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EvanAbagail

SAPDFR 4.0

Nov 17th, 2014
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  1. // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
  2. {$CLEO .cs}
  3.  
  4. //-------------MAIN---------------
  5. 0000: NOP
  6. 0662: printstring "San Andreas Police Department: First Response"
  7. 0662: printstring "Version 4.0 (beta)"
  8. 0662: printstring "Copyright ©2012 OJdoesIt"
  9. 0662: printstring "All rights reserved."
  10. 0662: printstring "LOL This is a big ass script. Don't edit/steal shit."
  11. gosub @NONAME_51980
  12.  
  13. :NONAME_188
  14. wait 0
  15. if
  16. Player.Defined(0)
  17. else_jump @NONAME_817
  18. if and
  19. 0AB0: key_pressed 18
  20. 0AB0: key_pressed 80
  21. $ACTIVE_INTERIOR == 0
  22. else_jump @NONAME_817
  23. gosub @NONAME_4433
  24. 00BA: show_text_styled GXT 'FR_Strt' time 7000 style 4
  25. 00BB: show_text_lowpriority GXT 'FR_St_1' time 7000 flag 1
  26. wait 7000
  27. 03D6: remove_styled_text 'FR_Strt'
  28. 03E6: remove_text_box
  29. 00BE: text_clear_all
  30. 08D4: 20@ = create_panel_with_title 'FR_Ttle' position 29.0 145.0 width 200.0 columns 1 interactive 1 background 1 alignment 1
  31. 08DB: set_panel 20@ column 0 header 'FR_Head' data 'FR_M_01' 'FR_M_02' 'FR_M_03' 'FR_M_04' 'FR_M_05' 'FR_M_06' 'FR_M_07' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  32. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  33. gosub @NONAME_4539
  34. fade 0 3000
  35. gosub @NONAME_8704
  36. gosub @NONAME_5033
  37. fade 1 3000
  38. 2@ = 0
  39. gosub @NONAME_824
  40. 04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 2.0
  41. Camera.SetPosition(22@, 23@, 24@, 0.0, 0.0, 0.0)
  42. 04C4: store_coords_to 27@ 28@ 29@ from_actor $PLAYER_ACTOR with_offset 0.0 6.0 0.0
  43. Camera.PointAt(27@, 28@, 29@, 2)
  44. gosub @NONAME_2515
  45. gosub @NONAME_5199
  46. gosub @NONAME_5557
  47. gosub @NONAME_4483
  48. 03E5: show_text_box 'FR_RH_1'
  49. 0AD0: show_formatted_text_lowpriority "You have 20 seconds to recruit as many officers as you like." time 3000
  50. 33@ = 0
  51. gosub @NONAME_5743
  52. 0AD0: show_formatted_text_lowpriority "You are now on-duty. You will receive random call-outs at random times." time 3000
  53. jump @NONAME_5845
  54.  
  55. :NONAME_817
  56. jump @NONAME_188
  57.  
  58. :NONAME_824
  59. 08D4: 20@ = create_panel_with_title 'FR_Ttle' position 29.0 145.0 width 200.0 columns 1 interactive 1 background 1 alignment 1
  60. 08DB: set_panel 20@ column 0 header 'COP_SUB' data 'COPSUB1' 'COPSUB2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  61. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  62.  
  63. :NONAME_996
  64. wait 0
  65. if and
  66. 2@ == 1
  67. 00E1: player 0 pressed_key 15
  68. else_jump @NONAME_1055
  69. 3@ = 0
  70. 08DA: remove_panel 8@
  71. 03E6: remove_text_box
  72. Camera.SetBehindPlayer
  73. Camera.Restore_WithJumpCut
  74. wait 100
  75. return
  76. jump @NONAME_2508
  77.  
  78. :NONAME_1055
  79. if or
  80. 00E1: player 0 pressed_key 14
  81. 00E1: player 0 pressed_key 16
  82. else_jump @NONAME_2508
  83. 03E6: remove_text_box
  84. 08D7: 21@ = panel 20@ active_row
  85. 08DA: remove_panel 20@
  86. 21@ += 1
  87. wait 250
  88. if
  89. 21@ == 1
  90. else_jump @NONAME_2031
  91. 08D4: 20@ = create_panel_with_title 'FR_Ttle' position 29.0 145.0 width 200.0 columns 1 interactive 1 background 1 alignment 1
  92. 08DB: set_panel 20@ column 0 header 'COP_SUB' data 'LTCP1' 'LTCP2' 'LTCP3' 'LTCP4' 'LTCP5' 'LTCP6' 'LTCP7' 'LTCP8' 'LTCP9' 'LTCP10' 'DUMMY' 'DUMMY'
  93. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  94.  
  95. :NONAME_1295
  96. wait 0
  97. if
  98. 00E1: player 0 pressed_key 15
  99. else_jump @NONAME_1342
  100. 08DA: remove_panel 20@
  101. 03E6: remove_text_box
  102. wait 250
  103. jump @NONAME_824
  104. jump @NONAME_2017
  105.  
  106. :NONAME_1342
  107. if or
  108. 00E1: player 0 pressed_key 14
  109. 00E1: player 0 pressed_key 16
  110. else_jump @NONAME_2017
  111. 2@ = 1
  112. 08D7: 21@ = panel 20@ active_row
  113. 21@ += 1
  114. 0793: save_player_clothes
  115. if
  116. 21@ == 1
  117. else_jump @NONAME_1447
  118. 26@ = 280
  119. gosub @NONAME_8681
  120. 09C7: change_player $PLAYER_CHAR model_to 26@
  121. Model.Destroy(26@)
  122. wait 250
  123. jump @NONAME_1295
  124.  
  125. :NONAME_1447
  126. if
  127. 21@ == 2
  128. else_jump @NONAME_1505
  129. 26@ = 281
  130. gosub @NONAME_8681
  131. 09C7: change_player $PLAYER_CHAR model_to 26@
  132. Model.Destroy(26@)
  133. wait 250
  134. jump @NONAME_1295
  135.  
  136. :NONAME_1505
  137. if
  138. 21@ == 3
  139. else_jump @NONAME_1563
  140. 26@ = 282
  141. gosub @NONAME_8681
  142. 09C7: change_player $PLAYER_CHAR model_to 26@
  143. Model.Destroy(26@)
  144. wait 250
  145. jump @NONAME_1295
  146.  
  147. :NONAME_1563
  148. if
  149. 21@ == 4
  150. else_jump @NONAME_1621
  151. 26@ = 283
  152. gosub @NONAME_8681
  153. 09C7: change_player $PLAYER_CHAR model_to 26@
  154. Model.Destroy(26@)
  155. wait 250
  156. jump @NONAME_1295
  157.  
  158. :NONAME_1621
  159. if
  160. 21@ == 5
  161. else_jump @NONAME_1679
  162. 26@ = 288
  163. gosub @NONAME_8681
  164. 09C7: change_player $PLAYER_CHAR model_to 26@
  165. Model.Destroy(26@)
  166. wait 250
  167. jump @NONAME_1295
  168.  
  169. :NONAME_1679
  170. if
  171. 21@ == 6
  172. else_jump @NONAME_1737
  173. 26@ = 284
  174. gosub @NONAME_8681
  175. 09C7: change_player $PLAYER_CHAR model_to 26@
  176. Model.Destroy(26@)
  177. wait 250
  178. jump @NONAME_1295
  179.  
  180. :NONAME_1737
  181. if
  182. 21@ == 7
  183. else_jump @NONAME_1802
  184. 26@ = 285
  185. gosub @NONAME_8681
  186. 09C7: change_player $PLAYER_CHAR model_to 26@
  187. Model.Destroy(26@)
  188. 4@ = 1
  189. wait 250
  190. jump @NONAME_1295
  191.  
  192. :NONAME_1802
  193. if
  194. 21@ == 8
  195. else_jump @NONAME_1867
  196. 26@ = 286
  197. gosub @NONAME_8681
  198. 09C7: change_player $PLAYER_CHAR model_to 26@
  199. Model.Destroy(26@)
  200. 4@ = 2
  201. wait 250
  202. jump @NONAME_1295
  203.  
  204. :NONAME_1867
  205. if
  206. 21@ == 9
  207. else_jump @NONAME_1932
  208. 26@ = 287
  209. gosub @NONAME_8681
  210. 09C7: change_player $PLAYER_CHAR model_to 26@
  211. Model.Destroy(26@)
  212. 4@ = 3
  213. wait 250
  214. jump @NONAME_1295
  215.  
  216. :NONAME_1932
  217. if
  218. 21@ == 10
  219. else_jump @NONAME_2017
  220. 09C7: change_player $PLAYER_CHAR model_to #NULL
  221. Player.SetClothes($PLAYER_CHAR, 'POLICETR', 'POLICETR', Special)
  222. 4@ = 3
  223. wait 250
  224. jump @NONAME_1295
  225.  
  226. :NONAME_2017
  227. jump @NONAME_1295
  228. jump @NONAME_2508
  229.  
  230. :NONAME_2031
  231. if
  232. 21@ == 2
  233. else_jump @NONAME_2508
  234. 08D4: 20@ = create_panel_with_title 'FR_Ttle' position 29.0 145.0 width 200.0 columns 1 interactive 1 background 1 alignment 1
  235. 08DB: set_panel 20@ column 0 header 'COP_SUB' data 'LTCPS1' 'LTCPS2' 'LTCPS3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  236. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  237.  
  238. :NONAME_2221
  239. wait 0
  240. if
  241. 00E1: player 0 pressed_key 15
  242. else_jump @NONAME_2268
  243. 08DA: remove_panel 20@
  244. 03E6: remove_text_box
  245. wait 250
  246. jump @NONAME_824
  247. jump @NONAME_2501
  248.  
  249. :NONAME_2268
  250. if or
  251. 00E1: player 0 pressed_key 14
  252. 00E1: player 0 pressed_key 16
  253. else_jump @NONAME_2501
  254. 2@ = 1
  255. 08D7: 21@ = panel 20@ active_row
  256. 21@ += 1
  257. 0793: save_player_clothes
  258. if
  259. 21@ == 1
  260. else_jump @NONAME_2377
  261. 023C: load_special_actor 'TENPEN' as 1 // models 290-299
  262. gosub @NONAME_4522
  263. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  264. 0296: unload_special_actor 1
  265. wait 250
  266. jump @NONAME_2221
  267.  
  268. :NONAME_2377
  269. if
  270. 21@ == 2
  271. else_jump @NONAME_2439
  272. 023C: load_special_actor 'PULASKI' as 1 // models 290-299
  273. gosub @NONAME_4522
  274. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  275. 0296: unload_special_actor 1
  276. wait 250
  277. jump @NONAME_2221
  278.  
  279. :NONAME_2439
  280. if
  281. 21@ == 3
  282. else_jump @NONAME_2494
  283. 023C: load_special_actor 'HERN' as 1 // models 290-299
  284. gosub @NONAME_4522
  285. 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
  286. 0296: unload_special_actor 1
  287. wait 250
  288.  
  289. :NONAME_2494
  290. jump @NONAME_2221
  291.  
  292. :NONAME_2501
  293. jump @NONAME_2221
  294.  
  295. :NONAME_2508
  296. jump @NONAME_996
  297.  
  298. :NONAME_2515
  299. 08D4: 20@ = create_panel_with_title 'FR_Ttle' position 29.0 145.0 width 200.0 columns 1 interactive 1 background 1 alignment 1
  300. 08DB: set_panel 20@ column 0 header 'CAR_SUB' data 'CARSUB1' 'CARSUB2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  301. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  302.  
  303. :NONAME_2687
  304. wait 0
  305. if
  306. 00E1: player 0 pressed_key 15
  307. else_jump @NONAME_2772
  308. 08DA: remove_panel 8@
  309. 03E6: remove_text_box
  310. Camera.SetBehindPlayer
  311. Camera.Restore_WithJumpCut
  312. wait 250
  313. if
  314. 3@ == 0
  315. else_jump @NONAME_2763
  316. gosub @NONAME_824
  317. jump @NONAME_2515
  318. jump @NONAME_2765
  319.  
  320. :NONAME_2763
  321. return
  322.  
  323. :NONAME_2765
  324. jump @NONAME_4426
  325.  
  326. :NONAME_2772
  327. if or
  328. 00E1: player 0 pressed_key 14
  329. 00E1: player 0 pressed_key 16
  330. else_jump @NONAME_4426
  331. 03E6: remove_text_box
  332. 08D7: 21@ = panel 20@ active_row
  333. 08DA: remove_panel 20@
  334. 21@ += 1
  335. wait 250
  336. if
  337. 21@ == 1
  338. else_jump @NONAME_3795
  339. 08D4: 20@ = create_panel_with_title 'FR_Ttle' position 29.0 145.0 width 200.0 columns 1 interactive 1 background 1 alignment 1
  340. 08DB: set_panel 20@ column 0 header 'CAR_SUB' data 'LTVH1' 'LTVH2' 'LTVH3' 'LTVH4' 'LTVH10' 'LTVH5' 'LTVH6' 'LTVH7' 'LTVH8' 'LTVH9' 'DUMMY' 'DUMMY'
  341. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  342.  
  343. :NONAME_3012
  344. wait 0
  345. if
  346. 00E1: player 0 pressed_key 15
  347. else_jump @NONAME_3059
  348. 08DA: remove_panel 20@
  349. 03E6: remove_text_box
  350. wait 250
  351. jump @NONAME_2515
  352. jump @NONAME_3781
  353.  
  354. :NONAME_3059
  355. if or
  356. 00E1: player 0 pressed_key 14
  357. 00E1: player 0 pressed_key 16
  358. else_jump @NONAME_3781
  359. 2@ = 1
  360. 3@ = 1
  361. 08D7: 21@ = panel 20@ active_row
  362. 21@ += 1
  363. if
  364. 21@ == 1
  365. else_jump @NONAME_3178
  366. 26@ = 596
  367. gosub @NONAME_8681
  368. 23@ = 8.0
  369. gosub @NONAME_5141
  370. Model.Destroy(26@)
  371. wait 250
  372. jump @NONAME_3012
  373.  
  374. :NONAME_3178
  375. if
  376. 21@ == 2
  377. else_jump @NONAME_3245
  378. 26@ = 597
  379. gosub @NONAME_8681
  380. 23@ = 8.0
  381. gosub @NONAME_5141
  382. Model.Destroy(26@)
  383. wait 250
  384. jump @NONAME_3012
  385.  
  386. :NONAME_3245
  387. if
  388. 21@ == 3
  389. else_jump @NONAME_3312
  390. 26@ = 598
  391. gosub @NONAME_8681
  392. 23@ = 8.0
  393. gosub @NONAME_5141
  394. Model.Destroy(26@)
  395. wait 250
  396. jump @NONAME_3012
  397.  
  398. :NONAME_3312
  399. if
  400. 21@ == 4
  401. else_jump @NONAME_3379
  402. 26@ = 599
  403. gosub @NONAME_8681
  404. 23@ = 8.0
  405. gosub @NONAME_5141
  406. Model.Destroy(26@)
  407. wait 250
  408. jump @NONAME_3012
  409.  
  410. :NONAME_3379
  411. if
  412. 21@ == 5
  413. else_jump @NONAME_3446
  414. 26@ = 523
  415. gosub @NONAME_8681
  416. 23@ = 8.0
  417. gosub @NONAME_5141
  418. Model.Destroy(26@)
  419. wait 250
  420. jump @NONAME_3012
  421.  
  422. :NONAME_3446
  423. if
  424. 21@ == 6
  425. else_jump @NONAME_3513
  426. 26@ = 427
  427. gosub @NONAME_8681
  428. 23@ = 8.0
  429. gosub @NONAME_5141
  430. Model.Destroy(26@)
  431. wait 250
  432. jump @NONAME_3012
  433.  
  434. :NONAME_3513
  435. if
  436. 21@ == 7
  437. else_jump @NONAME_3580
  438. 26@ = 490
  439. gosub @NONAME_8681
  440. 23@ = 8.0
  441. gosub @NONAME_5141
  442. Model.Destroy(26@)
  443. wait 250
  444. jump @NONAME_3012
  445.  
  446. :NONAME_3580
  447. if
  448. 21@ == 8
  449. else_jump @NONAME_3647
  450. 26@ = 528
  451. gosub @NONAME_8681
  452. 23@ = 8.0
  453. gosub @NONAME_5141
  454. Model.Destroy(26@)
  455. wait 250
  456. jump @NONAME_3012
  457.  
  458. :NONAME_3647
  459. if
  460. 21@ == 9
  461. else_jump @NONAME_3714
  462. 26@ = 433
  463. gosub @NONAME_8681
  464. 23@ = 8.0
  465. gosub @NONAME_5141
  466. Model.Destroy(26@)
  467. wait 250
  468. jump @NONAME_3012
  469.  
  470. :NONAME_3714
  471. if
  472. 21@ == 10
  473. else_jump @NONAME_3774
  474. 26@ = 497
  475. gosub @NONAME_8681
  476. 23@ = 10.0
  477. gosub @NONAME_5141
  478. Model.Destroy(26@)
  479. wait 250
  480.  
  481. :NONAME_3774
  482. jump @NONAME_3012
  483.  
  484. :NONAME_3781
  485. jump @NONAME_3012
  486. jump @NONAME_4426
  487.  
  488. :NONAME_3795
  489. if
  490. 21@ == 2
  491. else_jump @NONAME_4426
  492. 08D4: 20@ = create_panel_with_title 'FR_Ttle' position 29.0 145.0 width 200.0 columns 1 interactive 1 background 1 alignment 1
  493. 08DB: set_panel 20@ column 0 header 'CAR_SUB' data 'LTVHU1' 'LTVHU2' 'LTVHU3' 'LTVHU4' 'LTVHU5' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  494. 0512: show_permanent_text_box 'CLOTHA' // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
  495.  
  496. :NONAME_3985
  497. wait 0
  498. if
  499. 00E1: player 0 pressed_key 15
  500. else_jump @NONAME_4032
  501. 08DA: remove_panel 20@
  502. 03E6: remove_text_box
  503. wait 250
  504. jump @NONAME_2515
  505. jump @NONAME_4419
  506.  
  507. :NONAME_4032
  508. if or
  509. 00E1: player 0 pressed_key 14
  510. 00E1: player 0 pressed_key 16
  511. else_jump @NONAME_4419
  512. 2@ = 1
  513. 3@ = 1
  514. 08D7: 21@ = panel 20@ active_row
  515. 21@ += 1
  516. if
  517. 21@ == 1
  518. else_jump @NONAME_4151
  519. 26@ = 426
  520. gosub @NONAME_8681
  521. 23@ = 8.0
  522. gosub @NONAME_5141
  523. Model.Destroy(26@)
  524. wait 250
  525. jump @NONAME_3985
  526.  
  527. :NONAME_4151
  528. if
  529. 21@ == 2
  530. else_jump @NONAME_4218
  531. 26@ = 405
  532. gosub @NONAME_8681
  533. 23@ = 8.0
  534. gosub @NONAME_5141
  535. Model.Destroy(26@)
  536. wait 250
  537. jump @NONAME_3985
  538.  
  539. :NONAME_4218
  540. if
  541. 21@ == 3
  542. else_jump @NONAME_4285
  543. 26@ = 507
  544. gosub @NONAME_8681
  545. 23@ = 8.0
  546. gosub @NONAME_5141
  547. Model.Destroy(26@)
  548. wait 250
  549. jump @NONAME_3985
  550.  
  551. :NONAME_4285
  552. if
  553. 21@ == 4
  554. else_jump @NONAME_4352
  555. 26@ = 445
  556. gosub @NONAME_8681
  557. 23@ = 8.0
  558. gosub @NONAME_5141
  559. Model.Destroy(26@)
  560. wait 250
  561. jump @NONAME_3985
  562.  
  563. :NONAME_4352
  564. if
  565. 21@ == 5
  566. else_jump @NONAME_4419
  567. 26@ = 421
  568. gosub @NONAME_8681
  569. 23@ = 8.0
  570. gosub @NONAME_5141
  571. Model.Destroy(26@)
  572. wait 250
  573. jump @NONAME_3985
  574.  
  575. :NONAME_4419
  576. jump @NONAME_3985
  577.  
  578. :NONAME_4426
  579. jump @NONAME_2687
  580.  
  581. :NONAME_4433
  582. Player.WantedLevel($PLAYER_CHAR) = 0
  583. 01F0: set_max_wanted_level_to 0
  584. Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
  585. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  586. Player.CanMove($PLAYER_CHAR) = False
  587. 0581: enable_radar 0
  588. 0826: enable_hud 0
  589. return
  590.  
  591. :NONAME_4483
  592. Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
  593. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
  594. Player.CanMove($PLAYER_CHAR) = True
  595. 0581: enable_radar 1
  596. 0826: enable_hud 1
  597. return
  598.  
  599. :NONAME_4522
  600. wait 0
  601. 023D: special_actor 1 loaded
  602. else_jump @NONAME_4522
  603. return
  604.  
  605. :NONAME_4539
  606. wait 0
  607. 00E1: player 0 pressed_key 16
  608. else_jump @NONAME_4539
  609. 08D7: 21@ = panel 20@ active_row
  610. 08DA: remove_panel 20@
  611. 21@ += 1
  612. if
  613. 21@ == 1
  614. else_jump @NONAME_4641
  615. 22@ = 1543.699
  616. 23@ = -1680.925
  617. 24@ = 13.557
  618. 25@ = 50.2374
  619. jump @NONAME_5031
  620.  
  621. :NONAME_4641
  622. if
  623. 21@ == 2
  624. else_jump @NONAME_4706
  625. 22@ = 618.8643
  626. 23@ = -586.563
  627. 24@ = 17.233
  628. 25@ = 246.5269
  629. jump @NONAME_5031
  630.  
  631. :NONAME_4706
  632. if
  633. 21@ == 3
  634. else_jump @NONAME_4771
  635. 22@ = -2158.549
  636. 23@ = -2390.239
  637. 24@ = 30.625
  638. 25@ = 140.5401
  639. jump @NONAME_5031
  640.  
  641. :NONAME_4771
  642. if
  643. 21@ == 4
  644. else_jump @NONAME_4836
  645. 22@ = -1613.41
  646. 23@ = 717.1797
  647. 24@ = 13.4073
  648. 25@ = 359.6706
  649. jump @NONAME_5031
  650.  
  651. :NONAME_4836
  652. if
  653. 21@ == 5
  654. else_jump @NONAME_4901
  655. 22@ = -1393.557
  656. 23@ = 2642.975
  657. 24@ = 55.9354
  658. 25@ = 91.9453
  659. jump @NONAME_5031
  660.  
  661. :NONAME_4901
  662. if
  663. 21@ == 6
  664. else_jump @NONAME_4966
  665. 22@ = -216.7695
  666. 23@ = 986.7932
  667. 24@ = 19.429
  668. 25@ = 306.7748
  669. jump @NONAME_5031
  670.  
  671. :NONAME_4966
  672. if
  673. 21@ == 7
  674. else_jump @NONAME_5031
  675. 22@ = 2278.942
  676. 23@ = 2427.083
  677. 24@ = 10.8203
  678. 25@ = 183.0061
  679. jump @NONAME_5031
  680.  
  681. :NONAME_5031
  682. return
  683.  
  684. :NONAME_5033
  685. Camera.SetAtPos(22@, 23@, 24@)
  686. 0792: disembark_instantly_actor $PLAYER_ACTOR
  687. Actor.PutAt($PLAYER_ACTOR, 22@, 23@, 24@)
  688. Actor.Angle($PLAYER_ACTOR) = 25@
  689. 04C4: store_coords_to 27@ 28@ 29@ from_actor $PLAYER_ACTOR with_offset 0.0 6.0 1.0
  690. Camera.SetPosition(27@, 28@, 29@, 0.0, 0.0, 0.0)
  691. Camera.PointAt(22@, 23@, 24@, 2)
  692. return
  693.  
  694. :NONAME_5141
  695. 04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 0.0 23@ 0.0
  696. 13@ = Car.Create(26@, 22@, 23@, 24@)
  697. Car.DoorStatus(13@) = 1
  698. Car.RemoveReferences(13@)
  699. return
  700.  
  701. :NONAME_5199
  702. 048F: actor $PLAYER_ACTOR remove_weapons
  703. 26@ = 334
  704. gosub @NONAME_8681
  705. Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, NightStick, 99999)
  706. Model.Destroy(26@)
  707. wait 10
  708. 26@ = 365
  709. gosub @NONAME_8681
  710. Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, SprayPaint, 99999)
  711. Model.Destroy(26@)
  712. wait 10
  713. 26@ = 346
  714. gosub @NONAME_8681
  715. Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Pistol, 99999)
  716. Model.Destroy(26@)
  717. wait 10
  718. 26@ = 343
  719. gosub @NONAME_8681
  720. Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, TearGas, 99999)
  721. Model.Destroy(26@)
  722. wait 10
  723. 26@ = 349
  724. gosub @NONAME_8681
  725. Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Shotgun, 99999)
  726. Model.Destroy(26@)
  727. wait 10
  728. if
  729. 4@ == 1
  730. else_jump @NONAME_5441
  731. 26@ = 352
  732. gosub @NONAME_8681
  733. Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, MicroUzi, 99999)
  734. Model.Destroy(26@)
  735. jump @NONAME_5548
  736.  
  737. :NONAME_5441
  738. if
  739. 4@ == 2
  740. else_jump @NONAME_5498
  741. 26@ = 353
  742. gosub @NONAME_8681
  743. Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, MP5, 99999)
  744. Model.Destroy(26@)
  745. jump @NONAME_5548
  746.  
  747. :NONAME_5498
  748. if
  749. 4@ == 3
  750. else_jump @NONAME_5548
  751. 26@ = 356
  752. gosub @NONAME_8681
  753. Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, M4, 99999)
  754. Model.Destroy(26@)
  755.  
  756. :NONAME_5548
  757. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  758. return
  759.  
  760. :NONAME_5557
  761. wait 0
  762. Model.Load(#COLT45)
  763. Model.Available(#COLT45)
  764. else_jump @NONAME_5557
  765. 33@ = 0
  766.  
  767. :NONAME_5585
  768. 0209: 26@ = random_int_in_ranges 280 288
  769. gosub @NONAME_8681
  770. 0208: 22@ = random_float_in_ranges -15.0 15.0
  771. 0208: 23@ = random_float_in_ranges -15.0 15.0
  772. 04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 22@ 23@ 0.0
  773. 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 22@ 23@ 24@
  774. 13@ = Actor.Create(Special, 26@, 22@, 23@, 24@)
  775. Actor.GiveWeaponAndAmmo(13@, Pistol, 9999)
  776. Actor.RemoveReferences(13@)
  777. Model.Destroy(26@)
  778. wait 10
  779. 33@ > 2000
  780. else_jump @NONAME_5585
  781. Model.Destroy(#COLT45)
  782. return
  783.  
  784. :NONAME_5743
  785. wait 0
  786. if and
  787. 80E1: not player 0 pressed_key 10
  788. 20000 > 33@
  789. else_jump @NONAME_5826
  790. if and
  791. 0AD2: 13@ = player $PLAYER_CHAR targeted_actor //IF and SET
  792. 00E1: player 0 pressed_key 8
  793. else_jump @NONAME_5819
  794. 0631: put_actor 13@ in_group $PLAYER_GROUP
  795. Actor.WeaponAccuracy(13@) = 85
  796. jump @NONAME_5838
  797.  
  798. :NONAME_5819
  799. jump @NONAME_5838
  800.  
  801. :NONAME_5826
  802. Actor.RemoveReferences(13@)
  803. jump @NONAME_5845
  804.  
  805. :NONAME_5838
  806. jump @NONAME_5743
  807.  
  808. :NONAME_5845
  809. gosub @NONAME_51813
  810.  
  811. :NONAME_5852
  812. wait 0
  813. if
  814. Player.Defined($PLAYER_CHAR)
  815. else_jump @NONAME_6268
  816. 09E8: 31@ = actor $PLAYER_ACTOR active_interior
  817. if
  818. 31@ == 0
  819. else_jump @NONAME_6268
  820. if and
  821. $ONMISSION == 0
  822. 0AB0: key_pressed 120
  823. else_jump @NONAME_6268
  824. Player.WantedLevel($PLAYER_CHAR) = 0
  825. 01F0: set_max_wanted_level_to 0
  826. 099E: enable_police_patrols 1
  827. 0746: set_acquaintance 2 of_actors_pedtype 6 to_actors_pedtype 0
  828. 0746: set_acquaintance 2 of_actors_pedtype 0 to_actors_pedtype 6
  829. 0ACE: show_formatted_text_box "You are no longer 'busy' and will receive call-outs as normal."
  830. wait 250
  831.  
  832. :NONAME_6023
  833. wait 0
  834. if
  835. $ONMISSION == 0
  836. else_jump @NONAME_6261
  837. if
  838. 8AB0: not key_pressed 120
  839. else_jump @NONAME_6218
  840. 0209: 30@ = random_int_in_ranges 10000 120000
  841. wait 10
  842. 33@ = 0
  843.  
  844. :NONAME_6084
  845. 8AB0: not key_pressed 120
  846. else_jump @NONAME_6175
  847. wait 0
  848. if
  849. $ONMISSION == 0
  850. else_jump @NONAME_6161
  851. if or
  852. 001D: 33@ > 30@ // (int)
  853. 0AB0: key_pressed 117
  854. else_jump @NONAME_6154
  855. gosub @NONAME_6275
  856. jump @NONAME_6023
  857.  
  858. :NONAME_6154
  859. jump @NONAME_6168
  860.  
  861. :NONAME_6161
  862. jump @NONAME_6175
  863.  
  864. :NONAME_6168
  865. jump @NONAME_6084
  866.  
  867. :NONAME_6175
  868. 0ACE: show_formatted_text_box "You are now 'busy.'"
  869. wait 250
  870. jump @NONAME_6268
  871. jump @NONAME_6254
  872.  
  873. :NONAME_6218
  874. 0ACE: show_formatted_text_box "You are now 'busy.'"
  875. wait 250
  876. jump @NONAME_6268
  877.  
  878. :NONAME_6254
  879. jump @NONAME_6261
  880.  
  881. :NONAME_6261
  882. jump @NONAME_6023
  883.  
  884. :NONAME_6268
  885. jump @NONAME_5852
  886.  
  887. :NONAME_6275
  888. 0209: 30@ = random_int_in_ranges 1 14
  889. wait 10
  890. if
  891. 30@ == 1
  892. else_jump @NONAME_6353
  893. gosub @NONAME_7943
  894. 0384: show_text_1string GXT 'Call_1' string 24@s time 6000 1
  895. 33@ = 0
  896. gosub @NONAME_7221
  897. jump @NONAME_7219
  898.  
  899. :NONAME_6353
  900. if
  901. 30@ == 2
  902. else_jump @NONAME_6425
  903. gosub @NONAME_7943
  904. gosub @NONAME_8004
  905. 0384: show_text_1string GXT 'Call_2' string 24@s time 6000 1
  906. 33@ = 0
  907. gosub @NONAME_7221
  908. jump @NONAME_7219
  909.  
  910. :NONAME_6425
  911. if
  912. 30@ == 3
  913. else_jump @NONAME_6497
  914. gosub @NONAME_7943
  915. gosub @NONAME_8004
  916. 0384: show_text_1string GXT 'Call_3' string 24@s time 6000 1
  917. 33@ = 0
  918. gosub @NONAME_7221
  919. jump @NONAME_7219
  920.  
  921. :NONAME_6497
  922. if
  923. 30@ == 4
  924. else_jump @NONAME_6569
  925. gosub @NONAME_7943
  926. gosub @NONAME_8004
  927. 0384: show_text_1string GXT 'Call_4' string 24@s time 6000 1
  928. 33@ = 0
  929. gosub @NONAME_7221
  930. jump @NONAME_7219
  931.  
  932. :NONAME_6569
  933. if
  934. 30@ == 5
  935. else_jump @NONAME_6641
  936. gosub @NONAME_7943
  937. gosub @NONAME_8004
  938. 0384: show_text_1string GXT 'Call_5' string 24@s time 6000 1
  939. 33@ = 0
  940. gosub @NONAME_7221
  941. jump @NONAME_7219
  942.  
  943. :NONAME_6641
  944. if
  945. 30@ == 6
  946. else_jump @NONAME_6713
  947. gosub @NONAME_7943
  948. gosub @NONAME_8004
  949. 0384: show_text_1string GXT 'Call_6' string 24@s time 6000 1
  950. 33@ = 0
  951. gosub @NONAME_7221
  952. jump @NONAME_7219
  953.  
  954. :NONAME_6713
  955. if
  956. 30@ == 7
  957. else_jump @NONAME_6785
  958. gosub @NONAME_7943
  959. gosub @NONAME_8004
  960. 0384: show_text_1string GXT 'Call_7' string 24@s time 6000 1
  961. 33@ = 0
  962. gosub @NONAME_7221
  963. jump @NONAME_7219
  964.  
  965. :NONAME_6785
  966. if
  967. 30@ == 8
  968. else_jump @NONAME_6857
  969. gosub @NONAME_7943
  970. gosub @NONAME_8004
  971. 0384: show_text_1string GXT 'Call_8' string 24@s time 6000 1
  972. 33@ = 0
  973. gosub @NONAME_7221
  974. jump @NONAME_7219
  975.  
  976. :NONAME_6857
  977. if
  978. 30@ == 9
  979. else_jump @NONAME_6929
  980. gosub @NONAME_7943
  981. gosub @NONAME_8004
  982. 0384: show_text_1string GXT 'Call_9' string 24@s time 6000 1
  983. 33@ = 0
  984. gosub @NONAME_7221
  985. jump @NONAME_7219
  986.  
  987. :NONAME_6929
  988. if
  989. 30@ == 10
  990. else_jump @NONAME_7001
  991. gosub @NONAME_7943
  992. gosub @NONAME_8004
  993. 0384: show_text_1string GXT 'Call_10' string 24@s time 6000 1
  994. 33@ = 0
  995. gosub @NONAME_7221
  996. jump @NONAME_7219
  997.  
  998. :NONAME_7001
  999. if
  1000. 30@ == 11
  1001. else_jump @NONAME_7073
  1002. gosub @NONAME_7943
  1003. gosub @NONAME_8004
  1004. 0384: show_text_1string GXT 'Call_11' string 24@s time 6000 1
  1005. 33@ = 0
  1006. gosub @NONAME_7221
  1007. jump @NONAME_7219
  1008.  
  1009. :NONAME_7073
  1010. if
  1011. 30@ == 12
  1012. else_jump @NONAME_7145
  1013. gosub @NONAME_7943
  1014. gosub @NONAME_8004
  1015. 0384: show_text_1string GXT 'Call_12' string 24@s time 6000 1
  1016. 33@ = 0
  1017. gosub @NONAME_7221
  1018. jump @NONAME_7219
  1019.  
  1020. :NONAME_7145
  1021. if
  1022. 30@ == 13
  1023. else_jump @NONAME_7219
  1024. gosub @NONAME_7943
  1025. 0209: 16@ = random_int_in_ranges 1 7
  1026. gosub @NONAME_8254
  1027. 0384: show_text_1string GXT 'Call_13' string 24@s time 6000 1
  1028. 33@ = 0
  1029. gosub @NONAME_7221
  1030.  
  1031. :NONAME_7219
  1032. return
  1033.  
  1034. :NONAME_7221
  1035. wait 0
  1036. if or
  1037. 33@ > 6500
  1038. 00E1: player 0 pressed_key 10
  1039. else_jump @NONAME_7270
  1040. $ONMISSION = 0
  1041. 03E6: remove_text_box
  1042. 00BE: text_clear_all
  1043. return
  1044. jump @NONAME_7307
  1045.  
  1046. :NONAME_7270
  1047. if
  1048. 00E1: player 0 pressed_key 11
  1049. else_jump @NONAME_7307
  1050. $ONMISSION = 0
  1051. 03E6: remove_text_box
  1052. 00BE: text_clear_all
  1053. gosub @NONAME_7314
  1054. return
  1055.  
  1056. :NONAME_7307
  1057. jump @NONAME_7221
  1058.  
  1059. :NONAME_7314
  1060. if
  1061. 30@ == 1
  1062. else_jump @NONAME_7363
  1063. 0AB1: call_scm_func @NONAME_12369 4 -30533 26@ 27@ 28@
  1064. jump @NONAME_7941
  1065.  
  1066. :NONAME_7363
  1067. if
  1068. 30@ == 2
  1069. else_jump @NONAME_7412
  1070. 0AB1: call_scm_func @NONAME_12369 4 -32596 26@ 27@ 28@
  1071. jump @NONAME_7941
  1072.  
