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- // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
- {$CLEO .cs}
- //-------------MAIN---------------
- 0000: NOP
- 0662: printstring "San Andreas Police Department: First Response"
- 0662: printstring "Version 4.0 (beta)"
- 0662: printstring "Copyright ©2012 OJdoesIt"
- 0662: printstring "All rights reserved."
- 0662: printstring "LOL This is a big ass script. Don't edit/steal shit."
- gosub @NONAME_51980
- :NONAME_188
- wait 0
- if
- Player.Defined(0)
- else_jump @NONAME_817
- if and
- 0AB0: key_pressed 18
- 0AB0: key_pressed 80
- $ACTIVE_INTERIOR == 0
- else_jump @NONAME_817
- gosub @NONAME_4433
- 00BA: show_text_styled GXT 'FR_Strt' time 7000 style 4
- 00BB: show_text_lowpriority GXT 'FR_St_1' time 7000 flag 1
- wait 7000
- 03D6: remove_styled_text 'FR_Strt'
- 03E6: remove_text_box
- 00BE: text_clear_all
- 08D4: 20@ = create_panel_with_title 'FR_Ttle' position 29.0 145.0 width 200.0 columns 1 interactive 1 background 1 alignment 1
- 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'
- 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
- gosub @NONAME_4539
- fade 0 3000
- gosub @NONAME_8704
- gosub @NONAME_5033
- fade 1 3000
- 2@ = 0
- gosub @NONAME_824
- 04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 2.0
- Camera.SetPosition(22@, 23@, 24@, 0.0, 0.0, 0.0)
- 04C4: store_coords_to 27@ 28@ 29@ from_actor $PLAYER_ACTOR with_offset 0.0 6.0 0.0
- Camera.PointAt(27@, 28@, 29@, 2)
- gosub @NONAME_2515
- gosub @NONAME_5199
- gosub @NONAME_5557
- gosub @NONAME_4483
- 03E5: show_text_box 'FR_RH_1'
- 0AD0: show_formatted_text_lowpriority "You have 20 seconds to recruit as many officers as you like." time 3000
- 33@ = 0
- gosub @NONAME_5743
- 0AD0: show_formatted_text_lowpriority "You are now on-duty. You will receive random call-outs at random times." time 3000
- jump @NONAME_5845
- :NONAME_817
- jump @NONAME_188
- :NONAME_824
- 08D4: 20@ = create_panel_with_title 'FR_Ttle' position 29.0 145.0 width 200.0 columns 1 interactive 1 background 1 alignment 1
- 08DB: set_panel 20@ column 0 header 'COP_SUB' data 'COPSUB1' 'COPSUB2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
- 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
- :NONAME_996
- wait 0
- if and
- 2@ == 1
- 00E1: player 0 pressed_key 15
- else_jump @NONAME_1055
- 3@ = 0
- 08DA: remove_panel 8@
- 03E6: remove_text_box
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- wait 100
- return
- jump @NONAME_2508
- :NONAME_1055
- if or
- 00E1: player 0 pressed_key 14
- 00E1: player 0 pressed_key 16
- else_jump @NONAME_2508
- 03E6: remove_text_box
- 08D7: 21@ = panel 20@ active_row
- 08DA: remove_panel 20@
- 21@ += 1
- wait 250
- if
- 21@ == 1
- else_jump @NONAME_2031
- 08D4: 20@ = create_panel_with_title 'FR_Ttle' position 29.0 145.0 width 200.0 columns 1 interactive 1 background 1 alignment 1
- 08DB: set_panel 20@ column 0 header 'COP_SUB' data 'LTCP1' 'LTCP2' 'LTCP3' 'LTCP4' 'LTCP5' 'LTCP6' 'LTCP7' 'LTCP8' 'LTCP9' 'LTCP10' 'DUMMY' 'DUMMY'
- 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
- :NONAME_1295
- wait 0
- if
- 00E1: player 0 pressed_key 15
- else_jump @NONAME_1342
- 08DA: remove_panel 20@
- 03E6: remove_text_box
- wait 250
- jump @NONAME_824
- jump @NONAME_2017
- :NONAME_1342
- if or
- 00E1: player 0 pressed_key 14
- 00E1: player 0 pressed_key 16
- else_jump @NONAME_2017
- 2@ = 1
- 08D7: 21@ = panel 20@ active_row
- 21@ += 1
- 0793: save_player_clothes
- if
- 21@ == 1
- else_jump @NONAME_1447
- 26@ = 280
- gosub @NONAME_8681
- 09C7: change_player $PLAYER_CHAR model_to 26@
- Model.Destroy(26@)
- wait 250
- jump @NONAME_1295
- :NONAME_1447
- if
- 21@ == 2
- else_jump @NONAME_1505
- 26@ = 281
- gosub @NONAME_8681
- 09C7: change_player $PLAYER_CHAR model_to 26@
- Model.Destroy(26@)
- wait 250
- jump @NONAME_1295
- :NONAME_1505
- if
- 21@ == 3
- else_jump @NONAME_1563
- 26@ = 282
- gosub @NONAME_8681
- 09C7: change_player $PLAYER_CHAR model_to 26@
- Model.Destroy(26@)
- wait 250
- jump @NONAME_1295
- :NONAME_1563
- if
- 21@ == 4
- else_jump @NONAME_1621
- 26@ = 283
- gosub @NONAME_8681
- 09C7: change_player $PLAYER_CHAR model_to 26@
- Model.Destroy(26@)
- wait 250
- jump @NONAME_1295
- :NONAME_1621
- if
- 21@ == 5
- else_jump @NONAME_1679
- 26@ = 288
- gosub @NONAME_8681
- 09C7: change_player $PLAYER_CHAR model_to 26@
- Model.Destroy(26@)
- wait 250
- jump @NONAME_1295
- :NONAME_1679
- if
- 21@ == 6
- else_jump @NONAME_1737
- 26@ = 284
- gosub @NONAME_8681
- 09C7: change_player $PLAYER_CHAR model_to 26@
- Model.Destroy(26@)
- wait 250
- jump @NONAME_1295
- :NONAME_1737
- if
- 21@ == 7
- else_jump @NONAME_1802
- 26@ = 285
- gosub @NONAME_8681
- 09C7: change_player $PLAYER_CHAR model_to 26@
- Model.Destroy(26@)
- 4@ = 1
- wait 250
- jump @NONAME_1295
- :NONAME_1802
- if
- 21@ == 8
- else_jump @NONAME_1867
- 26@ = 286
- gosub @NONAME_8681
- 09C7: change_player $PLAYER_CHAR model_to 26@
- Model.Destroy(26@)
- 4@ = 2
- wait 250
- jump @NONAME_1295
- :NONAME_1867
- if
- 21@ == 9
- else_jump @NONAME_1932
- 26@ = 287
- gosub @NONAME_8681
- 09C7: change_player $PLAYER_CHAR model_to 26@
- Model.Destroy(26@)
- 4@ = 3
- wait 250
- jump @NONAME_1295
- :NONAME_1932
- if
- 21@ == 10
- else_jump @NONAME_2017
- 09C7: change_player $PLAYER_CHAR model_to #NULL
- Player.SetClothes($PLAYER_CHAR, 'POLICETR', 'POLICETR', Special)
- 4@ = 3
- wait 250
- jump @NONAME_1295
- :NONAME_2017
- jump @NONAME_1295
- jump @NONAME_2508
- :NONAME_2031
- if
- 21@ == 2
- else_jump @NONAME_2508
- 08D4: 20@ = create_panel_with_title 'FR_Ttle' position 29.0 145.0 width 200.0 columns 1 interactive 1 background 1 alignment 1
- 08DB: set_panel 20@ column 0 header 'COP_SUB' data 'LTCPS1' 'LTCPS2' 'LTCPS3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
- 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
- :NONAME_2221
- wait 0
- if
- 00E1: player 0 pressed_key 15
- else_jump @NONAME_2268
- 08DA: remove_panel 20@
- 03E6: remove_text_box
- wait 250
- jump @NONAME_824
- jump @NONAME_2501
- :NONAME_2268
- if or
- 00E1: player 0 pressed_key 14
- 00E1: player 0 pressed_key 16
- else_jump @NONAME_2501
- 2@ = 1
- 08D7: 21@ = panel 20@ active_row
- 21@ += 1
- 0793: save_player_clothes
- if
- 21@ == 1
- else_jump @NONAME_2377
- 023C: load_special_actor 'TENPEN' as 1 // models 290-299
- gosub @NONAME_4522
- 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
- 0296: unload_special_actor 1
- wait 250
- jump @NONAME_2221
- :NONAME_2377
- if
- 21@ == 2
- else_jump @NONAME_2439
- 023C: load_special_actor 'PULASKI' as 1 // models 290-299
- gosub @NONAME_4522
- 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
- 0296: unload_special_actor 1
- wait 250
- jump @NONAME_2221
- :NONAME_2439
- if
- 21@ == 3
- else_jump @NONAME_2494
- 023C: load_special_actor 'HERN' as 1 // models 290-299
- gosub @NONAME_4522
- 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
- 0296: unload_special_actor 1
- wait 250
- :NONAME_2494
- jump @NONAME_2221
- :NONAME_2501
- jump @NONAME_2221
- :NONAME_2508
- jump @NONAME_996
- :NONAME_2515
- 08D4: 20@ = create_panel_with_title 'FR_Ttle' position 29.0 145.0 width 200.0 columns 1 interactive 1 background 1 alignment 1
- 08DB: set_panel 20@ column 0 header 'CAR_SUB' data 'CARSUB1' 'CARSUB2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
- 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
- :NONAME_2687
- wait 0
- if
- 00E1: player 0 pressed_key 15
- else_jump @NONAME_2772
- 08DA: remove_panel 8@
- 03E6: remove_text_box
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- wait 250
- if
- 3@ == 0
- else_jump @NONAME_2763
- gosub @NONAME_824
- jump @NONAME_2515
- jump @NONAME_2765
- :NONAME_2763
- return
- :NONAME_2765
- jump @NONAME_4426
- :NONAME_2772
- if or
- 00E1: player 0 pressed_key 14
- 00E1: player 0 pressed_key 16
- else_jump @NONAME_4426
- 03E6: remove_text_box
- 08D7: 21@ = panel 20@ active_row
- 08DA: remove_panel 20@
- 21@ += 1
- wait 250
- if
- 21@ == 1
- else_jump @NONAME_3795
- 08D4: 20@ = create_panel_with_title 'FR_Ttle' position 29.0 145.0 width 200.0 columns 1 interactive 1 background 1 alignment 1
- 08DB: set_panel 20@ column 0 header 'CAR_SUB' data 'LTVH1' 'LTVH2' 'LTVH3' 'LTVH4' 'LTVH10' 'LTVH5' 'LTVH6' 'LTVH7' 'LTVH8' 'LTVH9' 'DUMMY' 'DUMMY'
- 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
- :NONAME_3012
- wait 0
- if
- 00E1: player 0 pressed_key 15
- else_jump @NONAME_3059
- 08DA: remove_panel 20@
- 03E6: remove_text_box
- wait 250
- jump @NONAME_2515
- jump @NONAME_3781
- :NONAME_3059
- if or
- 00E1: player 0 pressed_key 14
- 00E1: player 0 pressed_key 16
- else_jump @NONAME_3781
- 2@ = 1
- 3@ = 1
- 08D7: 21@ = panel 20@ active_row
- 21@ += 1
- if
- 21@ == 1
- else_jump @NONAME_3178
- 26@ = 596
- gosub @NONAME_8681
- 23@ = 8.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- jump @NONAME_3012
- :NONAME_3178
- if
- 21@ == 2
- else_jump @NONAME_3245
- 26@ = 597
- gosub @NONAME_8681
- 23@ = 8.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- jump @NONAME_3012
- :NONAME_3245
