHAR_THREAT_SEARCH goon_at_yard2 THREAT_PLAYER1
  722. TURN_CHAR_TO_FACE_CHAR goon_at_yard2 goon_at_yard1
  723. TURN_CHAR_TO_FACE_CHAR goon_at_yard1 goon_at_yard2
  724. SET_CHARS_CHATTING goon_at_yard2 goon_at_yard1 10000000
  725. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard2 TRUE
  726. SET_CHAR_USE_PEDNODE_SEEK goon_at_yard2 FALSE
  727.  
  728. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 327.7796 -316.6461 15.9 goon_at_yard3 // by concrete area
  729. GIVE_WEAPON_TO_CHAR goon_at_yard3 WEAPONTYPE_CHAINGUN 9999
  730. CLEAR_CHAR_THREAT_SEARCH goon_at_yard3
  731. SET_CHAR_THREAT_SEARCH goon_at_yard3 THREAT_PLAYER1
  732. SET_CHAR_HEADING goon_at_yard3 315.0
  733. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard3 TRUE
  734. SET_CHAR_USE_PEDNODE_SEEK goon_at_yard3 FALSE
  735.  
  736. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 335.0769 -338.2184 15.8 goon_at_yard4 // by pile of wood SW
  737. GIVE_WEAPON_TO_CHAR goon_at_yard4 WEAPONTYPE_CHAINGUN 9999
  738. CLEAR_CHAR_THREAT_SEARCH goon_at_yard4
  739. SET_CHAR_THREAT_SEARCH goon_at_yard4 THREAT_PLAYER1
  740. SET_CHAR_HEADING goon_at_yard4 25.0
  741. SET_CHAR_WAIT_STATE goon_at_yard4 WAITSTATE_CROSS_ROAD_LOOK 10000000
  742. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard4 TRUE
  743. SET_CHAR_USE_PEDNODE_SEEK goon_at_yard4 FALSE
  744.  
  745. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 348.7184 -320.0932 15.8 goon_at_yard5 // by wooden steps
  746. GIVE_WEAPON_TO_CHAR goon_at_yard5 WEAPONTYPE_CHAINGUN 9999
  747. CLEAR_CHAR_THREAT_SEARCH goon_at_yard5
  748. SET_CHAR_THREAT_SEARCH goon_at_yard5 THREAT_PLAYER1
  749. SET_CHAR_HEADING goon_at_yard5 250.0
  750. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard5 TRUE
  751. SET_CHAR_USE_PEDNODE_SEEK goon_at_yard5 FALSE
  752.  
  753. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 357.1986 -319.7162 15.9 goon_at_yard6 // by concrete steps
  754. GIVE_WEAPON_TO_CHAR goon_at_yard6 WEAPONTYPE_CHAINGUN 9999
  755. CLEAR_CHAR_THREAT_SEARCH goon_at_yard6
  756. SET_CHAR_THREAT_SEARCH goon_at_yard6 THREAT_PLAYER1
  757. SET_CHAR_HEADING goon_at_yard6 250.0
  758. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard6 TRUE
  759. SET_CHAR_USE_PEDNODE_SEEK goon_at_yard6 FALSE
  760.  
  761. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 358.6874 -340.7191 16.0 goon_at_yard7 // behind last box
  762. GIVE_WEAPON_TO_CHAR goon_at_yard7 WEAPONTYPE_CHAINGUN 9999
  763. CLEAR_CHAR_THREAT_SEARCH goon_at_yard7
  764. SET_CHAR_THREAT_SEARCH goon_at_yard7 THREAT_PLAYER1
  765. SET_CHAR_HEADING goon_at_yard7 90.0
  766. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard7 TRUE
  767. SET_CHAR_USE_PEDNODE_SEEK goon_at_yard7 FALSE
  768.  
  769. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 360.1730 -336.0494 16.0 goon_at_yard8 // by last box
  770. GIVE_WEAPON_TO_CHAR goon_at_yard8 WEAPONTYPE_CHAINGUN 9999
  771. ADD_ROUTE_POINT yard_route3 360.1730 -336.0494 16.0
  772. ADD_ROUTE_POINT yard_route3 372.2496 -335.3521 17.0
  773. SET_CHAR_OBJ_FOLLOW_ROUTE goon_at_yard8 yard_route3 FOLLOW_ROUTE_BACKFORWARD
  774. CLEAR_CHAR_THREAT_SEARCH goon_at_yard8
  775. SET_CHAR_THREAT_SEARCH goon_at_yard8 THREAT_PLAYER1
  776. SET_CHAR_USE_PEDNODE_SEEK goon_at_yard8 FALSE
  777.  
  778. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 374.7956 -340.4126 16.0 goon_at_yard9 // behind lift
  779. GIVE_WEAPON_TO_CHAR goon_at_yard9 WEAPONTYPE_SHOTGUN 9999
  780. ADD_ROUTE_POINT yard_route2 374.7956 -340.4126 16.0
  781. ADD_ROUTE_POINT yard_route2 375.2283 -316.6560 18.3
  782. SET_CHAR_OBJ_FOLLOW_ROUTE goon_at_yard9 yard_route2 FOLLOW_ROUTE_BACKFORWARD
  783. CLEAR_CHAR_THREAT_SEARCH goon_at_yard9
  784. SET_CHAR_THREAT_SEARCH goon_at_yard9 THREAT_PLAYER1
  785. SET_CHAR_USE_PEDNODE_SEEK goon_at_yard9 FALSE
  786.  
  787. CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 391.0353 -298.6616 17.2 goon_at_yard10 // on building near maze
  788. GIVE_WEAPON_TO_CHAR goon_at_yard10 WEAPONTYPE_CHAINGUN 9999
  789. ADD_ROUTE_POINT yard_route1 391.0353 -298.6616 17.2
  790. ADD_ROUTE_POINT yard_route1 372.7149 -298.7406 17.2
  791. SET_CHAR_OBJ_FOLLOW_ROUTE goon_at_yard10 yard_route1 FOLLOW_ROUTE_BACKFORWARD
  792. CLEAR_CHAR_THREAT_SEARCH goon_at_yard10
  793. SET_CHAR_THREAT_SEARCH goon_at_yard10 THREAT_PLAYER1
  794. SET_CHAR_HEED_THREATS goon_at_yard10 TRUE
  795. SET_CHAR_USE_PEDNODE_SEEK goon_at_yard10 FALSE
  796.  
  797. WHILE NOT LOCATE_PLAYER_ON_FOOT_3D player 366.939 -328.025 20.268 1.0 1.0 2.0 1//LIFT
  798.  
  799. WAIT 0
  800.  
  801. IF c_site_area_flag = 0
  802. IF IS_CHAR_DEAD goon_at_yard1
  803. c_site_area_flag = 1
  804. ENDIF
  805.  
  806. IF IS_CHAR_DEAD goon_at_yard2
  807. c_site_area_flag = 1
  808. ENDIF
  809.  
  810. IF IS_CHAR_DEAD goon_at_yard3
  811. c_site_area_flag = 2
  812. ENDIF
  813.  
  814. IF IS_CHAR_DEAD goon_at_yard4
  815. c_site_area_flag = 3
  816. ENDIF
  817.  
  818. IF IS_CHAR_DEAD goon_at_yard5
  819. c_site_area_flag = 5
  820. ENDIF
  821.  
  822. IF IS_CHAR_DEAD goon_at_yard6
  823. c_site_area_flag = 6
  824. ENDIF
  825.  
  826. IF IS_CHAR_DEAD goon_at_yard7
  827. c_site_area_flag = 4
  828. ENDIF
  829.  
  830. IF IS_CHAR_DEAD goon_at_yard8
  831. c_site_area_flag = 4
  832. ENDIF
  833.  
  834. IF IS_CHAR_DEAD goon_at_yard9
  835. c_site_area_flag = 5
  836. ENDIF
  837. ENDIF
  838.  
  839. IF c_site_area_flag = 0
  840. IF IS_PLAYER_IN_AREA_2D player 331.8 -303.2 354.5 -280.2 0 // AREA 1
  841. c_site_area_flag = 1
  842. ENDIF
  843. ENDIF
  844.  
  845. IF c_site_area_flag = 1
  846. IF IS_PLAYER_IN_AREA_2D player 334.4 -314.6 348.2 -303.2 0 // AREA 2
  847. c_site_area_flag = 2
  848. ENDIF
  849. ENDIF
  850.  
  851. IF c_site_area_flag = 2
  852. IF IS_PLAYER_IN_AREA_2D player 326.4 -327.9 334.4 -303.2 0 // AREA 3
  853. c_site_area_flag = 3
  854. ENDIF
  855. ENDIF
  856.  
  857. IF c_site_area_flag = 3
  858. IF IS_PLAYER_IN_AREA_2D player 326.4 -341.8 334.4 -327.9 0 // AREA 4
  859. c_site_area_flag = 4
  860. ENDIF
  861. ENDIF
  862.  
  863. IF c_site_area_flag = 4
  864. IF IS_PLAYER_IN_AREA_2D player 334.4 -341.8 355.9 -314.6 0 // AREA 5
  865. c_site_area_flag = 5
  866. ENDIF
  867. ENDIF
  868.  
  869. IF c_site_area_flag = 5
  870. IF IS_PLAYER_IN_AREA_2D player 355.9 -341.8 380.3 -314.6 0 // AREA 6
  871. c_site_area_flag = 6
  872. ENDIF
  873. ENDIF
  874.  
  875. GET_GAME_TIMER game_timer_var
  876.  
  877. GOSUB goon_at_yard1_routine
  878. GOSUB goon_at_yard2_routine
  879. GOSUB goon_at_yard3_routine
  880. GOSUB goon_at_yard4_routine
  881. GOSUB goon_at_yard5_routine
  882. GOSUB goon_at_yard6_routine
  883. GOSUB goon_at_yard7_routine
  884. GOSUB goon_at_yard8_routine
  885. GOSUB goon_at_yard9_routine
  886. GOSUB goon_at_yard10_routine
  887.  