  1073. :NONAME_7412
  1074. if
  1075. 30@ == 3
  1076. else_jump @NONAME_7461
  1077. 0AB1: call_scm_func @NONAME_12369 4 -33414 26@ 27@ 28@
  1078. jump @NONAME_7941
  1079.  
  1080. :NONAME_7461
  1081. if
  1082. 30@ == 4
  1083. else_jump @NONAME_7510
  1084. 0AB1: call_scm_func @NONAME_12369 4 -34878 26@ 27@ 28@
  1085. jump @NONAME_7941
  1086.  
  1087. :NONAME_7510
  1088. if
  1089. 30@ == 5
  1090. else_jump @NONAME_7559
  1091. 0AB1: call_scm_func @NONAME_12369 4 -35679 26@ 27@ 28@
  1092. jump @NONAME_7941
  1093.  
  1094. :NONAME_7559
  1095. if
  1096. 30@ == 6
  1097. else_jump @NONAME_7608
  1098. 0AB1: call_scm_func @NONAME_12369 4 -37703 26@ 27@ 28@
  1099. jump @NONAME_7941
  1100.  
  1101. :NONAME_7608
  1102. if
  1103. 30@ == 7
  1104. else_jump @NONAME_7657
  1105. 0AB1: call_scm_func @NONAME_12369 4 -39599 26@ 27@ 28@
  1106. jump @NONAME_7941
  1107.  
  1108. :NONAME_7657
  1109. if
  1110. 30@ == 8
  1111. else_jump @NONAME_7706
  1112. 0AB1: call_scm_func @NONAME_12369 4 -40484 26@ 27@ 28@
  1113. jump @NONAME_7941
  1114.  
  1115. :NONAME_7706
  1116. if
  1117. 30@ == 9
  1118. else_jump @NONAME_7755
  1119. 0AB1: call_scm_func @NONAME_12369 4 -41981 26@ 27@ 28@
  1120. jump @NONAME_7941
  1121.  
  1122. :NONAME_7755
  1123. if
  1124. 30@ == 10
  1125. else_jump @NONAME_7804
  1126. 0AB1: call_scm_func @NONAME_12369 4 -43033 26@ 27@ 28@
  1127. jump @NONAME_7941
  1128.  
  1129. :NONAME_7804
  1130. if
  1131. 30@ == 11
  1132. else_jump @NONAME_7844
  1133. 0AB1: call_scm_func @NONAME_12369 1 -44675
  1134. jump @NONAME_7941
  1135.  
  1136. :NONAME_7844
  1137. if
  1138. 30@ == 12
  1139. else_jump @NONAME_7893
  1140. 0AB1: call_scm_func @NONAME_12369 4 -45662 26@ 27@ 28@
  1141. jump @NONAME_7941
  1142.  
  1143. :NONAME_7893
  1144. if
  1145. 30@ == 13
  1146. else_jump @NONAME_7941
  1147. 0AB1: call_scm_func @NONAME_12369 6 -48833 26@ 27@ 28@ 17@ 16@
  1148.  
  1149. :NONAME_7941
  1150. return
  1151.  
  1152. :NONAME_7943
  1153. $ONMISSION = 1
  1154. 03E6: remove_text_box
  1155. 0ACE: show_formatted_text_box "Press Y to respond to call or N to ignore it."
  1156. return
  1157.  
  1158. :NONAME_8004
  1159. wait 0
  1160. 0208: 26@ = random_float_in_ranges -750.0 750.0
  1161. 0208: 27@ = random_float_in_ranges -750.0 750.0
  1162. 04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 26@ 27@ 0.0
  1163. 80EC: not actor $PLAYER_ACTOR sphere 0 near_point 26@ 27@ radius 100.0 100.0
  1164. else_jump @NONAME_8004
  1165. 02C1: store_to 26@ 27@ 28@ car_path_coords_closest_to 26@ 27@ 28@
  1166. 0843: get_zone_at 26@ 27@ 28@ nameA_to 24@s // 8-byte string
  1167. return
  1168.  
  1169. :NONAME_8129
  1170. wait 0
  1171. 0208: 26@ = random_float_in_ranges -750.0 750.0
  1172. 0208: 27@ = random_float_in_ranges -750.0 750.0
  1173. 04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 26@ 27@ 0.0
  1174. 80EC: not actor $PLAYER_ACTOR sphere 0 near_point 26@ 27@ radius 100.0 100.0
  1175. else_jump @NONAME_8129
  1176. 02C0: store_to 26@ 27@ 28@ ped_path_coords_closest_to 26@ 27@ 28@
  1177. 0843: get_zone_at 26@ 27@ 28@ nameA_to 24@s // 8-byte string
  1178. return
  1179.  
  1180. :NONAME_8254
  1181. if
  1182. 16@ == 1
  1183. else_jump @NONAME_8319
  1184. 26@ = 1535.944
  1185. 27@ = -1677.561
  1186. 28@ = 13.3828
  1187. 17@ = 0.0
  1188. jump @NONAME_8665
  1189.  
  1190. :NONAME_8319
  1191. if
  1192. 16@ == 2
  1193. else_jump @NONAME_8384
  1194. 26@ = 618.9524
  1195. 27@ = -588.903
  1196. 28@ = 17.233
  1197. 17@ = 272.0
  1198. jump @NONAME_8665
  1199.  
  1200. :NONAME_8384
  1201. if
  1202. 16@ == 3
  1203. else_jump @NONAME_8449
  1204. 26@ = -2162.375
  1205. 27@ = -2393.488
  1206. 28@ = 30.4687
  1207. 17@ = 50.0
  1208. jump @NONAME_8665
  1209.  
  1210. :NONAME_8449
  1211. if
  1212. 16@ == 4
  1213. else_jump @NONAME_8514
  1214. 26@ = -1566.104
  1215. 27@ = 658.9803
  1216. 28@ = 7.0391
  1217. 17@ = 197.0
  1218. jump @NONAME_8665
  1219.  
  1220. :NONAME_8514
  1221. if
  1222. 16@ == 5
  1223. else_jump @NONAME_8579
  1224. 26@ = -213.9039
  1225. 27@ = 987.645
  1226. 28@ = 19.4357
  1227. 17@ = 15.0
  1228. jump @NONAME_8665
  1229.  
  1230. :NONAME_8579
  1231. if
  1232. 16@ == 6
  1233. else_jump @NONAME_8651
  1234. 26@ = 2263.814
  1235. 27@ = 2452.452
  1236. 28@ = 10.8203
  1237. 17@ = 86.8199
  1238. jump @NONAME_8665
  1239. jump @NONAME_8658
  1240.  
  1241. :NONAME_8651
  1242. jump @NONAME_8665
  1243.  
  1244. :NONAME_8658
  1245. jump @NONAME_8254
  1246.  
  1247. :NONAME_8665
  1248. 0843: get_zone_at 26@ 27@ 28@ nameA_to 24@s // 8-byte string
  1249. return
  1250.  
  1251. :NONAME_8681
  1252. wait 0
  1253. Model.Load(26@)
  1254. Model.Available(26@)
  1255. else_jump @NONAME_8681
  1256. return
  1257.  
  1258. :NONAME_8704
  1259. fading
  1260. else_jump @NONAME_8724
  1261. wait 0
  1262. jump @NONAME_8704
  1263.  
  1264. :NONAME_8724
  1265. return
  1266.  
  1267. :NONAME_8726
  1268. wait 0
  1269. if or
  1270. 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 1567.906 -1694.641 5.9197 radius 5.0 5.0 2.0
  1271. 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere -1589.509 715.4722 -5.2117 radius 5.0 5.0 2.0
  1272. 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 2281.601 2431.5 -7.4531 radius 5.0 5.0 2.0
  1273. 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 2281.794 2431.22 3.2734 radius 5.0 5.0 2.0
  1274. 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 611.4366 -587.4952 17.2266 radius 5.0 5.0 2.0
  1275. 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere -2166.312 -2391.529 30.4687 radius 5.0 5.0 2.0
  1276. 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere -211.6973 979.3437 19.3237 radius 5.0 5.0 2.0
  1277. 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere -1400.152 2634.958 55.7119 radius 5.0 5.0 2.0
  1278. else_jump @NONAME_8726
  1279. Actor.DestroyWithFade(0@)
  1280. end_thread
  1281.  
  1282. :NONAME_9044
  1283. 0208: 27@ = random_float_in_ranges 0.0 20.0
  1284. 02F7: 28@ = cosine 27@ // (float)
  1285. 02F6: 29@ = sine 27@ // (float)
  1286. 0208: 27@ = random_float_in_ranges 5.0 15.0
  1287. 006B: 28@ *= 27@ // (float)
  1288. 0208: 27@ = random_float_in_ranges 5.0 15.0
  1289. 006B: 29@ *= 27@ // (float)
  1290. 005B: 22@ += 28@ // (float)
  1291. 005B: 23@ += 29@ // (float)
  1292. 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 22@ 23@ 24@
  1293. return
  1294.  
  1295. :NONAME_9159
  1296. if and
  1297. not 0@ == -1
  1298. not Actor.Dead(0@)
  1299. else_jump @NONAME_9197
  1300. 05E2: AS_actor 30@ kill_actor 0@
  1301. jump @NONAME_9532
  1302.  
  1303. :NONAME_9197
  1304. if and
  1305. not 1@ == -1
  1306. not Actor.Dead(1@)
  1307. else_jump @NONAME_9235
  1308. 05E2: AS_actor 30@ kill_actor 1@
  1309. jump @NONAME_9532
  1310.  
  1311. :NONAME_9235
  1312. if and
  1313. not 2@ == -1
  1314. not Actor.Dead(2@)
  1315. else_jump @NONAME_9273
  1316. 05E2: AS_actor 30@ kill_actor 2@
  1317. jump @NONAME_9532
  1318.  
  1319. :NONAME_9273
  1320. if and
  1321. not 3@ == -1
  1322. not Actor.Dead(3@)
  1323. else_jump @NONAME_9311
  1324. 05E2: AS_actor 30@ kill_actor 3@
  1325. jump @NONAME_9532
  1326.  
  1327. :NONAME_9311
  1328. if and
  1329. not 4@ == -1
  1330. not Actor.Dead(4@)
  1331. else_jump @NONAME_9349
  1332. 05E2: AS_actor 30@ kill_actor 4@
  1333. jump @NONAME_9532
  1334.  
  1335. :NONAME_9349
  1336. if and
  1337. not 5@ == -1
  1338. not Actor.Dead(5@)
  1339. else_jump @NONAME_9387
  1340. 05E2: AS_actor 30@ kill_actor 5@
  1341. jump @NONAME_9532
  1342.  
  1343. :NONAME_9387
  1344. if and
  1345. not 6@ == -1
  1346. not Actor.Dead(6@)
  1347. else_jump @NONAME_9425
  1348. 05E2: AS_actor 30@ kill_actor 6@
  1349. jump @NONAME_9532
  1350.  
  1351. :NONAME_9425
  1352. if and
  1353. not 7@ == -1
  1354. not Actor.Dead(7@)
  1355. else_jump @NONAME_9463
  1356. 05E2: AS_actor 30@ kill_actor 7@
  1357. jump @NONAME_9532
  1358.  
  1359. :NONAME_9463
  1360. if and
  1361. not 8@ == -1
  1362. not Actor.Dead(8@)
  1363. else_jump @NONAME_9501
  1364. 05E2: AS_actor 30@ kill_actor 8@
  1365. jump @NONAME_9532
  1366.  
  1367. :NONAME_9501
  1368. if and
  1369. not 9@ == -1
  1370. not Actor.Dead(9@)
  1371. else_jump @NONAME_9532
  1372. 05E2: AS_actor 30@ kill_actor 9@
  1373.  
  1374. :NONAME_9532
  1375. return
  1376.  
  1377. :NONAME_9534
  1378. if
  1379. not 1@ == -1
  1380. else_jump @NONAME_9596
  1381. if
  1382. Actor.Dead(1@)
  1383. else_jump @NONAME_9596
  1384. Marker.Disable(11@)
  1385. Actor.RemoveReferences(1@)
  1386. wait 10
  1387. 1@ = -1
  1388. 0@ += 1
  1389.  
  1390. :NONAME_9596
  1391. if
  1392. not 2@ == -1
  1393. else_jump @NONAME_9658
  1394. if
  1395. Actor.Dead(2@)
  1396. else_jump @NONAME_9658
  1397. Marker.Disable(12@)
  1398. Actor.RemoveReferences(2@)
  1399. wait 10
  1400. 2@ = -1
  1401. 0@ += 1
  1402.  
  1403. :NONAME_9658
  1404. if
  1405. not 3@ == -1
  1406. else_jump @NONAME_9720
  1407. if
  1408. Actor.Dead(3@)
  1409. else_jump @NONAME_9720
  1410. Marker.Disable(13@)
  1411. Actor.RemoveReferences(3@)
  1412. wait 10
  1413. 3@ = -1
  1414. 0@ += 1
  1415.  
  1416. :NONAME_9720
  1417. if
  1418. not 4@ == -1
  1419. else_jump @NONAME_9782
  1420. if
  1421. Actor.Dead(4@)
  1422. else_jump @NONAME_9782
  1423. Marker.Disable(14@)
  1424. Actor.RemoveReferences(4@)
  1425. wait 10
  1426. 4@ = -1
  1427. 0@ += 1
  1428.  
  1429. :NONAME_9782
  1430. if
  1431. not 5@ == -1
  1432. else_jump @NONAME_9844
  1433. if
  1434. Actor.Dead(5@)
  1435. else_jump @NONAME_9844
  1436. Marker.Disable(15@)
  1437. Actor.RemoveReferences(5@)
  1438. wait 10
  1439. 5@ = -1
  1440. 0@ += 1
  1441.  
  1442. :NONAME_9844
  1443. if
  1444. not 6@ == -1
  1445. else_jump @NONAME_9906
  1446. if
  1447. Actor.Dead(6@)
  1448. else_jump @NONAME_9906
  1449. Marker.Disable(16@)
  1450. Actor.RemoveReferences(6@)
  1451. wait 10
  1452. 6@ = -1
  1453. 0@ += 1
  1454.  
  1455. :NONAME_9906
  1456. if
  1457. not 7@ == -1
  1458. else_jump @NONAME_9968
  1459. if
  1460. Actor.Dead(7@)
  1461. else_jump @NONAME_9968
  1462. Marker.Disable(17@)
  1463. Actor.RemoveReferences(7@)
  1464. wait 10
  1465. 7@ = -1
  1466. 0@ += 1
  1467.  
  1468. :NONAME_9968
  1469. if
  1470. not 8@ == -1
  1471. else_jump @NONAME_10030
  1472. if
  1473. Actor.Dead(8@)
  1474. else_jump @NONAME_10030
  1475. Marker.Disable(18@)
  1476. Actor.RemoveReferences(8@)
  1477. wait 10
  1478. 8@ = -1
  1479. 0@ += 1
  1480.  
  1481. :NONAME_10030
  1482. if
  1483. not 9@ == -1
  1484. else_jump @NONAME_10092
  1485. if
  1486. Actor.Dead(9@)
  1487. else_jump @NONAME_10092
  1488. Marker.Disable(19@)
  1489. Actor.RemoveReferences(9@)
  1490. wait 10
  1491. 9@ = -1
  1492. 0@ += 1
  1493.  
  1494. :NONAME_10092
  1495. if
  1496. not 10@ == -1
  1497. else_jump @NONAME_10154
  1498. if
  1499. Actor.Dead(10@)
  1500. else_jump @NONAME_10154
  1501. Marker.Disable(20@)
  1502. Actor.RemoveReferences(10@)
  1503. wait 10
  1504. 10@ = -1
  1505. 0@ += 1
  1506.  
  1507. :NONAME_10154
  1508. return
  1509.  
  1510. :NONAME_10156
  1511. if and
  1512. not 0@ == -1
  1513. not Actor.Dead(0@)
  1514. else_jump @NONAME_10200
  1515. Actor.StorePos(0@, 22@, 23@, 24@)
  1516. jump @NONAME_10589
  1517.  
  1518. :NONAME_10200
  1519. if and
  1520. not 1@ == -1
  1521. not Actor.Dead(1@)
  1522. else_jump @NONAME_10244
  1523. Actor.StorePos(1@, 22@, 23@, 24@)
  1524. jump @NONAME_10589
  1525.  
  1526. :NONAME_10244
  1527. if and
  1528. not 2@ == -1
  1529. not Actor.Dead(2@)
  1530. else_jump @NONAME_10288
  1531. Actor.StorePos(2@, 22@, 23@, 24@)
  1532. jump @NONAME_10589
  1533.  
  1534. :NONAME_10288
  1535. if and
  1536. not 3@ == -1
  1537. not Actor.Dead(3@)
  1538. else_jump @NONAME_10332
  1539. Actor.StorePos(3@, 22@, 23@, 24@)
  1540. jump @NONAME_10589
  1541.  
  1542. :NONAME_10332
  1543. if and
  1544. not 4@ == -1
  1545. not Actor.Dead(4@)
  1546. else_jump @NONAME_10376
  1547. Actor.StorePos(4@, 22@, 23@, 24@)
  1548. jump @NONAME_10589
  1549.  
  1550. :NONAME_10376
  1551. if and
  1552. not 5@ == -1
  1553. not Actor.Dead(5@)
  1554. else_jump @NONAME_10420
  1555. Actor.StorePos(5@, 22@, 23@, 24@)
  1556. jump @NONAME_10589
  1557.  
  1558. :NONAME_10420
  1559. if and
  1560. not 6@ == -1
  1561. not Actor.Dead(6@)
  1562. else_jump @NONAME_10464
  1563. Actor.StorePos(6@, 22@, 23@, 24@)
  1564. jump @NONAME_10589
  1565.  
  1566. :NONAME_10464
  1567. if and
  1568. not 7@ == -1
  1569. not Actor.Dead(7@)
  1570. else_jump @NONAME_10508
  1571. Actor.StorePos(7@, 22@, 23@, 24@)
  1572. jump @NONAME_10589
  1573.  
  1574. :NONAME_10508
  1575. if and
  1576. not 8@ == -1
  1577. not Actor.Dead(8@)
  1578. else_jump @NONAME_10552
  1579. Actor.StorePos(8@, 22@, 23@, 24@)
  1580. jump @NONAME_10589
  1581.  
  1582. :NONAME_10552
  1583. if and
  1584. not 9@ == -1
  1585. not Actor.Dead(9@)
  1586. else_jump @NONAME_10589
  1587. Actor.StorePos(9@, 22@, 23@, 24@)
  1588.  
  1589. :NONAME_10589
  1590. return
  1591. 018C: play_sound 1052 at 0.0 0.0 0.0
  1592. 0AD0: show_formatted_text_lowpriority "Pursue the ~r~suspect" time 2000
  1593. 5@ = Marker.CreateAboveCar(0@)
  1594. Car.SetMaxSpeed(0@, 50.0)
  1595. Car.SetToPsychoDriver(0@)
  1596. 00AE: set_car 0@ traffic_behaviour_to 2
  1597.  
  1598. :NONAME_10670
  1599. wait 0
  1600. if
  1601. not Actor.Dead(1@)
  1602. else_jump @NONAME_11112
  1603. gosub @NONAME_32056
  1604. gosub @NONAME_31580
  1605. if
  1606. 0741: actor 1@ busted
  1607. else_jump @NONAME_10860
  1608. Marker.Disable(5@)
  1609. 0952: load_soundtrack 12
  1610. 0954: start_playing_loaded_soundtrack
  1611. 0ACF: show_formatted_styled_text "~g~Suspect Busted" time 100 style 1
  1612. wait 5000
  1613. Player.CanMove($PLAYER_CHAR) = False
  1614. fade 0 1000
  1615. gosub @NONAME_8704
  1616. Actor.StorePos(1@, 27@, 28@, 29@)
  1617. Actor.DestroyInstantly(1@)
  1618. Car.Destroy(0@)
  1619. 0395: clear_area 2 at 27@ 28@ 29@ radius 20.0
  1620. wait 500
  1621. fade 1 1000
  1622. gosub @NONAME_8704
  1623. Player.CanMove($PLAYER_CHAR) = True
  1624. end_thread
  1625. jump @NONAME_11105
  1626.  
  1627. :NONAME_10860
  1628. if and
  1629. 20@ == 0
  1630. 0AB0: key_pressed 117
  1631. else_jump @NONAME_10948
  1632. 20@ = 1
  1633. 0ACE: show_formatted_text_box "Police assistance en-route"
  1634. 0AB1: call_scm_func @NONAME_12369 3 -32095 0@ 1@
  1635. jump @NONAME_11105
  1636.  
  1637. :NONAME_10948
  1638. if and
  1639. 19@ == 0
  1640. 80F2: not actor $PLAYER_ACTOR near_actor 1@ radius 175.0 175.0 0
  1641. 8364: not actor $PLAYER_ACTOR spotted_actor 1@
  1642. else_jump @NONAME_11105
  1643. Marker.Disable(5@)
  1644. 018C: play_sound 1052 at 0.0 0.0 0.0
  1645. 0AD0: show_formatted_text_lowpriority "You've lost visual with the ~r~suspect." time 2000
  1646. wait 3000
  1647. 33@ = 0
  1648. gosub @NONAME_31347
  1649. if
  1650. 21@ == 1
  1651. else_jump @NONAME_11105
  1652. end_thread
  1653.  
  1654. :NONAME_11105
  1655. jump @NONAME_11181
  1656.  
  1657. :NONAME_11112
  1658. Marker.Disable(5@)
  1659. Car.RemoveReferences(0@)
  1660. Actor.RemoveReferences(1@)
  1661. 0952: load_soundtrack 12
  1662. 0954: start_playing_loaded_soundtrack
  1663. 0AD0: show_formatted_text_lowpriority "The ~r~suspect ~w~has been taken down." time 2000
  1664. end_thread
  1665.  
  1666. :NONAME_11181
  1667. jump @NONAME_10670
  1668.  
  1669. :NONAME_11188
  1670. wait 0
  1671. Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
  1672. if
  1673. 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
  1674. else_jump @NONAME_11356
  1675.  
  1676. :NONAME_11240
  1677. 089F: get_actor 30@ pedtype_to 15@
  1678. if
  1679. 15@ == 6
  1680. else_jump @NONAME_11326
  1681. if or
  1682. 02D8: actor 30@ current_weapon == 22
  1683. 02D8: actor 30@ current_weapon == 25
  1684. 02D8: actor 30@ current_weapon == 28
  1685. 02D8: actor 30@ current_weapon == 29
  1686. 02D8: actor 30@ current_weapon == 31
  1687. else_jump @NONAME_11319
  1688. jump @NONAME_11326
  1689.  
  1690. :NONAME_11319
  1691. gosub @NONAME_11361
  1692.  
  1693. :NONAME_11326
  1694. 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
  1695. else_jump @NONAME_11240
  1696.  
  1697. :NONAME_11356
  1698. 0AB2: ret 0
  1699.  
  1700. :NONAME_11361
  1701. if
  1702. Actor.Driving(30@)
  1703. else_jump @NONAME_11526
  1704. 0811: 20@ = actor 30@ used_car
  1705. gosub @NONAME_10156
  1706. if or
  1707. 00EE: actor 30@ sphere 0 near_point 22@ 23@ radius 25.0 25.0 in_car
  1708. 00F4: actor 30@ near_actor $PLAYER_ACTOR radius 25.0 25.0 0 in_car
  1709. else_jump @NONAME_11467
  1710. Car.SetDriverBehaviour(20@, Nowhere)
  1711. gosub @NONAME_11535
  1712. jump @NONAME_11519
  1713.  
  1714. :NONAME_11467
  1715. 0397: enable_car 20@ siren 1
  1716. 067F: set_car 20@ lights 2
  1717. 00AE: set_car 20@ traffic_behaviour_to 2
  1718. Car.SetMaxSpeed(20@, 30.0)
  1719. gosub @NONAME_10156
  1720. Car.DriveTo(20@, 22@, 23@, 24@)
  1721.  
  1722. :NONAME_11519
  1723. jump @NONAME_11533
  1724.  
  1725. :NONAME_11526
  1726. gosub @NONAME_11535
  1727.  
  1728. :NONAME_11533
  1729. return
  1730.  
  1731. :NONAME_11535
  1732. 01B9: set_actor 30@ armed_weapon_to 22
  1733. Actor.WeaponAccuracy(30@) = 90
  1734. 060B: set_actor 30@ decision_maker_to 1
  1735. 077A: set_actor 30@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
  1736. gosub @NONAME_9159
  1737. Actor.RemoveReferences(30@)
  1738. return
  1739.  
  1740. :NONAME_11579
  1741. if
  1742. 30@ == 0
  1743. else_jump @NONAME_11599
  1744. return
  1745.  
  1746. :NONAME_11599
  1747. 03F0: enable_text_draw 1
  1748. 04C4: store_coords_to 1@ 2@ 3@ from_actor 10@ with_offset 0.0 0.0 1.5
  1749. 0AB1: call_scm_func @NONAME_11733 3 1@ 2@ 3@ 4@ 5@
  1750. 0AB1: call_scm_func @NONAME_11854 3 4@ 5@ 1.0 1@ 2@ 3@
  1751. 0AB1: call_scm_func @NONAME_11733 3 1@ 2@ 3@ 4@ 5@
  1752. 0341: set_text_draw_align_justify 0
  1753. 0342: set_text_draw_centered 1
  1754. 033E: set_draw_text_position 4@ 5@ GXT 25@s
  1755. return
  1756.  
  1757. :NONAME_11733
  1758. 0AB1: call_scm_func @NONAME_12288 1 0 12@
  1759. 0AB1: call_scm_func @NONAME_12288 1 3 13@
  1760. 0AB1: call_scm_func @NONAME_12288 1 6 14@
  1761. 0AB1: call_scm_func @NONAME_12288 1 9 15@
  1762. 0AA5: call 7392816 num_params 6 pop 6 0 0 15@ 14@ 13@ 12@
  1763. 0AB1: call_scm_func @NONAME_12181 2 3@ 4@ 3@ 4@
  1764. 0AB2: ret 2 3@ 4@
  1765.  
  1766. :NONAME_11854
  1767. 0A8D: 3@ = read_memory 9261112 size 4 virtual_protect 0
  1768. 3@ *= 0.5
  1769. 02F6: 4@ = sine 3@ // (float)
  1770. 02F7: 5@ = cosine 3@ // (float)
  1771. 0073: 4@ /= 5@ // (float)
  1772. 6@ = 1.0
  1773. 0@ /= 320.0
  1774. 0063: 6@ -= 0@ // (float)
  1775. 006B: 6@ *= 4@ // (float)
  1776. 7@ = 1.0
  1777. 1@ /= 224.0
  1778. 0063: 7@ -= 1@ // (float)
  1779. 006B: 7@ *= 4@ // (float)
  1780. 0A8D: 8@ = read_memory 12840868 size 4 virtual_protect 0
  1781. 0073: 7@ /= 8@ // (float)
  1782. 006B: 6@ *= 2@ // (float)
  1783. 006B: 7@ *= 2@ // (float)
  1784. 0087: 9@ = 6@ // (float)
  1785. 0087: 10@ = 2@ // (float)
  1786. 0087: 11@ = 7@ // (float)
  1787. 0A8D: 12@ = read_memory 11989052 size 4 virtual_protect 0
  1788. 0AB1: call_scm_func @NONAME_12288 1 9 13@
  1789. 0AA5: call 5883792 num_params 3 pop 3 13@ 12@ 13@
  1790. 12@ += 48
  1791. 0A8D: 14@ = read_memory 12@ size 4 virtual_protect 0
  1792. 12@ += 4
  1793. 0A8D: 15@ = read_memory 12@ size 4 virtual_protect 0
  1794. 12@ += 4
  1795. 0A8D: 16@ = read_memory 12@ size 4 virtual_protect 0
  1796. 005B: 14@ += 9@ // (float)
  1797. 005B: 15@ += 10@ // (float)
  1798. 005B: 16@ += 11@ // (float)
  1799. 0AB2: ret 3 14@ 15@ 16@
  1800.  
  1801. :NONAME_12181
  1802. 2@ = 640.0
  1803. 0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0
  1804. 0093: 4@ = integer 4@ to_float
  1805. 0073: 2@ /= 4@ // (float)
  1806. 006B: 0@ *= 2@ // (float)
  1807. 3@ = 448.0
  1808. 0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0
  1809. 0093: 5@ = integer 5@ to_float
  1810. 0073: 3@ /= 5@ // (float)
  1811. 006B: 1@ *= 3@ // (float)
  1812. 0AB2: ret 2 0@ 1@
  1813.  
  1814. :NONAME_12288
  1815. 0A9F: 1@ = current_thread_pointer
  1816. 0@ *= 4
  1817. 0A8E: 2@ = 1@ + 220 // int
  1818. if
  1819. 2@ == 1
  1820. else_jump @NONAME_12346
  1821. 0@ += 10783072
  1822. jump @NONAME_12361
  1823.  
  1824. :NONAME_12346
  1825. 005A: 0@ += 1@ // (int)
  1826. 0@ += 60
  1827.  
  1828. :NONAME_12361
  1829. 0AB2: ret 1 0@
  1830.  
  1831. :NONAME_12369
  1832. 0A9F: 32@ = current_thread_pointer
  1833. 32@ += 16
  1834. 0A8D: 32@ = read_memory 32@ size 4 virtual_protect 0
  1835. 0062: 32@ -= 0@ // (int)
  1836. 0AA7: call_function 4607008 num_params 1 pop 1 32@ 33@
  1837. 005A: 32@ += 0@ // (int)
  1838. 33@ += 16
  1839. 0A8C: write_memory 33@ size 4 value 32@ virtual_protect 0
  1840. 33@ += 44
  1841. 32@ = 0
  1842.  
  1843. :NONAME_12460
  1844. 0A8C: write_memory 33@ size 4 value 1@(32@,30i) virtual_protect 0
  1845. 33@ += 4
  1846. 32@ += 1
  1847. 32@ > 30
  1848. else_jump @NONAME_12460
  1849. 0AB2: ret 0
  1850. jump @NONAME_12678
  1851.  
  1852. :NONAME_12516
  1853. 0A8D: 0@ = read_memory 4194440 size 1 virtual_protect 1
  1854. 0871: init_jump_table 0@ total_jumps 4 default_jump 0 @NONAME_12625 jumps 138 @NONAME_12604 202 @NONAME_12597 208 @NONAME_12618 249 @NONAME_12611 -1 @NONAME_12625 -1 @NONAME_12625 -1 @NONAME_12625
  1855.  
  1856. :NONAME_12597
  1857. 0AB2: ret 1 1
  1858.  
  1859. :NONAME_12604
  1860. 0AB2: ret 1 2
  1861.  
  1862. :NONAME_12611
  1863. 0AB2: ret 1 3
  1864.  
  1865. :NONAME_12618
  1866. 0AB2: ret 1 4
  1867.  
  1868. :NONAME_12625
  1869. 0AB2: ret 1
  1870. 0AB1: call_scm_func @NONAME_12516 0 1@
  1871. if
  1872. 003B: 0@ == 1@ // (int)
  1873. else_jump @NONAME_12671
  1874. 0485: return_true
  1875. jump @NONAME_12673
  1876.  
  1877. :NONAME_12671
  1878. 059A: return_false
  1879.  
  1880. :NONAME_12673
  1881. 0AB2: ret 0
  1882.  
  1883. :NONAME_12678
  1884. jump @NONAME_13119
  1885. 5@ /= 2.0
  1886. 6@ /= 2.0
  1887. 0871: init_jump_table 0@ total_jumps 5 default_jump 0 @NONAME_12768 jumps 0 @NONAME_12768 1 @NONAME_12828 2 @NONAME_12899 3 @NONAME_12970 4 @NONAME_13041 -1 @NONAME_12768 -1 @NONAME_12768
  1888.  
  1889. :NONAME_12768
  1890. 0063: 3@ -= 1@ // (float)
  1891. 0063: 4@ -= 2@ // (float)
  1892. 0097: make 3@ absolute_float
  1893. 0097: make 4@ absolute_float
  1894. if and
  1895. 0035: 5@ >= 3@ // (float)
  1896. 0035: 6@ >= 4@ // (float)
  1897. else_jump @NONAME_13112
  1898. 0485: return_true
  1899. 0AB2: ret 0
  1900.  
  1901. :NONAME_12828
  1902. 0087: 7@ = 1@ // (float)
  1903. 0063: 7@ -= 5@ // (float)
  1904. 0063: 4@ -= 2@ // (float)
  1905. 0097: make 4@ absolute_float
  1906. if and
  1907. 0035: 3@ >= 7@ // (float)
  1908. 0025: 1@ > 3@ // (float)
  1909. 0035: 6@ >= 4@ // (float)
  1910. else_jump @NONAME_13112
  1911. 0485: return_true
  1912. 0AB2: ret 0
  1913.  
  1914. :NONAME_12899
  1915. 0087: 7@ = 1@ // (float)
  1916. 005B: 7@ += 5@ // (float)
  1917. 0063: 4@ -= 2@ // (float)
  1918. 0097: make 4@ absolute_float
  1919. if and
  1920. 0035: 3@ >= 1@ // (float)
  1921. 0025: 7@ > 3@ // (float)
  1922. 0035: 6@ >= 4@ // (float)
  1923. else_jump @NONAME_13112
  1924. 0485: return_true
  1925. 0AB2: ret 0
  1926.  
  1927. :NONAME_12970
  1928. 0063: 3@ -= 1@ // (float)
  1929. 0097: make 3@ absolute_float
  1930. 0087: 8@ = 2@ // (float)
  1931. 0063: 8@ -= 6@ // (float)
  1932. if and
  1933. 0035: 4@ >= 8@ // (float)
  1934. 0025: 2@ > 4@ // (float)
  1935. 0035: 5@ >= 3@ // (float)
  1936. else_jump @NONAME_13112
  1937. 0485: return_true
  1938. 0AB2: ret 0
  1939.  
  1940. :NONAME_13041
  1941. 0063: 3@ -= 1@ // (float)
  1942. 0097: make 3@ absolute_float
  1943. 0087: 8@ = 2@ // (float)
  1944. 005B: 8@ += 6@ // (float)
  1945. if and
  1946. 0035: 4@ >= 2@ // (float)
  1947. 0025: 8@ > 4@ // (float)
  1948. 0035: 5@ >= 3@ // (float)
  1949. else_jump @NONAME_13112
  1950. 0485: return_true
  1951. 0AB2: ret 0
  1952.  
  1953. :NONAME_13112
  1954. 059A: return_false
  1955. 0AB2: ret 0
  1956.  
  1957. :NONAME_13119
  1958. wait 0
  1959. if
  1960. 0AB1: call_scm_func @NONAME_13405 0
  1961. else_jump @NONAME_13119
  1962. if
  1963. 0AB0: key_pressed 69
  1964. else_jump @NONAME_13119
  1965. wait 300
  1966. 0390: load_txd_dictionary 'PolData'
  1967. 038F: load_texture "cursor" as 1 // Load dictionary with 0390 first
  1968. 038F: load_texture "databg" as 2 // Load dictionary with 0390 first
  1969. 1@ = 320.0
  1970. 2@ = 224.0
  1971. 0AB1: call_scm_func @NONAME_14121 0 3@ 4@
  1972.  
  1973. :NONAME_13235
  1974. 8AB0: not key_pressed 69
  1975. else_jump @NONAME_13336
  1976. wait 0
  1977. gosub @NONAME_13357
  1978. 03F0: enable_text_draw 1
  1979. 038D: draw_texture 2 position 320.0 224.0 size 640.0 448.0 RGBA 255 255 255 255
  1980. 0AB1: call_scm_func @NONAME_14158 6 1 1@ 2@ 3@ 4@ 0 1@ 2@
  1981. jump @NONAME_13235
  1982.  
  1983. :NONAME_13336
  1984. 0391: release_textures
  1985. gosub @NONAME_13381
  1986. wait 300
  1987. jump @NONAME_13119
  1988.  
  1989. :NONAME_13357
  1990. Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
  1991. Player.CanMove($PLAYER_CHAR) = False
  1992. return
  1993.  
  1994. :NONAME_13381
  1995. Player.CanMove($PLAYER_CHAR) = True
  1996. Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
  1997. return
  1998.  
  1999. :NONAME_13405
  2000. if and
  2001. Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
  2002. not Actor.DrivingVehicleType($PLAYER_ACTOR, #COPBIKE)
  2003. else_jump @NONAME_13438
  2004. 0485: return_true
  2005. jump @NONAME_13726
  2006.  