- if
- 21@ == 3
- else_jump @NONAME_3312
- 26@ = 598
- gosub @NONAME_8681
- 23@ = 8.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- jump @NONAME_3012
- :NONAME_3312
- if
- 21@ == 4
- else_jump @NONAME_3379
- 26@ = 599
- gosub @NONAME_8681
- 23@ = 8.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- jump @NONAME_3012
- :NONAME_3379
- if
- 21@ == 5
- else_jump @NONAME_3446
- 26@ = 523
- gosub @NONAME_8681
- 23@ = 8.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- jump @NONAME_3012
- :NONAME_3446
- if
- 21@ == 6
- else_jump @NONAME_3513
- 26@ = 427
- gosub @NONAME_8681
- 23@ = 8.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- jump @NONAME_3012
- :NONAME_3513
- if
- 21@ == 7
- else_jump @NONAME_3580
- 26@ = 490
- gosub @NONAME_8681
- 23@ = 8.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- jump @NONAME_3012
- :NONAME_3580
- if
- 21@ == 8
- else_jump @NONAME_3647
- 26@ = 528
- gosub @NONAME_8681
- 23@ = 8.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- jump @NONAME_3012
- :NONAME_3647
- if
- 21@ == 9
- else_jump @NONAME_3714
- 26@ = 433
- gosub @NONAME_8681
- 23@ = 8.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- jump @NONAME_3012
- :NONAME_3714
- if
- 21@ == 10
- else_jump @NONAME_3774
- 26@ = 497
- gosub @NONAME_8681
- 23@ = 10.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- :NONAME_3774
- jump @NONAME_3012
- :NONAME_3781
- jump @NONAME_3012
- jump @NONAME_4426
- :NONAME_3795
- if
- 21@ == 2
- else_jump @NONAME_4426
- 08D4: 20@ = create_panel_with_title 'FR_Ttle' position 29.0 145.0 width 200.0 columns 1 interactive 1 background 1 alignment 1
- 08DB: set_panel 20@ column 0 header 'CAR_SUB' data 'LTVHU1' 'LTVHU2' 'LTVHU3' 'LTVHU4' 'LTVHU5' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
- 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
- :NONAME_3985
- wait 0
- if
- 00E1: player 0 pressed_key 15
- else_jump @NONAME_4032
- 08DA: remove_panel 20@
- 03E6: remove_text_box
- wait 250
- jump @NONAME_2515
- jump @NONAME_4419
- :NONAME_4032
- if or
- 00E1: player 0 pressed_key 14
- 00E1: player 0 pressed_key 16
- else_jump @NONAME_4419
- 2@ = 1
- 3@ = 1
- 08D7: 21@ = panel 20@ active_row
- 21@ += 1
- if
- 21@ == 1
- else_jump @NONAME_4151
- 26@ = 426
- gosub @NONAME_8681
- 23@ = 8.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- jump @NONAME_3985
- :NONAME_4151
- if
- 21@ == 2
- else_jump @NONAME_4218
- 26@ = 405
- gosub @NONAME_8681
- 23@ = 8.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- jump @NONAME_3985
- :NONAME_4218
- if
- 21@ == 3
- else_jump @NONAME_4285
- 26@ = 507
- gosub @NONAME_8681
- 23@ = 8.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- jump @NONAME_3985
- :NONAME_4285
- if
- 21@ == 4
- else_jump @NONAME_4352
- 26@ = 445
- gosub @NONAME_8681
- 23@ = 8.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- jump @NONAME_3985
- :NONAME_4352
- if
- 21@ == 5
- else_jump @NONAME_4419
- 26@ = 421
- gosub @NONAME_8681
- 23@ = 8.0
- gosub @NONAME_5141
- Model.Destroy(26@)
- wait 250
- jump @NONAME_3985
- :NONAME_4419
- jump @NONAME_3985
- :NONAME_4426
- jump @NONAME_2687
- :NONAME_4433
- Player.WantedLevel($PLAYER_CHAR) = 0
- 01F0: set_max_wanted_level_to 0
- Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- Player.CanMove($PLAYER_CHAR) = False
- 0581: enable_radar 0
- 0826: enable_hud 0
- return
- :NONAME_4483
- Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
- Player.CanMove($PLAYER_CHAR) = True
- 0581: enable_radar 1
- 0826: enable_hud 1
- return
- :NONAME_4522
- wait 0
- 023D: special_actor 1 loaded
- else_jump @NONAME_4522
- return
- :NONAME_4539
- wait 0
- 00E1: player 0 pressed_key 16
- else_jump @NONAME_4539
- 08D7: 21@ = panel 20@ active_row
- 08DA: remove_panel 20@
- 21@ += 1
- if
- 21@ == 1
- else_jump @NONAME_4641
- 22@ = 1543.699
- 23@ = -1680.925
- 24@ = 13.557
- 25@ = 50.2374
- jump @NONAME_5031
- :NONAME_4641
- if
- 21@ == 2
- else_jump @NONAME_4706
- 22@ = 618.8643
- 23@ = -586.563
- 24@ = 17.233
- 25@ = 246.5269
- jump @NONAME_5031
- :NONAME_4706
- if
- 21@ == 3
- else_jump @NONAME_4771
- 22@ = -2158.549
- 23@ = -2390.239
- 24@ = 30.625
- 25@ = 140.5401
- jump @NONAME_5031
- :NONAME_4771
- if
- 21@ == 4
- else_jump @NONAME_4836
- 22@ = -1613.41
- 23@ = 717.1797
- 24@ = 13.4073
- 25@ = 359.6706
- jump @NONAME_5031
- :NONAME_4836
- if
- 21@ == 5
- else_jump @NONAME_4901
- 22@ = -1393.557
- 23@ = 2642.975
- 24@ = 55.9354
- 25@ = 91.9453
- jump @NONAME_5031
- :NONAME_4901
- if
- 21@ == 6
- else_jump @NONAME_4966
- 22@ = -216.7695
- 23@ = 986.7932
- 24@ = 19.429
- 25@ = 306.7748
- jump @NONAME_5031
- :NONAME_4966
- if
- 21@ == 7
- else_jump @NONAME_5031
- 22@ = 2278.942
- 23@ = 2427.083
- 24@ = 10.8203
- 25@ = 183.0061
- jump @NONAME_5031
- :NONAME_5031
- return
- :NONAME_5033
- Camera.SetAtPos(22@, 23@, 24@)
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- Actor.PutAt($PLAYER_ACTOR, 22@, 23@, 24@)
- Actor.Angle($PLAYER_ACTOR) = 25@
- 04C4: store_coords_to 27@ 28@ 29@ from_actor $PLAYER_ACTOR with_offset 0.0 6.0 1.0
- Camera.SetPosition(27@, 28@, 29@, 0.0, 0.0, 0.0)
- Camera.PointAt(22@, 23@, 24@, 2)
- return
- :NONAME_5141
- 04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 0.0 23@ 0.0
- 13@ = Car.Create(26@, 22@, 23@, 24@)
- Car.DoorStatus(13@) = 1
- Car.RemoveReferences(13@)
- return
- :NONAME_5199
- 048F: actor $PLAYER_ACTOR remove_weapons
- 26@ = 334
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, NightStick, 99999)
- Model.Destroy(26@)
- wait 10
- 26@ = 365
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, SprayPaint, 99999)
- Model.Destroy(26@)
- wait 10
- 26@ = 346
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Pistol, 99999)
- Model.Destroy(26@)
- wait 10
- 26@ = 343
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, TearGas, 99999)
- Model.Destroy(26@)
- wait 10
- 26@ = 349
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Shotgun, 99999)
- Model.Destroy(26@)
- wait 10
- if
- 4@ == 1
- else_jump @NONAME_5441
- 26@ = 352
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, MicroUzi, 99999)
- Model.Destroy(26@)
- jump @NONAME_5548
- :NONAME_5441
- if
- 4@ == 2
- else_jump @NONAME_5498
- 26@ = 353
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, MP5, 99999)
- Model.Destroy(26@)
- jump @NONAME_5548
- :NONAME_5498
- if
- 4@ == 3
- else_jump @NONAME_5548
- 26@ = 356
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, M4, 99999)
- Model.Destroy(26@)
- :NONAME_5548
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- return
- :NONAME_5557
- wait 0
- Model.Load(#COLT45)
- Model.Available(#COLT45)
- else_jump @NONAME_5557
- 33@ = 0
- :NONAME_5585
- 0209: 26@ = random_int_in_ranges 280 288
- gosub @NONAME_8681
- 0208: 22@ = random_float_in_ranges -15.0 15.0
- 0208: 23@ = random_float_in_ranges -15.0 15.0
- 04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 22@ 23@ 0.0
- 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 22@ 23@ 24@
- 13@ = Actor.Create(Special, 26@, 22@, 23@, 24@)
- Actor.GiveWeaponAndAmmo(13@, Pistol, 9999)
- Actor.RemoveReferences(13@)
- Model.Destroy(26@)
- wait 10
- 33@ > 2000
- else_jump @NONAME_5585
- Model.Destroy(#COLT45)
- return
- :NONAME_5743
- wait 0
- if and
- 80E1: not player 0 pressed_key 10
- 20000 > 33@
- else_jump @NONAME_5826
- if and
- 0AD2: 13@ = player $PLAYER_CHAR targeted_actor //IF and SET
- 00E1: player 0 pressed_key 8
- else_jump @NONAME_5819
- 0631: put_actor 13@ in_group $PLAYER_GROUP
- Actor.WeaponAccuracy(13@) = 85
- jump @NONAME_5838
- :NONAME_5819
- jump @NONAME_5838
- :NONAME_5826
- Actor.RemoveReferences(13@)
- jump @NONAME_5845
- :NONAME_5838
- jump @NONAME_5743
- :NONAME_5845
- gosub @NONAME_51813
- :NONAME_5852
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- else_jump @NONAME_6268
- 09E8: 31@ = actor $PLAYER_ACTOR active_interior
- if
- 31@ == 0
- else_jump @NONAME_6268
- if and
- $ONMISSION == 0
- 0AB0: key_pressed 120
- else_jump @NONAME_6268
- Player.WantedLevel($PLAYER_CHAR) = 0
- 01F0: set_max_wanted_level_to 0
- 099E: enable_police_patrols 1
- 0746: set_acquaintance 2 of_actors_pedtype 6 to_actors_pedtype 0
- 0746: set_acquaintance 2 of_actors_pedtype 0 to_actors_pedtype 6
- 0ACE: show_formatted_text_box "You are no longer 'busy' and will receive call-outs as normal."
- wait 250
- :NONAME_6023
- wait 0
- if
- $ONMISSION == 0
- else_jump @NONAME_6261
- if
- 8AB0: not key_pressed 120
- else_jump @NONAME_6218
- 0209: 30@ = random_int_in_ranges 10000 120000
- wait 10
- 33@ = 0
- :NONAME_6084
- 8AB0: not key_pressed 120
- else_jump @NONAME_6175
- wait 0
- if
- $ONMISSION == 0
- else_jump @NONAME_6161
- if or
- 001D: 33@ > 30@ // (int)
- 0AB0: key_pressed 117
- else_jump @NONAME_6154
- gosub @NONAME_6275
- jump @NONAME_6023
- :NONAME_6154
- jump @NONAME_6168
- :NONAME_6161
- jump @NONAME_6175
- :NONAME_6168
- jump @NONAME_6084
- :NONAME_6175
- 0ACE: show_formatted_text_box "You are now 'busy.'"
- wait 250
- jump @NONAME_6268
- jump @NONAME_6254
- :NONAME_6218
- 0ACE: show_formatted_text_box "You are now 'busy.'"