  888. IF IS_CHAR_DEAD goon_at_yard1
  889. AND IS_CHAR_DEAD goon_at_yard2
  890. AND IS_CHAR_DEAD goon_at_yard3
  891. AND IS_CHAR_DEAD goon_at_yard4
  892. AND IS_CHAR_DEAD goon_at_yard5
  893. IF IS_CHAR_DEAD goon_at_yard6
  894. AND IS_CHAR_DEAD goon_at_yard7
  895. AND IS_CHAR_DEAD goon_at_yard8
  896. AND IS_CHAR_DEAD goon_at_yard9
  897.  
  898. IF reset_timera_flag = 0
  899. TIMERA = 0
  900. reset_timera_flag = 1
  901. ENDIF
  902.  
  903. IF TIMERA > 10000
  904. AND reset_timera_flag = 1
  905. PRINT_NOW LOVE4_6 10000 1 //GET INTO THE LIFT
  906. reset_timera_flag = 2
  907. ENDIF
  908.  
  909. ENDIF
  910. ENDIF
  911.  
  912. ENDWHILE
  913.  
  914. REMOVE_BLIP love_4_blip
  915.  
  916. // ****************************************START OF CUTSCENE********************************
  917.  
  918. SET_FADING_COLOUR 0 0 0
  919.  
  920. DO_FADE 1500 FADE_OUT
  921.  
  922. GET_GAME_TIMER break_timer_start
  923. break_timer = 0
  924.  
  925. WHILE NOT CAN_PLAYER_START_MISSION player
  926. AND break_timer < 5000 // If player is not in control after 5 secs do the cutscene anyway
  927. WAIT 0
  928. GET_GAME_TIMER break_timer
  929. break_timer = break_timer - break_timer_start
  930. ENDWHILE
  931.  
  932. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  933.  
  934. LOAD_SPECIAL_CHARACTER 1 cat
  935. LOAD_SPECIAL_CHARACTER 2 miguel
  936. LOAD_SPECIAL_CHARACTER 3 asuka
  937. LOAD_SPECIAL_MODEL cut_obj1 d4props//lift
  938. LOAD_SPECIAL_MODEL cut_obj2 cath
  939. LOAD_SPECIAL_MODEL cut_obj3 asukah
  940. LOAD_SPECIAL_MODEL cut_obj4 miguelh
  941. LOAD_SPECIAL_MODEL cut_obj5 lift
  942. REQUEST_MODEL csitecutscene
  943.  
  944. SWITCH_STREAMING OFF
  945.  
  946. WHILE GET_FADING_STATUS
  947. WAIT 0
  948. ENDWHILE
  949.  
  950. LOAD_ALL_MODELS_NOW
  951.  
  952. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
  953. OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
  954. OR NOT HAS_SPECIAL_CHARACTER_LOADED 3
  955. OR NOT HAS_MODEL_LOADED cut_obj1
  956. OR NOT HAS_MODEL_LOADED cut_obj2
  957. OR NOT HAS_MODEL_LOADED cut_obj3
  958. WAIT 0
  959. ENDWHILE
  960.  
  961. WHILE NOT HAS_MODEL_LOADED cut_obj4
  962. OR NOT HAS_MODEL_LOADED cut_obj5
  963. OR NOT HAS_MODEL_LOADED csitecutscene
  964. WAIT 0
  965. ENDWHILE
  966.  
  967. SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 374.7956 -340.4126 16.0 16.0 scaffoldlift FALSE
  968.  
  969. LOAD_CUTSCENE D4_GTA2
  970.  
  971. SET_CUTSCENE_OFFSET 369.02 -327.5 18.46
  972.  
  973. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  974. SET_CUTSCENE_ANIM cs_player player
  975.  
  976. CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_catalina
  977. SET_CUTSCENE_ANIM cs_catalina cat
  978.  
  979. CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_miguel
  980. SET_CUTSCENE_ANIM cs_miguel miguel
  981.  
  982. CREATE_CUTSCENE_OBJECT PED_SPECIAL3 cs_asuka
  983. SET_CUTSCENE_ANIM cs_asuka asuka
  984.  
  985. CREATE_CUTSCENE_OBJECT cut_obj1 cs_whip
  986. SET_CUTSCENE_ANIM cs_whip d4props
  987.  
  988. CREATE_CUTSCENE_OBJECT cut_obj5 cs_lift
  989. SET_CUTSCENE_ANIM cs_lift lift
  990.  
  991. CREATE_CUTSCENE_HEAD cs_catalina cut_obj2 cs_cathead
  992. SET_CUTSCENE_HEAD_ANIM cs_cathead cat
  993.  
  994. CREATE_CUTSCENE_HEAD cs_asuka cut_obj3 cs_asukahead
  995. SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka
  996.  
  997. CREATE_CUTSCENE_HEAD cs_miguel cut_obj4 cs_mariahead
  998. SET_CUTSCENE_HEAD_ANIM cs_mariahead miguel
  999.  
  1000. //CREATE_CUTSCENE_OBJECT cut_obj2 cs_loot
  1001. //SET_CUTSCENE_ANIM cs_loot cs_loot
  1002. //
  1003. //CREATE_CUTSCENE_OBJECT cut_obj3 cs_colt1
  1004. //SET_CUTSCENE_ANIM cs_colt1 colt1
  1005. //
  1006. //CREATE_CUTSCENE_OBJECT cut_obj4 cs_colt2
  1007. //SET_CUTSCENE_ANIM cs_colt2 colt2
  1008. //
  1009. //CREATE_CUTSCENE_OBJECT cut_obj5 cs_whip
  1010. //SET_CUTSCENE_ANIM cs_whip whip
  1011.  
  1012. SET_PLAYER_COORDINATES player 373.7523 -327.2676 17.1950
  1013.  
  1014. SET_PLAYER_HEADING player 270.0
  1015.  
  1016. DO_FADE 1500 FADE_IN
  1017.  
  1018. START_CUTSCENE
  1019.  
  1020. GET_CUTSCENE_TIME cs_time
  1021.  
  1022. WHILE cs_time < 15386
  1023. WAIT 0
  1024. GET_CUTSCENE_TIME cs_time
  1025. ENDWHILE
  1026.  
  1027. PRINT_NOW GTAB_A 15000 1//Hey, let's get this out of here. God knows what it is
  1028.  
  1029. WHILE cs_time < 18600
  1030. WAIT 0
  1031. GET_CUTSCENE_TIME cs_time
  1032. ENDWHILE
  1033.  
  1034. PRINT_NOW GTAB_B 15000 1//but he seems to want it badly enough so it must be worth something.
  1035.  
  1036. WHILE cs_time < 21318
  1037. WAIT 0
  1038. GET_CUTSCENE_TIME cs_time
  1039. ENDWHILE
  1040.  
  1041. PRINT_NOW GTAB_C 15000 1//Who the Heck!
  1042.  
  1043. WHILE cs_time < 21933
  1044. WAIT 0
  1045. GET_CUTSCENE_TIME cs_time
  1046. ENDWHILE
  1047.  
  1048. particle_x = 369.02 - 0.0051
  1049. particle_y = -327.5 - 1.2746
  1050. particle_z = 18.46 + 48.3784
  1051.  
  1052. particle_target_x = 369.02 - 0.0489
  1053. particle_target_y = -327.5 - 1.4178
  1054. particle_target_z = 18.46 + 48.6197
  1055.  
  1056. temp_var = particle_target_x
  1057. particle_target_x = particle_x - temp_var
  1058.  
  1059. temp_var = particle_target_y
  1060. particle_target_y = particle_y - temp_var
  1061.  
  1062. temp_var = particle_target_z
  1063. particle_target_z = particle_z - temp_var
  1064.  
  1065. ADD_MOVING_PARTICLE_EFFECT POBJECT_CATALINAS_GUNFLASH particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 1.0 0 0 0 0
  1066.  
  1067. WHILE cs_time < 22167
  1068. WAIT 0
  1069. GET_CUTSCENE_TIME cs_time
  1070. ENDWHILE
  1071.  
  1072. particle_x = 369.02 + 0.2698
  1073. particle_y = -327.5 - 1.3691
  1074. particle_z = 18.46 + 48.2923
  1075.  
  1076. particle_target_x = 369.02 + 0.1917
  1077. particle_target_y = -327.5 - 1.5893
  1078. particle_target_z = 18.46 + 48.4539
  1079.  
  1080. temp_var = particle_target_x
  1081. particle_target_x = particle_x - temp_var
  1082.  
  1083. temp_var = particle_target_y
  1084. particle_target_y = particle_y - temp_var
  1085.  
  1086. temp_var = particle_target_z
  1087. particle_target_z = particle_z - temp_var
  1088.  
  1089. ADD_MOVING_PARTICLE_EFFECT POBJECT_CATALINAS_GUNFLASH particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 1.0 0 0 0 0
  1090.  
  1091. WHILE cs_time < 22428
  1092. WAIT 0
  1093. GET_CUTSCENE_TIME cs_time
  1094. ENDWHILE
  1095.  
  1096. PRINT_NOW GTAB_D 15000 1//YOU!
  1097.  
  1098. WHILE cs_time < 23270
  1099. WAIT 0
  1100. GET_CUTSCENE_TIME cs_time
  1101. ENDWHILE
  1102.  
  1103. PRINT_NOW GTAB_E 15000 1//Hey take it easy amigo! De nada! De nada!
  1104.  
  1105. WHILE cs_time < 26829
  1106. WAIT 0
  1107. GET_CUTSCENE_TIME cs_time
  1108. ENDWHILE
  1109.  
  1110. PRINT_NOW GTAB_F 15000 1//I left you pouring your heart out into the gutter!
  1111.  
  1112. WHILE cs_time < 29508
  1113. WAIT 0
  1114. GET_CUTSCENE_TIME cs_time
  1115. ENDWHILE
  1116.  