  2007. :NONAME_13438
  2008. if
  2009. 0AAB: file_exists "CLEO\PoliceDB.ini"
  2010. else_jump @NONAME_13724
  2011. 0AF0: 1@ = get_int_from_ini_file "CLEO\PoliceDB.ini" section "Vehicles" key "1"
  2012. 0AF0: 2@ = get_int_from_ini_file "CLEO\PoliceDB.ini" section "Vehicles" key "2"
  2013. 0AF0: 3@ = get_int_from_ini_file "CLEO\PoliceDB.ini" section "Vehicles" key "3"
  2014. 0AF0: 4@ = get_int_from_ini_file "CLEO\PoliceDB.ini" section "Vehicles" key "4"
  2015. 0AF0: 5@ = get_int_from_ini_file "CLEO\PoliceDB.ini" section "Vehicles" key "5"
  2016. if or
  2017. Actor.DrivingVehicleType($PLAYER_ACTOR, 1@)
  2018. Actor.DrivingVehicleType($PLAYER_ACTOR, 2@)
  2019. Actor.DrivingVehicleType($PLAYER_ACTOR, 3@)
  2020. Actor.DrivingVehicleType($PLAYER_ACTOR, 4@)
  2021. Actor.DrivingVehicleType($PLAYER_ACTOR, 5@)
  2022. else_jump @NONAME_13715
  2023. 0485: return_true
  2024. jump @NONAME_13717
  2025.  
  2026. :NONAME_13715
  2027. 059A: return_false
  2028.  
  2029. :NONAME_13717
  2030. jump @NONAME_13726
  2031.  
  2032. :NONAME_13724
  2033. 059A: return_false
  2034.  
  2035. :NONAME_13726
  2036. 0AB2: ret 0
  2037.  
  2038. :NONAME_13731
  2039. 1@ *= 2
  2040. 31@ = 1
  2041.  
  2042. :NONAME_13745
  2043. if
  2044. 003B: 2@(31@,1i) == 0@ // (int)
  2045. else_jump @NONAME_13782
  2046. 0485: return_true
  2047. 0AB2: ret 1 3@(31@,1i)
  2048.  
  2049. :NONAME_13782
  2050. 31@ += 2
  2051. 001D: 31@ > 1@ // (int)
  2052. else_jump @NONAME_13745
  2053. 059A: return_false
  2054. 0AB2: ret 1 2@
  2055. 0AB1: call_scm_func @NONAME_14051 0 2@ 3@
  2056. 0093: 2@ = integer 2@ to_float
  2057. 0093: 3@ = integer 3@ to_float
  2058. 3@ *= 1.333333
  2059. 0073: 2@ /= 3@ // (float)
  2060. 0073: 0@ /= 2@ // (float)
  2061. 1@ /= 1.071429
  2062. 0AB2: ret 2 0@ 1@
  2063.  
  2064. :NONAME_13893
  2065. 0AB1: call_scm_func @NONAME_14051 0 2@ 3@
  2066. 0093: 2@ = integer 2@ to_float
  2067. 0093: 3@ = integer 3@ to_float
  2068. 2@ /= 640.0
  2069. 0073: 0@ /= 2@ // (float)
  2070. 3@ /= 448.0
  2071. 0073: 1@ /= 3@ // (float)
  2072. 0AB2: ret 2 0@ 1@
  2073. 0AB1: call_scm_func @NONAME_14051 0 2@ 3@
  2074. 0093: 2@ = integer 2@ to_float
  2075. 0093: 3@ = integer 3@ to_float
  2076. 3@ *= 1.333333
  2077. 0073: 2@ /= 3@ // (float)
  2078. 006B: 0@ *= 2@ // (float)
  2079. 1@ *= 1.071429
  2080. 0AB2: ret 2 0@ 1@
  2081.  
  2082. :NONAME_14051
  2083. 0AB1: call_scm_func @NONAME_12516 0 0@
  2084. 0AB1: call_scm_func @NONAME_16512 0 0@
  2085. 0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
  2086. 0@ += 4
  2087. 0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
  2088. 0485: return_true
  2089. 0AB2: ret 2 1@ 2@
  2090.  
  2091. :NONAME_14121
  2092. 0AB1: call_scm_func @NONAME_13893 2 20.0 20.0 0@ 1@
  2093. 0AB2: ret 2 0@ 1@
  2094.  
  2095. :NONAME_14158
  2096. if
  2097. 5@ == 0
  2098. else_jump @NONAME_14499
  2099. 0A4A: store_joystick_X_offset_to 5@ Y_offset_to 6@
  2100. 0AB1: call_scm_func @NONAME_16677 0 7@
  2101. 0A8D: 8@ = read_memory 7@ size 1 virtual_protect 0
  2102. if
  2103. not 8@ == 0
  2104. else_jump @NONAME_14237
  2105. 5@ *= -1.0
  2106.  
  2107. :NONAME_14237
  2108. 7@ += 1
  2109. 0A8D: 8@ = read_memory 7@ size 1 virtual_protect 0
  2110. if
  2111. not 8@ == 0
  2112. else_jump @NONAME_14284
  2113. 6@ *= -1.0
  2114.  
  2115. :NONAME_14284
  2116. 0AB1: call_scm_func @NONAME_16347 0 7@
  2117. 0A8D: 7@ = read_memory 7@ size 4 virtual_protect 0
  2118. 006B: 5@ *= 7@ // (float)
  2119. 006B: 6@ *= 7@ // (float)
  2120. 5@ *= 200.0
  2121. 6@ *= 200.0
  2122. 005B: 1@ += 5@ // (float)
  2123. 005B: 2@ += 6@ // (float)
  2124. if
  2125. not 1@ >= 0.0
  2126. else_jump @NONAME_14399
  2127. 1@ = 0.0
  2128. jump @NONAME_14430
  2129.  
  2130. :NONAME_14399
  2131. if
  2132. 1@ > 639.0
  2133. else_jump @NONAME_14430
  2134. 1@ = 639.0
  2135.  
  2136. :NONAME_14430
  2137. if
  2138. not 2@ >= 0.0
  2139. else_jump @NONAME_14468
  2140. 2@ = 0.0
  2141. jump @NONAME_14499
  2142.  
  2143. :NONAME_14468
  2144. if
  2145. 2@ > 447.0
  2146. else_jump @NONAME_14499
  2147. 2@ = 447.0
  2148.  
  2149. :NONAME_14499
  2150. 0087: 5@ = 1@ // (float)
  2151. 0087: 7@ = 3@ // (float)
  2152. 7@ /= 2.0
  2153. 005B: 5@ += 7@ // (float)
  2154. 0087: 6@ = 2@ // (float)
  2155. 0087: 8@ = 4@ // (float)
  2156. 8@ /= 2.0
  2157. 005B: 6@ += 8@ // (float)
  2158. 038D: draw_texture 0@ position 5@ 6@ size 3@ 4@ RGBA 255 255 255 255
  2159. 0AB2: ret 2 1@ 2@
  2160. 0AB1: call_scm_func @NONAME_12516 0 0@
  2161. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 4604032 4 4604160 0@
  2162. 0AB2: ret 1 0@
  2163. 0AB1: call_scm_func @NONAME_12516 0 0@
  2164. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 10763384 4 10773240 0@
  2165. 0AB2: ret 1 0@
  2166. 0AB1: call_scm_func @NONAME_12516 0 0@
  2167. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 4741584 4 4741712 0@
  2168. 0AB2: ret 1 0@
  2169. 0@ = 8749812
  2170. 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 1
  2171. 0AB2: ret 1 0@
  2172. 0AB1: call_scm_func @NONAME_12516 0 0@
  2173. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 8528045 4 8530349 0@
  2174. 0AB2: ret 1 0@
  2175. 0AB1: call_scm_func @NONAME_12516 0 0@
  2176. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 8526773 4 8529077 0@
  2177. 0AB2: ret 1 0@
  2178. 0AB1: call_scm_func @NONAME_12516 0 0@
  2179. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 13112088 4 13122264 0@
  2180. 0AB2: ret 1 0@
  2181. 0AB1: call_scm_func @NONAME_12516 0 0@
  2182. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 11120840 4 11130696 0@
  2183. 0AB2: ret 1 0@
  2184. 0@ = 7295696
  2185. 0AB2: ret 1 0@
  2186. 0@ = 5283003
  2187. 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
  2188. 0AB2: ret 1 0@
  2189. 0AB1: call_scm_func @NONAME_12516 0 0@
  2190. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5017215 4 5017727 0@
  2191. 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
  2192. 0AB2: ret 1 0@
  2193. 0AB1: call_scm_func @NONAME_12516 0 0@
  2194. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 4430576 4 4430704 0@
  2195. 0AB2: ret 1 0@
  2196. 0AB1: call_scm_func @NONAME_12516 0 0@
  2197. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12005776 4 12015632 0@
  2198. 0AB2: ret 1 0@
  2199. 0AB1: call_scm_func @NONAME_12516 0 0@
  2200. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12005152 4 12015008 0@
  2201. 0AB2: ret 1 0@
  2202. 0AB1: call_scm_func @NONAME_12516 0 0@
  2203. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 4424832 4 4424960 0@
  2204. 0AB2: ret 1 0@
  2205. 0AB1: call_scm_func @NONAME_12516 0 0@
  2206. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 9867536 4 9877392 0@
  2207. 0AB2: ret 1 0@
  2208. 0AB1: call_scm_func @NONAME_12516 0 0@
  2209. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5492432 4 5493616 0@
  2210. 0AB2: ret 1 0@
  2211. 0AB1: call_scm_func @NONAME_12516 0 0@
  2212. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5492480 4 5493664 0@
  2213. 0AB2: ret 1 0@
  2214. 0AB1: call_scm_func @NONAME_12516 0 0@
  2215. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 8534542 4 8538062 0@
  2216. 0AB2: ret 1 0@
  2217. 0AB1: call_scm_func @NONAME_12516 0 0@
  2218. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5492528 4 5493712 0@
  2219. 0AB2: ret 1 0@
  2220. 0AB1: call_scm_func @NONAME_12516 0 0@
  2221. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 9067720 4 9072560 0@
  2222. 0AB2: ret 1 0@
  2223. 0AB1: call_scm_func @NONAME_12516 0 0@
  2224. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 9867568 4 9877424 0@
  2225. 0AB2: ret 1 0@
  2226. 0AB1: call_scm_func @NONAME_12516 0 0@
  2227. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 6937424 4 6939504 0@
  2228. 0AB2: ret 1 0@
  2229. 0AB1: call_scm_func @NONAME_12516 0 0@
  2230. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 8545216 4 8547504 0@
  2231. 0AB2: ret 1 0@
  2232. 0AB1: call_scm_func @NONAME_12516 0 0@
  2233. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 6019120 4 6021136 0@
  2234. 0AB2: ret 1 0@
  2235. 0AB1: call_scm_func @NONAME_12516 0 0@
  2236. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5474256 4 5475440 0@
  2237. 0AB2: ret 1 0@
  2238. 0AB1: call_scm_func @NONAME_12516 0 0@
  2239. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5474560 4 5475744 0@
  2240. 0AB2: ret 1 0@
  2241. 0AB1: call_scm_func @NONAME_12516 0 0@
  2242. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5474768 4 5475952 0@
  2243. 0AB2: ret 1 0@
  2244. 0AB1: call_scm_func @NONAME_12516 0 0@
  2245. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5468032 4 5469216 0@
  2246. 0AB2: ret 1 0@
  2247. 0AB1: call_scm_func @NONAME_12516 0 0@
  2248. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12010640 4 12020496 0@
  2249. 0AB2: ret 1 0@
  2250. 0AB1: call_scm_func @NONAME_12516 0 0@
  2251. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5689456 4 12020496 0@
  2252. 0AB2: ret 1 0@
  2253. 0AB1: call_scm_func @NONAME_12516 0 0@
  2254. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12045188 4 12055044 0@
  2255. 0AB2: ret 1 0@
  2256. 0AB1: call_scm_func @NONAME_12516 0 0@
  2257. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 11993432 4 12003288 0@
  2258. 0AB2: ret 1 0@
  2259.  
  2260. :NONAME_16347
  2261. 0AB1: call_scm_func @NONAME_12516 0 0@
  2262. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 11987996 4 11997852 0@
  2263. 0AB2: ret 1 0@
  2264. 0AB1: call_scm_func @NONAME_12516 0 0@
  2265. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 6946896 4 6948976 0@
  2266. 0AB2: ret 1 0@
  2267. 0AB1: call_scm_func @NONAME_12516 0 0@
  2268. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12694336 4 12704512 0@
  2269. 0AB2: ret 1 0@
  2270.  
  2271. :NONAME_16512
  2272. 0AB1: call_scm_func @NONAME_12516 0 0@
  2273. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12677188 4 12687364 0@
  2274. 0AB2: ret 1 0@
  2275. 0AB1: call_scm_func @NONAME_12516 0 0@
  2276. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 7336992 4 5713135 0@
  2277. 0AB2: ret 1 0@
  2278. 0AB1: call_scm_func @NONAME_12516 0 0@
  2279. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12840868 4 12851044 0@
  2280. 0AB2: ret 1 0@
  2281.  
  2282. :NONAME_16677
  2283. 0AB1: call_scm_func @NONAME_12516 0 0@
  2284. 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12216132 4 12225988 0@
  2285. 0AB2: ret 1 0@
  2286.  
  2287. :NONAME_16732
  2288. wait 0
  2289. if
  2290. Player.Defined(0)
  2291. else_jump @NONAME_17939
  2292. if and
  2293. Actor.Driving($PLAYER_ACTOR)
  2294. $ONMISSION == 0
  2295. 0AB0: key_pressed 16
  2296. 8AB0: not key_pressed 17
  2297. else_jump @NONAME_17939
  2298. 33@ = 0
  2299. gosub @NONAME_17946
  2300. if
  2301. not 30@ == 1
  2302. else_jump @NONAME_16909
  2303. gosub @NONAME_18301
  2304. if
  2305. 31@ == 1
  2306. else_jump @NONAME_16895
  2307. 0AD0: show_formatted_text_lowpriority "Walk up to the driver-side." time 2000
  2308. 29@ = 0
  2309. jump @NONAME_17019
  2310. jump @NONAME_16902
  2311.  
  2312. :NONAME_16895
  2313. jump @NONAME_20096
  2314.  
  2315. :NONAME_16902
  2316. jump @NONAME_17939
  2317.  
  2318. :NONAME_16909
  2319. 03E6: remove_text_box
  2320. 0ACE: show_formatted_text_box "~r~[ERROR]~w~No vehicle to pull over was found. You may attempt to do a traffic stop again."
  2321. wait 500
  2322. jump @NONAME_16732
  2323.  
  2324. :NONAME_17019
  2325. gosub @NONAME_20011
  2326. else_jump @NONAME_17925
  2327. 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset -1.5 0.2 0.0
  2328. wait 0
  2329. if
  2330. 0101: actor $PLAYER_ACTOR in_sphere 22@ 23@ 24@ radius 2.0 2.0 2.0 sphere 1 stopped
  2331. else_jump @NONAME_17019
  2332. 0A1D: AS_actor $PLAYER_ACTOR rotate_to_and_look_at_actor 1@
  2333. 29@ = 1
  2334. gosub @NONAME_18790
  2335. 31@ = 1
  2336. jump @NONAME_17144
  2337.  
  2338. :NONAME_17144
  2339. gosub @NONAME_20011
  2340. else_jump @NONAME_17904
  2341. wait 0
  2342. 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset -1.5 0.2 0.0
  2343. gosub @NONAME_18301
  2344. if
  2345. 31@ == 1
  2346. else_jump @NONAME_17890
  2347. if
  2348. gosub @NONAME_20115
  2349. else_jump @NONAME_17883
  2350. if
  2351. gosub @NONAME_18246
  2352. else_jump @NONAME_17883
  2353. 03E6: remove_text_box
  2354. gosub @NONAME_20239
  2355. wait 1500
  2356. 29@ = 2
  2357. gosub @NONAME_18790
  2358.  
  2359. :NONAME_17280
  2360. gosub @NONAME_20011
  2361. else_jump @NONAME_17869
  2362. wait 0
  2363. 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset -1.5 0.2 0.0
  2364. gosub @NONAME_18301
  2365. if
  2366. 31@ == 1
  2367. else_jump @NONAME_17855
  2368. if
  2369. gosub @NONAME_20115
  2370. else_jump @NONAME_17848
  2371. if
  2372. gosub @NONAME_18246
  2373. else_jump @NONAME_17848
  2374. 03E6: remove_text_box
  2375. 05C8: AS_actor $PLAYER_ACTOR look_around
  2376. gosub @NONAME_19193
  2377. gosub @NONAME_19316
  2378. 29@ = 3
  2379. gosub @NONAME_18790
  2380.  
  2381. :NONAME_17423
  2382. gosub @NONAME_20011
  2383. else_jump @NONAME_17834
  2384. wait 0
  2385. 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset -1.5 0.2 0.0
  2386. gosub @NONAME_18301
  2387. if
  2388. 31@ == 1
  2389. else_jump @NONAME_17820
  2390. if
  2391. gosub @NONAME_20115
  2392. else_jump @NONAME_17813
  2393. if
  2394. gosub @NONAME_18246
  2395. else_jump @NONAME_17813
  2396. 03E6: remove_text_box
  2397. 05C9: AS_actor $PLAYER_ACTOR on_guard 2000 ms
  2398. gosub @NONAME_19353
  2399. if
  2400. not 28@ == 3
  2401. else_jump @NONAME_16732
  2402. if
  2403. 28@ == 1
  2404. else_jump @NONAME_17781
  2405. 29@ = 4
  2406. gosub @NONAME_18790
  2407.  
  2408. :NONAME_17598
  2409. gosub @NONAME_20011
  2410. else_jump @NONAME_17767
  2411. wait 0
  2412. 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset -1.5 0.2 0.0
  2413. gosub @NONAME_18301
  2414. if
  2415. 31@ == 1
  2416. else_jump @NONAME_17753
  2417. if
  2418. gosub @NONAME_20115
  2419. else_jump @NONAME_17746
  2420. if
  2421. gosub @NONAME_18246
  2422. else_jump @NONAME_17746
  2423. 03E6: remove_text_box
  2424. 05C8: AS_actor $PLAYER_ACTOR look_around
  2425. gosub @NONAME_19460
  2426. wait 1000
  2427. Car.SetDriverBehaviour(0@, FollowRoad)
  2428. gosub @NONAME_20079
  2429. jump @NONAME_16732
  2430.  
  2431. :NONAME_17746
  2432. jump @NONAME_17760
  2433.  
  2434. :NONAME_17753
  2435. jump @NONAME_20096
  2436.  
  2437. :NONAME_17760
  2438. jump @NONAME_17598
  2439.  
  2440. :NONAME_17767
  2441. jump @NONAME_20096
  2442. jump @NONAME_17813
  2443.  
  2444. :NONAME_17781
  2445. if
  2446. 28@ == 2
  2447. else_jump @NONAME_17813
  2448. gosub @NONAME_20079
  2449. jump @NONAME_16732
  2450.  
  2451. :NONAME_17813
  2452. jump @NONAME_17827
  2453.  
  2454. :NONAME_17820
  2455. jump @NONAME_20096
  2456.  
  2457. :NONAME_17827
  2458. jump @NONAME_17423
  2459.  
  2460. :NONAME_17834
  2461. Car.SetDriverBehaviour(0@, FollowRoad)
  2462. jump @NONAME_20096
  2463.  
  2464. :NONAME_17848
  2465. jump @NONAME_17862
  2466.  
  2467. :NONAME_17855
  2468. jump @NONAME_20096
  2469.  
  2470. :NONAME_17862
  2471. jump @NONAME_17280
  2472.  
  2473. :NONAME_17869
  2474. Car.SetDriverBehaviour(0@, FollowRoad)
  2475. jump @NONAME_20096
  2476.  
  2477. :NONAME_17883
  2478. jump @NONAME_17897
  2479.  
  2480. :NONAME_17890
  2481. jump @NONAME_20096
  2482.  
  2483. :NONAME_17897
  2484. jump @NONAME_17144
  2485.  
  2486. :NONAME_17904
  2487. Car.SetDriverBehaviour(0@, FollowRoad)
  2488. jump @NONAME_20096
  2489. jump @NONAME_17019
  2490.  
  2491. :NONAME_17925
  2492. Car.SetDriverBehaviour(0@, FollowRoad)
  2493. jump @NONAME_20096
  2494.  
  2495. :NONAME_17939
  2496. jump @NONAME_16732
  2497.  
  2498. :NONAME_17946
  2499. if
  2500. 7500 > 33@
  2501. else_jump @NONAME_18237
  2502. 0@ = -1
  2503. 1@ = -1
  2504. 04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 1.5 15.0 0.0
  2505. 04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset -1.5 0.0 0.0
  2506. 0327: 0@ = get_random_car_with_model -1 in_rectangle_cornerA 22@ 23@ cornerB 26@ 27@
  2507. wait 50
  2508. if
  2509. not 0@ == -1
  2510. else_jump @NONAME_17946
  2511. if
  2512. 8975: not car 0@ emergency_vehicle
  2513. else_jump @NONAME_17946
  2514. 046C: 1@ = car 0@ driver
  2515. wait 50
  2516. if
  2517. not 1@ == -1
  2518. else_jump @NONAME_17946
  2519. 2@ = Marker.CreateAboveActor(1@)
  2520. 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 2.0 8.0 0.0
  2521. Car.DriveTo(0@, 22@, 23@, 24@)
  2522. wait 1500
  2523. Car.SetDriverBehaviour(0@, Nowhere)
  2524. 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset -1.5 0.2 0.0
  2525. Car.DoorStatus(0@) = 4
  2526. 30@ = 0
  2527. jump @NONAME_18244
  2528.  
  2529. :NONAME_18237
  2530. 30@ = 1
  2531.  
  2532. :NONAME_18244
  2533. return
  2534.  
  2535. :NONAME_18246
  2536. if
  2537. 0102: actor $PLAYER_ACTOR in_sphere 22@ 23@ 24@ radius 2.0 2.0 2.0 sphere 1 stopped_on_foot
  2538. else_jump @NONAME_18297
  2539. 0485: return_true
  2540. jump @NONAME_18299
  2541.  
  2542. :NONAME_18297
  2543. 059A: return_false
  2544.  
  2545. :NONAME_18299
  2546. return
  2547.  
  2548. :NONAME_18301
  2549. if
  2550. 31@ == 0
  2551. else_jump @NONAME_18746
  2552. 0209: 17@ = random_int_in_ranges 0 13
  2553. if or
  2554. 17@ == 0
  2555. 17@ == 2
  2556. 17@ == 5
  2557. 17@ == 6
  2558. 17@ == 10
  2559. 17@ == 11
  2560. 17@ == 12
  2561. else_jump @NONAME_18409
  2562. 31@ = 1
  2563. jump @NONAME_5031
  2564. jump @NONAME_18746
  2565.  
  2566. :NONAME_18409
  2567. if or
  2568. 17@ == 1
  2569. 17@ == 8
  2570. else_jump @NONAME_18571
  2571. 31@ = 2
  2572. Actor.SetWalkStyle(1@, "PLAYER")
  2573. 0615: define_AS_pack_begin 15@
  2574. 0633: AS_actor -1 exit_car
  2575. 05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 3000.0 timelimit -1
  2576. 0616: define_AS_pack_end 15@
  2577. 0618: assign_actor 1@ to_AS_pack 15@
  2578. 061B: remove_references_to_AS_pack 15@
  2579. 0AD0: show_formatted_text_lowpriority "The driver is fleeing on foot.~n~Chase ~r~him ~w~down!" time 2000
  2580. jump @NONAME_5031
  2581. jump @NONAME_18746
  2582.  
  2583. :NONAME_18571
  2584. if or
  2585. 17@ == 4
  2586. 17@ == 7
  2587. else_jump @NONAME_18638
  2588. 31@ = 2
  2589. 0AB1: call_scm_func @NONAME_12369 3 -10591 0@ 1@
  2590. jump @NONAME_5031
  2591. jump @NONAME_18746
  2592.  
  2593. :NONAME_18638
  2594. if or
  2595. 17@ == 3
  2596. 17@ == 9
  2597. else_jump @NONAME_18746
  2598. 31@ = 2
  2599. gosub @NONAME_18748
  2600. 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
  2601. 0AD0: show_formatted_text_lowpriority "The driver has a weapon.~n~Take ~r~him ~w~out!" time 2000
  2602. jump @NONAME_5031
  2603.  
  2604. :NONAME_18746
  2605. return
  2606.  
  2607. :NONAME_18748
  2608. 0209: 25@ = random_int_in_ranges 22 34
  2609. 0781: get_weapon_with_ID 25@ model_to 26@
  2610. gosub @NONAME_8681
  2611. Actor.GiveWeaponAndAmmo(1@, 25@, 9999)
  2612. Model.Destroy(26@)
  2613. return
  2614.  
  2615. :NONAME_18790
  2616. 03E6: remove_text_box
  2617. if
  2618. 29@ == 1
  2619. else_jump @NONAME_18914
  2620. 0989: set_text_boxes_width 275
  2621. 0ACE: show_formatted_text_box "Vehicle not roadworthy (1)~n~Aggressive/Careless driving (2)~n~Speeding (3)~n~Other (4)"
  2622. jump @NONAME_19191
  2623.  
  2624. :NONAME_18914
  2625. if
  2626. 29@ == 2
  2627. else_jump @NONAME_18998
  2628. 0989: set_text_boxes_width 250
  2629. 0ACE: show_formatted_text_box "Ask for ID/License (1)~n~Don't ask for any ID (2)"
  2630. jump @NONAME_19191
  2631.  
  2632. :NONAME_18998
  2633. if
  2634. 29@ == 3
  2635. else_jump @NONAME_19121
  2636. 0989: set_text_boxes_width 275
  2637. 0ACE: show_formatted_text_box "Issue the driver a citation (1)~n~Ask driver to exit vehicle (2)~n~Let the driver go (3)"
  2638. jump @NONAME_19191
  2639.  
  2640. :NONAME_19121
  2641. if
  2642. 29@ == 4
  2643. else_jump @NONAME_19184
  2644. 0989: set_text_boxes_width 275
  2645. 0ACE: show_formatted_text_box "$100 (1)~n~$60 (2)~n~$40 (3)"
  2646. jump @NONAME_19191
  2647.  
  2648. :NONAME_19184
  2649. jump @NONAME_18790
  2650.  
  2651. :NONAME_19191
  2652. return
  2653.  
  2654. :NONAME_19193
  2655. if
  2656. 28@ == 1
  2657. else_jump @NONAME_19218
  2658. jump @NONAME_19314
  2659.  
  2660. :NONAME_19218
  2661. if
  2662. 28@ == 2
  2663. else_jump @NONAME_19243
  2664. jump @NONAME_19314
  2665.  
  2666. :NONAME_19243
  2667. if
  2668. 28@ == 3
  2669. else_jump @NONAME_19275
  2670. 28@ = 1
  2671. jump @NONAME_19314
  2672.  
  2673. :NONAME_19275
  2674. if
  2675. 28@ == 4
  2676. else_jump @NONAME_19307
  2677. 28@ = 2
  2678. jump @NONAME_19314
  2679.  
  2680. :NONAME_19307
  2681. jump @NONAME_19193
  2682.  
  2683. :NONAME_19314
  2684. return
  2685.  
  2686. :NONAME_19316
  2687. wait 2000
  2688. if
  2689. 28@ == 1
  2690. else_jump @NONAME_19351
  2691. gosub @NONAME_19689
  2692. wait 3000
  2693.  
  2694. :NONAME_19351
  2695. return
  2696.  
  2697. :NONAME_19353
  2698. wait 1500
  2699. if
  2700. 28@ == 1
  2701. else_jump @NONAME_19383
  2702. jump @NONAME_19458
  2703.  
  2704. :NONAME_19383
  2705. if
  2706. 28@ == 2
  2707. else_jump @NONAME_19421
  2708. 0633: AS_actor 1@ exit_car
  2709. 0850: AS_actor 1@ follow_actor $PLAYER_ACTOR
  2710. jump @NONAME_19458
  2711.  
  2712. :NONAME_19421
  2713. if
  2714. 28@ == 3
  2715. else_jump @NONAME_19458
  2716. wait 1500
  2717. Car.SetDriverBehaviour(0@, FollowRoad)
  2718. gosub @NONAME_20079
  2719.  
  2720. :NONAME_19458
  2721. return
  2722.  
  2723. :NONAME_19460
  2724. wait 1500
  2725. if
  2726. 28@ == 1
  2727. else_jump @NONAME_19542
  2728. Player.Money($PLAYER_CHAR) += 100
  2729. 0AD0: show_formatted_text_lowpriority "The driver has paid the fine of $100." time 2000
  2730. jump @NONAME_19687
  2731.  
  2732. :NONAME_19542
  2733. if
  2734. 28@ == 2
  2735. else_jump @NONAME_19618
  2736. Player.Money($PLAYER_CHAR) += 60
  2737. 0AD0: show_formatted_text_lowpriority "The driver has paid the fine of $60." time 2000
  2738. jump @NONAME_19687
  2739.  
  2740. :NONAME_19618
  2741. if
  2742. 28@ == 3
  2743. else_jump @NONAME_19687
  2744. Player.Money($PLAYER_CHAR) += 40
  2745. 0AD0: show_formatted_text_lowpriority "The driver has paid the fine of $40." time 2000
  2746.  
  2747. :NONAME_19687
  2748. return
  2749.  
  2750. :NONAME_19689
  2751. if
  2752. 03A3: actor 1@ male
  2753. else_jump @NONAME_19721
  2754. 0209: 3@ = random_int_in_ranges 1 26
  2755. jump @NONAME_19730
  2756.  
  2757. :NONAME_19721
  2758. 0209: 3@ = random_int_in_ranges 26 51
  2759.  
  2760. :NONAME_19730
  2761. 0AB1: call_scm_func @NONAME_20780 1 3@ 3@ 4@
  2762. 0AF4: 5@v = read_string_from_ini_file "cleo\PoliceDB.ini" section "Names" key 3@s
  2763. 0209: 3@ = random_int_in_ranges 0 11
  2764. 0209: 4@ = random_int_in_ranges 0 11
  2765. 0209: 9@ = random_int_in_ranges 1 3
  2766. 0989: set_text_boxes_width 225
  2767. if
  2768. 9@ == 1
  2769. else_jump @NONAME_19925
  2770. 0ACE: show_formatted_text_box "Name: %s~n~Citations: %d~n~Warrant for arrest: Yes~n~Times stopped: %d " 5@v 3@ 4@
  2771. jump @NONAME_20009
  2772.  
  2773. :NONAME_19925
  2774. 0ACE: show_formatted_text_box "Name: %s~n~Citations: %d~n~Warrant for arrest: No~n~Times stopped: %d " 5@v 3@ 4@
  2775.  
  2776. :NONAME_20009
  2777. return
  2778.  
  2779. :NONAME_20011
  2780. if and
  2781. not Actor.Dead($PLAYER_ACTOR)
  2782. 00F2: actor $PLAYER_ACTOR near_actor 1@ radius 80.0 80.0 0
  2783. 8AB0: not key_pressed 16
  2784. not Actor.Dead(1@)
  2785. Actor.Driving(1@)
  2786. not Car.Wrecked(0@)
  2787. else_jump @NONAME_20075
  2788. 0485: return_true
  2789. jump @NONAME_20077
  2790.  
  2791. :NONAME_20075
  2792. 059A: return_false
  2793.  
  2794. :NONAME_20077
  2795. return
  2796.  
  2797. :NONAME_20079
  2798. Marker.Disable(2@)
  2799. Car.RemoveReferences(0@)
  2800. Actor.RemoveReferences(1@)
  2801. return
  2802.  
  2803. :NONAME_20096
  2804. gosub @NONAME_20079
  2805. wait 500
  2806. jump @NONAME_16732
  2807.  
  2808. :NONAME_20115
  2809. if
  2810. 0AB0: key_pressed 49
  2811. else_jump @NONAME_20144
  2812. 28@ = 1
  2813. jump @NONAME_20235
  2814.  
  2815. :NONAME_20144
  2816. if
  2817. 0AB0: key_pressed 50
  2818. else_jump @NONAME_20173
  2819. 28@ = 2
  2820. jump @NONAME_20235
  2821.  
  2822. :NONAME_20173
  2823. if
  2824. 0AB0: key_pressed 51
  2825. else_jump @NONAME_20202
  2826. 28@ = 3
  2827. jump @NONAME_20235
  2828.  
  2829. :NONAME_20202
  2830. if
  2831. 0AB0: key_pressed 52
  2832. else_jump @NONAME_20231
  2833. 28@ = 4
  2834. jump @NONAME_20235
  2835.  
  2836. :NONAME_20231
  2837. 059A: return_false
  2838. return
  2839.  
  2840. :NONAME_20235
  2841. 0485: return_true
  2842. return
  2843.  
  2844. :NONAME_20239
  2845. 0615: define_AS_pack_begin 15@
  2846. 0A1D: AS_actor -1 rotate_to_and_look_at_actor 1@
  2847. 0812: AS_actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  2848. 05BA: AS_actor -1 move_mouth 5000 ms
  2849. 0616: define_AS_pack_end 15@
  2850. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 15@
  2851. 061B: remove_references_to_AS_pack 15@
  2852. 05BF: AS_actor 1@ look_at_actor $PLAYER_ACTOR -1 ms
  2853. return
  2854.  
  2855. :NONAME_20323
  2856. 0085: 2@ = 0@ // (int)
  2857. if
  2858. 1@ > 0
  2859. else_jump @NONAME_20411
  2860. 3@ = 1
  2861.  
  2862. :NONAME_20356
  2863. if
  2864. 3@ > 1
  2865. else_jump @NONAME_20382
  2866. 006A: 2@ *= 0@ // (int)
  2867.  
  2868. :NONAME_20382
  2869. 3@ += 1
  2870. 001D: 3@ > 1@ // (int)
  2871. else_jump @NONAME_20356
  2872. jump @NONAME_20540
  2873.  
  2874. :NONAME_20411
  2875. if
  2876. not 1@ >= 0
  2877. else_jump @NONAME_20533
  2878. 0093: 2@ = integer 2@ to_float
  2879. 0093: 0@ = integer 0@ to_float
  2880. 3@ = -1
  2881.  
  2882. :NONAME_20452
  2883. if
  2884. not 3@ >= -1
  2885. else_jump @NONAME_20478
  2886. 006B: 2@ *= 0@ // (float)
  2887.  
  2888. :NONAME_20478
  2889. 3@ += 1
  2890. 001D: 3@ > 1@ // (int)
  2891. else_jump @NONAME_20452
  2892. 4@ = 1.0
  2893. 0073: 4@ /= 2@ // (float)
  2894. 0087: 2@ = 4@ // (float)
  2895. jump @NONAME_20540
  2896.  
  2897. :NONAME_20533
  2898. 2@ = 1
  2899.  
  2900. :NONAME_20540
  2901. 0AB2: ret 1 2@
  2902.  
  2903. :NONAME_20548
  2904. 1@ = 0
  2905. 0095: make 0@ absolute_integer
  2906. if
  2907. not 0@ == 0
  2908. else_jump @NONAME_20620
  2909.  
  2910. :NONAME_20578
  2911. 0@ > 0
  2912. else_jump @NONAME_20613
  2913. 0@ /= 10
  2914. 1@ += 1
  2915. jump @NONAME_20578
  2916.  
  2917. :NONAME_20613
  2918. jump @NONAME_20627
  2919.  
  2920. :NONAME_20620
  2921. 1@ = 1
  2922.  
  2923. :NONAME_20627
  2924. 0AB2: ret 1 1@
  2925.  
  2926. :NONAME_20635
  2927. 0095: make 0@ absolute_integer
  2928. 0AB1: call_scm_func @NONAME_20548 1 0@ 2@
  2929. if
  2930. 002D: 2@ >= 1@ // (int)
  2931. else_jump @NONAME_20765
  2932. 0085: 3@ = 0@ // (int)
  2933. 0AB1: call_scm_func @NONAME_20323 2 10 1@ 4@
  2934. 0072: 3@ /= 4@ // (int)
  2935. 006A: 3@ *= 4@ // (int)
  2936. 0062: 0@ -= 3@ // (int)
  2937. 1@ -= 1
  2938. 0AB1: call_scm_func @NONAME_20323 2 10 1@ 4@
  2939. 0072: 0@ /= 4@ // (int)
  2940. jump @NONAME_20772
  2941.  