- wait 250
- jump @NONAME_6268
- :NONAME_6254
- jump @NONAME_6261
- :NONAME_6261
- jump @NONAME_6023
- :NONAME_6268
- jump @NONAME_5852
- :NONAME_6275
- 0209: 30@ = random_int_in_ranges 1 14
- wait 10
- if
- 30@ == 1
- else_jump @NONAME_6353
- gosub @NONAME_7943
- 0384: show_text_1string GXT 'Call_1' string 24@s time 6000 1
- 33@ = 0
- gosub @NONAME_7221
- jump @NONAME_7219
- :NONAME_6353
- if
- 30@ == 2
- else_jump @NONAME_6425
- gosub @NONAME_7943
- gosub @NONAME_8004
- 0384: show_text_1string GXT 'Call_2' string 24@s time 6000 1
- 33@ = 0
- gosub @NONAME_7221
- jump @NONAME_7219
- :NONAME_6425
- if
- 30@ == 3
- else_jump @NONAME_6497
- gosub @NONAME_7943
- gosub @NONAME_8004
- 0384: show_text_1string GXT 'Call_3' string 24@s time 6000 1
- 33@ = 0
- gosub @NONAME_7221
- jump @NONAME_7219
- :NONAME_6497
- if
- 30@ == 4
- else_jump @NONAME_6569
- gosub @NONAME_7943
- gosub @NONAME_8004
- 0384: show_text_1string GXT 'Call_4' string 24@s time 6000 1
- 33@ = 0
- gosub @NONAME_7221
- jump @NONAME_7219
- :NONAME_6569
- if
- 30@ == 5
- else_jump @NONAME_6641
- gosub @NONAME_7943
- gosub @NONAME_8004
- 0384: show_text_1string GXT 'Call_5' string 24@s time 6000 1
- 33@ = 0
- gosub @NONAME_7221
- jump @NONAME_7219
- :NONAME_6641
- if
- 30@ == 6
- else_jump @NONAME_6713
- gosub @NONAME_7943
- gosub @NONAME_8004
- 0384: show_text_1string GXT 'Call_6' string 24@s time 6000 1
- 33@ = 0
- gosub @NONAME_7221
- jump @NONAME_7219
- :NONAME_6713
- if
- 30@ == 7
- else_jump @NONAME_6785
- gosub @NONAME_7943
- gosub @NONAME_8004
- 0384: show_text_1string GXT 'Call_7' string 24@s time 6000 1
- 33@ = 0
- gosub @NONAME_7221
- jump @NONAME_7219
- :NONAME_6785
- if
- 30@ == 8
- else_jump @NONAME_6857
- gosub @NONAME_7943
- gosub @NONAME_8004
- 0384: show_text_1string GXT 'Call_8' string 24@s time 6000 1
- 33@ = 0
- gosub @NONAME_7221
- jump @NONAME_7219
- :NONAME_6857
- if
- 30@ == 9
- else_jump @NONAME_6929
- gosub @NONAME_7943
- gosub @NONAME_8004
- 0384: show_text_1string GXT 'Call_9' string 24@s time 6000 1
- 33@ = 0
- gosub @NONAME_7221
- jump @NONAME_7219
- :NONAME_6929
- if
- 30@ == 10
- else_jump @NONAME_7001
- gosub @NONAME_7943
- gosub @NONAME_8004
- 0384: show_text_1string GXT 'Call_10' string 24@s time 6000 1
- 33@ = 0
- gosub @NONAME_7221
- jump @NONAME_7219
- :NONAME_7001
- if
- 30@ == 11
- else_jump @NONAME_7073
- gosub @NONAME_7943
- gosub @NONAME_8004
- 0384: show_text_1string GXT 'Call_11' string 24@s time 6000 1
- 33@ = 0
- gosub @NONAME_7221
- jump @NONAME_7219
- :NONAME_7073
- if
- 30@ == 12
- else_jump @NONAME_7145
- gosub @NONAME_7943
- gosub @NONAME_8004
- 0384: show_text_1string GXT 'Call_12' string 24@s time 6000 1
- 33@ = 0
- gosub @NONAME_7221
- jump @NONAME_7219
- :NONAME_7145
- if
- 30@ == 13
- else_jump @NONAME_7219
- gosub @NONAME_7943
- 0209: 16@ = random_int_in_ranges 1 7
- gosub @NONAME_8254
- 0384: show_text_1string GXT 'Call_13' string 24@s time 6000 1
- 33@ = 0
- gosub @NONAME_7221
- :NONAME_7219
- return
- :NONAME_7221
- wait 0
- if or
- 33@ > 6500
- 00E1: player 0 pressed_key 10
- else_jump @NONAME_7270
- $ONMISSION = 0
- 03E6: remove_text_box
- 00BE: text_clear_all
- return
- jump @NONAME_7307
- :NONAME_7270
- if
- 00E1: player 0 pressed_key 11
- else_jump @NONAME_7307
- $ONMISSION = 0
- 03E6: remove_text_box
- 00BE: text_clear_all
- gosub @NONAME_7314
- return
- :NONAME_7307
- jump @NONAME_7221
- :NONAME_7314
- if
- 30@ == 1
- else_jump @NONAME_7363
- 0AB1: call_scm_func @NONAME_12369 4 -30533 26@ 27@ 28@
- jump @NONAME_7941
- :NONAME_7363
- if
- 30@ == 2
- else_jump @NONAME_7412
- 0AB1: call_scm_func @NONAME_12369 4 -32596 26@ 27@ 28@
- jump @NONAME_7941
- :NONAME_7412
- if
- 30@ == 3
- else_jump @NONAME_7461
- 0AB1: call_scm_func @NONAME_12369 4 -33414 26@ 27@ 28@
- jump @NONAME_7941
- :NONAME_7461
- if
- 30@ == 4
- else_jump @NONAME_7510
- 0AB1: call_scm_func @NONAME_12369 4 -34878 26@ 27@ 28@
- jump @NONAME_7941
- :NONAME_7510
- if
- 30@ == 5
- else_jump @NONAME_7559
- 0AB1: call_scm_func @NONAME_12369 4 -35679 26@ 27@ 28@
- jump @NONAME_7941
- :NONAME_7559
- if
- 30@ == 6
- else_jump @NONAME_7608
- 0AB1: call_scm_func @NONAME_12369 4 -37703 26@ 27@ 28@
- jump @NONAME_7941
- :NONAME_7608
- if
- 30@ == 7
- else_jump @NONAME_7657
- 0AB1: call_scm_func @NONAME_12369 4 -39599 26@ 27@ 28@
- jump @NONAME_7941
- :NONAME_7657
- if
- 30@ == 8
- else_jump @NONAME_7706
- 0AB1: call_scm_func @NONAME_12369 4 -40484 26@ 27@ 28@
- jump @NONAME_7941
- :NONAME_7706
- if
- 30@ == 9
- else_jump @NONAME_7755
- 0AB1: call_scm_func @NONAME_12369 4 -41981 26@ 27@ 28@
- jump @NONAME_7941
- :NONAME_7755
- if
- 30@ == 10
- else_jump @NONAME_7804
- 0AB1: call_scm_func @NONAME_12369 4 -43033 26@ 27@ 28@
- jump @NONAME_7941
- :NONAME_7804
- if
- 30@ == 11
- else_jump @NONAME_7844
- 0AB1: call_scm_func @NONAME_12369 1 -44675
- jump @NONAME_7941
- :NONAME_7844
- if
- 30@ == 12
- else_jump @NONAME_7893
- 0AB1: call_scm_func @NONAME_12369 4 -45662 26@ 27@ 28@
- jump @NONAME_7941
- :NONAME_7893
- if
- 30@ == 13
- else_jump @NONAME_7941
- 0AB1: call_scm_func @NONAME_12369 6 -48833 26@ 27@ 28@ 17@ 16@
- :NONAME_7941
- return
- :NONAME_7943
- $ONMISSION = 1
- 03E6: remove_text_box
- 0ACE: show_formatted_text_box "Press Y to respond to call or N to ignore it."
- return
- :NONAME_8004
- wait 0
- 0208: 26@ = random_float_in_ranges -750.0 750.0
- 0208: 27@ = random_float_in_ranges -750.0 750.0
- 04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 26@ 27@ 0.0
- 80EC: not actor $PLAYER_ACTOR sphere 0 near_point 26@ 27@ radius 100.0 100.0
- else_jump @NONAME_8004
- 02C1: store_to 26@ 27@ 28@ car_path_coords_closest_to 26@ 27@ 28@
- 0843: get_zone_at 26@ 27@ 28@ nameA_to 24@s // 8-byte string
- return
- :NONAME_8129
- wait 0
- 0208: 26@ = random_float_in_ranges -750.0 750.0
- 0208: 27@ = random_float_in_ranges -750.0 750.0
- 04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset 26@ 27@ 0.0
- 80EC: not actor $PLAYER_ACTOR sphere 0 near_point 26@ 27@ radius 100.0 100.0
- else_jump @NONAME_8129
- 02C0: store_to 26@ 27@ 28@ ped_path_coords_closest_to 26@ 27@ 28@
- 0843: get_zone_at 26@ 27@ 28@ nameA_to 24@s // 8-byte string
- return
- :NONAME_8254
- if
- 16@ == 1
- else_jump @NONAME_8319
- 26@ = 1535.944
- 27@ = -1677.561
- 28@ = 13.3828
- 17@ = 0.0
- jump @NONAME_8665
- :NONAME_8319
- if
- 16@ == 2
- else_jump @NONAME_8384
- 26@ = 618.9524
- 27@ = -588.903
- 28@ = 17.233
- 17@ = 272.0
- jump @NONAME_8665
- :NONAME_8384
- if
- 16@ == 3
- else_jump @NONAME_8449
- 26@ = -2162.375
- 27@ = -2393.488
- 28@ = 30.4687
- 17@ = 50.0
- jump @NONAME_8665
- :NONAME_8449
- if
- 16@ == 4
- else_jump @NONAME_8514
- 26@ = -1566.104
- 27@ = 658.9803
- 28@ = 7.0391
- 17@ = 197.0
- jump @NONAME_8665
- :NONAME_8514
- if
- 16@ == 5
- else_jump @NONAME_8579
- 26@ = -213.9039
- 27@ = 987.645
- 28@ = 19.4357
- 17@ = 15.0
- jump @NONAME_8665
- :NONAME_8579
- if
- 16@ == 6
- else_jump @NONAME_8651
- 26@ = 2263.814
- 27@ = 2452.452
- 28@ = 10.8203
- 17@ = 86.8199
- jump @NONAME_8665
- jump @NONAME_8658
- :NONAME_8651
- jump @NONAME_8665
- :NONAME_8658
- jump @NONAME_8254
- :NONAME_8665
- 0843: get_zone_at 26@ 27@ 28@ nameA_to 24@s // 8-byte string
- return
- :NONAME_8681
- wait 0
- Model.Load(26@)
- Model.Available(26@)
- else_jump @NONAME_8681
- return
- :NONAME_8704
- fading
- else_jump @NONAME_8724
- wait 0
- jump @NONAME_8704
- :NONAME_8724
- return
- :NONAME_8726
- wait 0
- if or
- 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 1567.906 -1694.641 5.9197 radius 5.0 5.0 2.0
- 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere -1589.509 715.4722 -5.2117 radius 5.0 5.0 2.0
- 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 2281.601 2431.5 -7.4531 radius 5.0 5.0 2.0
- 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 2281.794 2431.22 3.2734 radius 5.0 5.0 2.0
- 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 611.4366 -587.4952 17.2266 radius 5.0 5.0 2.0
- 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere -2166.312 -2391.529 30.4687 radius 5.0 5.0 2.0
- 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere -211.6973 979.3437 19.3237 radius 5.0 5.0 2.0
- 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere -1400.152 2634.958 55.7119 radius 5.0 5.0 2.0
- else_jump @NONAME_8726
- Actor.DestroyWithFade(0@)
- end_thread
- :NONAME_9044
- 0208: 27@ = random_float_in_ranges 0.0 20.0
- 02F7: 28@ = cosine 27@ // (float)
- 02F6: 29@ = sine 27@ // (float)
- 0208: 27@ = random_float_in_ranges 5.0 15.0
- 006B: 28@ *= 27@ // (float)
- 0208: 27@ = random_float_in_ranges 5.0 15.0
- 006B: 29@ *= 27@ // (float)
- 005B: 22@ += 28@ // (float)
- 005B: 23@ += 29@ // (float)
- 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 22@ 23@ 24@
- return
- :NONAME_9159