  1117. PRINT_NOW GTAB_G 15000 1//Don't shoot amigo. No problem. We all friends. Here, take this.
  1118.  
  1119. WHILE cs_time < 33871
  1120. WAIT 0
  1121. GET_CUTSCENE_TIME cs_time
  1122. ENDWHILE
  1123.  
  1124. PRINT_NOW GTAB_H 15000 1//Don't be such a pussy!
  1125.  
  1126. WHILE cs_time < 35408
  1127. WAIT 0
  1128. GET_CUTSCENE_TIME cs_time
  1129. ENDWHILE
  1130.  
  1131. PRINT_NOW GTAB_I 15000 1//We got no choice baby!
  1132.  
  1133. WHILE cs_time < 36700
  1134. WAIT 0
  1135. GET_CUTSCENE_TIME cs_time
  1136. ENDWHILE
  1137.  
  1138. particle_x = 369.02 + 2.467
  1139. particle_y = -327.5 - 3.9022
  1140. particle_z = 18.46 + 47.1884
  1141.  
  1142. particle_target_x = 369.02 + 2.577
  1143. particle_target_y = -327.5 - 3.6573
  1144. particle_target_z = 18.46 + 47.0965
  1145.  
  1146. temp_var = particle_target_x
  1147. particle_target_x = particle_x - temp_var
  1148.  
  1149. temp_var = particle_target_y
  1150. particle_target_y = particle_y - temp_var
  1151.  
  1152. temp_var = particle_target_z
  1153. particle_target_z = particle_z - temp_var
  1154.  
  1155. ADD_MOVING_PARTICLE_EFFECT POBJECT_CATALINAS_GUNFLASH particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 1.0 0 0 0 0
  1156.  
  1157. IF IS_NASTY_GAME
  1158. particle_x = 369.02 + 2.4406
  1159. particle_y = -327.5 - 3.8711
  1160. particle_z = 18.46 + 47.2215
  1161.  
  1162. particle_target_x = 369.02 + 2.3762
  1163. particle_target_y = -327.5 - 4.065
  1164. particle_target_z = 18.46 + 47.3184
  1165.  
  1166. temp_var = particle_target_x
  1167. particle_target_x = particle_x - temp_var
  1168.  
  1169. temp_var = particle_target_y
  1170. particle_target_y = particle_y - temp_var
  1171.  
  1172. temp_var = particle_target_z
  1173. particle_target_z = particle_z - temp_var
  1174.  
  1175. particle_target_x -= particle_x
  1176. particle_target_y -= particle_y
  1177. particle_target_z -= particle_z
  1178.  
  1179. particle_target_x *= 0.05
  1180. particle_target_y *= 0.05
  1181. particle_target_z *= 0.05
  1182.  
  1183. CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
  1184. CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
  1185. CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
  1186. CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
  1187. CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
  1188. CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
  1189. CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
  1190. CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
  1191.  
  1192. CREATE_SINGLE_PARTICLE PARTICLE_TEST particle_x particle_y particle_z 0.0 0.0 0.0 0.2
  1193. ENDIF
  1194.  
  1195. WHILE cs_time < 37627
  1196. WAIT 0
  1197. GET_CUTSCENE_TIME cs_time
  1198. ENDWHILE
  1199.  
  1200. PRINT_NOW GTAB_J 15000 1//We always got a choice you dumb bastard!
  1201.  
  1202. WHILE cs_time < 41684
  1203. WAIT 0
  1204. GET_CUTSCENE_TIME cs_time
  1205. ENDWHILE
  1206.  
  1207. PRINT_NOW GTAB_K 15000 1//I'm sorry about that crazy bitch man, they all the sameÖ..por favor??
  1208.  
  1209. WHILE cs_time < 46468
  1210. WAIT 0
  1211. GET_CUTSCENE_TIME cs_time
  1212. ENDWHILE
  1213.  
  1214. PRINT_NOW GTAB_L 15000 1//So the whore got away.
  1215.  
  1216. WHILE cs_time < 48918
  1217. WAIT 0
  1218. GET_CUTSCENE_TIME cs_time
  1219. ENDWHILE
  1220.  
  1221. PRINT_NOW GTAB_M 15000 1//But you've done me a favour,
  1222.  
  1223. WHILE cs_time < 50755
  1224. WAIT 0
  1225. GET_CUTSCENE_TIME cs_time
  1226. ENDWHILE
  1227.  
  1228. PRINT_NOW GTAB_N 15000 1//you're not the only one that has a score to settle with the Cartel -
  1229.  
  1230. WHILE cs_time < 54352
  1231. WAIT 0
  1232. GET_CUTSCENE_TIME cs_time
  1233. ENDWHILE
  1234.  
  1235. PRINT_NOW GTAB_O 15000 1//this worm killed my brother!
  1236.  
  1237. WHILE cs_time < 56266
  1238. WAIT 0
  1239. GET_CUTSCENE_TIME cs_time
  1240. ENDWHILE
  1241.  
  1242. PRINT_NOW GTAB_P 15000 1//I never killed no Yakuza!
  1243.  
  1244. WHILE cs_time < 57299
  1245. WAIT 0
  1246. GET_CUTSCENE_TIME cs_time
  1247. ENDWHILE
  1248.  
  1249. PRINT_NOW GTAB_Q 15000 1//LIAR! We all saw the Cartel assassin.
  1250.  
  1251. WHILE cs_time < 60721
  1252. WAIT 0
  1253. GET_CUTSCENE_TIME cs_time
  1254. ENDWHILE
  1255.  
  1256. PRINT_NOW GTAB_R 15000 1//We are going to hunt down and kill all you Colombian dogs!
  1257.  
  1258. WHILE cs_time < 64778
  1259. WAIT 0
  1260. GET_CUTSCENE_TIME cs_time
  1261. ENDWHILE
  1262.  
  1263. PRINT_NOW GTAB_S 15000 1//I'll be operating on our friend here to extract information and a little pleasure.
  1264.  
  1265. WHILE cs_time < 70710
  1266. WAIT 0
  1267. GET_CUTSCENE_TIME cs_time
  1268. ENDWHILE
  1269.  
  1270. PRINT_NOW GTAB_T 15000 1//You, drop by later, I'm sure I'll require your services.
  1271.  
  1272. WHILE cs_time < 75150
  1273. WAIT 0
  1274. GET_CUTSCENE_TIME cs_time
  1275. ENDWHILE
  1276.  
  1277. PRINT_NOW GTAB_U 15000 1//Please amigo, don't leave me with her, she psycho chica! Amigo? Hey AMEEEGO!!! ÖÖ.Aiiieeeeaaargghh!
  1278.  
  1279. WHILE cs_time < 86666
  1280. WAIT 0
  1281. GET_CUTSCENE_TIME cs_time
  1282. ENDWHILE
  1283.  
  1284. DO_FADE 1500 FADE_OUT
  1285.  
  1286. WHILE NOT HAS_CUTSCENE_FINISHED
  1287. WAIT 0
  1288. ENDWHILE
  1289.  
  1290. CLEAR_PRINTS
  1291.  
  1292. WHILE GET_FADING_STATUS
  1293. WAIT 0
  1294. ENDWHILE
  1295.  
  1296. CLEAR_CUTSCENE
  1297. DO_FADE 0 FADE_OUT
  1298.  
  1299. UNLOAD_SPECIAL_CHARACTER 1
  1300. UNLOAD_SPECIAL_CHARACTER 2
  1301. UNLOAD_SPECIAL_CHARACTER 3
  1302. MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1
  1303. MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj2
  1304. MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj3
  1305. MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj4
  1306. MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj5
  1307. MARK_MODEL_AS_NO_LONGER_NEEDED csitecutscene
  1308.  
  1309. REQUEST_MODEL CAR_YAKUZA
  1310. REQUEST_MODEL PED_GANG_YAKUZA_A
  1311.  
  1312. LOAD_ALL_MODELS_NOW
  1313.  
  1314. WHILE NOT HAS_MODEL_LOADED CAR_YAKUZA
  1315. OR NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_A
  1316. WAIT 0
  1317. ENDWHILE
  1318.  
  1319. SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 374.7956 -340.4126 16.0 16.0 scaffoldlift TRUE
  1320.  
  1321. SET_CAMERA_BEHIND_PLAYER
  1322.  
  1323. IF DOES_OBJECT_EXIST inside_fence
  1324. DELETE_OBJECT inside_fence
  1325. ENDIF
  1326.  
  1327. IF DOES_OBJECT_EXIST outside_fence
  1328. DELETE_OBJECT outside_fence
  1329. ENDIF
  1330.  
  1331. CREATE_OBJECT_NO_OFFSET broken_inside 362.827 -341.362 17.375 inside_fence
  1332. DONT_REMOVE_OBJECT inside_fence
  1333. CREATE_OBJECT_NO_OFFSET broken_outside 360.852 -390.891 22.622 outside_fence
  1334. DONT_REMOVE_OBJECT outside_fence
  1335.  
  1336. CREATE_CAR CAR_YAKUZA 339.8449 -290.6314 16.0 yakuza_car1 // out front
  1337. CREATE_CAR CAR_YAKUZA 359.1079 -291.0880 16.0 yakuza_car2 // out front
  1338. CREATE_CAR CAR_YAKUZA 363.6012 -339.1167 16.0 yakuza_car3 // smash fence car
  1339. SET_CAR_HEADING yakuza_car1 158.2191
  1340. SET_CAR_HEADING yakuza_car2 146.8412
  1341. SET_CAR_HEADING yakuza_car3 339.3615
  1342.  
  1343. CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 367.3908 -334.2422 16.1 yakuza_guard1
  1344. GIVE_WEAPON_TO_CHAR yakuza_guard1 WEAPONTYPE_UZI 300
  1345. SET_CHAR_HEED_THREATS yakuza_guard1 TRUE
  1346.  