  2942. :NONAME_20765
  2943. 0@ = 0
  2944.  
  2945. :NONAME_20772
  2946. 0AB2: ret 1 0@
  2947.  
  2948. :NONAME_20780
  2949. if and
  2950. not 0@ > 9999999
  2951. 0@ >= -9999999
  2952. else_jump @NONAME_20964
  2953. 0AB1: call_scm_func @NONAME_20548 1 0@ 1@
  2954. if
  2955. 1@ > 7
  2956. else_jump @NONAME_20852
  2957. 1@ = 7
  2958.  
  2959. :NONAME_20852
  2960. 05AA: 2@s = '' // @s = 'short'
  2961. if
  2962. not 0@ >= 0
  2963. else_jump @NONAME_20898
  2964. 05AA: 2@s = '-' // @s = 'short'
  2965.  
  2966. :NONAME_20898
  2967. 0085: 4@ = 1@ // (int)
  2968.  
  2969. :NONAME_20906
  2970. 0AB1: call_scm_func @NONAME_20635 2 0@ 4@ 5@
  2971. 5@ += 48
  2972. 098B: 2@s = 2@s + 5@s // all string variables
  2973. 4@ -= 1
  2974. 1 > 4@
  2975. else_jump @NONAME_20906
  2976.  
  2977. :NONAME_20964
  2978. 0AB2: ret 2 2@ 3@
  2979.  
  2980. :NONAME_20975
  2981. wait 0
  2982. if and
  2983. 0AB0: key_pressed 18
  2984. 0AB0: key_pressed 66
  2985. else_jump @NONAME_21244
  2986. 0ACE: show_formatted_text_box "Police assistance en-route"
  2987. 33@ = 0
  2988.  
  2989. :NONAME_21036
  2990. wait 0
  2991. if
  2992. 33@ > 7500
  2993. else_jump @NONAME_21073
  2994. jump @NONAME_21244
  2995. jump @NONAME_21237
  2996.  
  2997. :NONAME_21073
  2998. Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
  2999. if
  3000. 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
  3001. else_jump @NONAME_21237
  3002.  
  3003. :NONAME_21121
  3004. 089F: get_actor 30@ pedtype_to 15@
  3005. if
  3006. 15@ == 6
  3007. else_jump @NONAME_21207
  3008. if or
  3009. 02D8: actor 30@ current_weapon == 22
  3010. 02D8: actor 30@ current_weapon == 25
  3011. 02D8: actor 30@ current_weapon == 28
  3012. 02D8: actor 30@ current_weapon == 29
  3013. 02D8: actor 30@ current_weapon == 31
  3014. else_jump @NONAME_21200
  3015. jump @NONAME_21207
  3016.  
  3017. :NONAME_21200
  3018. gosub @NONAME_21251
  3019.  
  3020. :NONAME_21207
  3021. 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
  3022. else_jump @NONAME_21121
  3023.  
  3024. :NONAME_21237
  3025. jump @NONAME_21036
  3026.  
  3027. :NONAME_21244
  3028. jump @NONAME_20975
  3029.  
  3030. :NONAME_21251
  3031. if
  3032. Actor.Driving(30@)
  3033. else_jump @NONAME_21398
  3034. 0811: 20@ = actor 30@ used_car
  3035. if
  3036. 00F4: actor 30@ near_actor $PLAYER_ACTOR radius 25.0 25.0 0 in_car
  3037. else_jump @NONAME_21332
  3038. Car.SetDriverBehaviour(20@, Nowhere)
  3039. 0633: AS_actor 30@ exit_car
  3040. gosub @NONAME_11535
  3041. jump @NONAME_21391
  3042.  
  3043. :NONAME_21332
  3044. 0397: enable_car 20@ siren 1
  3045. 067F: set_car 20@ lights 2
  3046. 00AE: set_car 20@ traffic_behaviour_to 2
  3047. Car.SetMaxSpeed(20@, 30.0)
  3048. Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
  3049. Car.DriveTo(20@, 22@, 23@, 24@)
  3050.  
  3051. :NONAME_21391
  3052. jump @NONAME_21420
  3053.  
  3054. :NONAME_21398
  3055. 05D9: AS_actor 30@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 3.0
  3056. gosub @NONAME_11535
  3057.  
  3058. :NONAME_21420
  3059. return
  3060.  
  3061. :NONAME_21422
  3062. wait 0
  3063. if and
  3064. 0AB0: key_pressed 17
  3065. 0AB0: key_pressed 77
  3066. else_jump @NONAME_21508
  3067. 0ACE: show_formatted_text_box "R.A. unit en-route"
  3068. Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
  3069. 085A: spawn_emergency_vehicle_model #AMBULAN on_street_nearest_to 3@ 4@ 5@
  3070. wait 250
  3071. jump @NONAME_21591
  3072.  
  3073. :NONAME_21508
  3074. if and
  3075. 0AB0: key_pressed 17
  3076. 0AB0: key_pressed 70
  3077. else_jump @NONAME_21591
  3078. 0ACE: show_formatted_text_box "Firefighting team en-route"
  3079. Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
  3080. 085A: spawn_emergency_vehicle_model #FIRETRUK on_street_nearest_to 3@ 4@ 5@
  3081. wait 250
  3082.  
  3083. :NONAME_21591
  3084. jump @NONAME_21422
  3085.  
  3086. :NONAME_21598
  3087. wait 0
  3088. if and
  3089. 0AB0: key_pressed 18
  3090. 0AB0: key_pressed 77
  3091. 044B: actor $PLAYER_ACTOR on_foot
  3092. else_jump @NONAME_22184
  3093. 33@ = 0
  3094.  
  3095. :NONAME_21633
  3096. wait 0
  3097. if
  3098. 5000 > 33@
  3099. else_jump @NONAME_22123
  3100. Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
  3101. if
  3102. 0AE1: 1@ = random_actor_near_point 22@ 23@ 24@ in_radius 20.0 find_next 0 pass_deads 0 //IF and SET
  3103. else_jump @NONAME_22116
  3104.  
  3105. :NONAME_21704
  3106. if and
  3107. Actor.Dead(1@)
  3108. 89A8: not actor 1@ headshoted
  3109. else_jump @NONAME_22086
  3110. 0889: store_actor 1@ center_of_body_position_to 22@ 23@ 24@
  3111. Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
  3112. Player.CanMove($PLAYER_CHAR) = False
  3113. 0992: set_player $PLAYER_CHAR weapons_scrollable 0
  3114. 01F7: set_player $PLAYER_CHAR ignored_by_cops 1
  3115. gosub @NONAME_22251
  3116. gosub @NONAME_22372
  3117.  
  3118. :NONAME_21789
  3119. wait 0
  3120. if
  3121. 056D: actor 1@ defined
  3122. else_jump @NONAME_22018
  3123. if
  3124. 00F3: actor $PLAYER_ACTOR near_actor 1@ radius 1.0 1.0 sphere 0 on_foot
  3125. else_jump @NONAME_22011
  3126. wait 5500
  3127. 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset 3000.0 3000.0 3000.0
  3128. 25@ = Actor.Angle(1@)
  3129. 0665: get_actor 1@ model_to 26@
  3130. 089F: get_actor 1@ pedtype_to 27@
  3131. gosub @NONAME_22191
  3132. gosub @NONAME_22466
  3133. Player.CanMove($PLAYER_CHAR) = True
  3134. gosub @NONAME_22751
  3135. Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
  3136. 0992: set_player $PLAYER_CHAR weapons_scrollable 1
  3137. 01F7: set_player $PLAYER_CHAR ignored_by_cops 0
  3138. Actor.Health(2@) = 500
  3139. 02A9: set_actor 2@ immune_to_nonplayer 0
  3140. Actor.SetImmunities(2@, 0, 0, 0, 0, 0)
  3141. 05DE: AS_actor 2@ walk_around_ped_path
  3142. 04EF: release_animation "MEDIC"
  3143. Actor.RemoveReferences(2@)
  3144. jump @NONAME_21598
  3145.  
  3146. :NONAME_22011
  3147. jump @NONAME_22079
  3148.  
  3149. :NONAME_22018
  3150. 0ACE: show_formatted_text_box "~r~[ERROR]~w~The dead actor has disappeared."
  3151. Actor.RemoveReferences(1@)
  3152. jump @NONAME_21598
  3153.  
  3154. :NONAME_22079
  3155. jump @NONAME_21789
  3156.  
  3157. :NONAME_22086
  3158. 8AE1: not 1@ = random_actor_near_point 22@ 23@ 24@ in_radius 20.0 find_next 1 pass_deads 0 //IF and SET
  3159. else_jump @NONAME_21704
  3160.  
  3161. :NONAME_22116
  3162. jump @NONAME_22177
  3163.  
  3164. :NONAME_22123
  3165. 0ACE: show_formatted_text_box "~r~[ERROR]~w~No dead civilians were found."
  3166. jump @NONAME_22184
  3167.  
  3168. :NONAME_22177
  3169. jump @NONAME_21633
  3170.  
  3171. :NONAME_22184
  3172. jump @NONAME_21598
  3173.  
  3174. :NONAME_22191
  3175. if
  3176. 26@ == 284
  3177. else_jump @NONAME_22218
  3178. 26@ = 284
  3179.  
  3180. :NONAME_22218
  3181. return
  3182.  
  3183. :NONAME_22220
  3184. wait 0
  3185. 04ED: load_animation "MEDIC"
  3186. 04EE: animation "MEDIC" loaded
  3187. else_jump @NONAME_22220
  3188. return
  3189.  
  3190. :NONAME_22251
  3191. if or
  3192. Actor.Animation(1@) == "KO_SHOT_FACE"
  3193. Actor.Animation(1@) == "KO_SKID_FRONT"
  3194. Actor.Animation(1@) == "KO_SPIN_L"
  3195. Actor.Animation(1@) == "KO_SPIN_R"
  3196. Actor.Animation(1@) == "FLOOR_HIT"
  3197. else_jump @NONAME_22363
  3198. 20@ = 1
  3199. jump @NONAME_22370
  3200.  
  3201. :NONAME_22363
  3202. 20@ = 2
  3203.  
  3204. :NONAME_22370
  3205. return
  3206.  
  3207. :NONAME_22372
  3208. gosub @NONAME_22220
  3209. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
  3210. 0615: define_AS_pack_begin 15@
  3211. 05D3: AS_actor -1 goto_point 22@ 23@ 24@ mode 6 time -1 ms // versionA
  3212. 0A1D: AS_actor -1 rotate_to_and_look_at_actor 1@
  3213. 0812: AS_actor -1 perform_animation "CPR" IFP "MEDIC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  3214. 0616: define_AS_pack_end 15@
  3215. 0618: assign_actor $PLAYER_ACTOR to_AS_pack 15@
  3216. 061B: remove_references_to_AS_pack 15@
  3217. return
  3218.  
  3219. :NONAME_22466
  3220. gosub @NONAME_8681
  3221. 2@ = Actor.Create(27@, 26@, 22@, 23@, 24@)
  3222. Actor.Angle(2@) = 25@
  3223. 0337: set_actor 2@ visibility 0
  3224. Actor.Health(2@) = 1000
  3225. gosub @NONAME_22632
  3226. Actor.StorePos(1@, 22@, 23@, 24@)
  3227. 02CE: 24@ = ground_z_at 22@ 23@ 24@
  3228. 02A9: set_actor 2@ immune_to_nonplayer 1
  3229. Actor.SetImmunities(2@, 1, 1, 1, 1, 1)
  3230. Model.Destroy(26@)
  3231. wait 800
  3232. Actor.PutAt(2@, 22@, 23@, 24@)
  3233. wait 350
  3234. 0337: set_actor 2@ visibility 1
  3235. if
  3236. 056D: actor 1@ defined
  3237. else_jump @NONAME_22630
  3238. Actor.DestroyInstantly(1@)
  3239.  
  3240. :NONAME_22630
  3241. return
  3242.  
  3243. :NONAME_22632
  3244. if
  3245. 20@ == 1
  3246. else_jump @NONAME_22693
  3247. 0812: AS_actor 2@ perform_animation "FLOOR_HIT" IFP "PED" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  3248. jump @NONAME_22749
  3249.  
  3250. :NONAME_22693
  3251. if
  3252. 20@ == 2
  3253. else_jump @NONAME_22749
  3254. 0812: AS_actor 2@ perform_animation "FLOOR_HIT_F" IFP "PED" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
  3255.  
  3256. :NONAME_22749
  3257. return
  3258.  
  3259. :NONAME_22751
  3260. wait 2500
  3261. if
  3262. 20@ == 1
  3263. else_jump @NONAME_22819
  3264. 0812: AS_actor 2@ perform_animation "GETUP_FRONT" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  3265. jump @NONAME_22869
  3266.  
  3267. :NONAME_22819
  3268. if
  3269. 20@ == 2
  3270. else_jump @NONAME_22869
  3271. 0812: AS_actor 2@ perform_animation "GETUP" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
  3272.  
  3273. :NONAME_22869
  3274. return
  3275.  
  3276. :NONAME_22871
  3277. wait 0
  3278. if and
  3279. $ONMISSION == 0
  3280. 0AD2: 1@ = player $PLAYER_CHAR targeted_actor //IF and SET
  3281. else_jump @NONAME_23854
  3282. 03E6: remove_text_box
  3283. 0ACE: show_formatted_text_box "You can arrest the person you're aiming at by pressing E."
  3284.  
  3285. :NONAME_22965
  3286. 0457: player $PLAYER_CHAR aiming_at_actor 1@
  3287. else_jump @NONAME_23849
  3288. wait 0
  3289. if and
  3290. 044B: actor 1@ on_foot
  3291. 00F3: actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 sphere 0 on_foot
  3292. 0AB0: key_pressed 69
  3293. else_jump @NONAME_23842
  3294. 089F: get_actor 1@ pedtype_to 16@
  3295. if and
  3296. not 16@ == 6
  3297. not 16@ == 18
  3298. not 16@ == 19
  3299. else_jump @NONAME_23135
  3300. 03E6: remove_text_box
  3301. 0ACE: show_formatted_text_box "Walk up behind the suspect to handcuff him."
  3302. gosub @NONAME_23861
  3303. jump @NONAME_23190
  3304. jump @NONAME_23835
  3305.  
  3306. :NONAME_23135
  3307. 03E6: remove_text_box
  3308. 0ACE: show_formatted_text_box "You can't arrest civil workers."
  3309. Actor.RemoveReferences(1@)
  3310. wait 250
  3311. jump @NONAME_22871
  3312.  
  3313. :NONAME_23190
  3314. 0AB1: call_scm_func @NONAME_24225 1 1@
  3315. else_jump @NONAME_23828
  3316. wait 0
  3317. 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset 0.0 -2.0 0.0
  3318. if
  3319. 0102: actor $PLAYER_ACTOR in_sphere 22@ 23@ 24@ radius 2.0 2.0 2.0 sphere 1 stopped_on_foot
  3320. else_jump @NONAME_23821
  3321. Player.CanMove(0) = False
  3322. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
  3323. 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@
  3324. wait 2000
  3325. Player.CanMove(0) = True
  3326. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
  3327. 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@
  3328. 0989: set_text_boxes_width 275
  3329. 0ACE: show_formatted_text_box "Drive suspect to station (1)~n~Request prisoner transport (2)~n~Leave the suspect (3)"
  3330.  
  3331. :NONAME_23427
  3332. 0AB1: call_scm_func @NONAME_24225 1 1@
  3333. else_jump @NONAME_23814
  3334. wait 0
  3335. if
  3336. 0AB0: key_pressed 49
  3337. else_jump @NONAME_23573
  3338. 03E6: remove_text_box
  3339. 0ACE: show_formatted_text_box "Take the suspect to a nearby station."
  3340. 0612: set_actor 1@ animation "handsup" paused 0
  3341. 0575: set_actor 1@ keep_position 0
  3342. 0792: disembark_instantly_actor 1@
  3343. 0631: put_actor 1@ in_group $PLAYER_GROUP
  3344. 0AB1: call_scm_func @NONAME_8726 1 1@
  3345. jump @NONAME_22871
  3346. jump @NONAME_23807
  3347.  
  3348. :NONAME_23573
  3349. if
  3350. 0AB0: key_pressed 50
  3351. else_jump @NONAME_23736
  3352. 03E6: remove_text_box
  3353. 0ACE: show_formatted_text_box "Prisoner transport en-route"
  3354. wait 3000
  3355. fade 0 2000
  3356. gosub @NONAME_8704
  3357. gosub @NONAME_23959
  3358. fade 1 2000
  3359. wait 1000
  3360. 0612: set_actor 1@ animation "handsup" paused 0
  3361. 0575: set_actor 1@ keep_position 0
  3362. 05CA: AS_actor 1@ enter_car 3@ passenger_seat 2 time -1
  3363. 0AB1: call_scm_func @NONAME_12369 5 -24310 3@ 1@ 4@ 5@
  3364. jump @NONAME_22871
  3365. jump @NONAME_23807
  3366.  
  3367. :NONAME_23736
  3368. if
  3369. 0AB0: key_pressed 51
  3370. else_jump @NONAME_23807
  3371. 03E6: remove_text_box
  3372. 0ACE: show_formatted_text_box "Leave the suspect here."
  3373. 05B9: AS_actor 1@ stay_idle -1 ms
  3374. 0575: set_actor 1@ keep_position 1
  3375. Actor.RemoveReferences(1@)
  3376. jump @NONAME_22871
  3377.  
  3378. :NONAME_23807
  3379. jump @NONAME_23427
  3380.  
  3381. :NONAME_23814
  3382. jump @NONAME_22871
  3383.  
  3384. :NONAME_23821
  3385. jump @NONAME_23190
  3386.  
  3387. :NONAME_23828
  3388. jump @NONAME_22871
  3389.  
  3390. :NONAME_23835
  3391. jump @NONAME_22871
  3392.  
  3393. :NONAME_23842
  3394. jump @NONAME_22965
  3395.  
  3396. :NONAME_23849
  3397. Actor.RemoveReferences(1@)
  3398.  
  3399. :NONAME_23854
  3400. jump @NONAME_22871
  3401.  
  3402. :NONAME_23861
  3403. 17@ = Actor.Angle($PLAYER_ACTOR)
  3404. wait 10
  3405. 0615: define_AS_pack_begin 15@
  3406. 0812: AS_actor -1 perform_animation "handsup" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  3407. 0616: define_AS_pack_end 15@
  3408. 0618: assign_actor 1@ to_AS_pack 15@
  3409. 061B: remove_references_to_AS_pack 15@
  3410. wait 2000
  3411. 0612: set_actor 1@ animation "handsup" paused 1
  3412. 0575: set_actor 1@ keep_position 1
  3413. return
  3414.  
  3415. :NONAME_23959
  3416. Actor.StorePos(1@, 22@, 23@, 24@)
  3417. 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 22@ 23@ 24@
  3418. 0209: 26@ = random_int_in_ranges 596 599
  3419. 0208: 17@ = random_float_in_ranges 0.0 360.0
  3420. gosub @NONAME_8681
  3421. 3@ = Car.Create(26@, 22@, 23@, 24@)
  3422. Car.Angle(3@) = 17@
  3423. 0397: enable_car 3@ siren 1
  3424. 067F: set_car 3@ lights 2
  3425. Model.Destroy(26@)
  3426. wait 10
  3427. 0209: 26@ = random_int_in_ranges 280 284
  3428. gosub @NONAME_8681
  3429. 4@ = Actor.CreateAsDriver(Mission1, 26@, 3@)
  3430. 5@ = Actor.CreateAsPassenger(Mission1, 26@, 3@, 0)
  3431. Model.Destroy(26@)
  3432. wait 10
  3433. 26@ = 346
  3434. gosub @NONAME_8681
  3435. Actor.GiveWeaponAndAmmo(4@, Pistol, 9999)
  3436. Actor.GiveWeaponAndAmmo(5@, Pistol, 9999)
  3437. Model.Destroy(26@)
  3438. 0615: define_AS_pack_begin 15@
  3439. 05D9: AS_actor -1 run_to_actor 1@ timelimit -1 stop_within_radius 10.0
  3440. 0635: AS_actor -1 aim_at_actor 1@ -1 ms
  3441. 0616: define_AS_pack_end 15@
  3442. 0618: assign_actor 4@ to_AS_pack 15@
  3443. 0618: assign_actor 5@ to_AS_pack 15@
  3444. 061B: remove_references_to_AS_pack 15@
  3445. return
  3446.  
  3447. :NONAME_24225
  3448. if and
  3449. not Actor.Dead(0@)
  3450. not Actor.Dead($PLAYER_ACTOR)
  3451. 00F3: actor $PLAYER_ACTOR near_actor 0@ radius 25.0 25.0 sphere 0 on_foot
  3452. else_jump @NONAME_24275
  3453. 0485: return_true
  3454. jump @NONAME_24305
  3455.  
  3456. :NONAME_24275
  3457. 0612: set_actor 0@ animation "handsup" paused 0
  3458. 0575: set_actor 0@ keep_position 0
  3459. Actor.RemoveReferences(0@)
  3460. 059A: return_false
  3461.  
  3462. :NONAME_24305
  3463. 0AB2: ret 0
  3464.  
  3465. :NONAME_24310
  3466. wait 0
  3467. if or
  3468. Actor.Dead(1@)
  3469. Actor.Dead(2@)
  3470. Actor.Dead(3@)
  3471. else_jump @NONAME_24369
  3472. Actor.RemoveReferences(1@)
  3473. Actor.RemoveReferences(2@)
  3474. Actor.RemoveReferences(3@)
  3475. Car.RemoveReferences(0@)
  3476. end_thread
  3477. jump @NONAME_24473
  3478.  
  3479. :NONAME_24369
  3480. if
  3481. Actor.InCar(1@, 0@)
  3482. else_jump @NONAME_24466
  3483. 05CB: AS_actor 2@ enter_car 0@ as_driver -1 ms
  3484. 05CA: AS_actor 3@ enter_car 0@ passenger_seat 0 time -1
  3485. 0397: enable_car 0@ siren 0
  3486. Car.SetMaxSpeed(0@, 22.0)
  3487. Car.SetToPsychoDriver(0@)
  3488. wait 20000
  3489. Actor.RemoveReferences(1@)
  3490. Actor.RemoveReferences(2@)
  3491. Actor.RemoveReferences(3@)
  3492. Car.RemoveReferences(0@)
  3493. end_thread
  3494. jump @NONAME_24473
  3495.  
  3496. :NONAME_24466
  3497. jump @NONAME_24310
  3498.  
  3499. :NONAME_24473
  3500. wait 0
  3501. if and
  3502. 0AB0: key_pressed 16
  3503. 0AB0: key_pressed 17
  3504. $ONMISSION == 0
  3505. else_jump @NONAME_25326
  3506. 19@ = 0
  3507. 20@ = 0
  3508. 21@ = 0
  3509. 33@ = 0
  3510.  
  3511. :NONAME_24531
  3512. 5000 > 33@
  3513. else_jump @NONAME_25287
  3514. wait 0
  3515. 0@ = -1
  3516. 04C4: store_coords_to 27@ 28@ 29@ from_actor $PLAYER_ACTOR with_offset 0.0 13.0 0.0
  3517. 073E: get_car_in_sphere 27@ 28@ 29@ radius 10.0 model -1 handle_as 0@
  3518. if
  3519. not 0@ == -1
  3520. else_jump @NONAME_25280
  3521. 046C: 1@ = car 0@ driver
  3522. wait 50
  3523. if and
  3524. not 1@ == -1
  3525. not Actor.InCar($PLAYER_ACTOR, 0@)
  3526. 8975: not car 0@ emergency_vehicle
  3527. else_jump @NONAME_25280
  3528. gosub @NONAME_25617
  3529. 018C: play_sound 1052 at 0.0 0.0 0.0
  3530. 0AD0: show_formatted_text_lowpriority "Pursue the ~r~suspect" time 2000
  3531. 2@ = Marker.CreateAboveActor(1@)
  3532. Car.SetToPsychoDriver(0@)
  3533. Car.SetMaxSpeed(0@, 40.0)
  3534. 00AE: set_car 0@ traffic_behaviour_to 2
  3535.  
  3536. :NONAME_24754
  3537. wait 0
  3538. if
  3539. not Actor.Dead(1@)
  3540. else_jump @NONAME_25199
  3541. gosub @NONAME_26047
  3542. gosub @NONAME_25571
  3543. if
  3544. 0741: actor 1@ busted
  3545. else_jump @NONAME_24942
  3546. Marker.Disable(2@)
  3547. 0952: load_soundtrack 12
  3548. 0954: start_playing_loaded_soundtrack
  3549. 0ACF: show_formatted_styled_text "~g~Suspect Busted" time 100 style 1
  3550. wait 5000
  3551. Player.CanMove($PLAYER_CHAR) = False
  3552. fade 0 1000
  3553. gosub @NONAME_8704
  3554. Actor.StorePos(1@, 27@, 28@, 29@)
  3555. Actor.DestroyInstantly(1@)
  3556. Car.Destroy(0@)
  3557. 0395: clear_area 2 at 27@ 28@ 29@ radius 20.0
  3558. wait 500
  3559. fade 1 1000
  3560. Player.CanMove($PLAYER_CHAR) = True
  3561. jump @NONAME_24473
  3562. jump @NONAME_25192
  3563.  
  3564. :NONAME_24942
  3565. if and
  3566. 20@ == 0
  3567. 0AB0: key_pressed 117
  3568. else_jump @NONAME_25030
  3569. 20@ = 1
  3570. 0ACE: show_formatted_text_box "Police assistance en-route"
  3571. 0AB1: call_scm_func @NONAME_12369 3 -26086 0@ 1@
  3572. jump @NONAME_25192
  3573.  
  3574. :NONAME_25030
  3575. if and
  3576. 19@ == 0
  3577. 80F2: not actor $PLAYER_ACTOR near_actor 1@ radius 175.0 175.0 0
  3578. 8364: not actor $PLAYER_ACTOR spotted_actor 1@
  3579. else_jump @NONAME_25192
  3580. Marker.Disable(2@)
  3581. 018C: play_sound 1052 at 0.0 0.0 0.0
  3582. 0AD0: show_formatted_text_lowpriority "You've lost visual with the ~r~suspect." time 2000
  3583. wait 3000
  3584. 33@ = 0
  3585. gosub @NONAME_25333
  3586. if
  3587. 21@ == 1
  3588. else_jump @NONAME_25192
  3589. jump @NONAME_24473
  3590.  
  3591. :NONAME_25192
  3592. jump @NONAME_25273
  3593.  
  3594. :NONAME_25199
  3595. Marker.Disable(2@)
  3596. Car.RemoveReferences(0@)
  3597. Actor.RemoveReferences(1@)
  3598. 0952: load_soundtrack 12
  3599. 0954: start_playing_loaded_soundtrack
  3600. 0AD0: show_formatted_text_lowpriority "The ~r~suspect ~w~has been taken down." time 2000
  3601. jump @NONAME_24473
  3602.  
  3603. :NONAME_25273
  3604. jump @NONAME_24754
  3605.  
  3606. :NONAME_25280
  3607. jump @NONAME_24531
  3608.  
  3609. :NONAME_25287
  3610. 0ACE: show_formatted_text_box "~r~[ERROR]~w~No vehicle was found."
  3611.  
  3612. :NONAME_25326
  3613. jump @NONAME_24473
  3614.  
  3615. :NONAME_25333
  3616. wait 0
  3617. if
  3618. 12000 > 33@
  3619. else_jump @NONAME_25485
  3620. if
  3621. 0364: actor $PLAYER_ACTOR spotted_actor 1@
  3622. else_jump @NONAME_25416
  3623. 0AD0: show_formatted_text_lowpriority "You spotted the ~r~suspect" time 2000
  3624. jump @NONAME_25454
  3625.  
  3626. :NONAME_25416
  3627. if
  3628. 0AB1: call_scm_func @NONAME_25802 1 1@
  3629. else_jump @NONAME_25447
  3630. jump @NONAME_25454
  3631.  
  3632. :NONAME_25447
  3633. jump @NONAME_25564
  3634.  
  3635. :NONAME_25454
  3636. 2@ = Marker.CreateAboveActor(1@)
  3637. 19@ = 1
  3638. 33@ = 0
  3639. return
  3640. jump @NONAME_25564
  3641.  
  3642. :NONAME_25485
  3643. 018C: play_sound 1052 at 0.0 0.0 0.0
  3644. 0AD0: show_formatted_text_lowpriority "The ~r~suspect ~w~has gotten away." time 2000
  3645. Car.RemoveReferences(0@)
  3646. Actor.RemoveReferences(1@)
  3647. 21@ = 1
  3648.  
  3649. :NONAME_25564
  3650. jump @NONAME_25333
  3651.  
  3652. :NONAME_25571
  3653. if
  3654. 19@ == 1
  3655. else_jump @NONAME_25615
  3656. if
  3657. 33@ > 10000
  3658. else_jump @NONAME_25615
  3659. 19@ = 0
  3660.  
  3661. :NONAME_25615
  3662. return
  3663.  
  3664. :NONAME_25617
  3665. 0665: get_actor 1@ model_to 21@
  3666. 089F: get_actor 1@ pedtype_to 18@
  3667. 0362: remove_actor 1@ from_car_and_place_at 3000.0 3000.0 3000.0
  3668. Actor.DestroyInstantly(1@)
  3669. 03F3: get_car 0@ primary_color_to 22@ secondary_color_to 23@
  3670. 24@ = Car.Angle(0@)
  3671. 25@ = Car.Health(0@)
  3672. 26@ = Car.Model(0@)
  3673. Car.StorePos(0@, 27@, 28@, 29@)
  3674. Car.Destroy(0@)
  3675. wait 10
  3676. 0@ = Car.Create(26@, 27@, 28@, 29@)
  3677. Car.Angle(0@) = 24@
  3678. Car.Health(0@) = 25@
  3679. 0229: set_car 0@ primary_color_to 22@ secondary_color_to 23@
  3680. 1@ = Actor.CreateAsDriver(18@, 21@, 0@)
  3681. 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
  3682. 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  3683. Actor.Health(1@) = 300
  3684. return
  3685.  
  3686. :NONAME_25802
  3687. wait 0
  3688. Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
  3689. if
  3690. 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
  3691. else_jump @NONAME_26038
  3692.  
  3693. :NONAME_25854
  3694. 089F: get_actor 30@ pedtype_to 15@
  3695. if
  3696. 15@ == 6
  3697. else_jump @NONAME_26008
  3698. if
  3699. 0364: actor 30@ spotted_actor 0@
  3700. else_jump @NONAME_26001
  3701. 018C: play_sound 1052 at 0.0 0.0 0.0
  3702. 0AD0: show_formatted_text_lowpriority "A fellow officer has reported visual contact with the ~r~suspect." time 2000
  3703. 0485: return_true
  3704. jump @NONAME_26003
  3705.  
  3706. :NONAME_26001
  3707. 059A: return_false
  3708.  
  3709. :NONAME_26003
  3710. 0AB2: ret 0
  3711.  
  3712. :NONAME_26008
  3713. 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
  3714. else_jump @NONAME_25854
  3715.  
  3716. :NONAME_26038
  3717. return
  3718. jump @NONAME_25802
  3719.  
  3720. :NONAME_26047
  3721. 26@ = 346
  3722. gosub @NONAME_8681
  3723. Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
  3724. 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
  3725. Model.Destroy(26@)
  3726. return
  3727.  
  3728. :NONAME_26086
  3729. wait 0
  3730. if or
  3731. Actor.Dead(1@)
  3732. 0741: actor 1@ busted
  3733. 856D: not actor 1@ defined
  3734. else_jump @NONAME_26125
  3735. end_thread
  3736. jump @NONAME_26296
  3737.  
  3738. :NONAME_26125
  3739. Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
  3740. if
  3741. 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
  3742. else_jump @NONAME_26296
  3743.  
  3744. :NONAME_26173
  3745. 089F: get_actor 30@ pedtype_to 15@
  3746. if
  3747. 15@ == 6
  3748. else_jump @NONAME_26266
  3749. if or
  3750. 02D8: actor 30@ current_weapon == 22
  3751. 02D8: actor 30@ current_weapon == 25
  3752. 02D8: actor 30@ current_weapon == 28
  3753. 02D8: actor 30@ current_weapon == 29
  3754. 02D8: actor 30@ current_weapon == 31
  3755. else_jump @NONAME_26252
  3756. jump @NONAME_26266
  3757.  
  3758. :NONAME_26252
  3759. gosub @NONAME_32319
  3760. jump @NONAME_26266
  3761.  
  3762. :NONAME_26266
  3763. 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
  3764. else_jump @NONAME_26173
  3765.  
  3766. :NONAME_26296
  3767. jump @NONAME_26303
  3768.  
  3769. :NONAME_26303
  3770. jump @NONAME_26086
  3771.  
  3772. :NONAME_26310
  3773. wait 0
  3774. if and
  3775. 0AB0: key_pressed 18
  3776. 0AB0: key_pressed 78
  3777. else_jump @NONAME_26924
  3778. 0ACE: show_formatted_text_box "S.W.A.T. en-route"
  3779. gosub @NONAME_26931
  3780. 26@ = 427
  3781. gosub @NONAME_8681
  3782. 1@ = Car.Create(26@, 22@, 23@, 24@)
  3783. 6@ = Marker.CreateAboveCar(1@)
  3784. Marker.SetColor(6@, 2)
  3785. 0397: enable_car 1@ siren 1
  3786. 067F: set_car 1@ lights 2
  3787. 00AE: set_car 1@ traffic_behaviour_to 2
  3788. Car.SetMaxSpeed(1@, 30.0)
  3789. Model.Destroy(26@)
  3790. wait 10
  3791. 26@ = 285
  3792. gosub @NONAME_8681
  3793. 2@ = Actor.CreateAsDriver(Cop, 26@, 1@)
  3794. 3@ = Actor.CreateAsPassenger(Cop, 26@, 1@, 0)
  3795. 4@ = Actor.CreateAsPassenger(Cop, 26@, 1@, 1)
  3796. 5@ = Actor.CreateAsPassenger(Cop, 26@, 1@, 2)
  3797. Model.Destroy(26@)
  3798. wait 10
  3799. 26@ = 352
  3800. gosub @NONAME_8681
  3801. Actor.GiveWeaponAndAmmo(2@, MicroUzi, 9999)
  3802. Actor.GiveWeaponAndAmmo(3@, MicroUzi, 9999)
  3803. Actor.GiveWeaponAndAmmo(4@, MicroUzi, 9999)
  3804. Actor.GiveWeaponAndAmmo(5@, MicroUzi, 9999)
  3805. Model.Destroy(26@)
  3806. 33@ = 0
  3807.  
  3808. :NONAME_26598
  3809. wait 0
  3810. if and
  3811. not Car.Wrecked(1@)
  3812. not Actor.Dead(2@)
  3813. Actor.Driving(2@)
  3814. 60000 > 33@
  3815. else_jump @NONAME_26811
  3816. gosub @NONAME_27083
  3817. if
  3818. 00F4: actor 2@ near_actor $PLAYER_ACTOR radius 30.0 30.0 0 in_car
  3819. else_jump @NONAME_26804
  3820. Car.SetDriverBehaviour(1@, Nowhere)
  3821. 0633: AS_actor 2@ exit_car
  3822. 0633: AS_actor 3@ exit_car
  3823. 0633: AS_actor 4@ exit_car
  3824. 0633: AS_actor 5@ exit_car
  3825. 077A: set_actor 2@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
  3826. 077A: set_actor 3@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
  3827. 077A: set_actor 4@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
  3828. 077A: set_actor 5@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
  3829. 07DD: set_actor 2@ attack_rate 100 // previously known as temper_to
  3830. 07DD: set_actor 3@ attack_rate 100 // previously known as temper_to
  3831. 07DD: set_actor 4@ attack_rate 100 // previously known as temper_to
  3832. 07DD: set_actor 5@ attack_rate 100 // previously known as temper_to
  3833. Marker.Disable(6@)
  3834. Car.RemoveReferences(1@)
  3835. Actor.RemoveReferences(2@)
  3836. Actor.RemoveReferences(3@)
  3837. Actor.RemoveReferences(4@)
  3838. Actor.RemoveReferences(5@)
  3839. jump @NONAME_26924
  3840.  
  3841. :NONAME_26804
  3842. jump @NONAME_26917
  3843.  