- if and
- not 0@ == -1
- not Actor.Dead(0@)
- else_jump @NONAME_9197
- 05E2: AS_actor 30@ kill_actor 0@
- jump @NONAME_9532
- :NONAME_9197
- if and
- not 1@ == -1
- not Actor.Dead(1@)
- else_jump @NONAME_9235
- 05E2: AS_actor 30@ kill_actor 1@
- jump @NONAME_9532
- :NONAME_9235
- if and
- not 2@ == -1
- not Actor.Dead(2@)
- else_jump @NONAME_9273
- 05E2: AS_actor 30@ kill_actor 2@
- jump @NONAME_9532
- :NONAME_9273
- if and
- not 3@ == -1
- not Actor.Dead(3@)
- else_jump @NONAME_9311
- 05E2: AS_actor 30@ kill_actor 3@
- jump @NONAME_9532
- :NONAME_9311
- if and
- not 4@ == -1
- not Actor.Dead(4@)
- else_jump @NONAME_9349
- 05E2: AS_actor 30@ kill_actor 4@
- jump @NONAME_9532
- :NONAME_9349
- if and
- not 5@ == -1
- not Actor.Dead(5@)
- else_jump @NONAME_9387
- 05E2: AS_actor 30@ kill_actor 5@
- jump @NONAME_9532
- :NONAME_9387
- if and
- not 6@ == -1
- not Actor.Dead(6@)
- else_jump @NONAME_9425
- 05E2: AS_actor 30@ kill_actor 6@
- jump @NONAME_9532
- :NONAME_9425
- if and
- not 7@ == -1
- not Actor.Dead(7@)
- else_jump @NONAME_9463
- 05E2: AS_actor 30@ kill_actor 7@
- jump @NONAME_9532
- :NONAME_9463
- if and
- not 8@ == -1
- not Actor.Dead(8@)
- else_jump @NONAME_9501
- 05E2: AS_actor 30@ kill_actor 8@
- jump @NONAME_9532
- :NONAME_9501
- if and
- not 9@ == -1
- not Actor.Dead(9@)
- else_jump @NONAME_9532
- 05E2: AS_actor 30@ kill_actor 9@
- :NONAME_9532
- return
- :NONAME_9534
- if
- not 1@ == -1
- else_jump @NONAME_9596
- if
- Actor.Dead(1@)
- else_jump @NONAME_9596
- Marker.Disable(11@)
- Actor.RemoveReferences(1@)
- wait 10
- 1@ = -1
- 0@ += 1
- :NONAME_9596
- if
- not 2@ == -1
- else_jump @NONAME_9658
- if
- Actor.Dead(2@)
- else_jump @NONAME_9658
- Marker.Disable(12@)
- Actor.RemoveReferences(2@)
- wait 10
- 2@ = -1
- 0@ += 1
- :NONAME_9658
- if
- not 3@ == -1
- else_jump @NONAME_9720
- if
- Actor.Dead(3@)
- else_jump @NONAME_9720
- Marker.Disable(13@)
- Actor.RemoveReferences(3@)
- wait 10
- 3@ = -1
- 0@ += 1
- :NONAME_9720
- if
- not 4@ == -1
- else_jump @NONAME_9782
- if
- Actor.Dead(4@)
- else_jump @NONAME_9782
- Marker.Disable(14@)
- Actor.RemoveReferences(4@)
- wait 10
- 4@ = -1
- 0@ += 1
- :NONAME_9782
- if
- not 5@ == -1
- else_jump @NONAME_9844
- if
- Actor.Dead(5@)
- else_jump @NONAME_9844
- Marker.Disable(15@)
- Actor.RemoveReferences(5@)
- wait 10
- 5@ = -1
- 0@ += 1
- :NONAME_9844
- if
- not 6@ == -1
- else_jump @NONAME_9906
- if
- Actor.Dead(6@)
- else_jump @NONAME_9906
- Marker.Disable(16@)
- Actor.RemoveReferences(6@)
- wait 10
- 6@ = -1
- 0@ += 1
- :NONAME_9906
- if
- not 7@ == -1
- else_jump @NONAME_9968
- if
- Actor.Dead(7@)
- else_jump @NONAME_9968
- Marker.Disable(17@)
- Actor.RemoveReferences(7@)
- wait 10
- 7@ = -1
- 0@ += 1
- :NONAME_9968
- if
- not 8@ == -1
- else_jump @NONAME_10030
- if
- Actor.Dead(8@)
- else_jump @NONAME_10030
- Marker.Disable(18@)
- Actor.RemoveReferences(8@)
- wait 10
- 8@ = -1
- 0@ += 1
- :NONAME_10030
- if
- not 9@ == -1
- else_jump @NONAME_10092
- if
- Actor.Dead(9@)
- else_jump @NONAME_10092
- Marker.Disable(19@)
- Actor.RemoveReferences(9@)
- wait 10
- 9@ = -1
- 0@ += 1
- :NONAME_10092
- if
- not 10@ == -1
- else_jump @NONAME_10154
- if
- Actor.Dead(10@)
- else_jump @NONAME_10154
- Marker.Disable(20@)
- Actor.RemoveReferences(10@)
- wait 10
- 10@ = -1
- 0@ += 1
- :NONAME_10154
- return
- :NONAME_10156
- if and
- not 0@ == -1
- not Actor.Dead(0@)
- else_jump @NONAME_10200
- Actor.StorePos(0@, 22@, 23@, 24@)
- jump @NONAME_10589
- :NONAME_10200
- if and
- not 1@ == -1
- not Actor.Dead(1@)
- else_jump @NONAME_10244
- Actor.StorePos(1@, 22@, 23@, 24@)
- jump @NONAME_10589
- :NONAME_10244
- if and
- not 2@ == -1
- not Actor.Dead(2@)
- else_jump @NONAME_10288
- Actor.StorePos(2@, 22@, 23@, 24@)
- jump @NONAME_10589
- :NONAME_10288
- if and
- not 3@ == -1
- not Actor.Dead(3@)
- else_jump @NONAME_10332
- Actor.StorePos(3@, 22@, 23@, 24@)
- jump @NONAME_10589
- :NONAME_10332
- if and
- not 4@ == -1
- not Actor.Dead(4@)
- else_jump @NONAME_10376
- Actor.StorePos(4@, 22@, 23@, 24@)
- jump @NONAME_10589
- :NONAME_10376
- if and
- not 5@ == -1
- not Actor.Dead(5@)
- else_jump @NONAME_10420
- Actor.StorePos(5@, 22@, 23@, 24@)
- jump @NONAME_10589
- :NONAME_10420
- if and
- not 6@ == -1
- not Actor.Dead(6@)
- else_jump @NONAME_10464
- Actor.StorePos(6@, 22@, 23@, 24@)
- jump @NONAME_10589
- :NONAME_10464
- if and
- not 7@ == -1
- not Actor.Dead(7@)
- else_jump @NONAME_10508
- Actor.StorePos(7@, 22@, 23@, 24@)
- jump @NONAME_10589
- :NONAME_10508
- if and
- not 8@ == -1
- not Actor.Dead(8@)
- else_jump @NONAME_10552
- Actor.StorePos(8@, 22@, 23@, 24@)
- jump @NONAME_10589
- :NONAME_10552
- if and
- not 9@ == -1
- not Actor.Dead(9@)
- else_jump @NONAME_10589
- Actor.StorePos(9@, 22@, 23@, 24@)
- :NONAME_10589
- return
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Pursue the ~r~suspect" time 2000
- 5@ = Marker.CreateAboveCar(0@)
- Car.SetMaxSpeed(0@, 50.0)
- Car.SetToPsychoDriver(0@)
- 00AE: set_car 0@ traffic_behaviour_to 2
- :NONAME_10670
- wait 0
- if
- not Actor.Dead(1@)
- else_jump @NONAME_11112
- gosub @NONAME_32056
- gosub @NONAME_31580
- if
- 0741: actor 1@ busted
- else_jump @NONAME_10860
- Marker.Disable(5@)
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0ACF: show_formatted_styled_text "~g~Suspect Busted" time 100 style 1
- wait 5000
- Player.CanMove($PLAYER_CHAR) = False
- fade 0 1000
- gosub @NONAME_8704
- Actor.StorePos(1@, 27@, 28@, 29@)
- Actor.DestroyInstantly(1@)
- Car.Destroy(0@)
- 0395: clear_area 2 at 27@ 28@ 29@ radius 20.0
- wait 500
- fade 1 1000
- gosub @NONAME_8704
- Player.CanMove($PLAYER_CHAR) = True
- end_thread
- jump @NONAME_11105
- :NONAME_10860
- if and
- 20@ == 0
- 0AB0: key_pressed 117
- else_jump @NONAME_10948
- 20@ = 1
- 0ACE: show_formatted_text_box "Police assistance en-route"
- 0AB1: call_scm_func @NONAME_12369 3 -32095 0@ 1@
- jump @NONAME_11105
- :NONAME_10948
- if and
- 19@ == 0
- 80F2: not actor $PLAYER_ACTOR near_actor 1@ radius 175.0 175.0 0
- 8364: not actor $PLAYER_ACTOR spotted_actor 1@
- else_jump @NONAME_11105
- Marker.Disable(5@)
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "You've lost visual with the ~r~suspect." time 2000
- wait 3000
- 33@ = 0
- gosub @NONAME_31347
- if
- 21@ == 1
- else_jump @NONAME_11105
- end_thread
- :NONAME_11105
- jump @NONAME_11181
- :NONAME_11112
- Marker.Disable(5@)
- Car.RemoveReferences(0@)
- Actor.RemoveReferences(1@)
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0AD0: show_formatted_text_lowpriority "The ~r~suspect ~w~has been taken down." time 2000
- end_thread
- :NONAME_11181
- jump @NONAME_10670
- :NONAME_11188
- wait 0
- Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
- if
- 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
- else_jump @NONAME_11356
- :NONAME_11240
- 089F: get_actor 30@ pedtype_to 15@
- if
- 15@ == 6
- else_jump @NONAME_11326
- if or
- 02D8: actor 30@ current_weapon == 22
- 02D8: actor 30@ current_weapon == 25
- 02D8: actor 30@ current_weapon == 28
- 02D8: actor 30@ current_weapon == 29
- 02D8: actor 30@ current_weapon == 31
- else_jump @NONAME_11319
- jump @NONAME_11326
- :NONAME_11319
- gosub @NONAME_11361
- :NONAME_11326
- 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
- else_jump @NONAME_11240
- :NONAME_11356
- 0AB2: ret 0
- :NONAME_11361
- if
- Actor.Driving(30@)
- else_jump @NONAME_11526
- 0811: 20@ = actor 30@ used_car
- gosub @NONAME_10156
- if or
- 00EE: actor 30@ sphere 0 near_point 22@ 23@ radius 25.0 25.0 in_car
- 00F4: actor 30@ near_actor $PLAYER_ACTOR radius 25.0 25.0 0 in_car
- else_jump @NONAME_11467
- Car.SetDriverBehaviour(20@, Nowhere)
- gosub @NONAME_11535
- jump @NONAME_11519
- :NONAME_11467
- 0397: enable_car 20@ siren 1
- 067F: set_car 20@ lights 2
- 00AE: set_car 20@ traffic_behaviour_to 2
- Car.SetMaxSpeed(20@, 30.0)
- gosub @NONAME_10156
- Car.DriveTo(20@, 22@, 23@, 24@)
- :NONAME_11519
- jump @NONAME_11533
- :NONAME_11526
- gosub @NONAME_11535
- :NONAME_11533
- return
- :NONAME_11535
- 01B9: set_actor 30@ armed_weapon_to 22
- Actor.WeaponAccuracy(30@) = 90
- 060B: set_actor 30@ decision_maker_to 1
- 077A: set_actor 30@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
- gosub @NONAME_9159
- Actor.RemoveReferences(30@)
- return
- :NONAME_11579
- if
- 30@ == 0
- else_jump @NONAME_11599
- return
- :NONAME_11599
- 03F0: enable_text_draw 1
- 04C4: store_coords_to 1@ 2@ 3@ from_actor 10@ with_offset 0.0 0.0 1.5
- 0AB1: call_scm_func @NONAME_11733 3 1@ 2@ 3@ 4@ 5@
- 0AB1: call_scm_func @NONAME_11854 3 4@ 5@ 1.0 1@ 2@ 3@
- 0AB1: call_scm_func @NONAME_11733 3 1@ 2@ 3@ 4@ 5@
- 0341: set_text_draw_align_justify 0
- 0342: set_text_draw_centered 1
- 033E: set_draw_text_position 4@ 5@ GXT 25@s
- return
- :NONAME_11733