  1347. CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 367.6573 -337.8994 16.1 yakuza_guard2
  1348. GIVE_WEAPON_TO_CHAR yakuza_guard2 WEAPONTYPE_UZI 300
  1349. TURN_CHAR_TO_FACE_CHAR yakuza_guard2 yakuza_guard1
  1350. TURN_CHAR_TO_FACE_CHAR yakuza_guard1 yakuza_guard2
  1351. SET_CHAR_HEED_THREATS yakuza_guard2 TRUE
  1352. SET_CHARS_CHATTING yakuza_guard1 yakuza_guard2 10000000
  1353.  
  1354. CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 361.8262 -345.2548 16.0 yakuza_guard3
  1355. GIVE_WEAPON_TO_CHAR yakuza_guard3 WEAPONTYPE_SHOTGUN 300
  1356. SET_CHAR_HEADING yakuza_guard3 170.0
  1357. SET_CHAR_HEED_THREATS yakuza_guard3 TRUE
  1358.  
  1359. CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 335.5756 -295.7485 16.0 yakuza_guard4
  1360. GIVE_WEAPON_TO_CHAR yakuza_guard4 WEAPONTYPE_SHOTGUN 300
  1361. SET_CHAR_HEADING yakuza_guard4 237.0
  1362. SET_CHAR_HEED_THREATS yakuza_guard4 TRUE
  1363.  
  1364. CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 335.8966 -298.0577 16.0 yakuza_guard5
  1365. GIVE_WEAPON_TO_CHAR yakuza_guard5 WEAPONTYPE_UZI 300
  1366. SET_CHAR_HEADING yakuza_guard5 129.0
  1367. SET_CHAR_STAY_IN_SAME_PLACE yakuza_guard5 TRUE
  1368. SET_CHAR_HEED_THREATS yakuza_guard5 TRUE
  1369.  
  1370. IF NOT IS_CHAR_DEAD goon_at_yard1
  1371. EXPLODE_CHAR_HEAD goon_at_yard1
  1372. ENDIF
  1373. IF NOT IS_CHAR_DEAD goon_at_yard2
  1374. EXPLODE_CHAR_HEAD goon_at_yard2
  1375. ENDIF
  1376. IF NOT IS_CHAR_DEAD goon_at_yard3
  1377. EXPLODE_CHAR_HEAD goon_at_yard3
  1378. ENDIF
  1379. IF NOT IS_CHAR_DEAD goon_at_yard4
  1380. EXPLODE_CHAR_HEAD goon_at_yard4
  1381. ENDIF
  1382. IF NOT IS_CHAR_DEAD goon_at_yard5
  1383. EXPLODE_CHAR_HEAD goon_at_yard5
  1384. ENDIF
  1385. IF NOT IS_CHAR_DEAD goon_at_yard6
  1386. EXPLODE_CHAR_HEAD goon_at_yard6
  1387. ENDIF
  1388. IF NOT IS_CHAR_DEAD goon_at_yard7
  1389. EXPLODE_CHAR_HEAD goon_at_yard7
  1390. ENDIF
  1391. IF NOT IS_CHAR_DEAD goon_at_yard8
  1392. EXPLODE_CHAR_HEAD goon_at_yard8
  1393. ENDIF
  1394. IF NOT IS_CHAR_DEAD goon_at_yard9
  1395. EXPLODE_CHAR_HEAD goon_at_yard9
  1396. ENDIF
  1397. IF NOT IS_CHAR_DEAD goon_at_yard10
  1398. EXPLODE_CHAR_HEAD goon_at_yard10
  1399. ENDIF
  1400.  
  1401. SWITCH_STREAMING ON
  1402. DO_FADE 1500 FADE_IN
  1403.  
  1404. WHILE GET_FADING_STATUS
  1405. WAIT 0
  1406. ENDWHILE
  1407.  
  1408. // ******************************************END OF CUTSCENE********************************
  1409.  
  1410. PRINT_NOW LOVE4_4 5000 1 //"Take the package to Love."
  1411.  
  1412. IF NOT IS_CAR_DEAD colombian_car
  1413. IF NOT IS_CHAR_DEAD yakuza_guard5
  1414. SET_CAR_HEALTH colombian_car 2500
  1415. SET_CHAR_OBJ_DESTROY_CAR yakuza_guard5 colombian_car
  1416. ENDIF
  1417. ENDIF
  1418.  
  1419. ADD_BLIP_FOR_COORD 87.3 -1548.6 27.255 love_4_blip // LOVES PAD
  1420.  
  1421. WHILE NOT LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 87.3 -1548.6 28.3 2.0 1.0 2.0 1
  1422. WAIT 0
  1423. ENDWHILE
  1424.  
  1425. MARK_CAR_AS_NO_LONGER_NEEDED yakuza_car1
  1426. MARK_CAR_AS_NO_LONGER_NEEDED yakuza_car2
  1427. MARK_CAR_AS_NO_LONGER_NEEDED yakuza_car3
  1428. MARK_CAR_AS_NO_LONGER_NEEDED car_van1_lm4
  1429. MARK_CAR_AS_NO_LONGER_NEEDED car_van2_lm4
  1430. MARK_CAR_AS_NO_LONGER_NEEDED colombian_car
  1431. MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard1
  1432. MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard2
  1433. MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard3
  1434. MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard4
  1435. MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard5
  1436. MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard1
  1437. MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard2
  1438. MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard3
  1439. MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard4
  1440. MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard5
  1441. MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard6
  1442. MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard7
  1443. MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard8
  1444. MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard9
  1445. MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard10
  1446.  
  1447. SET_PLAYER_CONTROL player OFF
  1448.  
  1449. SET_EVERYONE_IGNORE_PLAYER player ON
  1450. SET_ALL_CARS_CAN_BE_DAMAGED FALSE
  1451. CLEAR_WANTED_LEVEL player
  1452.  
  1453. SET_FIXED_CAMERA_POSITION 81.3343 -1540.0887 27.7976 0.0 0.0 0.0
  1454. POINT_CAMERA_AT_POINT 81.8719 -1540.9318 27.8039 JUMP_CUT
  1455.  
  1456. SWITCH_WIDESCREEN ON
  1457.  
  1458. GET_PLAYER_CHAR player script_controlled_player
  1459.  
  1460. SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 87.4588 -1548.7035
  1461.  
  1462. TIMERA = 0
  1463.  
  1464. WHILE NOT LOCATE_PLAYER_ON_FOOT_2D player 87.4588 -1548.7035 1.0 1.0 0
  1465. WAIT 0
  1466. IF TIMERA > 3000
  1467. GOTO get_out_of_loop
  1468. ENDIF
  1469. ENDWHILE
  1470.  
  1471. get_out_of_loop:
  1472.  
  1473. SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 98.7615 -1548.6489
  1474.  
  1475. DO_FADE 1000 FADE_OUT
  1476.  
  1477. WHILE GET_FADING_STATUS
  1478. WAIT 0
  1479. ENDWHILE
  1480.  
  1481. CLEAR_AREA 87.3 -1548.6 28.3 2.0 0
  1482. SET_CHAR_OBJ_NO_OBJ script_controlled_player
  1483. CHAR_SET_IDLE script_controlled_player
  1484. SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 81.2603 -1548.9347
  1485. SET_CHAR_OBJ_NO_OBJ script_controlled_player
  1486. CHAR_SET_IDLE script_controlled_player
  1487.  
  1488. WAIT 250
  1489.  
  1490. SET_PLAYER_COORDINATES player 81.2603 -1548.9347 27.4
  1491. SET_PLAYER_HEADING player 90.0
  1492. RESTORE_CAMERA_JUMPCUT
  1493. SWITCH_WIDESCREEN OFF
  1494. SET_PLAYER_CONTROL player ON
  1495. SET_CAMERA_IN_FRONT_OF_PLAYER
  1496. SET_EVERYONE_IGNORE_PLAYER player OFF
  1497. SET_ALL_CARS_CAN_BE_DAMAGED TRUE
  1498.  
  1499. DO_FADE 1000 FADE_IN
  1500.  
  1501. GOTO mission_love4_passed
  1502.  
  1503.  
  1504.  
  1505. // Mission Love 4 failed
  1506.  
  1507. mission_love4_failed:
  1508. PRINT_BIG M_FAIL 2000 1
  1509. RETURN
  1510.  
  1511.  
  1512.  
  1513. // mission Love 4 passed
  1514.  
  1515. mission_love4_passed:
  1516.  
  1517. flag_love_mission4_passed = 1
  1518.  
  1519. SWITCH_CAR_GENERATOR com_car37 0
  1520. SWITCH_CAR_GENERATOR com_car38 0
  1521. SWITCH_CAR_GENERATOR gen_car60 101
  1522. SWITCH_CAR_GENERATOR gen_car61 101
  1523. SWITCH_CAR_GENERATOR gen_car62 101
  1524. SWITCH_CAR_GENERATOR gen_car63 101
  1525. SWITCH_ROADS_ON -46.8 -648.0 39.0 -69.1 -614.0 50.0 //Commercial to Suburbia Bridge
  1526. REMOVE_BLIP asuka_contact_blip
  1527. PRINT_WITH_NUMBER_BIG M_PASS 50000 2000 1
  1528. ADD_SCORE player 50000
  1529. CLEAR_WANTED_LEVEL player
  1530. REGISTER_MISSION_PASSED LOVE4
  1531. SETUP_ZONE_PED_INFO CONSTRU DAY (30) (0 0 0) 250 0 50 0 20 //Fort staunton
  1532. SETUP_ZONE_PED_INFO CONSTRU NIGHT (15) (0 0 0) 300 0 70 0 10
  1533. PLAY_MISSION_PASSED_TUNE 1
  1534. PLAYER_MADE_PROGRESS 1
  1535. ADD_SPRITE_BLIP_FOR_CONTACT_POINT 366.939 -328.025 20.268 RADAR_SPRITE_ASUKA asuka_contact_blip
  1536. START_NEW_SCRIPT asuka_suburban_mission1_loop
  1537. START_NEW_SCRIPT love_mission5_loop
  1538.  