  3844. :NONAME_26811
  3845. Marker.Disable(6@)
  3846. Car.RemoveReferences(1@)
  3847. Actor.RemoveReferences(2@)
  3848. Actor.RemoveReferences(3@)
  3849. Actor.RemoveReferences(4@)
  3850. Actor.RemoveReferences(5@)
  3851. 0ACE: show_formatted_text_box "~r~[ERROR]~w~SWAT couldn't make it. You may request another one."
  3852. jump @NONAME_26924
  3853.  
  3854. :NONAME_26917
  3855. jump @NONAME_26598
  3856.  
  3857. :NONAME_26924
  3858. jump @NONAME_26310
  3859.  
  3860. :NONAME_26931
  3861. 0208: 22@ = random_float_in_ranges -200.0 200.0
  3862. 0208: 23@ = random_float_in_ranges -200.0 200.0
  3863. wait 10
  3864. 04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 22@ 23@ 0.0
  3865. 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 22@ 23@ 24@
  3866. if and
  3867. 80EC: not actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 60.0 60.0
  3868. 80C2: not sphere_onscreen 22@ 23@ 24@ radius 5.0
  3869. else_jump @NONAME_27074
  3870. jump @NONAME_27081
  3871. jump @NONAME_27074
  3872.  
  3873. :NONAME_27074
  3874. jump @NONAME_26931
  3875.  
  3876. :NONAME_27081
  3877. return
  3878.  
  3879. :NONAME_27083
  3880. Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
  3881. Car.DriveTo(1@, 22@, 23@, 24@)
  3882. return
  3883.  
  3884. :NONAME_27113
  3885. wait 0
  3886. if
  3887. Player.Defined(0)
  3888. else_jump @NONAME_27291
  3889. if and
  3890. 0AD2: 1@ = player $PLAYER_CHAR targeted_actor //IF and SET
  3891. 0AB0: key_pressed 51
  3892. else_jump @NONAME_27291
  3893. 089F: get_actor 1@ pedtype_to 18@
  3894. if
  3895. 18@ == 6
  3896. else_jump @NONAME_27243
  3897. 0ACE: show_formatted_text_box "~r~[ERROR] ~w~Police can't attack fellow officers."
  3898. jump @NONAME_27286
  3899.  
  3900. :NONAME_27243
  3901. gosub @NONAME_27659
  3902. 05BA: AS_actor $PLAYER_ACTOR move_mouth 1500 ms
  3903. Actor.StorePos(1@, 22@, 23@, 24@)
  3904. gosub @NONAME_27298
  3905. gosub @NONAME_27689
  3906.  
  3907. :NONAME_27286
  3908. wait 250
  3909.  
  3910. :NONAME_27291
  3911. jump @NONAME_27113
  3912.  
  3913. :NONAME_27298
  3914. wait 0
  3915. if
  3916. 0AE1: 10@ = random_actor_near_point 22@ 23@ 24@ in_radius 200.0 find_next 0 pass_deads 1 //IF and SET
  3917. else_jump @NONAME_27419
  3918.  
  3919. :NONAME_27336
  3920. 089F: get_actor 10@ pedtype_to 18@
  3921. if
  3922. 18@ == 6
  3923. else_jump @NONAME_27389
  3924. gosub @NONAME_27421
  3925. gosub @NONAME_27461
  3926. 05E2: AS_actor 10@ kill_actor 1@
  3927. Actor.RemoveReferences(10@)
  3928.  
  3929. :NONAME_27389
  3930. 8AE1: not 10@ = random_actor_near_point 22@ 23@ 24@ in_radius 200.0 find_next 1 pass_deads 1 //IF and SET
  3931. else_jump @NONAME_27336
  3932.  
  3933. :NONAME_27419
  3934. return
  3935.  
  3936. :NONAME_27421
  3937. if
  3938. Actor.Driving(10@)
  3939. else_jump @NONAME_27459
  3940. 0811: 11@ = actor 10@ used_car
  3941. 0397: enable_car 11@ siren 1
  3942. 067F: set_car 11@ lights 2
  3943.  
  3944. :NONAME_27459
  3945. return
  3946.  
  3947. :NONAME_27461
  3948. wait 0
  3949. 0470: 15@ = actor 10@ current_weapon
  3950. if and
  3951. 15@ > 21
  3952. not 15@ >= 33
  3953. else_jump @NONAME_27536
  3954. 041A: 16@ = actor 10@ weapon 15@ ammo
  3955. if
  3956. 16@ > 0
  3957. else_jump @NONAME_27529
  3958. return
  3959.  
  3960. :NONAME_27529
  3961. jump @NONAME_27650
  3962.  
  3963. :NONAME_27536
  3964. if
  3965. 15@ == 0
  3966. else_jump @NONAME_27650
  3967. if
  3968. Actor.Model(10@) == #ARMY
  3969. else_jump @NONAME_27597
  3970. Actor.GiveWeaponAndAmmo(10@, M4, 1000)
  3971. jump @NONAME_27657
  3972. jump @NONAME_27650
  3973.  
  3974. :NONAME_27597
  3975. if
  3976. Actor.Model(10@) == #FBI
  3977. else_jump @NONAME_27633
  3978. Actor.GiveWeaponAndAmmo(10@, MP5, 1000)
  3979. jump @NONAME_27643
  3980.  
  3981. :NONAME_27633
  3982. Actor.GiveWeaponAndAmmo(10@, Pistol, 1000)
  3983.  
  3984. :NONAME_27643
  3985. jump @NONAME_27657
  3986.  
  3987. :NONAME_27650
  3988. jump @NONAME_27461
  3989.  
  3990. :NONAME_27657
  3991. return
  3992.  
  3993. :NONAME_27659
  3994. wait 0
  3995. 03CF: load_wav 36000 as 1
  3996. 03D0: wav 1 loaded
  3997. else_jump @NONAME_27659
  3998. 03D1: play_wav 1
  3999. return
  4000.  
  4001. :NONAME_27689
  4002. wait 0
  4003. 03D2: wav 1 ended
  4004. else_jump @NONAME_27689
  4005. 040D: unload_wav 1
  4006. return
  4007.  
  4008. :NONAME_27710
  4009. wait 0
  4010. if
  4011. Player.Defined(0)
  4012. else_jump @NONAME_28191
  4013. 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
  4014. if
  4015. not 1@ == -1
  4016. else_jump @NONAME_28191
  4017. if and
  4018. 80E1: not player 0 pressed_key 6
  4019. 0AB0: key_pressed 69
  4020. 00F3: actor $PLAYER_ACTOR near_actor 1@ radius 3.0 3.0 sphere 0 on_foot
  4021. else_jump @NONAME_28191
  4022. 089F: get_actor 1@ pedtype_to 16@
  4023. if and
  4024. not 16@ == 6
  4025. not 16@ == 18
  4026. not 16@ == 19
  4027. else_jump @NONAME_27888
  4028. 15@ = 0
  4029. 29@ = 0
  4030. gosub @NONAME_28198
  4031. gosub @NONAME_28587
  4032. gosub @NONAME_28664
  4033. 33@ = 0
  4034. jump @NONAME_27951
  4035.  
  4036. :NONAME_27888
  4037. 0ACE: show_formatted_text_box "~r~[ERROR]~w~You can't frisk civil service workers."
  4038. jump @NONAME_28191
  4039.  
  4040. :NONAME_27951
  4041. wait 0
  4042. if and
  4043. not Actor.Dead(1@)
  4044. 00F3: actor $PLAYER_ACTOR near_actor 1@ radius 3.0 3.0 sphere 0 on_foot
  4045. else_jump @NONAME_28069
  4046. gosub @NONAME_28223
  4047. if
  4048. 33@ > 5000
  4049. else_jump @NONAME_28062
  4050. 00BE: text_clear_all
  4051. gosub @NONAME_28850
  4052. gosub @NONAME_29817
  4053. 05B9: AS_actor 1@ stay_idle 5000 ms
  4054. gosub @NONAME_30380
  4055. jump @NONAME_28191
  4056. jump @NONAME_28069
  4057.  
  4058. :NONAME_28062
  4059. jump @NONAME_28184
  4060.  
  4061. :NONAME_28069
  4062. 0612: set_actor 1@ animation "handsup" paused 0
  4063. 0575: set_actor 1@ keep_position 0
  4064. Actor.RemoveReferences(1@)
  4065. 0ACE: show_formatted_text_box "~r~[ERROR]~w~The suspect has either died or you're not close enough to him."
  4066. jump @NONAME_28191
  4067.  
  4068. :NONAME_28184
  4069. jump @NONAME_27951
  4070.  
  4071. :NONAME_28191
  4072. jump @NONAME_27710
  4073.  
  4074. :NONAME_28198
  4075. if
  4076. not 0@ == -1
  4077. else_jump @NONAME_28221
  4078. Car.RemoveReferences(0@)
  4079.  
  4080. :NONAME_28221
  4081. return
  4082.  
  4083. :NONAME_28223
  4084. wait 300
  4085. if
  4086. 29@ == 0
  4087. else_jump @NONAME_28277
  4088. 29@ += 1
  4089. 0AD0: show_formatted_text_lowpriority "Frisking." time 320
  4090. jump @NONAME_28585
  4091.  
  4092. :NONAME_28277
  4093. if
  4094. 29@ == 1
  4095. else_jump @NONAME_28327
  4096. 29@ += 1
  4097. 0AD0: show_formatted_text_lowpriority "Frisking.." time 320
  4098. jump @NONAME_28585
  4099.  
  4100. :NONAME_28327
  4101. if
  4102. 29@ == 2
  4103. else_jump @NONAME_28378
  4104. 29@ += 1
  4105. 0AD0: show_formatted_text_lowpriority "Frisking..." time 320
  4106. jump @NONAME_28585
  4107.  
  4108. :NONAME_28378
  4109. if
  4110. 29@ == 3
  4111. else_jump @NONAME_28430
  4112. 29@ += 1
  4113. 0AD0: show_formatted_text_lowpriority "Frisking...." time 320
  4114. jump @NONAME_28585
  4115.  
  4116. :NONAME_28430
  4117. if
  4118. 29@ == 4
  4119. else_jump @NONAME_28483
  4120. 29@ += 1
  4121. 0AD0: show_formatted_text_lowpriority "Frisking....." time 320
  4122. jump @NONAME_28585
  4123.  
  4124. :NONAME_28483
  4125. if
  4126. 29@ == 5
  4127. else_jump @NONAME_28537
  4128. 29@ += 1
  4129. 0AD0: show_formatted_text_lowpriority "Frisking......" time 320
  4130. jump @NONAME_28585
  4131.  
  4132. :NONAME_28537
  4133. if
  4134. 29@ == 6
  4135. else_jump @NONAME_28585
  4136. 29@ = 0
  4137. 0AD0: show_formatted_text_lowpriority "Frisking......." time 320
  4138.  
  4139. :NONAME_28585
  4140. return
  4141.  
  4142. :NONAME_28587
  4143. 02A9: set_actor 1@ immune_to_nonplayer 1
  4144. 048F: actor 1@ remove_weapons
  4145. 060B: set_actor 1@ decision_maker_to 0
  4146. 0812: AS_actor -1 perform_animation "handsup" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  4147. 0612: set_actor 1@ animation "handsup" paused 1
  4148. 0575: set_actor 1@ keep_position 1
  4149. return
  4150.  
  4151. :NONAME_28664
  4152. if or
  4153. 16@ == 4
  4154. 16@ == 5
  4155. else_jump @NONAME_28703
  4156. 14@ = 1
  4157. jump @NONAME_28848
  4158.  
  4159. :NONAME_28703
  4160. if or
  4161. 16@ == 7
  4162. 16@ == 8
  4163. 16@ == 9
  4164. 16@ == 10
  4165. 16@ == 11
  4166. 16@ == 12
  4167. 16@ == 13
  4168. 16@ == 14
  4169. else_jump @NONAME_28784
  4170. 14@ = 4
  4171. jump @NONAME_28848
  4172.  
  4173. :NONAME_28784
  4174. if
  4175. 16@ == 17
  4176. else_jump @NONAME_28816
  4177. 14@ = 2
  4178. jump @NONAME_28848
  4179.  
  4180. :NONAME_28816
  4181. if or
  4182. 16@ == 20
  4183. 16@ == 22
  4184. else_jump @NONAME_28848
  4185. 14@ = 3
  4186.  
  4187. :NONAME_28848
  4188. return
  4189.  
  4190. :NONAME_28850
  4191. if
  4192. 14@ == 1
  4193. else_jump @NONAME_28909
  4194. 0209: 17@ = random_int_in_ranges 1 10
  4195. if
  4196. 17@ == 8
  4197. else_jump @NONAME_28902
  4198. gosub @NONAME_29029
  4199.  
  4200. :NONAME_28902
  4201. jump @NONAME_29027
  4202.  
  4203. :NONAME_28909
  4204. if or
  4205. 14@ == 2
  4206. 14@ == 3
  4207. else_jump @NONAME_28975
  4208. 0209: 17@ = random_int_in_ranges 1 7
  4209. if
  4210. 17@ == 2
  4211. else_jump @NONAME_28968
  4212. gosub @NONAME_29029
  4213.  
  4214. :NONAME_28968
  4215. jump @NONAME_29027
  4216.  
  4217. :NONAME_28975
  4218. if
  4219. 14@ == 4
  4220. else_jump @NONAME_29027
  4221. 0209: 17@ = random_int_in_ranges 1 5
  4222. if
  4223. 17@ == 4
  4224. else_jump @NONAME_29027
  4225. gosub @NONAME_29029
  4226.  
  4227. :NONAME_29027
  4228. return
  4229.  
  4230. :NONAME_29029
  4231. if
  4232. 14@ == 1
  4233. else_jump @NONAME_29222
  4234. 0209: 17@ = random_int_in_ranges 1 4
  4235. if
  4236. 17@ == 1
  4237. else_jump @NONAME_29117
  4238. 15@ = 1
  4239. 26@ = 335
  4240. gosub @NONAME_8681
  4241. Actor.GiveWeaponAndAmmo(1@, Knife, 60)
  4242. Model.Destroy(26@)
  4243. jump @NONAME_29215
  4244.  
  4245. :NONAME_29117
  4246. if
  4247. 17@ == 2
  4248. else_jump @NONAME_29178
  4249. 15@ = 2
  4250. 26@ = 323
  4251. gosub @NONAME_8681
  4252. Actor.GiveWeaponAndAmmo(1@, LongWhiteDildo, 60)
  4253. Model.Destroy(26@)
  4254. jump @NONAME_29215
  4255.  
  4256. :NONAME_29178
  4257. 15@ = 3
  4258. 26@ = 346
  4259. gosub @NONAME_8681
  4260. Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
  4261. Model.Destroy(26@)
  4262.  
  4263. :NONAME_29215
  4264. jump @NONAME_29815
  4265.  
  4266. :NONAME_29222
  4267. if or
  4268. 14@ == 2
  4269. 14@ == 3
  4270. else_jump @NONAME_29423
  4271. 0209: 17@ = random_int_in_ranges 1 4
  4272. if
  4273. 17@ == 1
  4274. else_jump @NONAME_29317
  4275. 15@ = 1
  4276. 26@ = 335
  4277. gosub @NONAME_8681
  4278. Actor.GiveWeaponAndAmmo(1@, Knife, 60)
  4279. Model.Destroy(26@)
  4280. jump @NONAME_29416
  4281.  
  4282. :NONAME_29317
  4283. if
  4284. 17@ == 2
  4285. else_jump @NONAME_29379
  4286. 15@ = 3
  4287. 26@ = 346
  4288. gosub @NONAME_8681
  4289. Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
  4290. Model.Destroy(26@)
  4291. jump @NONAME_29416
  4292.  
  4293. :NONAME_29379
  4294. 15@ = 4
  4295. 26@ = 348
  4296. gosub @NONAME_8681
  4297. Actor.GiveWeaponAndAmmo(1@, DesertEagle, 9999)
  4298. Model.Destroy(26@)
  4299.  
  4300. :NONAME_29416
  4301. jump @NONAME_29815
  4302.  
  4303. :NONAME_29423
  4304. if
  4305. 14@ == 4
  4306. else_jump @NONAME_29815
  4307. 0209: 17@ = random_int_in_ranges 1 7
  4308. if
  4309. 17@ == 1
  4310. else_jump @NONAME_29512
  4311. 15@ = 3
  4312. 26@ = 346
  4313. gosub @NONAME_8681
  4314. Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
  4315. Model.Destroy(26@)
  4316. jump @NONAME_29815
  4317.  
  4318. :NONAME_29512
  4319. if
  4320. 17@ == 2
  4321. else_jump @NONAME_29574
  4322. 15@ = 4
  4323. 26@ = 348
  4324. gosub @NONAME_8681
  4325. Actor.GiveWeaponAndAmmo(1@, DesertEagle, 9999)
  4326. Model.Destroy(26@)
  4327. jump @NONAME_29815
  4328.  
  4329. :NONAME_29574
  4330. if
  4331. 17@ == 3
  4332. else_jump @NONAME_29636
  4333. 15@ = 5
  4334. 26@ = 350
  4335. gosub @NONAME_8681
  4336. Actor.GiveWeaponAndAmmo(1@, Sawnoff, 9999)
  4337. Model.Destroy(26@)
  4338. jump @NONAME_29815
  4339.  
  4340. :NONAME_29636
  4341. if
  4342. 17@ == 4
  4343. else_jump @NONAME_29698
  4344. 15@ = 6
  4345. 26@ = 352
  4346. gosub @NONAME_8681
  4347. Actor.GiveWeaponAndAmmo(1@, MicroUzi, 9999)
  4348. Model.Destroy(26@)
  4349. jump @NONAME_29815
  4350.  
  4351. :NONAME_29698
  4352. if
  4353. 17@ == 5
  4354. else_jump @NONAME_29760
  4355. 15@ = 7
  4356. 26@ = 372
  4357. gosub @NONAME_8681
  4358. Actor.GiveWeaponAndAmmo(1@, Tec9, 9999)
  4359. Model.Destroy(26@)
  4360. jump @NONAME_29815
  4361.  
  4362. :NONAME_29760
  4363. if
  4364. 17@ == 6
  4365. else_jump @NONAME_29815
  4366. 15@ = 8
  4367. 26@ = 355
  4368. gosub @NONAME_8681
  4369. Actor.GiveWeaponAndAmmo(1@, AK47, 9999)
  4370. Model.Destroy(26@)
  4371.  
  4372. :NONAME_29815
  4373. return
  4374.  
  4375. :NONAME_29817
  4376. if
  4377. 15@ == 0
  4378. else_jump @NONAME_29881
  4379. 0ACE: show_formatted_text_box "No weapons were found."
  4380. 0638: AS_actor 1@ stay_put 0
  4381. 05DE: AS_actor 1@ walk_around_ped_path
  4382. jump @NONAME_30378
  4383.  
  4384. :NONAME_29881
  4385. if
  4386. 15@ == 1
  4387. else_jump @NONAME_29940
  4388. 0ACE: show_formatted_text_box "Found a Knife."
  4389. 26@ = 335
  4390. 27@ = 4
  4391. jump @NONAME_30378
  4392.  
  4393. :NONAME_29940
  4394. if
  4395. 15@ == 2
  4396. else_jump @NONAME_30010
  4397. 0ACE: show_formatted_text_box "Found a Long White Dildo."
  4398. 26@ = 323
  4399. 27@ = 12
  4400. jump @NONAME_30378
  4401.  
  4402. :NONAME_30010
  4403. if
  4404. 15@ == 3
  4405. else_jump @NONAME_30070
  4406. 0ACE: show_formatted_text_box "Found a Pistol."
  4407. 26@ = 346
  4408. 27@ = 3
  4409. jump @NONAME_30378
  4410.  
  4411. :NONAME_30070
  4412. if
  4413. 15@ == 4
  4414. else_jump @NONAME_30136
  4415. 0ACE: show_formatted_text_box "Found a Desert Eagle."
  4416. 26@ = 348
  4417. 27@ = 3
  4418. jump @NONAME_30378
  4419.  
  4420. :NONAME_30136
  4421. if
  4422. 15@ == 5
  4423. else_jump @NONAME_30206
  4424. 0ACE: show_formatted_text_box "Found a Sawn Off Shotgun."
  4425. 26@ = 350
  4426. 27@ = 4
  4427. jump @NONAME_30378
  4428.  
  4429. :NONAME_30206
  4430. if
  4431. 15@ == 6
  4432. else_jump @NONAME_30269
  4433. 0ACE: show_formatted_text_box "Found a Micro Uzi."
  4434. 26@ = 352
  4435. 27@ = 5
  4436. jump @NONAME_30378
  4437.  
  4438. :NONAME_30269
  4439. if
  4440. 15@ == 7
  4441. else_jump @NONAME_30327
  4442. 0ACE: show_formatted_text_box "Found a Tec9."
  4443. 26@ = 372
  4444. 27@ = 5
  4445. jump @NONAME_30378
  4446.  
  4447. :NONAME_30327
  4448. if
  4449. 15@ == 8
  4450. else_jump @NONAME_30378
  4451. 0ACE: show_formatted_text_box "Found a AK47."
  4452. 26@ = 355
  4453. 27@ = 6
  4454.  
  4455. :NONAME_30378
  4456. return
  4457.  
  4458. :NONAME_30380
  4459. if
  4460. 0AAB: file_exists "CLEO\IVLM\thwp.lm"
  4461. else_jump @NONAME_30460
  4462. 0812: AS_actor 1@ perform_animation "DAM_armR_frmBK" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
  4463. jump @NONAME_30531
  4464.  
  4465. :NONAME_30460
  4466. 01B9: set_actor 1@ armed_weapon_to 0
  4467. gosub @NONAME_8681
  4468. 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset 3.0 0.0 0.0
  4469. 032B: 0@ = create_weapon_pickup 26@ type 27@ ammo 9999 at 22@ 23@ 24@
  4470. Model.Destroy(26@)
  4471.  
  4472. :NONAME_30531
  4473. return
  4474. 19@ = 0
  4475. 20@ = 0
  4476. $ONMISSION = 1
  4477.  
  4478. :NONAME_30554
  4479. wait 0
  4480. 0@ = -1
  4481. gosub @NONAME_31290
  4482. 073E: get_car_in_sphere 27@ 28@ 29@ radius 50.0 model -1 handle_as 0@
  4483. if
  4484. not 0@ == -1
  4485. else_jump @NONAME_31283
  4486. 046C: 1@ = car 0@ driver
  4487. wait 50
  4488. if and
  4489. not 1@ == -1
  4490. not Actor.InCar($PLAYER_ACTOR, 0@)
  4491. 8975: not car 0@ emergency_vehicle
  4492. else_jump @NONAME_31283
  4493. if
  4494. 80F4: not actor 1@ near_actor $PLAYER_ACTOR radius 75.0 75.0 0 in_car
  4495. else_jump @NONAME_31283
  4496. gosub @NONAME_31626
  4497. 018C: play_sound 1052 at 0.0 0.0 0.0
  4498. 0AD0: show_formatted_text_lowpriority "Pursue the ~r~suspect" time 2000
  4499. 2@ = Marker.CreateAboveActor(1@)
  4500. Car.SetToPsychoDriver(0@)
  4501. Car.SetMaxSpeed(0@, 40.0)
  4502. 00AE: set_car 0@ traffic_behaviour_to 2
  4503.  
  4504. :NONAME_30771
  4505. wait 0
  4506. if
  4507. not Actor.Dead(1@)
  4508. else_jump @NONAME_31200
  4509. gosub @NONAME_32056
  4510. gosub @NONAME_31580
  4511. if
  4512. 0741: actor 1@ busted
  4513. else_jump @NONAME_30968
  4514. Marker.Disable(2@)
  4515. 0952: load_soundtrack 12
  4516. 0954: start_playing_loaded_soundtrack
  4517. 0ACF: show_formatted_styled_text "~g~Suspect Busted" time 100 style 1
  4518. wait 5000
  4519. Player.CanMove($PLAYER_CHAR) = False
  4520. fade 0 1000
  4521. gosub @NONAME_8704
  4522. Actor.StorePos(1@, 27@, 28@, 29@)
  4523. Actor.DestroyInstantly(1@)
  4524. Car.Destroy(0@)
  4525. 0395: clear_area 3 at 27@ 28@ 29@ radius 20.0
  4526. wait 1000
  4527. fade 1 1000
  4528. gosub @NONAME_8704
  4529. Player.CanMove($PLAYER_CHAR) = True
  4530. $ONMISSION = 0
  4531. end_thread
  4532. jump @NONAME_31193
  4533.  
  4534. :NONAME_30968
  4535. if and
  4536. 20@ == 0
  4537. 0AB0: key_pressed 117
  4538. else_jump @NONAME_31056
  4539. 20@ = 1
  4540. 0ACE: show_formatted_text_box "Police assistance en-route"
  4541. 0AB1: call_scm_func @NONAME_12369 3 -32095 0@ 1@
  4542. jump @NONAME_31193
  4543.  
  4544. :NONAME_31056
  4545. if and
  4546. 19@ == 0
  4547. 80F2: not actor $PLAYER_ACTOR near_actor 1@ radius 175.0 175.0 0
  4548. 8364: not actor $PLAYER_ACTOR spotted_actor 1@
  4549. else_jump @NONAME_31193
  4550. Marker.Disable(2@)
  4551. 018C: play_sound 1052 at 0.0 0.0 0.0
  4552. 0AD0: show_formatted_text_lowpriority "You've lost visual with the ~r~suspect." time 2000
  4553. wait 3000
  4554. 33@ = 0
  4555. gosub @NONAME_31347
  4556.  
  4557. :NONAME_31193
  4558. jump @NONAME_31276
  4559.  
  4560. :NONAME_31200
  4561. Marker.Disable(2@)
  4562. Car.RemoveReferences(0@)
  4563. Actor.RemoveReferences(1@)
  4564. 0952: load_soundtrack 12
  4565. 0954: start_playing_loaded_soundtrack
  4566. 0AD0: show_formatted_text_lowpriority "The ~r~suspect ~w~has been taken down." time 2000
  4567. $ONMISSION = 0
  4568. end_thread
  4569.  
  4570. :NONAME_31276
  4571. jump @NONAME_30771
  4572.  
  4573. :NONAME_31283
  4574. jump @NONAME_30554
  4575.  
  4576. :NONAME_31290
  4577. 0208: 27@ = random_float_in_ranges -120.0 120.0
  4578. 0208: 28@ = random_float_in_ranges -120.0 120.0
  4579. 04C4: store_coords_to 27@ 28@ 29@ from_actor $PLAYER_ACTOR with_offset 27@ 28@ 0.0
  4580. return
  4581.  
  4582. :NONAME_31347
  4583. wait 0
  4584. if
  4585. 12000 > 33@
  4586. else_jump @NONAME_31499
  4587. if
  4588. 0364: actor $PLAYER_ACTOR spotted_actor 1@
  4589. else_jump @NONAME_31430
  4590. 0AD0: show_formatted_text_lowpriority "You spotted the ~r~suspect" time 2000
  4591. jump @NONAME_31468
  4592.  
  4593. :NONAME_31430
  4594. if
  4595. 0AB1: call_scm_func @NONAME_31811 1 1@
  4596. else_jump @NONAME_31461
  4597. jump @NONAME_31468
  4598.  
  4599. :NONAME_31461
  4600. jump @NONAME_31573
  4601.  
  4602. :NONAME_31468
  4603. 2@ = Marker.CreateAboveActor(1@)
  4604. 19@ = 1
  4605. 33@ = 0
  4606. return
  4607. jump @NONAME_31573
  4608.  
  4609. :NONAME_31499
  4610. 018C: play_sound 1052 at 0.0 0.0 0.0
  4611. 0AD0: show_formatted_text_lowpriority "The ~r~suspect ~w~has gotten away." time 2000
  4612. Car.RemoveReferences(0@)
  4613. Actor.RemoveReferences(1@)
  4614. end_thread
  4615.  
  4616. :NONAME_31573
  4617. jump @NONAME_31347
  4618.  
  4619. :NONAME_31580
  4620. if
  4621. 19@ == 1
  4622. else_jump @NONAME_31624
  4623. if
  4624. 33@ > 10000
  4625. else_jump @NONAME_31624
  4626. 19@ = 0
  4627.  
  4628. :NONAME_31624
  4629. return
  4630.  
  4631. :NONAME_31626
  4632. 0665: get_actor 1@ model_to 21@
  4633. 089F: get_actor 1@ pedtype_to 18@
  4634. 0362: remove_actor 1@ from_car_and_place_at 3000.0 3000.0 3000.0
  4635. Actor.DestroyInstantly(1@)
  4636. 03F3: get_car 0@ primary_color_to 22@ secondary_color_to 23@
  4637. 24@ = Car.Angle(0@)
  4638. 25@ = Car.Health(0@)
  4639. 26@ = Car.Model(0@)
  4640. Car.StorePos(0@, 27@, 28@, 29@)
  4641. Car.Destroy(0@)
  4642. wait 10
  4643. 0@ = Car.Create(26@, 27@, 28@, 29@)
  4644. Car.Angle(0@) = 24@
  4645. Car.Health(0@) = 25@
  4646. 0229: set_car 0@ primary_color_to 22@ secondary_color_to 23@
  4647. 1@ = Actor.CreateAsDriver(18@, 21@, 0@)
  4648. 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
  4649. 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  4650. Actor.Health(1@) = 300
  4651. return
  4652.  
  4653. :NONAME_31811
  4654. wait 0
  4655. Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
  4656. if
  4657. 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
  4658. else_jump @NONAME_32047
  4659.  
  4660. :NONAME_31863
  4661. 089F: get_actor 30@ pedtype_to 15@
  4662. if
  4663. 15@ == 6
  4664. else_jump @NONAME_32017
  4665. if
  4666. 0364: actor 30@ spotted_actor 0@
  4667. else_jump @NONAME_32010
  4668. 018C: play_sound 1052 at 0.0 0.0 0.0
  4669. 0AD0: show_formatted_text_lowpriority "A fellow officer has reported visual contact with the ~r~suspect." time 2000
  4670. 0485: return_true
  4671. jump @NONAME_32012
  4672.  
  4673. :NONAME_32010
  4674. 059A: return_false
  4675.  
  4676. :NONAME_32012
  4677. 0AB2: ret 0
  4678.  
  4679. :NONAME_32017
  4680. 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
  4681. else_jump @NONAME_31863
  4682.  
  4683. :NONAME_32047
  4684. return
  4685. jump @NONAME_31811
  4686.  
  4687. :NONAME_32056
  4688. 26@ = 346
  4689. gosub @NONAME_8681
  4690. Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
  4691. 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
  4692. Model.Destroy(26@)
  4693. return
  4694.  
  4695. :NONAME_32095
  4696. wait 0
  4697. if or
  4698. Actor.Dead(1@)
  4699. 0741: actor 1@ busted
  4700. 856D: not actor 1@ defined
  4701. else_jump @NONAME_32134
  4702. end_thread
  4703. jump @NONAME_32305
  4704.  
  4705. :NONAME_32134
  4706. Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
  4707. if
  4708. 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
  4709. else_jump @NONAME_32305
  4710.  
  4711. :NONAME_32182
  4712. 089F: get_actor 30@ pedtype_to 15@
  4713. if
  4714. 15@ == 6
  4715. else_jump @NONAME_32275
  4716. if or
  4717. 02D8: actor 30@ current_weapon == 22
  4718. 02D8: actor 30@ current_weapon == 25
  4719. 02D8: actor 30@ current_weapon == 28
  4720. 02D8: actor 30@ current_weapon == 29
  4721. 02D8: actor 30@ current_weapon == 31
  4722. else_jump @NONAME_32261
  4723. jump @NONAME_32275
  4724.  
  4725. :NONAME_32261
  4726. gosub @NONAME_32319
  4727. jump @NONAME_32275
  4728.  
  4729. :NONAME_32275
  4730. 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
  4731. else_jump @NONAME_32182
  4732.  
  4733. :NONAME_32305
  4734. jump @NONAME_32312
  4735.  
  4736. :NONAME_32312
  4737. jump @NONAME_32095
  4738.  
  4739. :NONAME_32319
  4740. if
  4741. Actor.Driving(30@)
  4742. else_jump @NONAME_32488
  4743. 0811: 20@ = actor 30@ used_car
  4744. if and
  4745. 00F4: actor 30@ near_actor 1@ radius 25.0 25.0 0 in_car
  4746. 01C1: car 0@ stopped
  4747. else_jump @NONAME_32415
  4748. Car.SetDriverBehaviour(20@, Nowhere)
  4749. gosub @NONAME_32512
  4750. Actor.WeaponAccuracy(30@) = 80
  4751. 06E4: AS_actor 30@ attempt_to_bust_actor 1@
  4752. jump @NONAME_32481
  4753.  
  4754. :NONAME_32415
  4755. 060B: set_actor 30@ decision_maker_to 32
  4756. 067F: set_car 20@ lights 2
  4757. 0397: enable_car 20@ siren 1
  4758. 00AE: set_car 20@ traffic_behaviour_to 2
  4759. Car.SetMaxSpeed(20@, 35.0)
  4760. Actor.StorePos(1@, 22@, 23@, 24@)
  4761. Car.DriveTo(20@, 22@, 23@, 24@)
  4762.  
  4763. :NONAME_32481
  4764. jump @NONAME_32510
  4765.  
  4766. :NONAME_32488
  4767. gosub @NONAME_32512
  4768. Actor.WeaponAccuracy(30@) = 80
  4769. 06E4: AS_actor 30@ attempt_to_bust_actor 1@
  4770.  
  4771. :NONAME_32510
  4772. return
  4773.  
  4774. :NONAME_32512
  4775. if
  4776. Actor.Model(30@) == #ARMY
  4777. else_jump @NONAME_32548
  4778. Actor.GiveWeaponAndAmmo(30@, M4, 9999)
  4779. jump @NONAME_32594
  4780.  
  4781. :NONAME_32548
  4782. if
  4783. Actor.Model(30@) == #FBI
  4784. else_jump @NONAME_32584
  4785. Actor.GiveWeaponAndAmmo(30@, MP5, 9999)
  4786. jump @NONAME_32594
  4787.  
  4788. :NONAME_32584
  4789. Actor.GiveWeaponAndAmmo(30@, Pistol, 9999)
  4790.  
  4791. :NONAME_32594
  4792. return
  4793. $ONMISSION = 1
  4794. 30@ = 0
  4795. 018C: play_sound 1052 at 0.0 0.0 0.0
  4796. 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
  4797. 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 0@ 1@ 2@
  4798. 0167: 5@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
  4799. Marker.SetColor(5@, 4)
  4800. Marker.SetIconSize(5@, 3)
  4801.  
  4802. :NONAME_32715
  4803. wait 0
  4804. if and
  4805. 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 250.0 250.0
  4806. 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
  4807. else_jump @NONAME_33176
  4808. Marker.Disable(5@)
  4809. 0209: 26@ = random_int_in_ranges 102 105
  4810. gosub @NONAME_8681
  4811. 1@ = Actor.Create(Criminal, 26@, 22@, 23@, 24@)
  4812. Model.Destroy(26@)
  4813. 11@ = Marker.CreateAboveActor(1@)
  4814. 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset 1.0 3.0 1.0
  4815. wait 10
  4816. 0209: 26@ = random_int_in_ranges 102 105
  4817. gosub @NONAME_8681
  4818. 2@ = Actor.Create(Criminal, 26@, 22@, 23@, 24@)
  4819. Model.Destroy(26@)
  4820. 12@ = Marker.CreateAboveActor(2@)
  4821. gosub @NONAME_33183
  4822. gosub @NONAME_33277
  4823. 018C: play_sound 1052 at 0.0 0.0 0.0
  4824. 0ACE: show_formatted_text_box "Press F6 to call for backup."
  4825.  
  4826. :NONAME_32970
  4827. wait 0
  4828. gosub @NONAME_9534
  4829. if and
  4830. 1@ == -1
  4831. 2@ == -1
  4832. else_jump @NONAME_33068
  4833. $ONMISSION = 0
  4834. 0952: load_soundtrack 12
  4835. 0954: start_playing_loaded_soundtrack
  4836. 0AD0: show_formatted_text_lowpriority "~r~Suspects ~w~taken down" time 3000
  4837. $ONMISSION = 0
  4838. end_thread
  4839. jump @NONAME_33169
  4840.  
  4841. :NONAME_33068
  4842. if and
  4843. 30@ == 0
  4844. 0AB0: key_pressed 117
  4845. else_jump @NONAME_33169
  4846. 30@ = 1
  4847. 018C: play_sound 1052 at 0.0 0.0 0.0
  4848. 0ACE: show_formatted_text_box "Police assistance en-route"
  4849. 0AB1: call_scm_func @NONAME_12369 3 -33357 1@ 2@
  4850.  