- 0AB1: call_scm_func @NONAME_12288 1 0 12@
- 0AB1: call_scm_func @NONAME_12288 1 3 13@
- 0AB1: call_scm_func @NONAME_12288 1 6 14@
- 0AB1: call_scm_func @NONAME_12288 1 9 15@
- 0AA5: call 7392816 num_params 6 pop 6 0 0 15@ 14@ 13@ 12@
- 0AB1: call_scm_func @NONAME_12181 2 3@ 4@ 3@ 4@
- 0AB2: ret 2 3@ 4@
- :NONAME_11854
- 0A8D: 3@ = read_memory 9261112 size 4 virtual_protect 0
- 3@ *= 0.5
- 02F6: 4@ = sine 3@ // (float)
- 02F7: 5@ = cosine 3@ // (float)
- 0073: 4@ /= 5@ // (float)
- 6@ = 1.0
- 0@ /= 320.0
- 0063: 6@ -= 0@ // (float)
- 006B: 6@ *= 4@ // (float)
- 7@ = 1.0
- 1@ /= 224.0
- 0063: 7@ -= 1@ // (float)
- 006B: 7@ *= 4@ // (float)
- 0A8D: 8@ = read_memory 12840868 size 4 virtual_protect 0
- 0073: 7@ /= 8@ // (float)
- 006B: 6@ *= 2@ // (float)
- 006B: 7@ *= 2@ // (float)
- 0087: 9@ = 6@ // (float)
- 0087: 10@ = 2@ // (float)
- 0087: 11@ = 7@ // (float)
- 0A8D: 12@ = read_memory 11989052 size 4 virtual_protect 0
- 0AB1: call_scm_func @NONAME_12288 1 9 13@
- 0AA5: call 5883792 num_params 3 pop 3 13@ 12@ 13@
- 12@ += 48
- 0A8D: 14@ = read_memory 12@ size 4 virtual_protect 0
- 12@ += 4
- 0A8D: 15@ = read_memory 12@ size 4 virtual_protect 0
- 12@ += 4
- 0A8D: 16@ = read_memory 12@ size 4 virtual_protect 0
- 005B: 14@ += 9@ // (float)
- 005B: 15@ += 10@ // (float)
- 005B: 16@ += 11@ // (float)
- 0AB2: ret 3 14@ 15@ 16@
- :NONAME_12181
- 2@ = 640.0
- 0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0
- 0093: 4@ = integer 4@ to_float
- 0073: 2@ /= 4@ // (float)
- 006B: 0@ *= 2@ // (float)
- 3@ = 448.0
- 0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0
- 0093: 5@ = integer 5@ to_float
- 0073: 3@ /= 5@ // (float)
- 006B: 1@ *= 3@ // (float)
- 0AB2: ret 2 0@ 1@
- :NONAME_12288
- 0A9F: 1@ = current_thread_pointer
- 0@ *= 4
- 0A8E: 2@ = 1@ + 220 // int
- if
- 2@ == 1
- else_jump @NONAME_12346
- 0@ += 10783072
- jump @NONAME_12361
- :NONAME_12346
- 005A: 0@ += 1@ // (int)
- 0@ += 60
- :NONAME_12361
- 0AB2: ret 1 0@
- :NONAME_12369
- 0A9F: 32@ = current_thread_pointer
- 32@ += 16
- 0A8D: 32@ = read_memory 32@ size 4 virtual_protect 0
- 0062: 32@ -= 0@ // (int)
- 0AA7: call_function 4607008 num_params 1 pop 1 32@ 33@
- 005A: 32@ += 0@ // (int)
- 33@ += 16
- 0A8C: write_memory 33@ size 4 value 32@ virtual_protect 0
- 33@ += 44
- 32@ = 0
- :NONAME_12460
- 0A8C: write_memory 33@ size 4 value 1@(32@,30i) virtual_protect 0
- 33@ += 4
- 32@ += 1
- 32@ > 30
- else_jump @NONAME_12460
- 0AB2: ret 0
- jump @NONAME_12678
- :NONAME_12516
- 0A8D: 0@ = read_memory 4194440 size 1 virtual_protect 1
- 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
- :NONAME_12597
- 0AB2: ret 1 1
- :NONAME_12604
- 0AB2: ret 1 2
- :NONAME_12611
- 0AB2: ret 1 3
- :NONAME_12618
- 0AB2: ret 1 4
- :NONAME_12625
- 0AB2: ret 1
- 0AB1: call_scm_func @NONAME_12516 0 1@
- if
- 003B: 0@ == 1@ // (int)
- else_jump @NONAME_12671
- 0485: return_true
- jump @NONAME_12673
- :NONAME_12671
- 059A: return_false
- :NONAME_12673
- 0AB2: ret 0
- :NONAME_12678
- jump @NONAME_13119
- 5@ /= 2.0
- 6@ /= 2.0
- 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
- :NONAME_12768
- 0063: 3@ -= 1@ // (float)
- 0063: 4@ -= 2@ // (float)
- 0097: make 3@ absolute_float
- 0097: make 4@ absolute_float
- if and
- 0035: 5@ >= 3@ // (float)
- 0035: 6@ >= 4@ // (float)
- else_jump @NONAME_13112
- 0485: return_true
- 0AB2: ret 0
- :NONAME_12828
- 0087: 7@ = 1@ // (float)
- 0063: 7@ -= 5@ // (float)
- 0063: 4@ -= 2@ // (float)
- 0097: make 4@ absolute_float
- if and
- 0035: 3@ >= 7@ // (float)
- 0025: 1@ > 3@ // (float)
- 0035: 6@ >= 4@ // (float)
- else_jump @NONAME_13112
- 0485: return_true
- 0AB2: ret 0
- :NONAME_12899
- 0087: 7@ = 1@ // (float)
- 005B: 7@ += 5@ // (float)
- 0063: 4@ -= 2@ // (float)
- 0097: make 4@ absolute_float
- if and
- 0035: 3@ >= 1@ // (float)
- 0025: 7@ > 3@ // (float)
- 0035: 6@ >= 4@ // (float)
- else_jump @NONAME_13112
- 0485: return_true
- 0AB2: ret 0
- :NONAME_12970
- 0063: 3@ -= 1@ // (float)
- 0097: make 3@ absolute_float
- 0087: 8@ = 2@ // (float)
- 0063: 8@ -= 6@ // (float)
- if and
- 0035: 4@ >= 8@ // (float)
- 0025: 2@ > 4@ // (float)
- 0035: 5@ >= 3@ // (float)
- else_jump @NONAME_13112
- 0485: return_true
- 0AB2: ret 0
- :NONAME_13041
- 0063: 3@ -= 1@ // (float)
- 0097: make 3@ absolute_float
- 0087: 8@ = 2@ // (float)
- 005B: 8@ += 6@ // (float)
- if and
- 0035: 4@ >= 2@ // (float)
- 0025: 8@ > 4@ // (float)
- 0035: 5@ >= 3@ // (float)
- else_jump @NONAME_13112
- 0485: return_true
- 0AB2: ret 0
- :NONAME_13112
- 059A: return_false
- 0AB2: ret 0
- :NONAME_13119
- wait 0
- if
- 0AB1: call_scm_func @NONAME_13405 0
- else_jump @NONAME_13119
- if
- 0AB0: key_pressed 69
- else_jump @NONAME_13119
- wait 300
- 0390: load_txd_dictionary 'PolData'
- 038F: load_texture "cursor" as 1 // Load dictionary with 0390 first
- 038F: load_texture "databg" as 2 // Load dictionary with 0390 first
- 1@ = 320.0
- 2@ = 224.0
- 0AB1: call_scm_func @NONAME_14121 0 3@ 4@
- :NONAME_13235
- 8AB0: not key_pressed 69
- else_jump @NONAME_13336
- wait 0
- gosub @NONAME_13357
- 03F0: enable_text_draw 1
- 038D: draw_texture 2 position 320.0 224.0 size 640.0 448.0 RGBA 255 255 255 255
- 0AB1: call_scm_func @NONAME_14158 6 1 1@ 2@ 3@ 4@ 0 1@ 2@
- jump @NONAME_13235
- :NONAME_13336
- 0391: release_textures
- gosub @NONAME_13381
- wait 300
- jump @NONAME_13119
- :NONAME_13357
- Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
- Player.CanMove($PLAYER_CHAR) = False
- return
- :NONAME_13381
- Player.CanMove($PLAYER_CHAR) = True
- Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
- return
- :NONAME_13405
- if and
- Actor.DrivingPoliceVehicle($PLAYER_ACTOR)
- not Actor.DrivingVehicleType($PLAYER_ACTOR, #COPBIKE)
- else_jump @NONAME_13438
- 0485: return_true
- jump @NONAME_13726
- :NONAME_13438
- if
- 0AAB: file_exists "CLEO\PoliceDB.ini"
- else_jump @NONAME_13724
- 0AF0: 1@ = get_int_from_ini_file "CLEO\PoliceDB.ini" section "Vehicles" key "1"
- 0AF0: 2@ = get_int_from_ini_file "CLEO\PoliceDB.ini" section "Vehicles" key "2"
- 0AF0: 3@ = get_int_from_ini_file "CLEO\PoliceDB.ini" section "Vehicles" key "3"
- 0AF0: 4@ = get_int_from_ini_file "CLEO\PoliceDB.ini" section "Vehicles" key "4"
- 0AF0: 5@ = get_int_from_ini_file "CLEO\PoliceDB.ini" section "Vehicles" key "5"
- if or
- Actor.DrivingVehicleType($PLAYER_ACTOR, 1@)
- Actor.DrivingVehicleType($PLAYER_ACTOR, 2@)
- Actor.DrivingVehicleType($PLAYER_ACTOR, 3@)
- Actor.DrivingVehicleType($PLAYER_ACTOR, 4@)
- Actor.DrivingVehicleType($PLAYER_ACTOR, 5@)
- else_jump @NONAME_13715
- 0485: return_true
- jump @NONAME_13717
- :NONAME_13715
- 059A: return_false
- :NONAME_13717
- jump @NONAME_13726
- :NONAME_13724
- 059A: return_false
- :NONAME_13726
- 0AB2: ret 0
- :NONAME_13731
- 1@ *= 2
- 31@ = 1
- :NONAME_13745
- if
- 003B: 2@(31@,1i) == 0@ // (int)
- else_jump @NONAME_13782
- 0485: return_true
- 0AB2: ret 1 3@(31@,1i)
- :NONAME_13782
- 31@ += 2
- 001D: 31@ > 1@ // (int)
- else_jump @NONAME_13745
- 059A: return_false
- 0AB2: ret 1 2@
- 0AB1: call_scm_func @NONAME_14051 0 2@ 3@
- 0093: 2@ = integer 2@ to_float
- 0093: 3@ = integer 3@ to_float
- 3@ *= 1.333333
- 0073: 2@ /= 3@ // (float)
- 0073: 0@ /= 2@ // (float)
- 1@ /= 1.071429
- 0AB2: ret 2 0@ 1@
- :NONAME_13893
- 0AB1: call_scm_func @NONAME_14051 0 2@ 3@
- 0093: 2@ = integer 2@ to_float
- 0093: 3@ = integer 3@ to_float
- 2@ /= 640.0
- 0073: 0@ /= 2@ // (float)
- 3@ /= 448.0
- 0073: 1@ /= 3@ // (float)
- 0AB2: ret 2 0@ 1@
- 0AB1: call_scm_func @NONAME_14051 0 2@ 3@
- 0093: 2@ = integer 2@ to_float
- 0093: 3@ = integer 3@ to_float
- 3@ *= 1.333333
- 0073: 2@ /= 3@ // (float)
- 006B: 0@ *= 2@ // (float)
- 1@ *= 1.071429
- 0AB2: ret 2 0@ 1@
- :NONAME_14051
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_16512 0 0@
- 0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
- 0@ += 4
- 0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
- 0485: return_true
- 0AB2: ret 2 1@ 2@
- :NONAME_14121
- 0AB1: call_scm_func @NONAME_13893 2 20.0 20.0 0@ 1@
- 0AB2: ret 2 0@ 1@
- :NONAME_14158
- if
- 5@ == 0
- else_jump @NONAME_14499
- 0A4A: store_joystick_X_offset_to 5@ Y_offset_to 6@
- 0AB1: call_scm_func @NONAME_16677 0 7@
- 0A8D: 8@ = read_memory 7@ size 1 virtual_protect 0
- if
- not 8@ == 0
- else_jump @NONAME_14237
- 5@ *= -1.0
- :NONAME_14237
- 7@ += 1
- 0A8D: 8@ = read_memory 7@ size 1 virtual_protect 0
- if
- not 8@ == 0
- else_jump @NONAME_14284
- 6@ *= -1.0
- :NONAME_14284
- 0AB1: call_scm_func @NONAME_16347 0 7@
- 0A8D: 7@ = read_memory 7@ size 4 virtual_protect 0
- 006B: 5@ *= 7@ // (float)
- 006B: 6@ *= 7@ // (float)
- 5@ *= 200.0
- 6@ *= 200.0
- 005B: 1@ += 5@ // (float)
- 005B: 2@ += 6@ // (float)
- if
- not 1@ >= 0.0
- else_jump @NONAME_14399
- 1@ = 0.0
- jump @NONAME_14430
- :NONAME_14399
- if
- 1@ > 639.0