  1539. RETURN
  1540.  
  1541.  
  1542.  
  1543. // mission cleanup
  1544.  
  1545. mission_cleanup_love4:
  1546.  
  1547. REMOVE_BLIP love_4_blip
  1548.  
  1549. REMOVE_BLIP goon_in_hangar1_blip
  1550. REMOVE_BLIP goon_in_hangar2_blip
  1551. REMOVE_BLIP goon_in_hangar3_blip
  1552. REMOVE_BLIP goon_in_hangar4_blip
  1553.  
  1554. REMOVE_ROUTE hangar_route
  1555. REMOVE_ROUTE yard_route1
  1556. REMOVE_ROUTE yard_route2
  1557. REMOVE_ROUTE yard_route3
  1558.  
  1559. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_PANLANT
  1560. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A
  1561. MARK_MODEL_AS_NO_LONGER_NEEDED PLANE_DODO
  1562. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_YAKUZA
  1563. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_A
  1564. MARK_OBJECT_AS_NO_LONGER_NEEDED deadman1
  1565. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_COLUMB
  1566.  
  1567. //SET_TARGET_CAR_FOR_MISSION_GARAGE loves_garage -1
  1568.  
  1569. flag_player_on_mission = 0
  1570. flag_player_on_love_mission = 0
  1571. MISSION_HAS_FINISHED
  1572. RETURN
  1573.  
  1574.  
  1575.  
  1576. ///////////////////////////////////////////////////////////////////////////////
  1577. set_death_flags:
  1578.  
  1579. IF goon_in_hangar1_flag = -1
  1580. goon_in_hangar1_flag = 0
  1581. ENDIF
  1582. IF goon_in_hangar1_ducking = -1
  1583. goon_in_hangar1_ducking = 0
  1584. ENDIF
  1585.  
  1586. IF goon_in_hangar2_flag = -1
  1587. goon_in_hangar2_flag = 0
  1588. ENDIF
  1589. IF goon_in_hangar2_ducking = -1
  1590. goon_in_hangar2_ducking = 0
  1591. ENDIF
  1592.  
  1593. IF goon_in_hangar3_flag = -1
  1594. goon_in_hangar3_flag = 0
  1595. ENDIF
  1596. IF goon_in_hangar3_ducking = -1
  1597. goon_in_hangar3_ducking = 0
  1598. ENDIF
  1599.  
  1600. IF goon_in_hangar4_flag = -1
  1601. goon_in_hangar4_flag = 0
  1602. ENDIF
  1603. IF goon_in_hangar4_ducking = -1
  1604. goon_in_hangar4_ducking = 0
  1605. ENDIF
  1606.  
  1607. IF goon_in_hangar1_blip_flag = 0
  1608. IF NOT IS_CHAR_DEAD goon_in_hangar1
  1609. ADD_BLIP_FOR_CHAR goon_in_hangar1 goon_in_hangar1_blip
  1610. PRINT_NOW LOVE4_1 5000 1 //"KILL them all!!"
  1611. goon_in_hangar1_blip_flag = 1
  1612. ENDIF
  1613. ENDIF
  1614.  
  1615. IF goon_in_hangar2_blip_flag = 0
  1616. IF NOT IS_CHAR_DEAD goon_in_hangar2
  1617. ADD_BLIP_FOR_CHAR goon_in_hangar2 goon_in_hangar2_blip
  1618. PRINT_NOW LOVE4_1 5000 1 //"KILL them all!!"
  1619. goon_in_hangar2_blip_flag = 1
  1620. ENDIF
  1621. ENDIF
  1622.  
  1623. IF goon_in_hangar3_blip_flag = 0
  1624. IF NOT IS_CHAR_DEAD goon_in_hangar3
  1625. ADD_BLIP_FOR_CHAR goon_in_hangar3 goon_in_hangar3_blip
  1626. PRINT_NOW LOVE4_1 5000 1 //"KILL them all!!"
  1627. goon_in_hangar3_blip_flag = 1
  1628. ENDIF
  1629. ENDIF
  1630.  
  1631. IF goon_in_hangar4_blip_flag = 0
  1632. IF NOT IS_CHAR_DEAD goon_in_hangar4
  1633. ADD_BLIP_FOR_CHAR goon_in_hangar4 goon_in_hangar4_blip
  1634. PRINT_NOW LOVE4_1 5000 1 //"KILL them all!!"
  1635. goon_in_hangar4_blip_flag = 1
  1636. ENDIF
  1637. ENDIF
  1638.  
  1639. RETURN
  1640. ///////////////////////////////////////////////////////////////////////////////
  1641.  
  1642.  
  1643. ///////////////////////////////////////////////////////////////////////////////
  1644. ducking_routine:
  1645.  
  1646. IF TIMERA > 3000
  1647. IF ducking_flag = 0
  1648. ducking_flag = 1
  1649. ELSE
  1650. ducking_flag = 0
  1651. ENDIF
  1652. TIMERA = 0
  1653. ENDIF
  1654.  
  1655. IF goon_in_hangar1_ducking = 1
  1656. IF ducking_flag = 0
  1657. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar1 -1280.2 -520.1 1.5 1.5 0
  1658. SET_CHAR_WAIT_STATE goon_in_hangar1 WAITSTATE_FALSE 100
  1659. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar1 TRUE
  1660. IF IS_PLAYER_IN_ANY_CAR player
  1661. STORE_CAR_PLAYER_IS_IN player players_vehicle
  1662. SET_CHAR_OBJ_DESTROY_CAR goon_in_hangar1 players_vehicle
  1663. ELSE
  1664. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_in_hangar1 player
  1665. ENDIF
  1666. goon_in_hangar1_waitstate = 0
  1667. ELSE
  1668. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar1 FALSE
  1669. SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar1 -1280.2 -520.1
  1670. ENDIF
  1671. ELSE
  1672. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar1 -1280.2 -520.1 1.5 1.5 0
  1673. IF goon_in_hangar1_waitstate = 0
  1674. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar1 TRUE
  1675. SET_CHAR_OBJ_WAIT_ON_FOOT goon_in_hangar1
  1676. SET_CHAR_WAIT_STATE goon_in_hangar1 WAITSTATE_PLAYANIM_DUCK 3000
  1677. goon_in_hangar1_waitstate = 1
  1678. ENDIF
  1679. ELSE
  1680. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar1 FALSE
  1681. SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar1 -1280.2 -520.1
  1682. ENDIF
  1683. ENDIF
  1684. ENDIF
  1685.  
  1686. IF goon_in_hangar2_ducking = 1
  1687. IF ducking_flag = 0
  1688. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar2 -1256.4 -521.3 1.5 1.5 0
  1689. SET_CHAR_WAIT_STATE goon_in_hangar2 WAITSTATE_FALSE 100
  1690. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar2 TRUE
  1691. IF IS_PLAYER_IN_ANY_CAR player
  1692. STORE_CAR_PLAYER_IS_IN player players_vehicle
  1693. SET_CHAR_OBJ_DESTROY_CAR goon_in_hangar2 players_vehicle
  1694. ELSE
  1695. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_in_hangar2 player
  1696. ENDIF
  1697. goon_in_hangar2_waitstate = 0
  1698. ELSE
  1699. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar2 FALSE
  1700. SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar2 -1256.4 -521.3
  1701. ENDIF
  1702. ELSE
  1703. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar2 -1256.4 -521.3 1.5 1.5 0
  1704. IF goon_in_hangar2_waitstate = 0
  1705. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar2 TRUE
  1706. SET_CHAR_OBJ_WAIT_ON_FOOT goon_in_hangar2
  1707. SET_CHAR_WAIT_STATE goon_in_hangar2 WAITSTATE_PLAYANIM_DUCK 3000
  1708. goon_in_hangar2_waitstate = 1
  1709. ENDIF
  1710. ELSE
  1711. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar2 FALSE
  1712. SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar2 -1256.4 -521.3
  1713. ENDIF
  1714. ENDIF
  1715. ENDIF
  1716.  
  1717. IF goon_in_hangar3_ducking = 1
  1718. IF ducking_flag = 1
  1719. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar3 -1254.4 -521.3 1.5 1.5 0
  1720. SET_CHAR_WAIT_STATE goon_in_hangar3 WAITSTATE_FALSE 100
  1721. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar3 TRUE
  1722. IF IS_PLAYER_IN_ANY_CAR player
  1723. STORE_CAR_PLAYER_IS_IN player players_vehicle
  1724. SET_CHAR_OBJ_DESTROY_CAR goon_in_hangar3 players_vehicle
  1725. ELSE
  1726. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_in_hangar3 player
  1727. ENDIF
  1728. goon_in_hangar3_waitstate = 0
  1729. ELSE
  1730. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar3 FALSE
  1731. SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar3 -1254.4 -521.3
  1732. ENDIF
  1733. ELSE
  1734. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar3 -1254.4 -521.3 1.5 1.5 0
  1735. IF goon_in_hangar3_waitstate = 0
  1736. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar3 TRUE
  1737. SET_CHAR_OBJ_WAIT_ON_FOOT goon_in_hangar3
  1738. SET_CHAR_WAIT_STATE goon_in_hangar3 WAITSTATE_PLAYANIM_DUCK 3000
  1739. goon_in_hangar3_waitstate = 1
  1740. ENDIF
  1741. ELSE
  1742. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar3 FALSE
  1743. SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar3 -1254.4 -521.3
  1744. ENDIF
  1745. ENDIF
  1746. ENDIF
  1747.  