  4851. :NONAME_33169
  4852. jump @NONAME_32970
  4853.  
  4854. :NONAME_33176
  4855. jump @NONAME_32715
  4856.  
  4857. :NONAME_33183
  4858. Actor.Health(1@) = 300
  4859. 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  4860. 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
  4861. 060B: set_actor 1@ decision_maker_to 3
  4862. 05E2: AS_actor 1@ kill_actor -1
  4863. 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
  4864. Actor.Health(2@) = 300
  4865. 077A: set_actor 2@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  4866. 07DD: set_actor 2@ attack_rate 100 // previously known as temper_to
  4867. 060B: set_actor 2@ decision_maker_to 3
  4868. 05E2: AS_actor 2@ kill_actor -1
  4869. 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
  4870. return
  4871.  
  4872. :NONAME_33277
  4873. 26@ = 346
  4874. gosub @NONAME_8681
  4875. Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
  4876. 081A: set_actor 1@ weapon_skill_to 2
  4877. Model.Destroy(26@)
  4878. wait 10
  4879. 26@ = 348
  4880. gosub @NONAME_8681
  4881. Actor.GiveWeaponAndAmmo(2@, DesertEagle, 9999)
  4882. 081A: set_actor 2@ weapon_skill_to 2
  4883. Model.Destroy(26@)
  4884. return
  4885.  
  4886. :NONAME_33357
  4887. wait 0
  4888. if and
  4889. Actor.Dead(0@)
  4890. Actor.Dead(1@)
  4891. else_jump @NONAME_33391
  4892. end_thread
  4893. jump @NONAME_33407
  4894.  
  4895. :NONAME_33391
  4896. 0AB1: call_scm_func @NONAME_11188 2 0@ 1@
  4897.  
  4898. :NONAME_33407
  4899. jump @NONAME_33357
  4900. $ONMISSION = 1
  4901. 30@ = 0
  4902. 018C: play_sound 1052 at 0.0 0.0 0.0
  4903. 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
  4904. 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 0@ 1@ 2@
  4905. 0167: 15@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
  4906. Marker.SetColor(15@, 4)
  4907. Marker.SetIconSize(15@, 3)
  4908.  
  4909. :NONAME_33533
  4910. wait 0
  4911. if and
  4912. 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 250.0 250.0
  4913. 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
  4914. else_jump @NONAME_34280
  4915. 0376: 10@ = create_random_actor_at 22@ 23@ 24@
  4916. 060B: set_actor 10@ decision_maker_to 32
  4917. 0208: 17@ = random_float_in_ranges 0.0 360.0
  4918. Actor.Angle(10@) = 17@
  4919. 26@ = 346
  4920. gosub @NONAME_8681
  4921. Actor.GiveWeaponAndAmmo(10@, Pistol, 9999)
  4922. 060B: set_actor 10@ decision_maker_to 0
  4923. 07DD: set_actor 10@ attack_rate 0 // previously known as temper_to
  4924. Model.Destroy(26@)
  4925.  
  4926. :NONAME_33675
  4927. not Actor.Dead(10@)
  4928. else_jump @NONAME_34264
  4929. wait 0
  4930. if
  4931. 0364: actor $PLAYER_ACTOR spotted_actor 10@
  4932. else_jump @NONAME_34257
  4933. Marker.Disable(15@)
  4934. 15@ = Marker.CreateAboveActor(10@)
  4935.  
  4936. :NONAME_33723
  4937. not Actor.Dead(10@)
  4938. else_jump @NONAME_34241
  4939. wait 0
  4940. if
  4941. 00F3: actor $PLAYER_ACTOR near_actor 10@ radius 25.0 25.0 sphere 0 on_foot
  4942. else_jump @NONAME_34234
  4943. 018C: play_sound 1052 at 0.0 0.0 0.0
  4944. 0AD0: show_formatted_text_lowpriority "Hold the ~r~suspect ~w~at gunpoint" time 2000
  4945.  
  4946. :NONAME_33832
  4947. not Actor.Dead(10@)
  4948. else_jump @NONAME_34218
  4949. wait 0
  4950. if and
  4951. 0457: player $PLAYER_CHAR aiming_at_actor 10@
  4952. 00F3: actor $PLAYER_ACTOR near_actor 10@ radius 25.0 25.0 sphere 0 on_foot
  4953. else_jump @NONAME_34211
  4954. 018C: play_sound 1052 at 0.0 0.0 0.0
  4955. 0AD0: show_formatted_text_lowpriority "Press ~k~~CONVERSATION_YES~ to reason or ~k~~CONVERSATION_NO~ to threaten the suspect" time 2000
  4956. 0209: 18@ = random_int_in_ranges 1 3
  4957. 0A1D: AS_actor 10@ rotate_to_and_look_at_actor $PLAYER_ACTOR
  4958. 0575: set_actor 10@ keep_position 1
  4959.  
  4960. :NONAME_34024
  4961. not Actor.Dead(10@)
  4962. else_jump @NONAME_34195
  4963. gosub @NONAME_11579
  4964. wait 0
  4965. if
  4966. 00E1: player 0 pressed_key 11
  4967. else_jump @NONAME_34121
  4968. 018C: play_sound 1052 at 0.0 0.0 0.0
  4969. 0AD0: show_formatted_text_lowpriority "Reason" time 1000
  4970. gosub @NONAME_34382
  4971. 0209: 17@ = random_int_in_ranges -1 3
  4972. jump @NONAME_34188
  4973.  
  4974. :NONAME_34121
  4975. if
  4976. 00E1: player 0 pressed_key 10
  4977. else_jump @NONAME_34188
  4978. 018C: play_sound 1052 at 0.0 0.0 0.0
  4979. 0AD0: show_formatted_text_lowpriority "Threat" time 1000
  4980. 0209: 17@ = random_int_in_ranges -2 2
  4981. gosub @NONAME_34382
  4982.  
  4983. :NONAME_34188
  4984. jump @NONAME_34024
  4985.  
  4986. :NONAME_34195
  4987. gosub @NONAME_34287
  4988. $ONMISSION = 0
  4989. end_thread
  4990.  
  4991. :NONAME_34211
  4992. jump @NONAME_33832
  4993.  
  4994. :NONAME_34218
  4995. gosub @NONAME_34287
  4996. $ONMISSION = 0
  4997. end_thread
  4998.  
  4999. :NONAME_34234
  5000. jump @NONAME_33723
  5001.  
  5002. :NONAME_34241
  5003. gosub @NONAME_34287
  5004. $ONMISSION = 0
  5005. end_thread
  5006.  
  5007. :NONAME_34257
  5008. jump @NONAME_33675
  5009.  
  5010. :NONAME_34264
  5011. gosub @NONAME_34287
  5012. $ONMISSION = 0
  5013. end_thread
  5014.  
  5015. :NONAME_34280
  5016. jump @NONAME_33533
  5017.  
  5018. :NONAME_34287
  5019. 05BE: AS_actor 10@ die
  5020. Marker.Disable(15@)
  5021. Actor.RemoveReferences(10@)
  5022. 018C: play_sound 1052 at 0.0 0.0 0.0
  5023. 0ACF: show_formatted_styled_text "~r~MISSION FAILED" time 1000 style 1
  5024. 0AD0: show_formatted_text_lowpriority "~w~The suspect has died" time 3000
  5025. return
  5026.  
  5027. :NONAME_34382
  5028. 005A: 18@ += 17@ // (int)
  5029. gosub @NONAME_34399
  5030. return
  5031.  
  5032. :NONAME_34399
  5033. wait 1000
  5034. 30@ = 1
  5035. if
  5036. 1 > 18@
  5037. else_jump @NONAME_34445
  5038. gosub @NONAME_34287
  5039. end_thread
  5040. jump @NONAME_34876
  5041.  
  5042. :NONAME_34445
  5043. if or
  5044. 18@ == 1
  5045. 18@ == 2
  5046. else_jump @NONAME_34536
  5047. 018C: play_sound 1052 at 0.0 0.0 0.0
  5048. 0AD0: show_formatted_text_lowpriority "Condition: ~r~Bad" time 1000
  5049. 05AA: 25@s = 'BMBTH_3' // @s = 'short'
  5050. jump @NONAME_34876
  5051.  
  5052. :NONAME_34536
  5053. if or
  5054. 18@ == 3
  5055. 18@ == 4
  5056. else_jump @NONAME_34630
  5057. 018C: play_sound 1052 at 0.0 0.0 0.0
  5058. 0AD0: show_formatted_text_lowpriority "Condition: ~y~Stable" time 1000
  5059. 05AA: 25@s = 'BMBTH_2' // @s = 'short'
  5060. jump @NONAME_34876
  5061.  
  5062. :NONAME_34630
  5063. if or
  5064. 29@ == 5
  5065. 29@ == 6
  5066. else_jump @NONAME_34722
  5067. 018C: play_sound 1052 at 0.0 0.0 0.0
  5068. 0AD0: show_formatted_text_lowpriority "Condition: ~g~Good" time 1000
  5069. 05AA: 25@s = 'BMBTH_1' // @s = 'short'
  5070. jump @NONAME_34876
  5071.  
  5072. :NONAME_34722
  5073. if
  5074. 18@ > 6
  5075. else_jump @NONAME_34876
  5076. Player.CanMove($PLAYER_CHAR) = False
  5077. Marker.Disable(15@)
  5078. 01B9: set_actor 10@ armed_weapon_to 0
  5079. 0638: AS_actor 10@ stay_put 1
  5080. 05C4: AS_actor 10@ hands_up -1 ms
  5081. 0952: load_soundtrack 12
  5082. 0954: start_playing_loaded_soundtrack
  5083. 0AD0: show_formatted_text_lowpriority "The ~r~suspect ~w~surrendered." time 1000
  5084. wait 5000
  5085. fade 0 1000
  5086. gosub @NONAME_8704
  5087. Actor.DestroyInstantly(10@)
  5088. wait 1000
  5089. fade 1 1000
  5090. gosub @NONAME_8704
  5091. Player.CanMove($PLAYER_CHAR) = True
  5092. $ONMISSION = 0
  5093. end_thread
  5094.  
  5095. :NONAME_34876
  5096. return
  5097. $ONMISSION = 1
  5098. 018C: play_sound 1052 at 0.0 0.0 0.0
  5099. 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
  5100. 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 0@ 1@ 2@
  5101. 0167: 5@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
  5102. Marker.SetColor(5@, 4)
  5103. Marker.SetIconSize(5@, 3)
  5104.  
  5105. :NONAME_34990
  5106. wait 0
  5107. if and
  5108. 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 250.0 250.0
  5109. 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
  5110. else_jump @NONAME_35573
  5111. 30@ = 0
  5112. 0376: 1@ = create_random_actor_at 22@ 23@ 24@
  5113. 0433: set_actor 1@ criminal_flag 1
  5114. 26@ = 346
  5115. Actor.GiveWeaponAndAmmo(1@, Pistol, 99999)
  5116. 060B: set_actor 1@ decision_maker_to 32
  5117. Model.Destroy(26@)
  5118.  
  5119. :NONAME_35104
  5120. not Actor.Dead(1@)
  5121. else_jump @NONAME_35557
  5122. wait 0
  5123. if
  5124. 0364: actor $PLAYER_ACTOR spotted_actor 1@
  5125. else_jump @NONAME_35550
  5126. Marker.Disable(5@)
  5127. 5@ = Marker.CreateAboveActor(1@)
  5128. Actor.SetWalkStyle(1@, "PLAYER")
  5129. 05DD: AS_actor 1@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit -1
  5130. 018C: play_sound 1052 at 0.0 0.0 0.0
  5131. 0AD0: show_formatted_text_lowpriority "Chase down the ~r~suspect" time 1000
  5132.  
  5133. :NONAME_35233
  5134. wait 0
  5135. if and
  5136. 00F3: actor $PLAYER_ACTOR near_actor 1@ radius 25.0 25.0 sphere 0 on_foot
  5137. 0457: player $PLAYER_CHAR aiming_at_actor 1@
  5138. else_jump @NONAME_35392
  5139. Marker.Disable(5@)
  5140. 0638: AS_actor 1@ stay_put 1
  5141. 05C4: AS_actor 1@ hands_up -1 ms
  5142. 0952: load_soundtrack 12
  5143. 0954: start_playing_loaded_soundtrack
  5144. 0AD0: show_formatted_text_lowpriority "Suspect Apprehended" time 2000
  5145. wait 4000
  5146. Player.CanMove($PLAYER_CHAR) = False
  5147. fade 0 1000
  5148. gosub @NONAME_8704
  5149. Actor.DestroyInstantly(1@)
  5150. wait 1000
  5151. fade 1 1000
  5152. gosub @NONAME_8704
  5153. Player.CanMove($PLAYER_CHAR) = True
  5154. jump @NONAME_35534
  5155.  
  5156. :NONAME_35392
  5157. if
  5158. Actor.Dead(1@)
  5159. else_jump @NONAME_35422
  5160. gosub @NONAME_35580
  5161. jump @NONAME_35534
  5162.  
  5163. :NONAME_35422
  5164. if and
  5165. 30@ == 0
  5166. 0AB0: key_pressed 117
  5167. else_jump @NONAME_35527
  5168. 30@ = 1
  5169. 018C: play_sound 1052 at 0.0 0.0 0.0
  5170. 0ACE: show_formatted_text_box "Police assistance en-route"
  5171. 0AB1: call_scm_func @NONAME_12369 2 -35630 1@
  5172. jump @NONAME_35543
  5173.  
  5174. :NONAME_35527
  5175. jump @NONAME_35543
  5176.  
  5177. :NONAME_35534
  5178. $ONMISSION = 0
  5179. end_thread
  5180.  
  5181. :NONAME_35543
  5182. jump @NONAME_35233
  5183.  
  5184. :NONAME_35550
  5185. jump @NONAME_35104
  5186.  
  5187. :NONAME_35557
  5188. gosub @NONAME_35580
  5189. $ONMISSION = 0
  5190. end_thread
  5191.  
  5192. :NONAME_35573
  5193. jump @NONAME_34990
  5194.  
  5195. :NONAME_35580
  5196. Marker.Disable(5@)
  5197. Actor.RemoveReferences(1@)
  5198. 0AD0: show_formatted_text_lowpriority "~r~Suspect ~w~taken down" time 2000
  5199. 0952: load_soundtrack 12
  5200. 0954: start_playing_loaded_soundtrack
  5201. return
  5202.  
  5203. :NONAME_35630
  5204. wait 0
  5205. if
  5206. Actor.Dead(0@)
  5207. else_jump @NONAME_35659
  5208. end_thread
  5209. jump @NONAME_35672
  5210.  
  5211. :NONAME_35659
  5212. 0AB1: call_scm_func @NONAME_11188 1 0@
  5213.  
  5214. :NONAME_35672
  5215. jump @NONAME_35630
  5216. $ONMISSION = 1
  5217. 30@ = 0
  5218. 018C: play_sound 1052 at 0.0 0.0 0.0
  5219. 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
  5220. 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 0@ 1@ 2@
  5221. 0167: 5@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
  5222. Marker.SetColor(5@, 4)
  5223. Marker.SetIconSize(5@, 3)
  5224.  
  5225. :NONAME_35798
  5226. wait 0
  5227. if and
  5228. 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 250.0 250.0
  5229. 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
  5230. else_jump @NONAME_37138
  5231. gosub @NONAME_37145
  5232. gosub @NONAME_8681
  5233. 0208: 17@ = random_float_in_ranges 0.0 360.0
  5234. 1@ = Car.Create(26@, 22@, 23@, 24@)
  5235. Car.Angle(1@) = 17@
  5236. 0208: 22@ = random_float_in_ranges -20.0 20.0
  5237. 0208: 23@ = random_float_in_ranges -20.0 20.0
  5238. Model.Destroy(26@)
  5239. wait 10
  5240. gosub @NONAME_37145
  5241. gosub @NONAME_8681
  5242. 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 22@ 23@ 0.0
  5243. 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 22@ 23@ 24@
  5244. 0208: 17@ = random_float_in_ranges 0.0 360.0
  5245. 2@ = Car.Create(26@, 22@, 23@, 24@)
  5246. Car.Angle(2@) = 17@
  5247. Model.Destroy(26@)
  5248. if
  5249. 89CB: not vehicle 1@ colliding_with_vehicle 2@
  5250. else_jump @NONAME_36196
  5251. 0560: create_random_actor_in_car 1@ handle_as 3@
  5252. 0560: create_random_actor_in_car 2@ handle_as 4@
  5253. 0209: 17@ = random_int_in_ranges 400 600
  5254. Car.Health(1@) = 17@
  5255. 0209: 17@ = random_int_in_ranges 400 600
  5256. Car.Health(2@) = 17@
  5257. Car.SetImmunities(1@, 1, 1, 1, 1, 1)
  5258. Car.SetImmunities(2@, 1, 1, 1, 1, 1)
  5259. Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
  5260. Actor.SetImmunities(4@, 1, 1, 1, 1, 1)
  5261. 22@ = 0
  5262. jump @NONAME_36213
  5263.  
  5264. :NONAME_36196
  5265. Car.Destroy(1@)
  5266. Car.Destroy(2@)
  5267. jump @NONAME_37138
  5268.  
  5269. :NONAME_36213
  5270. wait 0
  5271. if or
  5272. 0202: actor $PLAYER_ACTOR near_car 1@ radius 70.0 70.0 sphere 0
  5273. 0202: actor $PLAYER_ACTOR near_car 2@ radius 70.0 70.0 sphere 0
  5274. else_jump @NONAME_37131
  5275. gosub @NONAME_37393
  5276. 0209: 27@ = random_int_in_ranges 10000 20000
  5277. 33@ = 0
  5278.  
  5279. :NONAME_36293
  5280. 0202: actor $PLAYER_ACTOR near_car 1@ radius 80.0 80.0 sphere 0
  5281. else_jump @NONAME_37082
  5282. wait 0
  5283. if
  5284. 001D: 33@ > 27@ // (int)
  5285. else_jump @NONAME_37075
  5286. 20@ = 0
  5287. 26@ = 416
  5288. gosub @NONAME_8681
  5289. 0208: 22@ = random_float_in_ranges 50.0 75.0
  5290. 0208: 23@ = random_float_in_ranges 50.0 75.0
  5291. 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 22@ 23@ 0.0
  5292. 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 22@ 23@ 24@
  5293. 10@ = Car.Create(26@, 22@, 23@, 24@)
  5294. Car.SetImmunities(10@, 1, 1, 1, 1, 1)
  5295. Car.SetMaxSpeed(10@, 30.0)
  5296. 0397: enable_car 10@ siren 1
  5297. 067F: set_car 10@ lights 2
  5298. 00AE: set_car 10@ traffic_behaviour_to 2
  5299. Car.StorePos(1@, 22@, 23@, 24@)
  5300. Car.DriveTo(10@, 22@, 23@, 24@)
  5301. Model.Destroy(26@)
  5302. wait 10
  5303. 0209: 26@ = random_int_in_ranges 274 277
  5304. gosub @NONAME_8681
  5305. 11@ = Actor.CreateAsDriver(Mission1, 26@, 10@)
  5306. 12@ = Actor.CreateAsPassenger(Mission1, 26@, 10@, -1)
  5307. Actor.SetImmunities(11@, 1, 1, 1, 1, 1)
  5308. Actor.SetImmunities(12@, 1, 1, 1, 1, 1)
  5309. Model.Destroy(26@)
  5310. wait 10
  5311. 21@ = 0
  5312. 26@ = 407
  5313. gosub @NONAME_8681
  5314. 0208: 22@ = random_float_in_ranges 50.0 75.0
  5315. 0208: 23@ = random_float_in_ranges 50.0 75.0
  5316. 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 22@ 23@ 0.0
  5317. 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 22@ 23@ 24@
  5318. 13@ = Car.Create(26@, 22@, 23@, 24@)
  5319. Car.SetImmunities(13@, 1, 1, 1, 1, 1)
  5320. Car.SetMaxSpeed(13@, 30.0)
  5321. 0397: enable_car 13@ siren 1
  5322. 067F: set_car 13@ lights 2
  5323. 00AE: set_car 13@ traffic_behaviour_to 2
  5324. Car.StorePos(1@, 22@, 23@, 24@)
  5325. Car.DriveTo(13@, 22@, 23@, 24@)
  5326. Model.Destroy(26@)
  5327. wait 10
  5328. 0209: 26@ = random_int_in_ranges 277 280
  5329. gosub @NONAME_8681
  5330. 14@ = Actor.CreateAsDriver(Mission1, 26@, 13@)
  5331. 15@ = Actor.CreateAsPassenger(Mission1, 26@, 13@, -1)
  5332. Actor.SetImmunities(14@, 1, 1, 1, 1, 1)
  5333. Actor.SetImmunities(15@, 1, 1, 1, 1, 1)
  5334. Model.Destroy(26@)
  5335. 33@ = 0
  5336.  
  5337. :NONAME_36910
  5338. wait 0
  5339. gosub @NONAME_37195
  5340. gosub @NONAME_37487
  5341. if and
  5342. 20@ == 1
  5343. 21@ == 1
  5344. else_jump @NONAME_37068
  5345. wait 6000
  5346. Marker.Disable(5@)
  5347. 0952: load_soundtrack 12
  5348. 0954: start_playing_loaded_soundtrack
  5349. 0ACE: show_formatted_text_box "Good job on assisting paramedics."
  5350. wait 6000
  5351. Player.CanMove($PLAYER_CHAR) = False
  5352. fade 0 1000
  5353. gosub @NONAME_8704
  5354. gosub @NONAME_37651
  5355. wait 1000
  5356. fade 1 1000
  5357. Player.CanMove($PLAYER_CHAR) = True
  5358. $ONMISSION = 0
  5359. end_thread
  5360.  
  5361. :NONAME_37068
  5362. jump @NONAME_36910
  5363.  
  5364. :NONAME_37075
  5365. jump @NONAME_36293
  5366.  
  5367. :NONAME_37082
  5368. 0ACE: show_formatted_text_box "Go back to the scene until paramedics arrive"
  5369.  
  5370. :NONAME_37131
  5371. jump @NONAME_36213
  5372.  
  5373. :NONAME_37138
  5374. jump @NONAME_35798
  5375.  
  5376. :NONAME_37145
  5377. wait 0
  5378. 0209: 26@ = random_int_in_ranges 400 595
  5379. if and
  5380. 881F: not model 26@ plane
  5381. 881E: not model 26@ boat
  5382. 8820: not model 26@ heli
  5383. else_jump @NONAME_37188
  5384. return
  5385.  
  5386. :NONAME_37188
  5387. jump @NONAME_37145
  5388.  
  5389. :NONAME_37195
  5390. if and
  5391. 20@ == 0
  5392. 0204: actor 11@ near_car 1@ radius 20.0 20.0 sphere 0 in_car
  5393. else_jump @NONAME_37293
  5394. 20@ = 1
  5395. Car.SetDriverBehaviour(10@, Nowhere)
  5396. 0633: AS_actor 11@ exit_car
  5397. 0633: AS_actor 12@ exit_car
  5398. 07A3: AS_actor 11@ run_to_and_follow_actor 3@ wait_radius_between 0.0 and 3.0
  5399. 07A3: AS_actor 12@ run_to_and_follow_actor 4@ wait_radius_between 0.0 and 3.0
  5400.  
  5401. :NONAME_37293
  5402. if and
  5403. 21@ == 0
  5404. 0204: actor 14@ near_car 1@ radius 20.0 20.0 sphere 0 in_car
  5405. else_jump @NONAME_37391
  5406. 21@ = 1
  5407. Car.SetDriverBehaviour(13@, Nowhere)
  5408. 0633: AS_actor 14@ exit_car
  5409. 0633: AS_actor 15@ exit_car
  5410. 07A3: AS_actor 14@ run_to_and_follow_actor 3@ wait_radius_between 0.0 and 3.0
  5411. 07A3: AS_actor 15@ run_to_and_follow_actor 4@ wait_radius_between 0.0 and 3.0
  5412.  
  5413. :NONAME_37391
  5414. return
  5415.  
  5416. :NONAME_37393
  5417. if
  5418. 22@ == 0
  5419. else_jump @NONAME_37485
  5420. 22@ = 1
  5421. 0ACE: show_formatted_text_box "Stay on scene until paramedics arrive."
  5422. 0633: AS_actor 3@ exit_car
  5423. 05BD: AS_actor 3@ tired -1 ms
  5424. 0633: AS_actor 4@ exit_car
  5425. 0332: set_actor 4@ bleeding 1
  5426.  
  5427. :NONAME_37485
  5428. return
  5429.  
  5430. :NONAME_37487
  5431. if and
  5432. 20@ == 0
  5433. 21@ == 0
  5434. 33@ > 60000
  5435. else_jump @NONAME_37649
  5436. 0ACE: show_formatted_text_box "~r~[ERROR]~w~The emergency team took too long to arrive. This callout will be cancelled to prevent crashing."
  5437. Marker.Disable(5@)
  5438. gosub @NONAME_37651
  5439. end_thread
  5440.  
  5441. :NONAME_37649
  5442. return
  5443.  
  5444. :NONAME_37651
  5445. Car.Destroy(1@)
  5446. Car.Destroy(2@)
  5447. Actor.DestroyInstantly(3@)
  5448. Actor.DestroyInstantly(4@)
  5449. Car.Destroy(10@)
  5450. Actor.DestroyInstantly(11@)
  5451. Actor.DestroyInstantly(12@)
  5452. Car.Destroy(13@)
  5453. Actor.DestroyInstantly(14@)
  5454. Actor.DestroyInstantly(15@)
  5455. return
  5456. $ONMISSION = 1
  5457. 018C: play_sound 1052 at 0.0 0.0 0.0
  5458. 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
  5459. 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 0@ 1@ 2@
  5460. 0167: 15@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
  5461. Marker.SetColor(15@, 4)
  5462. Marker.SetIconSize(15@, 3)
  5463.  
  5464. :NONAME_37815
  5465. wait 0
  5466. if and
  5467. 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 250.0 250.0
  5468. 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
  5469. else_jump @NONAME_38490
  5470. 0376: 1@ = create_random_actor_at 22@ 23@ 24@
  5471. gosub @NONAME_9044
  5472. 0376: 2@ = create_random_actor_at 22@ 23@ 24@
  5473. gosub @NONAME_9044
  5474. 0376: 3@ = create_random_actor_at 22@ 23@ 24@
  5475. gosub @NONAME_9044
  5476. 0376: 4@ = create_random_actor_at 22@ 23@ 24@
  5477. gosub @NONAME_9044
  5478. 0376: 5@ = create_random_actor_at 22@ 23@ 24@
  5479. gosub @NONAME_9044
  5480. 0376: 6@ = create_random_actor_at 22@ 23@ 24@
  5481. gosub @NONAME_9044
  5482. 0376: 7@ = create_random_actor_at 22@ 23@ 24@
  5483. gosub @NONAME_9044
  5484. 0376: 8@ = create_random_actor_at 22@ 23@ 24@
  5485. gosub @NONAME_9044
  5486. 0376: 9@ = create_random_actor_at 22@ 23@ 24@
  5487. gosub @NONAME_9044
  5488. 0376: 10@ = create_random_actor_at 22@ 23@ 24@
  5489. gosub @NONAME_38497
  5490. gosub @NONAME_38691
  5491. 0@ = 0
  5492. 24@ = 0
  5493. Marker.Disable(15@)
  5494. 11@ = Marker.CreateAboveActor(1@)
  5495. 12@ = Marker.CreateAboveActor(2@)
  5496. 13@ = Marker.CreateAboveActor(3@)
  5497. 14@ = Marker.CreateAboveActor(4@)
  5498. 15@ = Marker.CreateAboveActor(5@)
  5499. 16@ = Marker.CreateAboveActor(6@)
  5500. 17@ = Marker.CreateAboveActor(7@)
  5501. 18@ = Marker.CreateAboveActor(8@)
  5502. 19@ = Marker.CreateAboveActor(9@)
  5503. 20@ = Marker.CreateAboveActor(10@)
  5504. 018C: play_sound 1052 at 0.0 0.0 0.0
  5505. 0ACE: show_formatted_text_box "Press F6 to call for backup."
  5506.  
  5507. :NONAME_38238
  5508. not Actor.Dead($PLAYER_ACTOR)
  5509. else_jump @NONAME_38474
  5510. wait 0
  5511. gosub @NONAME_9534
  5512. if
  5513. 0@ > 9
  5514. else_jump @NONAME_38342
  5515. 0952: load_soundtrack 12
  5516. 0954: start_playing_loaded_soundtrack
  5517. 0AD0: show_formatted_text_lowpriority "~r~Suspects ~w~taken down" time 3000
  5518. Player.Money($PLAYER_CHAR) += 10000
  5519. $ONMISSION = 0
  5520. end_thread
  5521. jump @NONAME_38467
  5522.  
  5523. :NONAME_38342
  5524. if and
  5525. 24@ == 0
  5526. 0AB0: key_pressed 117
  5527. else_jump @NONAME_38467
  5528. 24@ = 1
  5529. 018C: play_sound 1052 at 0.0 0.0 0.0
  5530. 0ACE: show_formatted_text_box "Police assistance en-route"
  5531. 0AB1: call_scm_func @NONAME_12369 11 -39395 1@ 2@ 3@ 4@ 5@ 6@ 7@ 8@ 9@ 10@
  5532.  
  5533. :NONAME_38467
  5534. jump @NONAME_38238
  5535.  
  5536. :NONAME_38474
  5537. gosub @NONAME_39293
  5538. $ONMISSION = 0
  5539. end_thread
  5540.  
  5541. :NONAME_38490
  5542. jump @NONAME_37815
  5543.  
  5544. :NONAME_38497
  5545. 26@ = 346
  5546. gosub @NONAME_8681
  5547. Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
  5548. Actor.GiveWeaponAndAmmo(2@, Pistol, 9999)
  5549. Actor.GiveWeaponAndAmmo(3@, Pistol, 9999)
  5550. Actor.GiveWeaponAndAmmo(4@, Pistol, 9999)
  5551. Model.Destroy(26@)
  5552. wait 10
  5553. 26@ = 350
  5554. gosub @NONAME_8681
  5555. Actor.GiveWeaponAndAmmo(5@, Sawnoff, 9999)
  5556. Actor.GiveWeaponAndAmmo(6@, Sawnoff, 9999)
  5557. Model.Destroy(26@)
  5558. wait 10
  5559. 26@ = 352
  5560. gosub @NONAME_8681
  5561. Actor.GiveWeaponAndAmmo(7@, MicroUzi, 9999)
  5562. Actor.GiveWeaponAndAmmo(8@, MicroUzi, 9999)
  5563. Model.Destroy(26@)
  5564. wait 10
  5565. 26@ = 355
  5566. gosub @NONAME_8681
  5567. Actor.GiveWeaponAndAmmo(9@, Tec9, 9999)
  5568. Actor.GiveWeaponAndAmmo(10@, Tec9, 9999)
  5569. Model.Destroy(26@)
  5570. return
  5571.  
  5572. :NONAME_38691
  5573. Actor.Health(1@) = 300
  5574. Actor.Health(2@) = 300
  5575. Actor.Health(3@) = 300
  5576. Actor.Health(4@) = 300
  5577. Actor.Health(5@) = 300
  5578. Actor.Health(6@) = 300
  5579. Actor.Health(7@) = 300
  5580. Actor.Health(8@) = 300
  5581. Actor.Health(9@) = 300
  5582. Actor.Health(10@) = 300
  5583. 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  5584. 077A: set_actor 2@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  5585. 077A: set_actor 3@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  5586. 077A: set_actor 4@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  5587. 077A: set_actor 5@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  5588. 077A: set_actor 6@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  5589. 077A: set_actor 7@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  5590. 077A: set_actor 8@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  5591. 077A: set_actor 9@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  5592. 077A: set_actor 10@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  5593. 060B: set_actor 1@ decision_maker_to 3
  5594. 060B: set_actor 2@ decision_maker_to 3
  5595. 060B: set_actor 3@ decision_maker_to 3
  5596. 060B: set_actor 4@ decision_maker_to 3
  5597. 060B: set_actor 5@ decision_maker_to 3
  5598. 060B: set_actor 6@ decision_maker_to 3
  5599. 060B: set_actor 7@ decision_maker_to 3
  5600. 060B: set_actor 8@ decision_maker_to 3
  5601. 060B: set_actor 9@ decision_maker_to 3
  5602. 060B: set_actor 10@ decision_maker_to 3
  5603. 0433: set_actor 1@ criminal_flag 1
  5604. 0433: set_actor 2@ criminal_flag 1
  5605. 0433: set_actor 3@ criminal_flag 1
  5606. 0433: set_actor 4@ criminal_flag 1
  5607. 0433: set_actor 5@ criminal_flag 1
  5608. 0433: set_actor 6@ criminal_flag 1
  5609. 0433: set_actor 7@ criminal_flag 1
  5610. 0433: set_actor 8@ criminal_flag 1
  5611. 0433: set_actor 9@ criminal_flag 1
  5612. 0433: set_actor 10@ criminal_flag 1
  5613. 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
  5614. 07DD: set_actor 2@ attack_rate 100 // previously known as temper_to
  5615. 07DD: set_actor 3@ attack_rate 100 // previously known as temper_to
  5616. 07DD: set_actor 4@ attack_rate 100 // previously known as temper_to
  5617. 07DD: set_actor 5@ attack_rate 100 // previously known as temper_to
  5618. 07DD: set_actor 6@ attack_rate 100 // previously known as temper_to
  5619. 07DD: set_actor 7@ attack_rate 100 // previously known as temper_to
  5620. 07DD: set_actor 8@ attack_rate 100 // previously known as temper_to
  5621. 07DD: set_actor 9@ attack_rate 100 // previously known as temper_to
  5622. 07DD: set_actor 10@ attack_rate 100 // previously known as temper_to
  5623. Actor.WeaponAccuracy(1@) = 60
  5624. Actor.WeaponAccuracy(2@) = 60
  5625. Actor.WeaponAccuracy(3@) = 60
  5626. Actor.WeaponAccuracy(4@) = 60
  5627. Actor.WeaponAccuracy(5@) = 15
  5628. Actor.WeaponAccuracy(6@) = 15
  5629. Actor.WeaponAccuracy(7@) = 50
  5630. Actor.WeaponAccuracy(8@) = 50
  5631. Actor.WeaponAccuracy(9@) = 30
  5632. Actor.WeaponAccuracy(10@) = 30
  5633. 05E2: AS_actor 1@ kill_actor -1
  5634. 05E2: AS_actor 2@ kill_actor -1
  5635. 05E2: AS_actor 3@ kill_actor -1
  5636. 05E2: AS_actor 4@ kill_actor -1
  5637. 05E2: AS_actor 5@ kill_actor -1
  5638. 05E2: AS_actor 6@ kill_actor -1
  5639. 05E2: AS_actor 7@ kill_actor -1
  5640. 05E2: AS_actor 8@ kill_actor -1
  5641. 05E2: AS_actor 9@ kill_actor -1
  5642. 05E2: AS_actor 10@ kill_actor -1
  5643. 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
  5644. 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
  5645. 05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
  5646. 05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
  5647. 05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR
  5648. 05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
  5649. 05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR
  5650. 05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR
  5651. 05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR
  5652. 05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
  5653. return
  5654.  
  5655. :NONAME_39293
  5656. Marker.Disable(11@)
  5657. Marker.Disable(12@)
  5658. Marker.Disable(13@)
  5659. Marker.Disable(14@)
  5660. Marker.Disable(15@)
  5661. Marker.Disable(16@)
  5662. Marker.Disable(17@)
  5663. Marker.Disable(18@)
  5664. Marker.Disable(19@)
  5665. Marker.Disable(20@)
  5666. Actor.RemoveReferences(1@)
  5667. Actor.RemoveReferences(2@)
  5668. Actor.RemoveReferences(3@)
  5669. Actor.RemoveReferences(4@)
  5670. Actor.RemoveReferences(5@)
  5671. Actor.RemoveReferences(6@)
  5672. Actor.RemoveReferences(7@)
  5673. Actor.RemoveReferences(8@)
  5674. Actor.RemoveReferences(9@)
  5675. Actor.RemoveReferences(10@)
  5676. return
  5677.  