- else_jump @NONAME_14430
- 1@ = 639.0
- :NONAME_14430
- if
- not 2@ >= 0.0
- else_jump @NONAME_14468
- 2@ = 0.0
- jump @NONAME_14499
- :NONAME_14468
- if
- 2@ > 447.0
- else_jump @NONAME_14499
- 2@ = 447.0
- :NONAME_14499
- 0087: 5@ = 1@ // (float)
- 0087: 7@ = 3@ // (float)
- 7@ /= 2.0
- 005B: 5@ += 7@ // (float)
- 0087: 6@ = 2@ // (float)
- 0087: 8@ = 4@ // (float)
- 8@ /= 2.0
- 005B: 6@ += 8@ // (float)
- 038D: draw_texture 0@ position 5@ 6@ size 3@ 4@ RGBA 255 255 255 255
- 0AB2: ret 2 1@ 2@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 4604032 4 4604160 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 10763384 4 10773240 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 4741584 4 4741712 0@
- 0AB2: ret 1 0@
- 0@ = 8749812
- 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 1
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 8528045 4 8530349 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 8526773 4 8529077 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 13112088 4 13122264 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 11120840 4 11130696 0@
- 0AB2: ret 1 0@
- 0@ = 7295696
- 0AB2: ret 1 0@
- 0@ = 5283003
- 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5017215 4 5017727 0@
- 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 4430576 4 4430704 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12005776 4 12015632 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12005152 4 12015008 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 4424832 4 4424960 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 9867536 4 9877392 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5492432 4 5493616 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5492480 4 5493664 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 8534542 4 8538062 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5492528 4 5493712 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 9067720 4 9072560 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 9867568 4 9877424 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 6937424 4 6939504 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 8545216 4 8547504 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 6019120 4 6021136 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5474256 4 5475440 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5474560 4 5475744 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5474768 4 5475952 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5468032 4 5469216 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12010640 4 12020496 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 5689456 4 12020496 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12045188 4 12055044 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 11993432 4 12003288 0@
- 0AB2: ret 1 0@
- :NONAME_16347
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 11987996 4 11997852 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 6946896 4 6948976 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12694336 4 12704512 0@
- 0AB2: ret 1 0@
- :NONAME_16512
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12677188 4 12687364 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 7336992 4 5713135 0@
- 0AB2: ret 1 0@
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12840868 4 12851044 0@
- 0AB2: ret 1 0@
- :NONAME_16677
- 0AB1: call_scm_func @NONAME_12516 0 0@
- 0AB1: call_scm_func @NONAME_13731 7 0@ 2 0 1 12216132 4 12225988 0@
- 0AB2: ret 1 0@
- :NONAME_16732
- wait 0
- if
- Player.Defined(0)
- else_jump @NONAME_17939
- if and
- Actor.Driving($PLAYER_ACTOR)
- $ONMISSION == 0
- 0AB0: key_pressed 16
- 8AB0: not key_pressed 17
- else_jump @NONAME_17939
- 33@ = 0
- gosub @NONAME_17946
- if
- not 30@ == 1
- else_jump @NONAME_16909
- gosub @NONAME_18301
- if
- 31@ == 1
- else_jump @NONAME_16895
- 0AD0: show_formatted_text_lowpriority "Walk up to the driver-side." time 2000
- 29@ = 0
- jump @NONAME_17019
- jump @NONAME_16902
- :NONAME_16895
- jump @NONAME_20096
- :NONAME_16902
- jump @NONAME_17939
- :NONAME_16909
- 03E6: remove_text_box
- 0ACE: show_formatted_text_box "~r~[ERROR]~w~No vehicle to pull over was found. You may attempt to do a traffic stop again."
- wait 500
- jump @NONAME_16732
- :NONAME_17019
- gosub @NONAME_20011
- else_jump @NONAME_17925
- 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset -1.5 0.2 0.0
- wait 0
- if
- 0101: actor $PLAYER_ACTOR in_sphere 22@ 23@ 24@ radius 2.0 2.0 2.0 sphere 1 stopped
- else_jump @NONAME_17019
- 0A1D: AS_actor $PLAYER_ACTOR rotate_to_and_look_at_actor 1@
- 29@ = 1
- gosub @NONAME_18790
- 31@ = 1
- jump @NONAME_17144
- :NONAME_17144
- gosub @NONAME_20011
- else_jump @NONAME_17904
- wait 0
- 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset -1.5 0.2 0.0
- gosub @NONAME_18301
- if
- 31@ == 1
- else_jump @NONAME_17890
- if
- gosub @NONAME_20115
- else_jump @NONAME_17883
- if
- gosub @NONAME_18246
- else_jump @NONAME_17883
- 03E6: remove_text_box
- gosub @NONAME_20239
- wait 1500
- 29@ = 2
- gosub @NONAME_18790
- :NONAME_17280
- gosub @NONAME_20011
- else_jump @NONAME_17869
- wait 0
- 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset -1.5 0.2 0.0
- gosub @NONAME_18301
- if
- 31@ == 1
- else_jump @NONAME_17855
- if
- gosub @NONAME_20115
- else_jump @NONAME_17848
- if
- gosub @NONAME_18246
- else_jump @NONAME_17848
- 03E6: remove_text_box
- 05C8: AS_actor $PLAYER_ACTOR look_around
- gosub @NONAME_19193
- gosub @NONAME_19316
- 29@ = 3
- gosub @NONAME_18790
- :NONAME_17423
- gosub @NONAME_20011
- else_jump @NONAME_17834
- wait 0
- 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset -1.5 0.2 0.0
- gosub @NONAME_18301
- if
- 31@ == 1
- else_jump @NONAME_17820
- if
- gosub @NONAME_20115
- else_jump @NONAME_17813
- if
- gosub @NONAME_18246
- else_jump @NONAME_17813
- 03E6: remove_text_box
- 05C9: AS_actor $PLAYER_ACTOR on_guard 2000 ms
- gosub @NONAME_19353
- if
- not 28@ == 3
- else_jump @NONAME_16732
- if
- 28@ == 1
- else_jump @NONAME_17781
- 29@ = 4
- gosub @NONAME_18790
- :NONAME_17598
- gosub @NONAME_20011
- else_jump @NONAME_17767
- wait 0
- 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset -1.5 0.2 0.0
- gosub @NONAME_18301
- if
- 31@ == 1
- else_jump @NONAME_17753
- if
- gosub @NONAME_20115
- else_jump @NONAME_17746
- if
- gosub @NONAME_18246
- else_jump @NONAME_17746
- 03E6: remove_text_box
- 05C8: AS_actor $PLAYER_ACTOR look_around
- gosub @NONAME_19460
- wait 1000
- Car.SetDriverBehaviour(0@, FollowRoad)
- gosub @NONAME_20079
- jump @NONAME_16732
- :NONAME_17746
- jump @NONAME_17760
- :NONAME_17753
- jump @NONAME_20096
- :NONAME_17760
- jump @NONAME_17598
- :NONAME_17767
- jump @NONAME_20096
- jump @NONAME_17813
- :NONAME_17781
- if
- 28@ == 2
- else_jump @NONAME_17813
- gosub @NONAME_20079
- jump @NONAME_16732
- :NONAME_17813
- jump @NONAME_17827
- :NONAME_17820
- jump @NONAME_20096
- :NONAME_17827
- jump @NONAME_17423
- :NONAME_17834
- Car.SetDriverBehaviour(0@, FollowRoad)
- jump @NONAME_20096
- :NONAME_17848
- jump @NONAME_17862
- :NONAME_17855
- jump @NONAME_20096
- :NONAME_17862
- jump @NONAME_17280
- :NONAME_17869
- Car.SetDriverBehaviour(0@, FollowRoad)
- jump @NONAME_20096
- :NONAME_17883
- jump @NONAME_17897
- :NONAME_17890
- jump @NONAME_20096
- :NONAME_17897
- jump @NONAME_17144
- :NONAME_17904
- Car.SetDriverBehaviour(0@, FollowRoad)
- jump @NONAME_20096
- jump @NONAME_17019
- :NONAME_17925
- Car.SetDriverBehaviour(0@, FollowRoad)
- jump @NONAME_20096
- :NONAME_17939
- jump @NONAME_16732
- :NONAME_17946
- if
- 7500 > 33@
- else_jump @NONAME_18237
- 0@ = -1
- 1@ = -1
- 04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 1.5 15.0 0.0
- 04C4: store_coords_to 26@ 27@ 28@ from_actor $PLAYER_ACTOR with_offset -1.5 0.0 0.0
- 0327: 0@ = get_random_car_with_model -1 in_rectangle_cornerA 22@ 23@ cornerB 26@ 27@
- wait 50
- if
- not 0@ == -1
- else_jump @NONAME_17946
- if
- 8975: not car 0@ emergency_vehicle
- else_jump @NONAME_17946
- 046C: 1@ = car 0@ driver
- wait 50
- if
- not 1@ == -1
- else_jump @NONAME_17946
- 2@ = Marker.CreateAboveActor(1@)
- 0407: store_coords_to 22@ 23@ 24@ from_car 0@ with_offset 2.0 8.0 0.0
- Car.DriveTo(0@, 22@, 23@, 24@)
- wait 1500
- Car.SetDriverBehaviour(0@, Nowhere)
- 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset -1.5 0.2 0.0
- Car.DoorStatus(0@) = 4
- 30@ = 0
- jump @NONAME_18244
- :NONAME_18237
- 30@ = 1
- :NONAME_18244
- return
- :NONAME_18246
- if
- 0102: actor $PLAYER_ACTOR in_sphere 22@ 23@ 24@ radius 2.0 2.0 2.0 sphere 1 stopped_on_foot
- else_jump @NONAME_18297
- 0485: return_true
- jump @NONAME_18299
- :NONAME_18297
- 059A: return_false
- :NONAME_18299
- return
- :NONAME_18301
- if
- 31@ == 0