  1748. IF goon_in_hangar4_ducking = 1
  1749. IF ducking_flag = 1
  1750. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar4 -1280.8 -529.2 1.5 1.5 0
  1751. SET_CHAR_WAIT_STATE goon_in_hangar4 WAITSTATE_FALSE 100
  1752. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar4 TRUE
  1753. IF IS_PLAYER_IN_ANY_CAR player
  1754. STORE_CAR_PLAYER_IS_IN player players_vehicle
  1755. SET_CHAR_OBJ_DESTROY_CAR goon_in_hangar4 players_vehicle
  1756. ELSE
  1757. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_in_hangar4 player
  1758. ENDIF
  1759. goon_in_hangar4_waitstate = 0
  1760. ELSE
  1761. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar4 FALSE
  1762. SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar4 -1280.8 -529.2
  1763. ENDIF
  1764. ELSE
  1765. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar4 -1280.8 -529.2 1.5 1.5 0
  1766. IF goon_in_hangar4_waitstate = 0
  1767. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar4 TRUE
  1768. SET_CHAR_OBJ_WAIT_ON_FOOT goon_in_hangar4
  1769. SET_CHAR_WAIT_STATE goon_in_hangar4 WAITSTATE_PLAYANIM_DUCK 3000
  1770. goon_in_hangar4_waitstate = 1
  1771. ENDIF
  1772. ELSE
  1773. SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar4 FALSE
  1774. SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar4 -1280.8 -529.2
  1775. ENDIF
  1776. ENDIF
  1777. ENDIF
  1778.  
  1779. RETURN
  1780. ///////////////////////////////////////////////////////////////////////////////
  1781.  
  1782.  
  1783. ///////////////////////////////////////////////////////////////////////////////
  1784. goon_at_yard1_routine:
  1785. IF c_site_area_flag > 0
  1786. IF NOT IS_CHAR_DEAD goon_at_yard1
  1787. IF goon_at_yard1_flag = 0
  1788. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard1 FALSE
  1789. SET_CHAR_WAIT_STATE goon_at_yard1 WAITSTATE_FALSE 100
  1790. GIVE_WEAPON_TO_CHAR goon_at_yard1 WEAPONTYPE_M16 9999
  1791. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard1 345.0805 -309.6011
  1792. goon_at_yard1_flag = 1
  1793. ENDIF
  1794. IF goon_at_yard1_flag = 1
  1795. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard1 345.0805 -309.6011 1.0 1.0 0
  1796. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard1 345.3315 -313.2216
  1797. goon_at_yard1_flag = 2
  1798. ENDIF
  1799. ENDIF
  1800. IF goon_at_yard1_flag = 2
  1801. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard1 345.3315 -313.2216 1.0 1.0 0
  1802. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard1 342.1783 -312.7577
  1803. goon_at_yard1_flag = 3
  1804. ENDIF
  1805. ENDIF
  1806. IF goon_at_yard1_flag = 3
  1807. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard1 342.1783 -312.7577 1.0 1.0 0
  1808. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard1 TRUE
  1809. goon_at_yard1_flag = 4
  1810. ENDIF
  1811. ENDIF
  1812. IF goon_at_yard1_flag = 4
  1813. IF game_timer_var > goon_at_yard1_duck_timer
  1814. goon_at_yard1_duck_timer = game_timer_var + 3000
  1815. IF goon_at_yard1_duck = 0
  1816. SET_CHAR_WAIT_STATE goon_at_yard1 WAITSTATE_FALSE 100
  1817. IF IS_PLAYER_IN_ANY_CAR player
  1818. STORE_CAR_PLAYER_IS_IN player players_vehicle
  1819. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard1 players_vehicle
  1820. ELSE
  1821. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard1 player
  1822. ENDIF
  1823. IF c_site_area_flag = 1
  1824. goon_at_yard1_duck = 1
  1825. ENDIF
  1826. ELSE
  1827. SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard1
  1828. SET_CHAR_WAIT_STATE goon_at_yard1 WAITSTATE_PLAYANIM_DUCK 3000
  1829. goon_at_yard1_duck = 0
  1830. ENDIF
  1831. ENDIF
  1832. ENDIF
  1833. ENDIF// IS_CHAR_DEAD goon_at_yard1
  1834. ENDIF
  1835. RETURN
  1836. ///////////////////////////////////////////////////////////////////////////////
  1837.  
  1838.  
  1839. ///////////////////////////////////////////////////////////////////////////////
  1840. goon_at_yard2_routine:
  1841. IF c_site_area_flag > 0
  1842. IF NOT IS_CHAR_DEAD goon_at_yard2
  1843. IF goon_at_yard2_flag = 0
  1844. SET_CHAR_WAIT_STATE goon_at_yard2 WAITSTATE_FALSE 100
  1845. GIVE_WEAPON_TO_CHAR goon_at_yard2 WEAPONTYPE_CHAINGUN 9999
  1846. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard2 TRUE
  1847. IF IS_PLAYER_IN_ANY_CAR player
  1848. STORE_CAR_PLAYER_IS_IN player players_vehicle
  1849. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard2 players_vehicle
  1850. ELSE
  1851. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard2 player
  1852. ENDIF
  1853. goon_at_yard2_flag = 1
  1854. goon_at_yard2_duck_timer = game_timer_var + 2000
  1855. ENDIF
  1856. IF goon_at_yard2_flag = 1
  1857. IF game_timer_var > goon_at_yard2_duck_timer
  1858. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard2 FALSE
  1859. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard2 333.6390 -307.5708
  1860. goon_at_yard2_flag = 2
  1861. ENDIF
  1862. ENDIF
  1863. IF goon_at_yard2_flag = 2
  1864. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard2 333.6390 -307.5708 1.0 1.0 0
  1865. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard2 333.4980 -304.7924
  1866. goon_at_yard2_flag = 3
  1867. ENDIF
  1868. ENDIF
  1869. IF goon_at_yard2_flag = 3
  1870. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard2 333.4980 -304.7924 1.0 1.0 0
  1871. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard2 TRUE
  1872. goon_at_yard2_flag = 4
  1873. ENDIF
  1874. ENDIF
  1875. IF goon_at_yard2_flag = 4
  1876. IF game_timer_var > goon_at_yard2_duck_timer
  1877. goon_at_yard2_duck_timer = game_timer_var + 3000
  1878. IF goon_at_yard2_duck = 0
  1879. SET_CHAR_WAIT_STATE goon_at_yard2 WAITSTATE_FALSE 100
  1880. IF IS_PLAYER_IN_ANY_CAR player
  1881. STORE_CAR_PLAYER_IS_IN player players_vehicle
  1882. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard2 players_vehicle
  1883. ELSE
  1884. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard2 player
  1885. ENDIF
  1886. IF c_site_area_flag < 3
  1887. goon_at_yard2_duck = 1
  1888. ENDIF
  1889. ELSE
  1890. SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard2
  1891. SET_CHAR_WAIT_STATE goon_at_yard2 WAITSTATE_PLAYANIM_DUCK 3000
  1892. goon_at_yard2_duck = 0
  1893. ENDIF
  1894. ENDIF
  1895. ENDIF
  1896. ENDIF// IS_CHAR_DEAD goon_at_yard2
  1897. ENDIF
  1898. RETURN
  1899. ///////////////////////////////////////////////////////////////////////////////
  1900.  
  1901.  
  1902. ///////////////////////////////////////////////////////////////////////////////
  1903. goon_at_yard3_routine:
  1904. IF c_site_area_flag > 1
  1905. IF NOT IS_CHAR_DEAD goon_at_yard3
  1906. IF goon_at_yard3_flag = 0
  1907. SET_CHAR_WAIT_STATE goon_at_yard3 WAITSTATE_FALSE 100
  1908. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard3 TRUE
  1909. IF IS_PLAYER_IN_ANY_CAR player
  1910. STORE_CAR_PLAYER_IS_IN player players_vehicle
  1911. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard3 players_vehicle
  1912. ELSE
  1913. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard3 player
  1914. ENDIF
  1915. goon_at_yard3_flag = 1
  1916. goon_at_yard3_duck_timer = game_timer_var + 2000
  1917. ENDIF
  1918. IF goon_at_yard3_flag = 1
  1919. IF game_timer_var > goon_at_yard3_duck_timer
  1920. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard3 FALSE
  1921. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard3 331.6994 -329.1375
  1922. goon_at_yard3_flag = 2
  1923. ENDIF
  1924. ENDIF
  1925. IF goon_at_yard3_flag = 2
  1926. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard3 331.6994 -329.1375 1.0 1.0 0
  1927. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard3 327.6451 -329.1378
  1928. goon_at_yard3_flag = 3
  1929. ENDIF
  1930. ENDIF
  1931. IF goon_at_yard3_flag = 3
  1932. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard3 327.6451 -329.1378 1.0 1.0 0
  1933. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard3 TRUE
  1934. goon_at_yard3_flag = 4
  1935. ENDIF
  1936. ENDIF
  1937. IF goon_at_yard3_flag = 4
  1938. IF game_timer_var > goon_at_yard3_duck_timer
  1939. goon_at_yard3_duck_timer = game_timer_var + 3000
  1940. IF goon_at_yard3_duck = 0
  1941. SET_CHAR_WAIT_STATE goon_at_yard3 WAITSTATE_FALSE 100
  1942. IF IS_PLAYER_IN_ANY_CAR player
  1943. STORE_CAR_PLAYER_IS_IN player players_vehicle
  1944. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard3 players_vehicle
  1945. ELSE
  1946. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard3 player
  1947. ENDIF
  1948. IF c_site_area_flag < 4
  1949. goon_at_yard3_duck = 1
  1950. ENDIF
  1951. ELSE
  1952. SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard3
  1953. SET_CHAR_WAIT_STATE goon_at_yard3 WAITSTATE_PLAYANIM_DUCK 3000
  1954. goon_at_yard3_duck = 0
  1955. ENDIF
  1956. ENDIF
  1957. ENDIF
  1958. ENDIF
  1959. ENDIF
  1960. RETURN
  1961. ///////////////////////////////////////////////////////////////////////////////
  1962.  