  5678. :NONAME_39395
  5679. wait 0
  5680. if
  5681. 0AB1: call_scm_func @NONAME_39506 10 0@ 1@ 2@ 3@ 4@ 5@ 6@ 7@ 8@ 9@
  5682. else_jump @NONAME_39459
  5683. end_thread
  5684. jump @NONAME_39499
  5685.  
  5686. :NONAME_39459
  5687. 0AB1: call_scm_func @NONAME_11188 10 0@ 1@ 2@ 3@ 4@ 5@ 6@ 7@ 8@ 9@
  5688.  
  5689. :NONAME_39499
  5690. jump @NONAME_39395
  5691.  
  5692. :NONAME_39506
  5693. if and
  5694. Actor.Dead(0@)
  5695. Actor.Dead(1@)
  5696. Actor.Dead(2@)
  5697. Actor.Dead(3@)
  5698. Actor.Dead(4@)
  5699. Actor.Dead(5@)
  5700. Actor.Dead(6@)
  5701. Actor.Dead(7@)
  5702. Actor.Dead(8@)
  5703. else_jump @NONAME_39585
  5704. if
  5705. Actor.Dead(9@)
  5706. else_jump @NONAME_39585
  5707. jump @NONAME_39592
  5708.  
  5709. :NONAME_39585
  5710. 059A: return_false
  5711. 0AB2: ret 0
  5712.  
  5713. :NONAME_39592
  5714. 0485: return_true
  5715. 0AB2: ret 0
  5716. $ONMISSION = 1
  5717. 30@ = 0
  5718. 018C: play_sound 1052 at 0.0 0.0 0.0
  5719. 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
  5720. 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 0@ 1@ 2@
  5721. 0167: 5@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
  5722. Marker.SetColor(5@, 4)
  5723. Marker.SetIconSize(5@, 3)
  5724.  
  5725. :NONAME_39718
  5726. wait 0
  5727. if and
  5728. 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 250.0 250.0
  5729. 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
  5730. else_jump @NONAME_40428
  5731. 0209: 26@ = random_int_in_ranges 596 600
  5732. gosub @NONAME_8681
  5733. 0208: 27@ = random_float_in_ranges 0.0 360.0
  5734. 1@ = Car.Create(26@, 22@, 23@, 24@)
  5735. Car.Angle(1@) = 27@
  5736. 0397: enable_car 1@ siren 1
  5737. 067F: set_car 1@ lights 2
  5738. Model.Destroy(26@)
  5739. wait 10
  5740. 0209: 26@ = random_int_in_ranges 280 284
  5741. gosub @NONAME_8681
  5742. 2@ = Actor.CreateAsDriver(Cop, 26@, 1@)
  5743. Model.Destroy(26@)
  5744. wait 10
  5745. 26@ = 334
  5746. gosub @NONAME_8681
  5747. Actor.GiveWeaponAndAmmo(2@, NightStick, 60)
  5748. Model.Destroy(26@)
  5749. wait 10
  5750. 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 22@ 23@ 24@
  5751. 0376: 3@ = create_random_actor_at 22@ 23@ 24@
  5752. 0433: set_actor 3@ criminal_flag 1
  5753. 05DD: AS_actor 3@ flee_from_actor 2@ from_origin_radius 3000.0 timelimit -1
  5754. 0633: AS_actor 2@ exit_car
  5755. 05E2: AS_actor 2@ kill_actor 3@
  5756.  
  5757. :NONAME_39995
  5758. not Actor.Dead(3@)
  5759. else_jump @NONAME_40349
  5760. wait 0
  5761. if or
  5762. 0364: actor $PLAYER_ACTOR spotted_actor 2@
  5763. 0364: actor $PLAYER_ACTOR spotted_actor 3@
  5764. else_jump @NONAME_40342
  5765. Car.RemoveReferences(1@)
  5766. Marker.Disable(5@)
  5767. wait 10
  5768. 12@ = Marker.CreateAboveActor(2@)
  5769. 07E0: set_marker 12@ type_to 1
  5770. 018B: set_marker 12@ radar_mode 2
  5771. 13@ = Marker.CreateAboveActor(3@)
  5772. 0ACE: show_formatted_text_box "Press F6 to call for backup."
  5773. 0AD0: show_formatted_text_lowpriority "Apprehend the ~r~suspect" time 2000
  5774. 20@ = 0
  5775.  
  5776. :NONAME_40154
  5777. wait 0
  5778. gosub @NONAME_9534
  5779. if
  5780. 3@ == -1
  5781. else_jump @NONAME_40257
  5782. Marker.Disable(12@)
  5783. Marker.Disable(13@)
  5784. Actor.RemoveReferences(2@)
  5785. Actor.RemoveReferences(3@)
  5786. 0952: load_soundtrack 12
  5787. 0954: start_playing_loaded_soundtrack
  5788. 0AD0: show_formatted_text_lowpriority "~r~Suspect ~w~taken down" time 2000
  5789. $ONMISSION = 0
  5790. end_thread
  5791. jump @NONAME_40335
  5792.  
  5793. :NONAME_40257
  5794. if and
  5795. 20@ == 0
  5796. 0AB0: key_pressed 117
  5797. else_jump @NONAME_40335
  5798. 20@ = 1
  5799. 0ACE: show_formatted_text_box "Police assistance en-route"
  5800. 0AB1: call_scm_func @NONAME_12369 2 -40435 3@
  5801.  
  5802. :NONAME_40335
  5803. jump @NONAME_40154
  5804.  
  5805. :NONAME_40342
  5806. jump @NONAME_39995
  5807.  
  5808. :NONAME_40349
  5809. Marker.Disable(5@)
  5810. Car.RemoveReferences(1@)
  5811. Actor.RemoveReferences(2@)
  5812. Actor.RemoveReferences(3@)
  5813. 0AD0: show_formatted_text_lowpriority "~g~[RADIO]~w~Disregard, incident is code 4" time 2000
  5814. $ONMISSION = 0
  5815. end_thread
  5816.  
  5817. :NONAME_40428
  5818. jump @NONAME_39718
  5819.  
  5820. :NONAME_40435
  5821. wait 0
  5822. if
  5823. Actor.Dead(0@)
  5824. else_jump @NONAME_40464
  5825. end_thread
  5826. jump @NONAME_40477
  5827.  
  5828. :NONAME_40464
  5829. 0AB1: call_scm_func @NONAME_11188 1 0@
  5830.  
  5831. :NONAME_40477
  5832. jump @NONAME_40435
  5833. $ONMISSION = 1
  5834. 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 0@ 1@ 2@
  5835. 018C: play_sound 1052 at 0.0 0.0 0.0
  5836. 0AD0: show_formatted_text_lowpriority "Get to the ~r~crime scene" time 3000
  5837. 0208: 27@ = random_float_in_ranges 0.0 360.0
  5838. gosub @NONAME_8681
  5839. 0376: 17@ = create_random_actor_at 22@ 23@ 24@
  5840. Actor.Angle(17@) = 27@
  5841. 18@ = Marker.CreateAboveActor(17@)
  5842. Model.Destroy(26@)
  5843. 26@ = 1252
  5844. Model.Load(26@)
  5845. gosub @NONAME_8681
  5846. 19@ = Object.Create(26@, 22@, 23@, 24@)
  5847. 069B: attach_object 19@ to_actor 17@ with_offset 0.0 0.1 0.2 rotation 0.0 0.0 0.0
  5848. Model.Destroy(26@)
  5849. 0638: AS_actor 17@ stay_put 1
  5850. 30@ = 0
  5851.  
  5852. :NONAME_40715
  5853. wait 0
  5854. if
  5855. 00F3: actor $PLAYER_ACTOR near_actor 17@ radius 25.0 25.0 sphere 0 on_foot
  5856. else_jump @NONAME_41263
  5857. 018C: play_sound 1052 at 0.0 0.0 0.0
  5858. 0AD0: show_formatted_text_lowpriority "Hold the ~r~suspect ~w~at gunpoint." time 3000
  5859. 0209: 29@ = random_int_in_ranges 1 3
  5860.  
  5861. :NONAME_40822
  5862. wait 0
  5863. if
  5864. not Actor.Dead(17@)
  5865. else_jump @NONAME_41240
  5866. if
  5867. 88FF: not object 19@ received_damage_type 22
  5868. else_jump @NONAME_41224
  5869. if and
  5870. 0457: player $PLAYER_CHAR aiming_at_actor 17@
  5871. 00F3: actor $PLAYER_ACTOR near_actor 17@ radius 25.0 25.0 sphere 0 on_foot
  5872. else_jump @NONAME_41217
  5873. 018C: play_sound 1052 at 0.0 0.0 0.0
  5874. 0AD0: show_formatted_text_lowpriority "Tap Y to reason with the suspect or N to threaten him." time 3000
  5875.  
  5876. :NONAME_40981
  5877. wait 0
  5878. if
  5879. not Actor.Dead(17@)
  5880. else_jump @NONAME_41194
  5881. 0A1D: AS_actor 17@ rotate_to_and_look_at_actor $PLAYER_ACTOR
  5882. gosub @NONAME_11579
  5883. if
  5884. 00E1: player 0 pressed_key 11
  5885. else_jump @NONAME_41105
  5886. 0209: 28@ = random_int_in_ranges -1 3
  5887. 005A: 29@ += 28@ // (int)
  5888. 018C: play_sound 1052 at 0.0 0.0 0.0
  5889. 0AD0: show_formatted_text_lowpriority "Reason" time 1000
  5890. gosub @NONAME_41511
  5891. jump @NONAME_41217
  5892. jump @NONAME_41187
  5893.  
  5894. :NONAME_41105
  5895. if
  5896. 00E1: player 0 pressed_key 10
  5897. else_jump @NONAME_41187
  5898. 0209: 28@ = random_int_in_ranges -2 2
  5899. 005A: 29@ += 28@ // (int)
  5900. 018C: play_sound 1052 at 0.0 0.0 0.0
  5901. 0AD0: show_formatted_text_lowpriority "Threat" time 1000
  5902. gosub @NONAME_41511
  5903. jump @NONAME_41217
  5904.  
  5905. :NONAME_41187
  5906. jump @NONAME_41210
  5907.  
  5908. :NONAME_41194
  5909. gosub @NONAME_41293
  5910. $ONMISSION = 0
  5911. end_thread
  5912.  
  5913. :NONAME_41210
  5914. jump @NONAME_40981
  5915.  
  5916. :NONAME_41217
  5917. jump @NONAME_41256
  5918.  
  5919. :NONAME_41224
  5920. gosub @NONAME_41310
  5921. $ONMISSION = 0
  5922. end_thread
  5923.  
  5924. :NONAME_41240
  5925. gosub @NONAME_41293
  5926. $ONMISSION = 0
  5927. end_thread
  5928.  
  5929. :NONAME_41256
  5930. jump @NONAME_40822
  5931.  
  5932. :NONAME_41263
  5933. jump @NONAME_41270
  5934.  
  5935. :NONAME_41270
  5936. jump @NONAME_40715
  5937. gosub @NONAME_41293
  5938. $ONMISSION = 0
  5939. end_thread
  5940.  
  5941. :NONAME_41293
  5942. Marker.Disable(18@)
  5943. Actor.RemoveReferences(17@)
  5944. Object.Destroy(19@)
  5945. return
  5946.  
  5947. :NONAME_41310
  5948. 018C: play_sound 1052 at 0.0 0.0 0.0
  5949. 0ACF: show_formatted_styled_text "~r~MISSION FAILED" time 1000 style 1
  5950. 0AD0: show_formatted_text_lowpriority "The suspect was killed" time 1000
  5951. 015D: set_gamespeed 0.2
  5952. 067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -12.0 6.0 target_actor 17@ tilt 0.0 switchstyle 2
  5953. Actor.StorePos(17@, 22@, 23@, 24@)
  5954. 0948: create_explosion_at 22@ 23@ 24@ type 11 camera_shake 1.0
  5955. Marker.Disable(18@)
  5956. Actor.RemoveReferences(17@)
  5957. Object.Destroy(19@)
  5958. 0568: set_actor 17@ untargetable 1
  5959. 0792: disembark_instantly_actor $PLAYER_ACTOR
  5960. 05BB: AS_actor $PLAYER_ACTOR fall_down 1 time_on_ground 1500
  5961. wait 2000
  5962. Camera.SetBehindPlayer
  5963. Camera.Restore
  5964. 015D: set_gamespeed 1.0
  5965. return
  5966.  
  5967. :NONAME_41511
  5968. wait 1000
  5969. 30@ = 1
  5970. if
  5971. 1 > 29@
  5972. else_jump @NONAME_41564
  5973. gosub @NONAME_41310
  5974. $ONMISSION = 0
  5975. end_thread
  5976. jump @NONAME_41979
  5977.  
  5978. :NONAME_41564
  5979. if or
  5980. 29@ == 1
  5981. 29@ == 2
  5982. else_jump @NONAME_41655
  5983. 018C: play_sound 1052 at 0.0 0.0 0.0
  5984. 0AD0: show_formatted_text_lowpriority "Condition: ~r~Bad" time 1000
  5985. 05AA: 25@s = 'BMBTH_3' // @s = 'short'
  5986. jump @NONAME_41979
  5987.  
  5988. :NONAME_41655
  5989. if or
  5990. 29@ == 3
  5991. 29@ == 4
  5992. else_jump @NONAME_41749
  5993. 018C: play_sound 1052 at 0.0 0.0 0.0
  5994. 0AD0: show_formatted_text_lowpriority "Condition: ~y~Stable" time 1000
  5995. 05AA: 25@s = 'BMBTH_2' // @s = 'short'
  5996. jump @NONAME_41979
  5997.  
  5998. :NONAME_41749
  5999. if or
  6000. 29@ == 5
  6001. 29@ == 6
  6002. else_jump @NONAME_41841
  6003. 018C: play_sound 1052 at 0.0 0.0 0.0
  6004. 0AD0: show_formatted_text_lowpriority "Condition: ~g~Good" time 1000
  6005. 05AA: 25@s = 'BMBTH_1' // @s = 'short'
  6006. jump @NONAME_41979
  6007.  
  6008. :NONAME_41841
  6009. if
  6010. 29@ > 6
  6011. else_jump @NONAME_41979
  6012. Player.CanMove($PLAYER_CHAR) = False
  6013. 0952: load_soundtrack 12
  6014. 0954: start_playing_loaded_soundtrack
  6015. 0AD0: show_formatted_text_lowpriority "The ~r~suspect ~w~surrendered." time 1000
  6016. wait 5000
  6017. fade 0 2000
  6018. gosub @NONAME_8704
  6019. Marker.Disable(18@)
  6020. Actor.DestroyInstantly(17@)
  6021. Object.Destroy(19@)
  6022. wait 1000
  6023. fade 1 1000
  6024. Player.CanMove($PLAYER_CHAR) = True
  6025. gosub @NONAME_8704
  6026. $ONMISSION = 0
  6027. end_thread
  6028.  
  6029. :NONAME_41979
  6030. return
  6031. $ONMISSION = 1
  6032. 30@ = 0
  6033. 018C: play_sound 1052 at 0.0 0.0 0.0
  6034. 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
  6035. 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 0@ 1@ 2@
  6036. 0167: 5@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
  6037. Marker.SetColor(5@, 4)
  6038. Marker.SetIconSize(5@, 3)
  6039.  
  6040. :NONAME_42100
  6041. wait 0
  6042. if and
  6043. 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 250.0 250.0
  6044. 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
  6045. else_jump @NONAME_42759
  6046. 0376: 1@ = create_random_actor_at 22@ 23@ 24@
  6047. gosub @NONAME_9044
  6048. 0376: 2@ = create_random_actor_at 22@ 23@ 24@
  6049. 0433: set_actor 1@ criminal_flag 1
  6050. 26@ = 346
  6051. gosub @NONAME_8681
  6052. Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
  6053. 060B: set_actor 1@ decision_maker_to 1
  6054. 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
  6055. 05DD: AS_actor 2@ flee_from_actor 1@ from_origin_radius 3000.0 timelimit -1
  6056. 05E2: AS_actor 1@ kill_actor 2@
  6057. Model.Destroy(26@)
  6058. 20@ = 0
  6059.  
  6060. :NONAME_42270
  6061. wait 0
  6062. if and
  6063. not Actor.Dead(1@)
  6064. not Actor.Dead(2@)
  6065. else_jump @NONAME_42666
  6066. if or
  6067. 0364: actor $PLAYER_ACTOR spotted_actor 1@
  6068. 0364: actor $PLAYER_ACTOR spotted_actor 2@
  6069. else_jump @NONAME_42659
  6070. Marker.Disable(5@)
  6071. 3@ = Marker.CreateAboveActor(1@)
  6072. 4@ = Marker.CreateAboveActor(2@)
  6073. Marker.SetColor(4@, 1)
  6074. 018B: set_marker 4@ radar_mode 2
  6075. 0ACE: show_formatted_text_box "Press F6 to call for backup."
  6076. 0AD0: show_formatted_text_lowpriority "Take down the ~r~suspect. ~w~Make sure the ~g~victim ~w~stays alive." time 3000
  6077.  
  6078. :NONAME_42466
  6079. wait 0
  6080. gosub @NONAME_42766
  6081. if
  6082. Actor.Dead(1@)
  6083. else_jump @NONAME_42554
  6084. gosub @NONAME_42944
  6085. 0AD0: show_formatted_text_lowpriority "~r~Suspect ~w~taken down" time 2000
  6086. 0952: load_soundtrack 12
  6087. 0954: start_playing_loaded_soundtrack
  6088. $ONMISSION = 0
  6089. end_thread
  6090. jump @NONAME_42652
  6091.  
  6092. :NONAME_42554
  6093. if and
  6094. 20@ == 0
  6095. 0AB0: key_pressed 117
  6096. else_jump @NONAME_42652
  6097. 20@ = 1
  6098. 018C: play_sound 1052 at 0.0 0.0 0.0
  6099. 0ACE: show_formatted_text_box "Police assistance en-route"
  6100. 0AB1: call_scm_func @NONAME_12369 2 -42984 1@
  6101.  
  6102. :NONAME_42652
  6103. jump @NONAME_42466
  6104.  
  6105. :NONAME_42659
  6106. jump @NONAME_42752
  6107.  
  6108. :NONAME_42666
  6109. gosub @NONAME_42944
  6110. 018C: play_sound 1052 at 0.0 0.0 0.0
  6111. 0AD0: show_formatted_text_lowpriority "~g~[RADIO]~w~Disregard, incident is code 4" time 2000
  6112. $ONMISSION = 0
  6113. end_thread
  6114.  
  6115. :NONAME_42752
  6116. jump @NONAME_42270
  6117.  
  6118. :NONAME_42759
  6119. jump @NONAME_42100
  6120.  
  6121. :NONAME_42766
  6122. if
  6123. not 2@ == -1
  6124. else_jump @NONAME_42942
  6125. if
  6126. Actor.Dead(2@)
  6127. else_jump @NONAME_42942
  6128. Marker.Disable(4@)
  6129. Actor.RemoveReferences(2@)
  6130. 2@ = -1
  6131. 018C: play_sound 1052 at 0.0 0.0 0.0
  6132. 0ACF: show_formatted_styled_text "~r~MISSION FAILED" time 100 style 1
  6133. 0AD0: show_formatted_text_lowpriority "~w~The victim has been killed. Take down the ~r~suspect." time 3000
  6134. 05DD: AS_actor 1@ flee_from_actor $PLAYER_ACTOR from_origin_radius 3000.0 timelimit -1
  6135.  
  6136. :NONAME_42942
  6137. return
  6138.  
  6139. :NONAME_42944
  6140. Marker.Disable(3@)
  6141. Actor.RemoveReferences(1@)
  6142. if
  6143. not 2@ == -1
  6144. else_jump @NONAME_42982
  6145. Marker.Disable(4@)
  6146. Actor.RemoveReferences(2@)
  6147.  
  6148. :NONAME_42982
  6149. return
  6150.  
  6151. :NONAME_42984
  6152. wait 0
  6153. if
  6154. Actor.Dead(0@)
  6155. else_jump @NONAME_43013
  6156. end_thread
  6157. jump @NONAME_43026
  6158.  
  6159. :NONAME_43013
  6160. 0AB1: call_scm_func @NONAME_11188 1 0@
  6161.  
  6162. :NONAME_43026
  6163. jump @NONAME_42984
  6164. $ONMISSION = 1
  6165. 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 0@ 1@ 2@
  6166. 0167: 5@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
  6167. Marker.SetIconSize(5@, 3)
  6168.  
  6169. :NONAME_43085
  6170. wait 0
  6171. if
  6172. 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 300.0 300.0
  6173. else_jump @NONAME_43575
  6174. 29@ = 0
  6175. 30@ = 0
  6176. 26@ = 400
  6177. 0208: 27@ = random_float_in_ranges 0.0 360.0
  6178. gosub @NONAME_8681
  6179. 10@ = Car.Create(26@, 22@, 23@, 24@)
  6180. Car.Angle(10@) = 27@
  6181. Marker.Disable(5@)
  6182. wait 10
  6183. 5@ = Marker.CreateAboveCar(10@)
  6184. Model.Destroy(26@)
  6185. wait 10
  6186. 0376: 1@ = create_random_actor_at 2000.0 2000.0 2000.0
  6187. 072A: put_actor 1@ into_car 10@ driverseat
  6188. wait 10
  6189. 0376: 2@ = create_random_actor_at 2000.0 2000.0 2000.0
  6190. 0430: put_actor 2@ into_car 10@ passenger_seat 0
  6191. wait 10
  6192. 0376: 3@ = create_random_actor_at 2000.0 2000.0 2000.0
  6193. 0430: put_actor 3@ into_car 10@ passenger_seat 1
  6194. wait 10
  6195. 0376: 4@ = create_random_actor_at 2000.0 2000.0 2000.0
  6196. 0430: put_actor 4@ into_car 10@ passenger_seat 2
  6197. wait 10
  6198. gosub @NONAME_43874
  6199. gosub @NONAME_43905
  6200.  
  6201. :NONAME_43366
  6202. wait 0
  6203. gosub @NONAME_43674
  6204. gosub @NONAME_43582
  6205. if and
  6206. 1@ == -1
  6207. 2@ == -1
  6208. 3@ == -1
  6209. 4@ == -1
  6210. else_jump @NONAME_43488
  6211. Marker.Disable(5@)
  6212. Car.RemoveReferences(10@)
  6213. 0952: load_soundtrack 12
  6214. 0954: start_playing_loaded_soundtrack
  6215. 0AD0: show_formatted_text_lowpriority "~r~Suspects ~w~taken down" time 3000
  6216. $ONMISSION = 0
  6217. end_thread
  6218. jump @NONAME_43568
  6219.  
  6220. :NONAME_43488
  6221. if
  6222. 30@ == 0
  6223. else_jump @NONAME_43568
  6224. if or
  6225. Car.Wrecked(10@)
  6226. not Actor.Driving(1@)
  6227. 8185: not car 10@ health >= 350
  6228. 1@ == -1
  6229. else_jump @NONAME_43568
  6230. 30@ = 1
  6231. Car.SetDriverBehaviour(10@, Nowhere)
  6232. Marker.Disable(5@)
  6233. gosub @NONAME_44015
  6234.  
  6235. :NONAME_43568
  6236. jump @NONAME_43366
  6237.  
  6238. :NONAME_43575
  6239. jump @NONAME_43085
  6240.  
  6241. :NONAME_43582
  6242. if and
  6243. 29@ == 0
  6244. 0AB0: key_pressed 117
  6245. else_jump @NONAME_43672
  6246. 29@ = 1
  6247. 0ACE: show_formatted_text_box "Police assistance en-route"
  6248. 0AB1: call_scm_func @NONAME_12369 6 -44301 10@ 1@ 2@ 3@ 4@
  6249.  
  6250. :NONAME_43672
  6251. return
  6252.  
  6253. :NONAME_43674
  6254. if
  6255. not 1@ == -1
  6256. else_jump @NONAME_43724
  6257. if
  6258. Actor.Dead(1@)
  6259. else_jump @NONAME_43724
  6260. Actor.RemoveReferences(1@)
  6261. wait 10
  6262. 1@ = -1
  6263.  
  6264. :NONAME_43724
  6265. if
  6266. not 2@ == -1
  6267. else_jump @NONAME_43774
  6268. if
  6269. Actor.Dead(2@)
  6270. else_jump @NONAME_43774
  6271. Actor.RemoveReferences(2@)
  6272. wait 10
  6273. 2@ = -1
  6274.  
  6275. :NONAME_43774
  6276. if
  6277. not 3@ == -1
  6278. else_jump @NONAME_43824
  6279. if
  6280. Actor.Dead(3@)
  6281. else_jump @NONAME_43824
  6282. Actor.RemoveReferences(3@)
  6283. wait 10
  6284. 3@ = -1
  6285.  
  6286. :NONAME_43824
  6287. if
  6288. not 4@ == -1
  6289. else_jump @NONAME_43874
  6290. if
  6291. Actor.Dead(4@)
  6292. else_jump @NONAME_43874
  6293. Actor.RemoveReferences(4@)
  6294. wait 10
  6295. 4@ = -1
  6296.  
  6297. :NONAME_43874
  6298. Car.SetMaxSpeed(10@, 50.0)
  6299. Car.SetToPsychoDriver(10@)
  6300. 00AE: set_car 10@ traffic_behaviour_to 2
  6301. 09C4: set_car 10@ gas_tank_explosion_enabled 0
  6302. return
  6303.  
  6304. :NONAME_43905
  6305. 26@ = 347
  6306. gosub @NONAME_8681
  6307. Actor.GiveWeaponAndAmmo(1@, Silenced, 9999)
  6308. Model.Destroy(26@)
  6309. wait 10
  6310. 26@ = 351
  6311. gosub @NONAME_8681
  6312. Actor.GiveWeaponAndAmmo(2@, CombatShotgun, 9999)
  6313. Model.Destroy(26@)
  6314. wait 10
  6315. 26@ = 372
  6316. gosub @NONAME_8681
  6317. Actor.GiveWeaponAndAmmo(3@, Tec9, 9999)
  6318. Actor.GiveWeaponAndAmmo(4@, Tec9, 9999)
  6319. Model.Destroy(26@)
  6320. return
  6321.  
  6322. :NONAME_44015
  6323. if and
  6324. 056D: actor 1@ defined
  6325. not Actor.Dead(1@)
  6326. else_jump @NONAME_44086
  6327. 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  6328. 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
  6329. 0433: set_actor 1@ criminal_flag 1
  6330. 060B: set_actor 1@ decision_maker_to 3
  6331. 0633: AS_actor 1@ exit_car
  6332. 05E2: AS_actor 1@ kill_actor -1
  6333. 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
  6334.  
  6335. :NONAME_44086
  6336. if and
  6337. 056D: actor 2@ defined
  6338. not Actor.Dead(2@)
  6339. else_jump @NONAME_44157
  6340. 077A: set_actor 2@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  6341. 07DD: set_actor 2@ attack_rate 100 // previously known as temper_to
  6342. 0433: set_actor 2@ criminal_flag 1
  6343. 060B: set_actor 2@ decision_maker_to 3
  6344. 0633: AS_actor 2@ exit_car
  6345. 05E2: AS_actor 2@ kill_actor -1
  6346. 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
  6347.  
  6348. :NONAME_44157
  6349. if and
  6350. 056D: actor 3@ defined
  6351. not Actor.Dead(3@)
  6352. else_jump @NONAME_44228
  6353. 077A: set_actor 3@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  6354. 07DD: set_actor 3@ attack_rate 100 // previously known as temper_to
  6355. 0433: set_actor 3@ criminal_flag 1
  6356. 060B: set_actor 3@ decision_maker_to 3
  6357. 0633: AS_actor 3@ exit_car
  6358. 05E2: AS_actor 3@ kill_actor -1
  6359. 05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
  6360.  
  6361. :NONAME_44228
  6362. if and
  6363. 056D: actor 4@ defined
  6364. not Actor.Dead(4@)
  6365. else_jump @NONAME_44299
  6366. 077A: set_actor 4@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  6367. 07DD: set_actor 4@ attack_rate 100 // previously known as temper_to
  6368. 0433: set_actor 4@ criminal_flag 1
  6369. 060B: set_actor 4@ decision_maker_to 3
  6370. 0633: AS_actor 4@ exit_car
  6371. 05E2: AS_actor 4@ kill_actor -1
  6372. 05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
  6373.  
  6374. :NONAME_44299
  6375. return
  6376.  
  6377. :NONAME_44301
  6378. wait 0
  6379. if and
  6380. Actor.Dead(1@)
  6381. Actor.Dead(2@)
  6382. Actor.Dead(3@)
  6383. Actor.Dead(4@)
  6384. else_jump @NONAME_44345
  6385. end_thread
  6386. jump @NONAME_44509
  6387.  
  6388. :NONAME_44345
  6389. Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
  6390. if
  6391. 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
  6392. else_jump @NONAME_44509
  6393.  
  6394. :NONAME_44393
  6395. 089F: get_actor 30@ pedtype_to 15@
  6396. if
  6397. 15@ == 6
  6398. else_jump @NONAME_44479
  6399. if or
  6400. 02D8: actor 30@ current_weapon == 22
  6401. 02D8: actor 30@ current_weapon == 25
  6402. 02D8: actor 30@ current_weapon == 28
  6403. 02D8: actor 30@ current_weapon == 29
  6404. 02D8: actor 30@ current_weapon == 31
  6405. else_jump @NONAME_44472
  6406. jump @NONAME_44479
  6407.  
  6408. :NONAME_44472
  6409. gosub @NONAME_44516
  6410.  
  6411. :NONAME_44479
  6412. 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
  6413. else_jump @NONAME_44393
  6414.  
  6415. :NONAME_44509
  6416. jump @NONAME_44301
  6417.  
  6418. :NONAME_44516
  6419. if
  6420. Actor.Driving(30@)
  6421. else_jump @NONAME_44666
  6422. 0811: 20@ = actor 30@ used_car
  6423. gosub @NONAME_10156
  6424. if and
  6425. 00EE: actor 30@ sphere 0 near_point 22@ 23@ radius 25.0 25.0 in_car
  6426. 01C1: car 0@ stopped
  6427. else_jump @NONAME_44607
  6428. Car.SetDriverBehaviour(20@, Nowhere)
  6429. gosub @NONAME_11535
  6430. jump @NONAME_44659
  6431.  
  6432. :NONAME_44607
  6433. 0397: enable_car 20@ siren 1
  6434. 067F: set_car 20@ lights 2
  6435. 00AE: set_car 20@ traffic_behaviour_to 2
  6436. Car.SetMaxSpeed(20@, 30.0)
  6437. gosub @NONAME_10156
  6438. Car.DriveTo(20@, 22@, 23@, 24@)
  6439.  
  6440. :NONAME_44659
  6441. jump @NONAME_44673
  6442.  
  6443. :NONAME_44666
  6444. gosub @NONAME_11535
  6445.  
  6446. :NONAME_44673
  6447. return
  6448. $ONMISSION = 1
  6449. 0167: 25@ = create_marker_at 593.7653 -1236.815 17.9794 color 0 flag 2
  6450. Marker.SetIconSize(25@, 3)
  6451. 26@ = 372
  6452. gosub @NONAME_8681
  6453. 0376: 1@ = create_random_actor_at 598.3565 -1240.17 18.1227
  6454. Actor.GiveWeaponAndAmmo(1@, Tec9, 9999)
  6455. 0376: 2@ = create_random_actor_at 589.3676 -1243.519 17.9266
  6456. Actor.GiveWeaponAndAmmo(2@, Tec9, 9999)
  6457. Model.Destroy(26@)
  6458. 0AB1: call_scm_func @NONAME_12369 3 -45251 1@ 2@
  6459.  
  6460. :NONAME_44814
  6461. wait 0
  6462. if
  6463. 00EC: actor $PLAYER_ACTOR sphere 0 near_point 593.7653 -1236.815 radius 300.0 300.0
  6464. else_jump @NONAME_45112
  6465. Actor.PutAt(1@, 598.3565, -1240.17, 18.1227)
  6466. Actor.PutAt(2@, 589.3676, -1243.519, 17.9266)
  6467. gosub @NONAME_45119
  6468.  
  6469. :NONAME_44903
  6470. wait 0
  6471. if
  6472. 00EC: actor $PLAYER_ACTOR sphere 0 near_point 593.7653 -1236.815 radius 60.0 60.0
  6473. else_jump @NONAME_45105
  6474. Marker.Disable(25@)
  6475. 11@ = Marker.CreateAboveActor(1@)
  6476. 12@ = Marker.CreateAboveActor(2@)
  6477. 0AD0: show_formatted_text_lowpriority "Take down the ~r~armed robbers" time 3000
  6478.  
  6479. :NONAME_45004
  6480. wait 0
  6481. gosub @NONAME_9534
  6482. if and
  6483. 1@ == -1
  6484. 2@ == -1
  6485. else_jump @NONAME_45098
  6486. Marker.Disable(3@)
  6487. Marker.Disable(4@)
  6488. 0952: load_soundtrack 12
  6489. 0954: start_playing_loaded_soundtrack
  6490. 0AD0: show_formatted_text_lowpriority "~r~Suspects ~w~taken down" time 3000
  6491. $ONMISSION = 0
  6492. end_thread
  6493.  
  6494. :NONAME_45098
  6495. jump @NONAME_45004
  6496.  
  6497. :NONAME_45105
  6498. jump @NONAME_44903
  6499.  
  6500. :NONAME_45112
  6501. jump @NONAME_44814
  6502.  
  6503. :NONAME_45119
  6504. Actor.AddArmour(1@, 100)
  6505. Actor.Health(1@) = 300
  6506. 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  6507. 0433: set_actor 1@ criminal_flag 1
  6508. 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
  6509. 060B: set_actor 1@ decision_maker_to 3
  6510. 0633: AS_actor 1@ exit_car
  6511. 05E2: AS_actor 1@ kill_actor -1
  6512. 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
  6513. Actor.AddArmour(2@, 100)
  6514. Actor.Health(2@) = 300
  6515. 077A: set_actor 2@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  6516. 0433: set_actor 2@ criminal_flag 1
  6517. 07DD: set_actor 2@ attack_rate 100 // previously known as temper_to
  6518. 060B: set_actor 2@ decision_maker_to 3
  6519. 0633: AS_actor 2@ exit_car
  6520. 05E2: AS_actor 2@ kill_actor -1
  6521. 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
  6522. return
  6523.  
  6524. :NONAME_45251
  6525. wait 0
  6526. if and
  6527. Actor.Dead(1@)
  6528. Actor.Dead(2@)
  6529. else_jump @NONAME_45285
  6530. end_thread
  6531. jump @NONAME_45449
  6532.  
  6533. :NONAME_45285
  6534. Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
  6535. if
  6536. 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
  6537. else_jump @NONAME_45449
  6538.  
  6539. :NONAME_45333
  6540. 089F: get_actor 30@ pedtype_to 15@
  6541. if
  6542. 15@ == 6
  6543. else_jump @NONAME_45419
  6544. if or
  6545. 02D8: actor 30@ current_weapon == 22
  6546. 02D8: actor 30@ current_weapon == 25
  6547. 02D8: actor 30@ current_weapon == 28
  6548. 02D8: actor 30@ current_weapon == 29
  6549. 02D8: actor 30@ current_weapon == 31
  6550. else_jump @NONAME_45412
  6551. jump @NONAME_45419
  6552.  
  6553. :NONAME_45412
  6554. gosub @NONAME_45456
  6555.  
  6556. :NONAME_45419
  6557. 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
  6558. else_jump @NONAME_45333
  6559.  
  6560. :NONAME_45449
  6561. jump @NONAME_45251
  6562.  
  6563. :NONAME_45456
  6564. if
  6565. Actor.Driving(30@)
  6566. else_jump @NONAME_45653
  6567. 0811: 20@ = actor 30@ used_car
  6568. if
  6569. 01AD: car 20@ sphere 0 near_point 593.7653 -1236.815 radius 25.0 25.0
  6570. else_jump @NONAME_45539
  6571. Car.SetDriverBehaviour(20@, Nowhere)
  6572. gosub @NONAME_11535
  6573. jump @NONAME_45646
  6574.  
  6575. :NONAME_45539
  6576. if
  6577. 8ABD: not vehicle 20@ siren_on
  6578. else_jump @NONAME_45646
  6579. 067F: set_car 20@ lights 2
  6580. 0397: enable_car 20@ siren 1
  6581. 0423: set_car 20@ improved_handling_to 1.25 // (float)
  6582. 00AE: set_car 20@ traffic_behaviour_to 2
  6583. Car.SetMaxSpeed(20@, 35.0)
  6584. 060B: set_actor 30@ decision_maker_to 32
  6585. Car.DriveTo(20@, 593.7653, -1236.815, 17.9794)
  6586. if
  6587. 047A: actor 30@ driving_bike
  6588. else_jump @NONAME_45646
  6589. 08C6: set_actor 30@ stay_on_bike 1
  6590.  