- else_jump @NONAME_18746
- 0209: 17@ = random_int_in_ranges 0 13
- if or
- 17@ == 0
- 17@ == 2
- 17@ == 5
- 17@ == 6
- 17@ == 10
- 17@ == 11
- 17@ == 12
- else_jump @NONAME_18409
- 31@ = 1
- jump @NONAME_5031
- jump @NONAME_18746
- :NONAME_18409
- if or
- 17@ == 1
- 17@ == 8
- else_jump @NONAME_18571
- 31@ = 2
- Actor.SetWalkStyle(1@, "PLAYER")
- 0615: define_AS_pack_begin 15@
- 0633: AS_actor -1 exit_car
- 05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 3000.0 timelimit -1
- 0616: define_AS_pack_end 15@
- 0618: assign_actor 1@ to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- 0AD0: show_formatted_text_lowpriority "The driver is fleeing on foot.~n~Chase ~r~him ~w~down!" time 2000
- jump @NONAME_5031
- jump @NONAME_18746
- :NONAME_18571
- if or
- 17@ == 4
- 17@ == 7
- else_jump @NONAME_18638
- 31@ = 2
- 0AB1: call_scm_func @NONAME_12369 3 -10591 0@ 1@
- jump @NONAME_5031
- jump @NONAME_18746
- :NONAME_18638
- if or
- 17@ == 3
- 17@ == 9
- else_jump @NONAME_18746
- 31@ = 2
- gosub @NONAME_18748
- 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
- 0AD0: show_formatted_text_lowpriority "The driver has a weapon.~n~Take ~r~him ~w~out!" time 2000
- jump @NONAME_5031
- :NONAME_18746
- return
- :NONAME_18748
- 0209: 25@ = random_int_in_ranges 22 34
- 0781: get_weapon_with_ID 25@ model_to 26@
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, 25@, 9999)
- Model.Destroy(26@)
- return
- :NONAME_18790
- 03E6: remove_text_box
- if
- 29@ == 1
- else_jump @NONAME_18914
- 0989: set_text_boxes_width 275
- 0ACE: show_formatted_text_box "Vehicle not roadworthy (1)~n~Aggressive/Careless driving (2)~n~Speeding (3)~n~Other (4)"
- jump @NONAME_19191
- :NONAME_18914
- if
- 29@ == 2
- else_jump @NONAME_18998
- 0989: set_text_boxes_width 250
- 0ACE: show_formatted_text_box "Ask for ID/License (1)~n~Don't ask for any ID (2)"
- jump @NONAME_19191
- :NONAME_18998
- if
- 29@ == 3
- else_jump @NONAME_19121
- 0989: set_text_boxes_width 275
- 0ACE: show_formatted_text_box "Issue the driver a citation (1)~n~Ask driver to exit vehicle (2)~n~Let the driver go (3)"
- jump @NONAME_19191
- :NONAME_19121
- if
- 29@ == 4
- else_jump @NONAME_19184
- 0989: set_text_boxes_width 275
- 0ACE: show_formatted_text_box "$100 (1)~n~$60 (2)~n~$40 (3)"
- jump @NONAME_19191
- :NONAME_19184
- jump @NONAME_18790
- :NONAME_19191
- return
- :NONAME_19193
- if
- 28@ == 1
- else_jump @NONAME_19218
- jump @NONAME_19314
- :NONAME_19218
- if
- 28@ == 2
- else_jump @NONAME_19243
- jump @NONAME_19314
- :NONAME_19243
- if
- 28@ == 3
- else_jump @NONAME_19275
- 28@ = 1
- jump @NONAME_19314
- :NONAME_19275
- if
- 28@ == 4
- else_jump @NONAME_19307
- 28@ = 2
- jump @NONAME_19314
- :NONAME_19307
- jump @NONAME_19193
- :NONAME_19314
- return
- :NONAME_19316
- wait 2000
- if
- 28@ == 1
- else_jump @NONAME_19351
- gosub @NONAME_19689
- wait 3000
- :NONAME_19351
- return
- :NONAME_19353
- wait 1500
- if
- 28@ == 1
- else_jump @NONAME_19383
- jump @NONAME_19458
- :NONAME_19383
- if
- 28@ == 2
- else_jump @NONAME_19421
- 0633: AS_actor 1@ exit_car
- 0850: AS_actor 1@ follow_actor $PLAYER_ACTOR
- jump @NONAME_19458
- :NONAME_19421
- if
- 28@ == 3
- else_jump @NONAME_19458
- wait 1500
- Car.SetDriverBehaviour(0@, FollowRoad)
- gosub @NONAME_20079
- :NONAME_19458
- return
- :NONAME_19460
- wait 1500
- if
- 28@ == 1
- else_jump @NONAME_19542
- Player.Money($PLAYER_CHAR) += 100
- 0AD0: show_formatted_text_lowpriority "The driver has paid the fine of $100." time 2000
- jump @NONAME_19687
- :NONAME_19542
- if
- 28@ == 2
- else_jump @NONAME_19618
- Player.Money($PLAYER_CHAR) += 60
- 0AD0: show_formatted_text_lowpriority "The driver has paid the fine of $60." time 2000
- jump @NONAME_19687
- :NONAME_19618
- if
- 28@ == 3
- else_jump @NONAME_19687
- Player.Money($PLAYER_CHAR) += 40
- 0AD0: show_formatted_text_lowpriority "The driver has paid the fine of $40." time 2000
- :NONAME_19687
- return
- :NONAME_19689
- if
- 03A3: actor 1@ male
- else_jump @NONAME_19721
- 0209: 3@ = random_int_in_ranges 1 26
- jump @NONAME_19730
- :NONAME_19721
- 0209: 3@ = random_int_in_ranges 26 51
- :NONAME_19730
- 0AB1: call_scm_func @NONAME_20780 1 3@ 3@ 4@
- 0AF4: 5@v = read_string_from_ini_file "cleo\PoliceDB.ini" section "Names" key 3@s
- 0209: 3@ = random_int_in_ranges 0 11
- 0209: 4@ = random_int_in_ranges 0 11
- 0209: 9@ = random_int_in_ranges 1 3
- 0989: set_text_boxes_width 225
- if
- 9@ == 1
- else_jump @NONAME_19925
- 0ACE: show_formatted_text_box "Name: %s~n~Citations: %d~n~Warrant for arrest: Yes~n~Times stopped: %d " 5@v 3@ 4@
- jump @NONAME_20009
- :NONAME_19925
- 0ACE: show_formatted_text_box "Name: %s~n~Citations: %d~n~Warrant for arrest: No~n~Times stopped: %d " 5@v 3@ 4@
- :NONAME_20009
- return
- :NONAME_20011
- if and
- not Actor.Dead($PLAYER_ACTOR)
- 00F2: actor $PLAYER_ACTOR near_actor 1@ radius 80.0 80.0 0
- 8AB0: not key_pressed 16
- not Actor.Dead(1@)
- Actor.Driving(1@)
- not Car.Wrecked(0@)
- else_jump @NONAME_20075
- 0485: return_true
- jump @NONAME_20077
- :NONAME_20075
- 059A: return_false
- :NONAME_20077
- return
- :NONAME_20079
- Marker.Disable(2@)
- Car.RemoveReferences(0@)
- Actor.RemoveReferences(1@)
- return
- :NONAME_20096
- gosub @NONAME_20079
- wait 500
- jump @NONAME_16732
- :NONAME_20115
- if
- 0AB0: key_pressed 49
- else_jump @NONAME_20144
- 28@ = 1
- jump @NONAME_20235
- :NONAME_20144
- if
- 0AB0: key_pressed 50
- else_jump @NONAME_20173
- 28@ = 2
- jump @NONAME_20235
- :NONAME_20173
- if
- 0AB0: key_pressed 51
- else_jump @NONAME_20202
- 28@ = 3
- jump @NONAME_20235
- :NONAME_20202
- if
- 0AB0: key_pressed 52
- else_jump @NONAME_20231
- 28@ = 4
- jump @NONAME_20235
- :NONAME_20231
- 059A: return_false
- return
- :NONAME_20235
- 0485: return_true
- return
- :NONAME_20239
- 0615: define_AS_pack_begin 15@
- 0A1D: AS_actor -1 rotate_to_and_look_at_actor 1@
- 0812: AS_actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 05BA: AS_actor -1 move_mouth 5000 ms
- 0616: define_AS_pack_end 15@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- 05BF: AS_actor 1@ look_at_actor $PLAYER_ACTOR -1 ms
- return
- :NONAME_20323
- 0085: 2@ = 0@ // (int)
- if
- 1@ > 0
- else_jump @NONAME_20411
- 3@ = 1
- :NONAME_20356
- if
- 3@ > 1
- else_jump @NONAME_20382
- 006A: 2@ *= 0@ // (int)
- :NONAME_20382
- 3@ += 1
- 001D: 3@ > 1@ // (int)
- else_jump @NONAME_20356
- jump @NONAME_20540
- :NONAME_20411
- if
- not 1@ >= 0
- else_jump @NONAME_20533
- 0093: 2@ = integer 2@ to_float
- 0093: 0@ = integer 0@ to_float
- 3@ = -1
- :NONAME_20452
- if
- not 3@ >= -1
- else_jump @NONAME_20478
- 006B: 2@ *= 0@ // (float)
- :NONAME_20478
- 3@ += 1
- 001D: 3@ > 1@ // (int)
- else_jump @NONAME_20452
- 4@ = 1.0
- 0073: 4@ /= 2@ // (float)
- 0087: 2@ = 4@ // (float)
- jump @NONAME_20540
- :NONAME_20533
- 2@ = 1
- :NONAME_20540
- 0AB2: ret 1 2@
- :NONAME_20548
- 1@ = 0
- 0095: make 0@ absolute_integer
- if
- not 0@ == 0
- else_jump @NONAME_20620
- :NONAME_20578
- 0@ > 0
- else_jump @NONAME_20613
- 0@ /= 10
- 1@ += 1
- jump @NONAME_20578
- :NONAME_20613
- jump @NONAME_20627
- :NONAME_20620
- 1@ = 1
- :NONAME_20627
- 0AB2: ret 1 1@
- :NONAME_20635
- 0095: make 0@ absolute_integer
- 0AB1: call_scm_func @NONAME_20548 1 0@ 2@
- if
- 002D: 2@ >= 1@ // (int)
- else_jump @NONAME_20765
- 0085: 3@ = 0@ // (int)
- 0AB1: call_scm_func @NONAME_20323 2 10 1@ 4@
- 0072: 3@ /= 4@ // (int)
- 006A: 3@ *= 4@ // (int)
- 0062: 0@ -= 3@ // (int)
- 1@ -= 1
- 0AB1: call_scm_func @NONAME_20323 2 10 1@ 4@
- 0072: 0@ /= 4@ // (int)
- jump @NONAME_20772
- :NONAME_20765
- 0@ = 0
- :NONAME_20772
- 0AB2: ret 1 0@
- :NONAME_20780
- if and
- not 0@ > 9999999
- 0@ >= -9999999
- else_jump @NONAME_20964
- 0AB1: call_scm_func @NONAME_20548 1 0@ 1@
- if
- 1@ > 7
- else_jump @NONAME_20852
- 1@ = 7
- :NONAME_20852
- 05AA: 2@s = '' // @s = 'short'
- if
- not 0@ >= 0
- else_jump @NONAME_20898
- 05AA: 2@s = '-' // @s = 'short'
- :NONAME_20898
- 0085: 4@ = 1@ // (int)
- :NONAME_20906
- 0AB1: call_scm_func @NONAME_20635 2 0@ 4@ 5@
- 5@ += 48
- 098B: 2@s = 2@s + 5@s // all string variables
- 4@ -= 1
- 1 > 4@
- else_jump @NONAME_20906
- :NONAME_20964
- 0AB2: ret 2 2@ 3@
- :NONAME_20975
- wait 0
- if and
- 0AB0: key_pressed 18
- 0AB0: key_pressed 66
- else_jump @NONAME_21244
- 0ACE: show_formatted_text_box "Police assistance en-route"
- 33@ = 0
- :NONAME_21036
- wait 0
- if
- 33@ > 7500
- else_jump @NONAME_21073
- jump @NONAME_21244
- jump @NONAME_21237
- :NONAME_21073
- Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
- if
- 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
- else_jump @NONAME_21237
- :NONAME_21121
- 089F: get_actor 30@ pedtype_to 15@
- if
- 15@ == 6
- else_jump @NONAME_21207
- if or
- 02D8: actor 30@ current_weapon == 22
- 02D8: actor 30@ current_weapon == 25