  1963.  
  1964. ///////////////////////////////////////////////////////////////////////////////
  1965. goon_at_yard4_routine:
  1966. IF c_site_area_flag > 2
  1967. IF NOT IS_CHAR_DEAD goon_at_yard4
  1968. IF goon_at_yard4_flag = 0
  1969. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard4 TRUE
  1970. SET_CHAR_WAIT_STATE goon_at_yard4 WAITSTATE_FALSE 100
  1971. IF IS_PLAYER_IN_ANY_CAR player
  1972. STORE_CAR_PLAYER_IS_IN player players_vehicle
  1973. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard4 players_vehicle
  1974. ELSE
  1975. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard4 player
  1976. ENDIF
  1977. goon_at_yard4_flag = 1
  1978. ENDIF
  1979. IF goon_at_yard4_flag = 1
  1980. IF HAS_CHAR_SPOTTED_PLAYER goon_at_yard4 player
  1981. goon_at_yard4_duck_timer = game_timer_var + 2000
  1982. goon_at_yard4_flag = 2
  1983. ENDIF
  1984. ENDIF
  1985. IF goon_at_yard4_flag = 2
  1986. IF game_timer_var > goon_at_yard4_duck_timer
  1987. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard4 FALSE
  1988. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard4 338.6765 -329.4054
  1989. goon_at_yard4_flag = 3
  1990. ENDIF
  1991. ENDIF
  1992. IF goon_at_yard4_flag = 3
  1993. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard4 338.6765 -329.4054 1.0 1.0 0
  1994. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard4 TRUE
  1995. goon_at_yard4_flag = 4
  1996. ENDIF
  1997. ENDIF
  1998. IF goon_at_yard4_flag = 4
  1999. IF game_timer_var > goon_at_yard4_duck_timer
  2000. goon_at_yard4_duck_timer = game_timer_var + 3000
  2001. IF goon_at_yard4_duck = 0
  2002. SET_CHAR_WAIT_STATE goon_at_yard4 WAITSTATE_FALSE 100
  2003. IF IS_PLAYER_IN_ANY_CAR player
  2004. STORE_CAR_PLAYER_IS_IN player players_vehicle
  2005. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard4 players_vehicle
  2006. ELSE
  2007. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard4 player
  2008. ENDIF
  2009. IF c_site_area_flag < 5
  2010. goon_at_yard4_duck = 1
  2011. ENDIF
  2012. ELSE
  2013. SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard4
  2014. SET_CHAR_WAIT_STATE goon_at_yard4 WAITSTATE_PLAYANIM_DUCK 3000
  2015. goon_at_yard4_duck = 0
  2016. ENDIF
  2017. ENDIF
  2018. ENDIF
  2019. ENDIF
  2020. ENDIF
  2021. RETURN
  2022. ///////////////////////////////////////////////////////////////////////////////
  2023.  
  2024.  
  2025. ///////////////////////////////////////////////////////////////////////////////
  2026. goon_at_yard5_routine:
  2027. IF c_site_area_flag > 3
  2028. IF NOT IS_CHAR_DEAD goon_at_yard5
  2029. IF goon_at_yard5_flag = 0
  2030. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard5 FALSE
  2031. SET_CHAR_WAIT_STATE goon_at_yard5 WAITSTATE_FALSE 100
  2032. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard5 354.6851 -325.3922
  2033. goon_at_yard5_flag = 1
  2034. ENDIF
  2035. IF goon_at_yard5_flag = 1
  2036. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard5 354.6851 -325.3922 1.0 1.0 0
  2037. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard5 345.9960 -325.4795
  2038. goon_at_yard5_flag = 2
  2039. ENDIF
  2040. ENDIF
  2041. IF goon_at_yard5_flag = 2
  2042. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard5 345.9960 -325.4795 1.0 1.0 0
  2043. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard5 341.6781 -327.4943
  2044. goon_at_yard5_flag = 3
  2045. ENDIF
  2046. ENDIF
  2047. IF goon_at_yard5_flag = 3
  2048. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard5 341.6781 -327.4943 1.0 1.0 0
  2049. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard5 TRUE
  2050. IF IS_PLAYER_IN_ANY_CAR player
  2051. STORE_CAR_PLAYER_IS_IN player players_vehicle
  2052. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard5 players_vehicle
  2053. ELSE
  2054. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard5 player
  2055. goon_at_yard5_flag = 4
  2056. ENDIF
  2057. ENDIF
  2058. ENDIF
  2059. ENDIF
  2060. ENDIF
  2061. RETURN
  2062. ///////////////////////////////////////////////////////////////////////////////
  2063.  
  2064.  
  2065. ///////////////////////////////////////////////////////////////////////////////
  2066. goon_at_yard6_routine:
  2067. IF c_site_area_flag > 2
  2068. IF NOT IS_CHAR_DEAD goon_at_yard6
  2069. IF goon_at_yard6_flag = 0
  2070. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard6 FALSE
  2071. SET_CHAR_WAIT_STATE goon_at_yard6 WAITSTATE_FALSE 100
  2072. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard6 365.8858 -317.3099
  2073. goon_at_yard6_flag = 1
  2074. ENDIF
  2075. IF goon_at_yard6_flag = 1
  2076. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard6 365.8858 -317.3099 1.0 1.0 0
  2077. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard6 335.6921 -316.2758
  2078. goon_at_yard6_flag = 2
  2079. ENDIF
  2080. ENDIF
  2081. IF goon_at_yard6_flag = 2
  2082. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard6 335.6921 -316.2758 1.0 1.0 0
  2083. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard6 TRUE
  2084. IF IS_PLAYER_IN_ANY_CAR player
  2085. STORE_CAR_PLAYER_IS_IN player players_vehicle
  2086. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard6 players_vehicle
  2087. ELSE
  2088. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard6 player
  2089. goon_at_yard6_flag = 3
  2090. ENDIF
  2091. ENDIF
  2092. ENDIF
  2093. ENDIF
  2094. ENDIF
  2095. RETURN
  2096. ///////////////////////////////////////////////////////////////////////////////
  2097.  
  2098.  
  2099. ///////////////////////////////////////////////////////////////////////////////
  2100. goon_at_yard7_routine:
  2101. IF c_site_area_flag > 3
  2102. IF NOT IS_CHAR_DEAD goon_at_yard7
  2103. IF game_timer_var > goon_at_yard7_duck_timer
  2104. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard7 TRUE
  2105. goon_at_yard7_duck_timer = game_timer_var + 3000
  2106. IF goon_at_yard7_duck = 0
  2107. SET_CHAR_WAIT_STATE goon_at_yard7 WAITSTATE_FALSE 100
  2108. IF IS_PLAYER_IN_ANY_CAR player
  2109. STORE_CAR_PLAYER_IS_IN player players_vehicle
  2110. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard7 players_vehicle
  2111. ELSE
  2112. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard7 player
  2113. ENDIF
  2114. IF c_site_area_flag < 6
  2115. goon_at_yard7_duck = 1
  2116. ENDIF
  2117. ELSE
  2118. SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard7
  2119. SET_CHAR_WAIT_STATE goon_at_yard7 WAITSTATE_PLAYANIM_DUCK 3000
  2120. goon_at_yard7_duck = 0
  2121. ENDIF
  2122. ENDIF
  2123. ENDIF
  2124. ENDIF
  2125. RETURN
  2126. ///////////////////////////////////////////////////////////////////////////////
  2127.  
  2128.  
  2129. ///////////////////////////////////////////////////////////////////////////////
  2130. goon_at_yard8_routine:
  2131. IF c_site_area_flag > 3
  2132. IF NOT IS_CHAR_DEAD goon_at_yard8
  2133. IF goon_at_yard8_flag = 0
  2134. SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard8
  2135. CHAR_SET_IDLE goon_at_yard8
  2136. REMOVE_ROUTE yard_route3
  2137. SET_CHAR_WAIT_STATE goon_at_yard8 WAITSTATE_FALSE 100
  2138. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard8 FALSE
  2139. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard8 375.4750 -331.2
  2140. goon_at_yard8_flag = 1
  2141. ENDIF
  2142. IF goon_at_yard8_flag = 1
  2143. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard8 375.4750 -331.2 1.0 1.0 0
  2144. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard8 363.7481 -330.9657 //363.9961 -330.8928
  2145. goon_at_yard8_flag = 2
  2146. ENDIF
  2147. ENDIF
  2148. IF goon_at_yard8_flag = 2
  2149. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard8 363.7481 -330.9657 1.0 1.0 0
  2150. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard8 TRUE
  2151. goon_at_yard8_flag = 3
  2152. ENDIF
  2153. ENDIF
  2154. IF goon_at_yard8_flag = 3
  2155. IF game_timer_var > goon_at_yard8_duck_timer
  2156. goon_at_yard8_duck_timer = game_timer_var + 3000
  2157. IF goon_at_yard8_duck = 0
  2158. SET_CHAR_WAIT_STATE goon_at_yard8 WAITSTATE_FALSE 100
  2159. IF IS_PLAYER_IN_ANY_CAR player
  2160. STORE_CAR_PLAYER_IS_IN player players_vehicle
  2161. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard8 players_vehicle
  2162. ELSE
  2163. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard8 player
  2164. ENDIF
  2165. IF c_site_area_flag < 6
  2166. goon_at_yard8_duck = 1
  2167. ENDIF
  2168. IF goon_at_yard8_duck = 0
  2169. GIVE_WEAPON_TO_CHAR goon_at_yard8 WEAPONTYPE_SHOTGUN 9999
  2170. ENDIF
  2171. ELSE
  2172. SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard8
  2173. SET_CHAR_WAIT_STATE goon_at_yard8 WAITSTATE_PLAYANIM_DUCK 3000
  2174. goon_at_yard8_duck = 0
  2175. ENDIF
  2176. ENDIF
  2177. ENDIF
  2178. ENDIF
  2179. ENDIF
  2180. RETURN
  2181. ///////////////////////////////////////////////////////////////////////////////
  2182.  