  6591. :NONAME_45646
  6592. jump @NONAME_45660
  6593.  
  6594. :NONAME_45653
  6595. gosub @NONAME_11535
  6596.  
  6597. :NONAME_45660
  6598. return
  6599. $ONMISSION = 1
  6600. 12@ = 0
  6601. 018C: play_sound 1052 at 0.0 0.0 0.0
  6602. 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
  6603. 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 0@ 1@ 2@
  6604. 0167: 11@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
  6605. Marker.SetColor(11@, 4)
  6606. Marker.SetIconSize(11@, 3)
  6607. gosub @NONAME_46794
  6608. 06F5: create_coordinate 22@ 23@ 24@ from_fire 0@
  6609.  
  6610. :NONAME_45802
  6611. wait 0
  6612. if and
  6613. 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 80.0 80.0
  6614. 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
  6615. else_jump @NONAME_46615
  6616. Marker.Disable(11@)
  6617. 0826: enable_hud 0
  6618. 0581: enable_radar 0
  6619. 06F5: create_coordinate 22@ 23@ 24@ from_fire 0@
  6620. 22@ += 15.0
  6621. 23@ -= 15.0
  6622. 24@ += 13.0
  6623. Camera.SetPosition(22@, 23@, 24@, 0.0, 0.0, 0.0)
  6624. 06F5: create_coordinate 22@ 23@ 24@ from_fire 0@
  6625. Camera.PointAt(22@, 23@, 24@, 2)
  6626. Player.CanMove($PLAYER_CHAR) = False
  6627. wait 5000
  6628. fade 0 5000
  6629. gosub @NONAME_8704
  6630. gosub @NONAME_47802
  6631. fade 1 3000
  6632. Player.CanMove($PLAYER_CHAR) = True
  6633. 0826: enable_hud 1
  6634. 0581: enable_radar 1
  6635. Camera.SetBehindPlayer
  6636. Camera.Restore_WithJumpCut
  6637. wait 1500
  6638. 0ACE: show_formatted_text_box "~y~[INFO]~w~Press CTRL and T to interview people."
  6639. 0AD0: show_formatted_text_lowpriority "~y~[INFO]~w~Go around and interview people to see if they know anything about an arsonist." time 3000
  6640. 16@ = 0
  6641. 17@ = 0
  6642. 0209: 18@ = random_int_in_ranges 1 6
  6643. 0209: 19@ = random_int_in_ranges 20000 90000
  6644. wait 10
  6645. 33@ = 0
  6646.  
  6647. :NONAME_46229
  6648. Player.Defined(0)
  6649. else_jump @NONAME_46606
  6650. wait 0
  6651. gosub @NONAME_47876
  6652. gosub @NONAME_47917
  6653. gosub @NONAME_48159
  6654. if
  6655. 001D: 33@ > 19@ // (int)
  6656. else_jump @NONAME_46418
  6657. gosub @NONAME_48373
  6658. 03F0: enable_text_draw 0
  6659. 0ACE: show_formatted_text_box "~y~[INFO]~w~Fellow detectives have found the arsonist."
  6660. 0AD0: show_formatted_text_lowpriority "Get to the ~r~arsonist ~w~and take him out" time 3000
  6661. jump @NONAME_46622
  6662. jump @NONAME_46599
  6663.  
  6664. :NONAME_46418
  6665. if
  6666. 003B: 17@ == 18@ // (int)
  6667. else_jump @NONAME_46599
  6668. gosub @NONAME_48373
  6669. 03F0: enable_text_draw 0
  6670. 0ACE: show_formatted_text_box "~y~[INFO]~w~You gotten enough interviewees to get the location of the ~r~arsonist."
  6671. 0AD0: show_formatted_text_lowpriority "Get to the ~r~arsonist ~w~and take him out" time 3000
  6672. 20@ = 0
  6673. jump @NONAME_46622
  6674.  
  6675. :NONAME_46599
  6676. jump @NONAME_46229
  6677.  
  6678. :NONAME_46606
  6679. $ONMISSION = 0
  6680. end_thread
  6681.  
  6682. :NONAME_46615
  6683. jump @NONAME_45802
  6684.  
  6685. :NONAME_46622
  6686. not Actor.Dead(1@)
  6687. else_jump @NONAME_46723
  6688. wait 0
  6689. if and
  6690. 20@ == 0
  6691. 0AB0: key_pressed 117
  6692. else_jump @NONAME_46716
  6693. 20@ = 1
  6694. 0ACE: show_formatted_text_box "Police assistance en-route"
  6695. 0AB1: call_scm_func @NONAME_12369 2 -48633 1@
  6696.  
  6697. :NONAME_46716
  6698. jump @NONAME_46622
  6699.  
  6700. :NONAME_46723
  6701. Marker.Disable(2@)
  6702. Actor.RemoveReferences(1@)
  6703. 0952: load_soundtrack 12
  6704. 0954: start_playing_loaded_soundtrack
  6705. 0AD0: show_formatted_text_lowpriority "The ~r~arsonist ~w~has been taken down" time 3000
  6706. $ONMISSION = 0
  6707. end_thread
  6708.  
  6709. :NONAME_46794
  6710. wait 0
  6711. if
  6712. 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 300.0 300.0
  6713. else_jump @NONAME_47588
  6714. 0395: clear_area 1 at 22@ 23@ 24@ radius 30.0
  6715. 02CF: 0@ = create_fire_at 22@ 23@ 24@ propagation 25 size 40
  6716. 12@ = 1
  6717. gosub @NONAME_47595
  6718. 0208: 25@ = random_float_in_ranges 0.0 360.0
  6719. 26@ = 407
  6720. gosub @NONAME_8681
  6721. 1@ = Car.Create(26@, 22@, 23@, 24@)
  6722. Car.Angle(1@) = 25@
  6723. 0397: enable_car 1@ siren 1
  6724. 067F: set_car 1@ lights 2
  6725. wait 10
  6726. gosub @NONAME_47595
  6727. 0208: 25@ = random_float_in_ranges 0.0 360.0
  6728. 4@ = Car.Create(26@, 22@, 23@, 24@)
  6729. Car.Angle(4@) = 25@
  6730. 0397: enable_car 4@ siren 1
  6731. 067F: set_car 4@ lights 2
  6732. Model.Destroy(26@)
  6733. wait 10
  6734. gosub @NONAME_47595
  6735. 0208: 25@ = random_float_in_ranges 0.0 360.0
  6736. 26@ = 544
  6737. gosub @NONAME_8681
  6738. 7@ = Car.Create(26@, 22@, 23@, 24@)
  6739. Car.Angle(7@) = 25@
  6740. 067F: set_car 7@ lights 2
  6741. Model.Destroy(26@)
  6742. wait 10
  6743. 12@ = 0
  6744. 0209: 26@ = random_int_in_ranges 277 280
  6745. 0208: 25@ = random_float_in_ranges 0.0 360.0
  6746. gosub @NONAME_8681
  6747. gosub @NONAME_47595
  6748. 2@ = Actor.Create(Fireman, 26@, 22@, 23@, 24@)
  6749. gosub @NONAME_47595
  6750. 3@ = Actor.Create(Fireman, 26@, 22@, 23@, 24@)
  6751. Model.Destroy(26@)
  6752. wait 10
  6753. 0209: 26@ = random_int_in_ranges 277 280
  6754. 0208: 25@ = random_float_in_ranges 0.0 360.0
  6755. gosub @NONAME_8681
  6756. gosub @NONAME_47595
  6757. 5@ = Actor.Create(Fireman, 26@, 22@, 23@, 24@)
  6758. gosub @NONAME_47595
  6759. 6@ = Actor.Create(Fireman, 26@, 22@, 23@, 24@)
  6760. Model.Destroy(26@)
  6761. wait 10
  6762. 0209: 26@ = random_int_in_ranges 277 280
  6763. 0208: 25@ = random_float_in_ranges 0.0 360.0
  6764. gosub @NONAME_8681
  6765. gosub @NONAME_47595
  6766. 8@ = Actor.Create(Fireman, 26@, 22@, 23@, 24@)
  6767. gosub @NONAME_47595
  6768. 9@ = Actor.Create(Fireman, 26@, 22@, 23@, 24@)
  6769. Model.Destroy(26@)
  6770. wait 10
  6771. 26@ = 366
  6772. gosub @NONAME_8681
  6773. Actor.GiveWeaponAndAmmo(2@, FireExtinguisher, 9999)
  6774. Actor.GiveWeaponAndAmmo(3@, FireExtinguisher, 9999)
  6775. Actor.GiveWeaponAndAmmo(5@, FireExtinguisher, 9999)
  6776. Actor.GiveWeaponAndAmmo(6@, FireExtinguisher, 9999)
  6777. Actor.GiveWeaponAndAmmo(8@, FireExtinguisher, 9999)
  6778. Actor.GiveWeaponAndAmmo(9@, FireExtinguisher, 9999)
  6779. Model.Destroy(26@)
  6780. 06F5: create_coordinate 22@ 23@ 24@ from_fire 0@
  6781. 0615: define_AS_pack_begin 15@
  6782. 0A2E: AS_actor -1 go_to 22@ 23@ 24@ mode 6 time -2 stop_radius 8.0 following_paths
  6783. 0668: AS_actor -1 rotate_and_shoot_at 22@ 23@ 24@ -2 ms
  6784. 0616: define_AS_pack_end 15@
  6785. 0618: assign_actor 2@ to_AS_pack 15@
  6786. 0618: assign_actor 3@ to_AS_pack 15@
  6787. 0618: assign_actor 5@ to_AS_pack 15@
  6788. 0618: assign_actor 6@ to_AS_pack 15@
  6789. 0618: assign_actor 8@ to_AS_pack 15@
  6790. 0618: assign_actor 9@ to_AS_pack 15@
  6791. 061B: remove_references_to_AS_pack 15@
  6792. return
  6793.  
  6794. :NONAME_47588
  6795. jump @NONAME_46794
  6796.  
  6797. :NONAME_47595
  6798. 06F5: create_coordinate 22@ 23@ 24@ from_fire 0@
  6799. 0208: 27@ = random_float_in_ranges -30.0 30.0
  6800. 0208: 28@ = random_float_in_ranges -30.0 30.0
  6801. wait 0
  6802. if or
  6803. 27@ > 7.0
  6804. -7.0 > 27@
  6805. else_jump @NONAME_47595
  6806. if or
  6807. 28@ > 7.0
  6808. -7.0 > 28@
  6809. else_jump @NONAME_47595
  6810. 005B: 22@ += 27@ // (float)
  6811. 005B: 23@ += 28@ // (float)
  6812. 02CE: 24@ = ground_z_at 22@ 23@ 24@
  6813. if
  6814. 12@ == 1
  6815. else_jump @NONAME_47780
  6816. 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 22@ 23@ 24@
  6817. jump @NONAME_47800
  6818.  
  6819. :NONAME_47780
  6820. 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 22@ 23@ 24@
  6821.  
  6822. :NONAME_47800
  6823. return
  6824.  
  6825. :NONAME_47802
  6826. 02D1: remove_fire 0@
  6827. Car.Destroy(1@)
  6828. Car.Destroy(4@)
  6829. Car.Destroy(7@)
  6830. Actor.DestroyInstantly(2@)
  6831. Actor.DestroyInstantly(3@)
  6832. Actor.DestroyInstantly(5@)
  6833. Actor.DestroyInstantly(6@)
  6834. Actor.DestroyInstantly(8@)
  6835. Actor.DestroyInstantly(9@)
  6836. wait 100
  6837. 0395: clear_area 2 at 22@ 23@ 24@ radius 30.0
  6838. return
  6839.  
  6840. :NONAME_47876
  6841. 03F0: enable_text_draw 1
  6842. 03E4: set_text_draw_align_right 1
  6843. 0348: enable_text_draw_proportional 1
  6844. 045B: draw_text_2numbers 600.0 150.0 GXT 'ARSON_1' numbers 17@ 18@
  6845. return
  6846.  
  6847. :NONAME_47917
  6848. if and
  6849. 16@ == 0
  6850. 0AB0: key_pressed 17
  6851. 0AB0: key_pressed 84
  6852. else_jump @NONAME_48157
  6853. 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
  6854. gosub @NONAME_48348
  6855. if
  6856. not 1@ == -1
  6857. else_jump @NONAME_48157
  6858. 089F: get_actor 1@ pedtype_to 15@
  6859. if and
  6860. 044B: actor 1@ on_foot
  6861. not 15@ == 6
  6862. else_jump @NONAME_48157
  6863. 0209: 14@ = random_int_in_ranges 1 5
  6864. if
  6865. not 14@ == 4
  6866. else_jump @NONAME_48087
  6867. 0687: clear_actor 1@ task
  6868. 0677: AS_actor $PLAYER_ACTOR chat_with_actor 1@ lead_speaker_flag 1 unknown_flag 1
  6869. 0677: AS_actor 1@ chat_with_actor $PLAYER_ACTOR lead_speaker_flag 0 unknown_flag 1
  6870. 16@ = 1
  6871. 33@ = 0
  6872. jump @NONAME_48157
  6873.  
  6874. :NONAME_48087
  6875. 0ACE: show_formatted_text_box "~y~[INFO]~w~This person doesn't want to be interviewed."
  6876. Actor.RemoveReferences(1@)
  6877. wait 250
  6878.  
  6879. :NONAME_48157
  6880. return
  6881.  
  6882. :NONAME_48159
  6883. if
  6884. 16@ == 1
  6885. else_jump @NONAME_48346
  6886. if
  6887. 33@ > 17000
  6888. else_jump @NONAME_48227
  6889. 16@ = 0
  6890. 17@ += 1
  6891. 0792: disembark_instantly_actor $PLAYER_ACTOR
  6892. 0792: disembark_instantly_actor 1@
  6893. jump @NONAME_48346
  6894.  
  6895. :NONAME_48227
  6896. if or
  6897. Actor.Dead(1@)
  6898. 8105: not actor 1@ near_actor $PLAYER_ACTOR radius 10.0 10.0 10.0 sphere 0 on_foot
  6899. else_jump @NONAME_48346
  6900. 16@ = 0
  6901. 0792: disembark_instantly_actor $PLAYER_ACTOR
  6902. 0ACE: show_formatted_text_box "The interviewee has either died or you aren't near them."
  6903. Actor.RemoveReferences(1@)
  6904.  
  6905. :NONAME_48346
  6906. return
  6907.  
  6908. :NONAME_48348
  6909. if
  6910. not 0@ == -1
  6911. else_jump @NONAME_48371
  6912. Car.RemoveReferences(0@)
  6913.  
  6914. :NONAME_48371
  6915. return
  6916.  
  6917. :NONAME_48373
  6918. wait 0
  6919. 0208: 22@ = random_float_in_ranges -350.0 350.0
  6920. 0208: 23@ = random_float_in_ranges -350.0 350.0
  6921. 04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 22@ 23@ 24@
  6922. 80EC: not actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 100.0 100.0
  6923. else_jump @NONAME_48373
  6924. 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 22@ 23@ 24@
  6925. 0376: 1@ = create_random_actor_at 22@ 23@ 24@
  6926. 2@ = Marker.CreateAboveActor(1@)
  6927. 0209: 17@ = random_int_in_ranges 1 3
  6928. gosub @NONAME_48551
  6929. 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
  6930. 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
  6931. 05E2: AS_actor 1@ kill_actor -1
  6932. 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
  6933. return
  6934.  
  6935. :NONAME_48551
  6936. if
  6937. 17@ == 1
  6938. else_jump @NONAME_48601
  6939. 26@ = 344
  6940. gosub @NONAME_8681
  6941. Actor.GiveWeaponAndAmmo(1@, Molotov, 9999)
  6942. jump @NONAME_48626
  6943.  
  6944. :NONAME_48601
  6945. 26@ = 361
  6946. gosub @NONAME_8681
  6947. Actor.GiveWeaponAndAmmo(1@, FlameThrower, 9999)
  6948.  
  6949. :NONAME_48626
  6950. Model.Destroy(26@)
  6951. return
  6952.  
  6953. :NONAME_48633
  6954. wait 0
  6955. if
  6956. Actor.Dead(0@)
  6957. else_jump @NONAME_48662
  6958. end_thread
  6959. jump @NONAME_48826
  6960.  
  6961. :NONAME_48662
  6962. Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
  6963. if
  6964. 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
  6965. else_jump @NONAME_48826
  6966.  
  6967. :NONAME_48710
  6968. 089F: get_actor 30@ pedtype_to 15@
  6969. if
  6970. 15@ == 6
  6971. else_jump @NONAME_48796
  6972. if or
  6973. 02D8: actor 30@ current_weapon == 22
  6974. 02D8: actor 30@ current_weapon == 25
  6975. 02D8: actor 30@ current_weapon == 28
  6976. 02D8: actor 30@ current_weapon == 29
  6977. 02D8: actor 30@ current_weapon == 31
  6978. else_jump @NONAME_48789
  6979. jump @NONAME_48796
  6980.  
  6981. :NONAME_48789
  6982. gosub @NONAME_11361
  6983.  
  6984. :NONAME_48796
  6985. 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
  6986. else_jump @NONAME_48710
  6987.  
  6988. :NONAME_48826
  6989. jump @NONAME_48633
  6990. 18@ = 0
  6991. 0085: 17@ = 3@ // (int)
  6992. 0085: 18@ = 4@ // (int)
  6993. 0085: 22@ = 0@ // (int)
  6994. 0085: 23@ = 1@ // (int)
  6995. 0085: 24@ = 2@ // (int)
  6996. $ONMISSION = 1
  6997. 12@ = 0
  6998. 018C: play_sound 1052 at 0.0 0.0 0.0
  6999. 0AD0: show_formatted_text_lowpriority "Get to the ~y~location" time 3000
  7000. 0167: 5@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
  7001. Marker.SetColor(5@, 4)
  7002. Marker.SetIconSize(5@, 3)
  7003.  
  7004. :NONAME_48976
  7005. wait 0
  7006. if
  7007. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 22@ 23@ 24@ radius 300.0 300.0 50.0
  7008. else_jump @NONAME_50500
  7009. 26@ = 428
  7010. gosub @NONAME_8681
  7011. 02CE: 24@ = ground_z_at 22@ 23@ 24@
  7012. 1@ = Car.Create(26@, 22@, 23@, 24@)
  7013. Car.Angle(1@) = 17@
  7014. 0574: set_car 1@ keep_position 1
  7015. Model.Destroy(26@)
  7016. wait 10
  7017. 26@ = 71
  7018. gosub @NONAME_8681
  7019. 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset -3.0 -5.0 0.0
  7020. 02CE: 24@ = ground_z_at 22@ 23@ 24@
  7021. 2@ = Actor.Create(Special, 26@, 22@, 23@, 24@)
  7022. 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 3.0 -5.0 0.0
  7023. 02CE: 24@ = ground_z_at 22@ 23@ 24@
  7024. 3@ = Actor.Create(Special, 26@, 22@, 23@, 24@)
  7025. Model.Destroy(26@)
  7026. wait 10
  7027. 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 3.0 -7.0 0.0
  7028. 02CE: 24@ = ground_z_at 22@ 23@ 24@
  7029. 0376: 4@ = create_random_actor_at 22@ 23@ 24@
  7030. 0638: AS_actor 4@ stay_put 1
  7031. wait 10
  7032. 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 0.0 4.5 0.0
  7033. 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 22@ 23@ 24@
  7034. 0209: 26@ = random_int_in_ranges 596 600
  7035. gosub @NONAME_8681
  7036. 6@ = Car.Create(26@, 22@, 23@, 24@)
  7037. Car.Angle(6@) = 17@
  7038. 0574: set_car 6@ keep_position 1
  7039. Model.Destroy(26@)
  7040. wait 10
  7041. 0209: 26@ = random_int_in_ranges 280 284
  7042. gosub @NONAME_8681
  7043. 7@ = Actor.CreateAsDriver(Mission1, 26@, 6@)
  7044. 8@ = Actor.CreateAsPassenger(Mission1, 26@, 6@, 0)
  7045. Model.Destroy(26@)
  7046. gosub @NONAME_50507
  7047. Marker.Disable(5@)
  7048. wait 10
  7049. 5@ = Marker.CreateAboveCar(1@)
  7050. Marker.SetColor(5@, 4)
  7051.  
  7052. :NONAME_49497
  7053. Player.Defined(0)
  7054. else_jump @NONAME_50484
  7055. wait 0
  7056. if and
  7057. 00F2: actor $PLAYER_ACTOR near_actor 4@ radius 25.0 25.0 0
  7058. 0364: actor $PLAYER_ACTOR spotted_actor 4@
  7059. else_jump @NONAME_50477
  7060. 0638: AS_actor 4@ stay_put 0
  7061. Player.CanMove(0) = False
  7062. 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 0.0 -15.0 4.0
  7063. Camera.SetPosition(22@, 23@, 24@, 0.0, 0.0, 0.0)
  7064. Car.StorePos(1@, 22@, 23@, 24@)
  7065. Camera.PointAt(22@, 23@, 24@, 2)
  7066. 018C: play_sound 1052 at 0.0 0.0 0.0
  7067. 0AD0: show_formatted_text_lowpriority "~y~[INFO]~w~This criminal is high priority. Protect him at all costs." time 3000
  7068. wait 2000
  7069. 05CB: AS_actor 2@ enter_car 1@ as_driver -2 ms
  7070. 05CA: AS_actor 3@ enter_car 1@ passenger_seat 0 time -2
  7071. 05CA: AS_actor 4@ enter_car 1@ passenger_seat 1 time -2
  7072. gosub @NONAME_50777
  7073. gosub @NONAME_51288
  7074. wait 2000
  7075. 0574: set_car 1@ keep_position 0
  7076. 0574: set_car 6@ keep_position 0
  7077. 0397: enable_car 6@ siren 1
  7078. 067F: set_car 6@ lights 2
  7079. 00AE: set_car 1@ traffic_behaviour_to 2
  7080. 00AE: set_car 6@ traffic_behaviour_to 2
  7081. 0423: set_car 1@ improved_handling_to 1.25 // (float)
  7082. Car.SetMaxSpeed(1@, 30.0)
  7083. Car.SetMaxSpeed(6@, 30.0)
  7084. Car.SetDriverBehaviour(1@, IgnoreRoadPaths)
  7085. Car.DriveTo(1@, 22@, 23@, 24@)
  7086. 07F8: car 6@ follow_car 1@ radius 15.0
  7087. Player.CanMove(0) = True
  7088. Camera.SetBehindPlayer
  7089. Camera.Restore_WithJumpCut
  7090. gosub @NONAME_50621
  7091. 10@ = 0
  7092.  
  7093. :NONAME_49931
  7094. Player.Defined(0)
  7095. else_jump @NONAME_50461
  7096. wait 0
  7097. gosub @NONAME_50966
  7098. gosub @NONAME_50735
  7099. gosub @NONAME_51135
  7100. if
  7101. 10@ == 0
  7102. else_jump @NONAME_50223
  7103. if
  7104. 01AE: car 1@ sphere 0 near_point 22@ 23@ radius 10.0 10.0 stopped
  7105. else_jump @NONAME_50216
  7106. 03F0: enable_text_draw 0
  7107. gosub @NONAME_50839
  7108. Marker.Disable(5@)
  7109. 0952: load_soundtrack 12
  7110. 0954: start_playing_loaded_soundtrack
  7111. 0ACF: show_formatted_styled_text "~g~Transport~n~Successful" time 2000 style 1
  7112. Player.CanMove(0) = False
  7113. 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 10.0 -17.0 7.0
  7114. Camera.SetPosition(22@, 23@, 24@, 0.0, 0.0, 0.0)
  7115. Car.StorePos(1@, 22@, 23@, 24@)
  7116. Camera.PointAt(22@, 23@, 24@, 2)
  7117. wait 6000
  7118. fade 0 2000
  7119. gosub @NONAME_8704
  7120. gosub @NONAME_51734
  7121. Player.CanMove(0) = True
  7122. Camera.SetBehindPlayer
  7123. Camera.Restore_WithJumpCut
  7124. fade 1 2000
  7125. $ONMISSION = 0
  7126. end_thread
  7127.  
  7128. :NONAME_50216
  7129. jump @NONAME_50454
  7130.  
  7131. :NONAME_50223
  7132. 03F0: enable_text_draw 0
  7133. if
  7134. 10@ == 1
  7135. else_jump @NONAME_50331
  7136. 0ACF: show_formatted_styled_text "~r~Mission Failed" time 2000 style 1
  7137. 018C: play_sound 1052 at 0.0 0.0 0.0
  7138. 0AD0: show_formatted_text_lowpriority "The VIP has been killed." time 3000
  7139. jump @NONAME_50445
  7140.  
  7141. :NONAME_50331
  7142. 0ACF: show_formatted_styled_text "~r~Mission Failed" time 2000 style 1
  7143. 018C: play_sound 1052 at 0.0 0.0 0.0
  7144. 0AD0: show_formatted_text_lowpriority "The transport unit or vehicle has been killed or destroyed." time 3000
  7145.  
  7146. :NONAME_50445
  7147. $ONMISSION = 0
  7148. end_thread
  7149.  
  7150. :NONAME_50454
  7151. jump @NONAME_49931
  7152.  
  7153. :NONAME_50461
  7154. gosub @NONAME_51771
  7155. $ONMISSION = 0
  7156. end_thread
  7157.  
  7158. :NONAME_50477
  7159. jump @NONAME_49497
  7160.  
  7161. :NONAME_50484
  7162. gosub @NONAME_51771
  7163. $ONMISSION = 0
  7164. end_thread
  7165.  
  7166. :NONAME_50500
  7167. jump @NONAME_48976
  7168.  
  7169. :NONAME_50507
  7170. Car.SetImmunities(1@, 1, 1, 1, 1, 1)
  7171. Car.SetImmunities(6@, 1, 1, 1, 1, 1)
  7172. Actor.SetImmunities(2@, 1, 1, 1, 1, 1)
  7173. Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
  7174. Actor.SetImmunities(4@, 1, 1, 1, 1, 1)
  7175. Actor.SetImmunities(7@, 1, 1, 1, 1, 1)
  7176. Actor.SetImmunities(8@, 1, 1, 1, 1, 1)
  7177. 02A9: set_actor 4@ immune_to_nonplayer 1
  7178. return
  7179.  
  7180. :NONAME_50621
  7181. Car.SetImmunities(1@, 0, 0, 0, 0, 0)
  7182. Car.SetImmunities(6@, 0, 0, 0, 0, 0)
  7183. Actor.SetImmunities(2@, 0, 0, 0, 0, 0)
  7184. Actor.SetImmunities(3@, 0, 0, 0, 0, 0)
  7185. Actor.SetImmunities(4@, 0, 0, 0, 0, 0)
  7186. Actor.SetImmunities(7@, 0, 0, 0, 0, 0)
  7187. Actor.SetImmunities(8@, 0, 0, 0, 0, 0)
  7188. 02A9: set_actor 4@ immune_to_nonplayer 0
  7189. return
  7190.  
  7191. :NONAME_50735
  7192. 16@ = Car.Health(1@)
  7193. 03F0: enable_text_draw 1
  7194. 03E4: set_text_draw_align_right 1
  7195. 045A: draw_text_1number 600.0 150.0 GXT 'VIP_Hea' number 16@
  7196. return
  7197.  
  7198. :NONAME_50777
  7199. wait 0
  7200. if and
  7201. Actor.InCar(2@, 1@)
  7202. Actor.InCar(3@, 1@)
  7203. Actor.InCar(4@, 1@)
  7204. else_jump @NONAME_50777
  7205. 0526: set_actor 2@ stay_in_car_when_jacked 1
  7206. 0526: set_actor 3@ stay_in_car_when_jacked 1
  7207. 0526: set_actor 4@ stay_in_car_when_jacked 1
  7208. return
  7209.  
  7210. :NONAME_50839
  7211. if and
  7212. not 2@ == -1
  7213. not Actor.Dead(2@)
  7214. else_jump @NONAME_50885
  7215. 0633: AS_actor 2@ exit_car
  7216. 07A3: AS_actor 2@ run_to_and_follow_actor 4@ wait_radius_between 1.0 and 3.0
  7217.  
  7218. :NONAME_50885
  7219. if and
  7220. not 3@ == -1
  7221. not Actor.Dead(3@)
  7222. else_jump @NONAME_50931
  7223. 0633: AS_actor 3@ exit_car
  7224. 07A3: AS_actor 3@ run_to_and_follow_actor 4@ wait_radius_between 1.0 and 3.0
  7225.  
  7226. :NONAME_50931
  7227. if and
  7228. not 4@ == -1
  7229. not Actor.Dead(4@)
  7230. else_jump @NONAME_50964
  7231. 0633: AS_actor 4@ exit_car
  7232. 05DE: AS_actor 4@ walk_around_ped_path
  7233.  
  7234. :NONAME_50964
  7235. return
  7236.  
  7237. :NONAME_50966
  7238. not 6@ == -1
  7239. else_jump @NONAME_51133
  7240. if and
  7241. not 7@ == -1
  7242. Actor.Dead(7@)
  7243. else_jump @NONAME_51019
  7244. Actor.RemoveReferences(7@)
  7245. wait 10
  7246. 7@ = -1
  7247.  
  7248. :NONAME_51019
  7249. if and
  7250. not 8@ == -1
  7251. Actor.Dead(8@)
  7252. else_jump @NONAME_51058
  7253. Actor.RemoveReferences(8@)
  7254. wait 10
  7255. 8@ = -1
  7256.  
  7257. :NONAME_51058
  7258. if or
  7259. Car.Wrecked(6@)
  7260. not Actor.Driving(7@)
  7261. else_jump @NONAME_51119
  7262. Car.RemoveReferences(6@)
  7263. Actor.RemoveReferences(7@)
  7264. Actor.RemoveReferences(8@)
  7265. wait 10
  7266. 6@ = -1
  7267. jump @NONAME_51133
  7268. jump @NONAME_51126
  7269.  
  7270. :NONAME_51119
  7271. jump @NONAME_51133
  7272.  
  7273. :NONAME_51126
  7274. jump @NONAME_50966
  7275.  
  7276. :NONAME_51133
  7277. return
  7278.  
  7279. :NONAME_51135
  7280. if or
  7281. Actor.Dead(2@)
  7282. not Actor.Driving(2@)
  7283. else_jump @NONAME_51182
  7284. 10@ = 2
  7285. Actor.DestroyInstantly(4@)
  7286. gosub @NONAME_51771
  7287. jump @NONAME_51286
  7288.  
  7289. :NONAME_51182
  7290. if and
  7291. not 3@ == -1
  7292. Actor.Dead(3@)
  7293. else_jump @NONAME_51228
  7294. Actor.RemoveReferences(3@)
  7295. wait 10
  7296. 3@ = -1
  7297. jump @NONAME_51286
  7298.  
  7299. :NONAME_51228
  7300. if
  7301. Actor.Dead(4@)
  7302. else_jump @NONAME_51272
  7303. 10@ = 1
  7304. gosub @NONAME_51771
  7305. jump @NONAME_51286
  7306. jump @NONAME_51279
  7307.  
  7308. :NONAME_51272
  7309. jump @NONAME_51286
  7310.  
  7311. :NONAME_51279
  7312. jump @NONAME_51135
  7313.  
  7314. :NONAME_51286
  7315. return
  7316.  
  7317. :NONAME_51288
  7318. gosub @NONAME_51708
  7319. if
  7320. 17@ == 1
  7321. else_jump @NONAME_51360
  7322. 22@ = 1535.944
  7323. 23@ = -1677.561
  7324. 24@ = 13.3828
  7325. 17@ = 0.0
  7326. jump @NONAME_51706
  7327.  
  7328. :NONAME_51360
  7329. if
  7330. 17@ == 2
  7331. else_jump @NONAME_51425
  7332. 22@ = 618.9524
  7333. 23@ = -588.903
  7334. 24@ = 17.233
  7335. 17@ = 272.0
  7336. jump @NONAME_51706
  7337.  
  7338. :NONAME_51425
  7339. if
  7340. 17@ == 3
  7341. else_jump @NONAME_51490
  7342. 22@ = -2162.375
  7343. 23@ = -2393.488
  7344. 24@ = 30.4687
  7345. 17@ = 50.0
  7346. jump @NONAME_51706
  7347.  
  7348. :NONAME_51490
  7349. if
  7350. 17@ == 4
  7351. else_jump @NONAME_51555
  7352. 22@ = -1566.104
  7353. 23@ = 658.9803
  7354. 24@ = 7.0391
  7355. 17@ = 197.0
  7356. jump @NONAME_51706
  7357.  
  7358. :NONAME_51555
  7359. if
  7360. 17@ == 5
  7361. else_jump @NONAME_51620
  7362. 22@ = -213.9039
  7363. 23@ = 987.645
  7364. 24@ = 19.4357
  7365. 17@ = 15.0
  7366. jump @NONAME_51706
  7367.  
  7368. :NONAME_51620
  7369. if
  7370. 17@ == 6
  7371. else_jump @NONAME_51692
  7372. 22@ = 2263.814
  7373. 23@ = 2452.452
  7374. 24@ = 10.8203
  7375. 17@ = 86.8199
  7376. jump @NONAME_51706
  7377. jump @NONAME_51699
  7378.  
  7379. :NONAME_51692
  7380. jump @NONAME_51706
  7381.  
  7382. :NONAME_51699
  7383. jump @NONAME_51288
  7384.  
  7385. :NONAME_51706
  7386. return
  7387.  
  7388. :NONAME_51708
  7389. 0209: 17@ = random_int_in_ranges 1 7
  7390. 803B: not 18@ == 17@ // (int)
  7391. else_jump @NONAME_51708
  7392. return
  7393.  
  7394. :NONAME_51734
  7395. Car.Destroy(1@)
  7396. Car.Destroy(6@)
  7397. Actor.DestroyInstantly(2@)
  7398. Actor.DestroyInstantly(3@)
  7399. Actor.DestroyInstantly(4@)
  7400. Actor.DestroyInstantly(7@)
  7401. Actor.DestroyInstantly(8@)
  7402. return
  7403.  
  7404. :NONAME_51771
  7405. Marker.Disable(5@)
  7406. Car.RemoveReferences(1@)
  7407. Car.RemoveReferences(6@)
  7408. Actor.RemoveReferences(2@)
  7409. Actor.RemoveReferences(3@)
  7410. Actor.RemoveReferences(4@)
  7411. Actor.RemoveReferences(7@)
  7412. Actor.RemoveReferences(8@)
  7413. return
  7414.  
  7415. :NONAME_51813
  7416. wait 0
  7417. Player.Defined(0)
  7418. else_jump @NONAME_51813
  7419. 0AB1: call_scm_func @NONAME_12369 1 -12509
  7420. 0AB1: call_scm_func @NONAME_12369 1 -16732
  7421. 0AB1: call_scm_func @NONAME_12369 1 -20975
  7422. 0AB1: call_scm_func @NONAME_12369 1 -21422
  7423. 0AB1: call_scm_func @NONAME_12369 1 -22871
  7424. 0AB1: call_scm_func @NONAME_12369 1 -21598
  7425. 0AB1: call_scm_func @NONAME_12369 1 -24473
  7426. 0AB1: call_scm_func @NONAME_12369 1 -26310
  7427. 0AB1: call_scm_func @NONAME_12369 1 -27113
  7428. 0AB1: call_scm_func @NONAME_12369 1 -27710
  7429. return
  7430.  
  7431. :NONAME_51980
  7432. 0A9F: 0@ = current_thread_pointer
  7433. 0@ += 16
  7434. 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
  7435. 0@ -= -52016
  7436. return
  7437. hex
  7438. 43 6F 70 79 72 69 67 68 74 A9 32 30 31 32 4F 4A
  7439. 64 6F 65 73 49 74 53 61 6E 41 6E 64 72 65 61 73
  7440. 50 6F 6C 69 63 65 44 65 70 61 72 74 6D 65 6E 74
  7441. 3A 46 69 72 73 74 52 65 73 70 6F 6E 73 65 28 63
  7442. 6C 65 6F 29 56 65 72 73 69 6F 6E 34 2E 30 28 62
  7443. 65 74 61 29 41 6C 6C 72 69 67 68 74 73 72 65 73
  7444. 65 72 76 65 64 2E
  7445. end
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