  2183.  
  2184. ///////////////////////////////////////////////////////////////////////////////
  2185. goon_at_yard9_routine:
  2186. IF c_site_area_flag > 3
  2187. IF NOT IS_CHAR_DEAD goon_at_yard9
  2188. IF goon_at_yard9_flag = 0
  2189. SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard9
  2190. CHAR_SET_IDLE goon_at_yard9
  2191. REMOVE_ROUTE yard_route2
  2192. SET_CHAR_WAIT_STATE goon_at_yard9 WAITSTATE_FALSE 100
  2193. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 FALSE
  2194. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 374.9931 -311.8263
  2195. goon_at_yard9_flag = 1
  2196. ENDIF
  2197. IF goon_at_yard9_flag = 1
  2198. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9 374.9931 -311.8263 1.0 1.0 0
  2199. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 348.1611 -301.9640
  2200. goon_at_yard9_flag = 2
  2201. ENDIF
  2202. ENDIF
  2203. IF goon_at_yard9_flag = 2
  2204. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9 348.1611 -301.9640 1.0 1.0 0
  2205. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 342.9392 -302.6671
  2206. goon_at_yard9_flag = 3
  2207. ENDIF
  2208. ENDIF
  2209. IF goon_at_yard9_flag = 3
  2210. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9 342.9392 -302.6671 1.0 1.0 0
  2211. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 327.6495 -317.2610
  2212. goon_at_yard9_flag = 4
  2213. ENDIF
  2214. ENDIF
  2215. IF goon_at_yard9_flag = 4
  2216. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9 327.6495 -317.2610 1.0 1.0 0
  2217. IF c_site_area_flag = 4
  2218. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 TRUE
  2219. IF IS_PLAYER_IN_ANY_CAR player
  2220. STORE_CAR_PLAYER_IS_IN player players_vehicle
  2221. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard9 players_vehicle
  2222. ELSE
  2223. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard9 player
  2224. ENDIF
  2225. ELSE
  2226. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 FALSE
  2227. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 335.2008 -334.9071
  2228. goon_at_yard9_flag = 5
  2229. ENDIF
  2230. ENDIF
  2231. ENDIF
  2232. IF goon_at_yard9_flag = 5
  2233. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9 335.2008 -334.9071 1.0 1.0 0
  2234. IF c_site_area_flag = 5
  2235. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 TRUE
  2236. IF IS_PLAYER_IN_ANY_CAR player
  2237. STORE_CAR_PLAYER_IS_IN player players_vehicle
  2238. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard9 players_vehicle
  2239. ELSE
  2240. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard9 player
  2241. ENDIF
  2242. ELSE
  2243. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 FALSE
  2244. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 360.4199 -337.9403
  2245. goon_at_yard9_flag = 6
  2246. ENDIF
  2247. ENDIF
  2248. ENDIF
  2249. IF goon_at_yard9_flag = 6
  2250. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9 360.4199 -337.9403 1.0 1.0 0
  2251. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 TRUE
  2252. IF IS_PLAYER_IN_ANY_CAR player
  2253. STORE_CAR_PLAYER_IS_IN player players_vehicle
  2254. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard9 players_vehicle
  2255. ELSE
  2256. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard9 player
  2257. ENDIF
  2258. ENDIF
  2259. ENDIF
  2260. ENDIF
  2261. ENDIF
  2262. RETURN
  2263. ///////////////////////////////////////////////////////////////////////////////
  2264.  
  2265.  
  2266. ///////////////////////////////////////////////////////////////////////////////
  2267. goon_at_yard10_routine:
  2268. IF c_site_area_flag > 0
  2269. IF NOT IS_CHAR_DEAD goon_at_yard10
  2270. IF goon_at_yard10_flag = 0
  2271. SET_CHAR_HEED_THREATS goon_at_yard10 FALSE
  2272. SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard10
  2273. CHAR_SET_IDLE goon_at_yard10
  2274. REMOVE_ROUTE yard_route1
  2275. SET_CHAR_WAIT_STATE goon_at_yard10 WAITSTATE_FALSE 100
  2276. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 FALSE
  2277. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 372.5888 -298.4539
  2278. goon_at_yard10_flag = 1
  2279. ENDIF
  2280. IF goon_at_yard10_flag = 1
  2281. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 372.5888 -298.4539 1.0 1.0 0
  2282. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 TRUE
  2283. goon_at_yard10_flag = 2
  2284. ENDIF
  2285. ENDIF
  2286. IF goon_at_yard10_flag = 2
  2287. IF c_site_area_flag = 1
  2288. IF game_timer_var > goon_at_yard10_duck_timer
  2289. goon_at_yard10_duck_timer = game_timer_var + 3000
  2290. IF goon_at_yard10_duck = 0
  2291. SET_CHAR_WAIT_STATE goon_at_yard10 WAITSTATE_FALSE 100
  2292. IF IS_PLAYER_IN_ANY_CAR player
  2293. STORE_CAR_PLAYER_IS_IN player players_vehicle
  2294. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10 players_vehicle
  2295. ELSE
  2296. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player
  2297. ENDIF
  2298. goon_at_yard10_duck = 1
  2299. ELSE
  2300. SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard10
  2301. SET_CHAR_WAIT_STATE goon_at_yard10 WAITSTATE_PLAYANIM_DUCK 3000
  2302. goon_at_yard10_duck = 0
  2303. ENDIF
  2304. ENDIF
  2305. ELSE
  2306. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 FALSE
  2307. SET_CHAR_WAIT_STATE goon_at_yard10 WAITSTATE_FALSE 100
  2308. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 372.8152 -266.8551
  2309. goon_at_yard10_flag = 3
  2310. ENDIF
  2311. ENDIF
  2312. IF goon_at_yard10_flag = 3
  2313. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 372.8152 -266.8551 1.0 1.0 0
  2314. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 363.9329 -266.5335
  2315. goon_at_yard10_flag = 4
  2316. ENDIF
  2317. ENDIF
  2318. IF goon_at_yard10_flag = 4
  2319. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 363.9329 -266.5335 1.0 1.0 0
  2320. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 361.9770 -290.5143
  2321. goon_at_yard10_flag = 5
  2322. ENDIF
  2323. ENDIF
  2324. IF goon_at_yard10_flag = 5
  2325. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 361.9770 -290.5143 1.0 1.0 0
  2326. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 341.3853 -298.2471
  2327. goon_at_yard10_flag = 6
  2328. ENDIF
  2329. ENDIF
  2330. IF goon_at_yard10_flag = 6
  2331. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 341.3853 -298.2471 1.0 1.0 0
  2332. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 342.3168 -303.6481
  2333. goon_at_yard10_flag = 7
  2334. ENDIF
  2335. ENDIF
  2336. IF goon_at_yard10_flag = 7
  2337. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 342.3168 -303.6481 1.0 1.0 0
  2338. IF c_site_area_flag = 2
  2339. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 TRUE
  2340. IF IS_PLAYER_IN_ANY_CAR player
  2341. STORE_CAR_PLAYER_IS_IN player players_vehicle
  2342. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10 players_vehicle
  2343. ELSE
  2344. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player
  2345. ENDIF
  2346. ELSE
  2347. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 FALSE
  2348. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 338.2401 -308.2155
  2349. goon_at_yard10_flag = 8
  2350. ENDIF
  2351. ENDIF
  2352. ENDIF
  2353. IF goon_at_yard10_flag = 8
  2354. IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 338.2401 -308.2155 1.0 1.0 0
  2355. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 330.4936 -314.1106
  2356. goon_at_yard10_flag = 9
  2357. ENDIF
  2358. ENDIF
  2359. IF goon_at_yard10_flag = 9
  2360. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 330.4936 -314.1106 1.0 1.0 0
  2361. IF c_site_area_flag = 3
  2362. OR c_site_area_flag = 4
  2363. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 TRUE
  2364. IF IS_PLAYER_IN_ANY_CAR player
  2365. STORE_CAR_PLAYER_IS_IN player players_vehicle
  2366. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10 players_vehicle
  2367. ELSE
  2368. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player
  2369. ENDIF
  2370. ELSE
  2371. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 FALSE
  2372. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 334.6789 -338.7348
  2373. goon_at_yard10_flag = 10
  2374. ENDIF
  2375. ENDIF
  2376. ENDIF
  2377. IF goon_at_yard10_flag = 10
  2378. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 334.6789 -338.7348 1.0 1.0 0
  2379. IF c_site_area_flag = 5
  2380. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 TRUE
  2381. IF IS_PLAYER_IN_ANY_CAR player
  2382. STORE_CAR_PLAYER_IS_IN player players_vehicle
  2383. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10 players_vehicle
  2384. ELSE
  2385. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player
  2386. ENDIF
  2387. ELSE
  2388. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 FALSE
  2389. SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 360.2491 -336.6913
  2390. goon_at_yard10_flag = 11
  2391. ENDIF
  2392. ENDIF
  2393. ENDIF
  2394. IF goon_at_yard10_flag = 11
  2395. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 360.2491 -336.6913 1.0 1.0 0
  2396. SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 TRUE
  2397. IF IS_PLAYER_IN_ANY_CAR player
  2398. STORE_CAR_PLAYER_IS_IN player players_vehicle
  2399. SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10 players_vehicle
  2400. ELSE
  2401. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player
  2402. ENDIF
  2403. ENDIF
  2404. ENDIF
  2405. ENDIF// IS_CHAR_DEAD goon_at_yard10
  2406. ENDIF
  2407. RETURN
  2408. ///////////////////////////////////////////////////////////////////////////////
  2409. }
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