- 02D8: actor 30@ current_weapon == 28
- 02D8: actor 30@ current_weapon == 29
- 02D8: actor 30@ current_weapon == 31
- else_jump @NONAME_21200
- jump @NONAME_21207
- :NONAME_21200
- gosub @NONAME_21251
- :NONAME_21207
- 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
- else_jump @NONAME_21121
- :NONAME_21237
- jump @NONAME_21036
- :NONAME_21244
- jump @NONAME_20975
- :NONAME_21251
- if
- Actor.Driving(30@)
- else_jump @NONAME_21398
- 0811: 20@ = actor 30@ used_car
- if
- 00F4: actor 30@ near_actor $PLAYER_ACTOR radius 25.0 25.0 0 in_car
- else_jump @NONAME_21332
- Car.SetDriverBehaviour(20@, Nowhere)
- 0633: AS_actor 30@ exit_car
- gosub @NONAME_11535
- jump @NONAME_21391
- :NONAME_21332
- 0397: enable_car 20@ siren 1
- 067F: set_car 20@ lights 2
- 00AE: set_car 20@ traffic_behaviour_to 2
- Car.SetMaxSpeed(20@, 30.0)
- Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
- Car.DriveTo(20@, 22@, 23@, 24@)
- :NONAME_21391
- jump @NONAME_21420
- :NONAME_21398
- 05D9: AS_actor 30@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 3.0
- gosub @NONAME_11535
- :NONAME_21420
- return
- :NONAME_21422
- wait 0
- if and
- 0AB0: key_pressed 17
- 0AB0: key_pressed 77
- else_jump @NONAME_21508
- 0ACE: show_formatted_text_box "R.A. unit en-route"
- Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
- 085A: spawn_emergency_vehicle_model #AMBULAN on_street_nearest_to 3@ 4@ 5@
- wait 250
- jump @NONAME_21591
- :NONAME_21508
- if and
- 0AB0: key_pressed 17
- 0AB0: key_pressed 70
- else_jump @NONAME_21591
- 0ACE: show_formatted_text_box "Firefighting team en-route"
- Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
- 085A: spawn_emergency_vehicle_model #FIRETRUK on_street_nearest_to 3@ 4@ 5@
- wait 250
- :NONAME_21591
- jump @NONAME_21422
- :NONAME_21598
- wait 0
- if and
- 0AB0: key_pressed 18
- 0AB0: key_pressed 77
- 044B: actor $PLAYER_ACTOR on_foot
- else_jump @NONAME_22184
- 33@ = 0
- :NONAME_21633
- wait 0
- if
- 5000 > 33@
- else_jump @NONAME_22123
- Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
- if
- 0AE1: 1@ = random_actor_near_point 22@ 23@ 24@ in_radius 20.0 find_next 0 pass_deads 0 //IF and SET
- else_jump @NONAME_22116
- :NONAME_21704
- if and
- Actor.Dead(1@)
- 89A8: not actor 1@ headshoted
- else_jump @NONAME_22086
- 0889: store_actor 1@ center_of_body_position_to 22@ 23@ 24@
- Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
- Player.CanMove($PLAYER_CHAR) = False
- 0992: set_player $PLAYER_CHAR weapons_scrollable 0
- 01F7: set_player $PLAYER_CHAR ignored_by_cops 1
- gosub @NONAME_22251
- gosub @NONAME_22372
- :NONAME_21789
- wait 0
- if
- 056D: actor 1@ defined
- else_jump @NONAME_22018
- if
- 00F3: actor $PLAYER_ACTOR near_actor 1@ radius 1.0 1.0 sphere 0 on_foot
- else_jump @NONAME_22011
- wait 5500
- 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset 3000.0 3000.0 3000.0
- 25@ = Actor.Angle(1@)
- 0665: get_actor 1@ model_to 26@
- 089F: get_actor 1@ pedtype_to 27@
- gosub @NONAME_22191
- gosub @NONAME_22466
- Player.CanMove($PLAYER_CHAR) = True
- gosub @NONAME_22751
- Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
- 0992: set_player $PLAYER_CHAR weapons_scrollable 1
- 01F7: set_player $PLAYER_CHAR ignored_by_cops 0
- Actor.Health(2@) = 500
- 02A9: set_actor 2@ immune_to_nonplayer 0
- Actor.SetImmunities(2@, 0, 0, 0, 0, 0)
- 05DE: AS_actor 2@ walk_around_ped_path
- 04EF: release_animation "MEDIC"
- Actor.RemoveReferences(2@)
- jump @NONAME_21598
- :NONAME_22011
- jump @NONAME_22079
- :NONAME_22018
- 0ACE: show_formatted_text_box "~r~[ERROR]~w~The dead actor has disappeared."
- Actor.RemoveReferences(1@)
- jump @NONAME_21598
- :NONAME_22079
- jump @NONAME_21789
- :NONAME_22086
- 8AE1: not 1@ = random_actor_near_point 22@ 23@ 24@ in_radius 20.0 find_next 1 pass_deads 0 //IF and SET
- else_jump @NONAME_21704
- :NONAME_22116
- jump @NONAME_22177
- :NONAME_22123
- 0ACE: show_formatted_text_box "~r~[ERROR]~w~No dead civilians were found."
- jump @NONAME_22184
- :NONAME_22177
- jump @NONAME_21633
- :NONAME_22184
- jump @NONAME_21598
- :NONAME_22191
- if
- 26@ == 284
- else_jump @NONAME_22218
- 26@ = 284
- :NONAME_22218
- return
- :NONAME_22220
- wait 0
- 04ED: load_animation "MEDIC"
- 04EE: animation "MEDIC" loaded
- else_jump @NONAME_22220
- return
- :NONAME_22251
- if or
- Actor.Animation(1@) == "KO_SHOT_FACE"
- Actor.Animation(1@) == "KO_SKID_FRONT"
- Actor.Animation(1@) == "KO_SPIN_L"
- Actor.Animation(1@) == "KO_SPIN_R"
- Actor.Animation(1@) == "FLOOR_HIT"
- else_jump @NONAME_22363
- 20@ = 1
- jump @NONAME_22370
- :NONAME_22363
- 20@ = 2
- :NONAME_22370
- return
- :NONAME_22372
- gosub @NONAME_22220
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- 0615: define_AS_pack_begin 15@
- 05D3: AS_actor -1 goto_point 22@ 23@ 24@ mode 6 time -1 ms // versionA
- 0A1D: AS_actor -1 rotate_to_and_look_at_actor 1@
- 0812: AS_actor -1 perform_animation "CPR" IFP "MEDIC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0616: define_AS_pack_end 15@
- 0618: assign_actor $PLAYER_ACTOR to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- return
- :NONAME_22466
- gosub @NONAME_8681
- 2@ = Actor.Create(27@, 26@, 22@, 23@, 24@)
- Actor.Angle(2@) = 25@
- 0337: set_actor 2@ visibility 0
- Actor.Health(2@) = 1000
- gosub @NONAME_22632
- Actor.StorePos(1@, 22@, 23@, 24@)
- 02CE: 24@ = ground_z_at 22@ 23@ 24@
- 02A9: set_actor 2@ immune_to_nonplayer 1
- Actor.SetImmunities(2@, 1, 1, 1, 1, 1)
- Model.Destroy(26@)
- wait 800
- Actor.PutAt(2@, 22@, 23@, 24@)
- wait 350
- 0337: set_actor 2@ visibility 1
- if
- 056D: actor 1@ defined
- else_jump @NONAME_22630
- Actor.DestroyInstantly(1@)
- :NONAME_22630
- return
- :NONAME_22632
- if
- 20@ == 1
- else_jump @NONAME_22693
- 0812: AS_actor 2@ perform_animation "FLOOR_HIT" IFP "PED" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
- jump @NONAME_22749
- :NONAME_22693
- if
- 20@ == 2
- else_jump @NONAME_22749
- 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
- :NONAME_22749
- return
- :NONAME_22751
- wait 2500
- if
- 20@ == 1
- else_jump @NONAME_22819
- 0812: AS_actor 2@ perform_animation "GETUP_FRONT" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
- jump @NONAME_22869
- :NONAME_22819
- if
- 20@ == 2
- else_jump @NONAME_22869
- 0812: AS_actor 2@ perform_animation "GETUP" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
- :NONAME_22869
- return
- :NONAME_22871
- wait 0
- if and
- $ONMISSION == 0
- 0AD2: 1@ = player $PLAYER_CHAR targeted_actor //IF and SET
- else_jump @NONAME_23854
- 03E6: remove_text_box
- 0ACE: show_formatted_text_box "You can arrest the person you're aiming at by pressing E."
- :NONAME_22965
- 0457: player $PLAYER_CHAR aiming_at_actor 1@
- else_jump @NONAME_23849
- wait 0
- if and
- 044B: actor 1@ on_foot
- 00F3: actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 sphere 0 on_foot
- 0AB0: key_pressed 69
- else_jump @NONAME_23842
- 089F: get_actor 1@ pedtype_to 16@
- if and
- not 16@ == 6
- not 16@ == 18
- not 16@ == 19
- else_jump @NONAME_23135
- 03E6: remove_text_box
- 0ACE: show_formatted_text_box "Walk up behind the suspect to handcuff him."
- gosub @NONAME_23861
- jump @NONAME_23190
- jump @NONAME_23835
- :NONAME_23135
- 03E6: remove_text_box
- 0ACE: show_formatted_text_box "You can't arrest civil workers."
- Actor.RemoveReferences(1@)
- wait 250
- jump @NONAME_22871
- :NONAME_23190
- 0AB1: call_scm_func @NONAME_24225 1 1@
- else_jump @NONAME_23828
- wait 0
- 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset 0.0 -2.0 0.0
- if
- 0102: actor $PLAYER_ACTOR in_sphere 22@ 23@ 24@ radius 2.0 2.0 2.0 sphere 1 stopped_on_foot
- else_jump @NONAME_23821
- Player.CanMove(0) = False
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
- 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@
- wait 2000
- Player.CanMove(0) = True
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
- 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@
- 0989: set_text_boxes_width 275
- 0ACE: show_formatted_text_box "Drive suspect to station (1)~n~Request prisoner transport (2)~n~Leave the suspect (3)"
- :NONAME_23427
- 0AB1: call_scm_func @NONAME_24225 1 1@
- else_jump @NONAME_23814
- wait 0
- if
- 0AB0: key_pressed 49
- else_jump @NONAME_23573
- 03E6: remove_text_box
- 0ACE: show_formatted_text_box "Take the suspect to a nearby station."
- 0612: set_actor 1@ animation "handsup" paused 0
- 0575: set_actor 1@ keep_position 0
- 0792: disembark_instantly_actor 1@
- 0631: put_actor 1@ in_group $PLAYER_GROUP
- 0AB1: call_scm_func @NONAME_8726 1 1@
- jump @NONAME_22871
- jump @NONAME_23807
- :NONAME_23573
- if
- 0AB0: key_pressed 50
- else_jump @NONAME_23736
- 03E6: remove_text_box
- 0ACE: show_formatted_text_box "Prisoner transport en-route"
- wait 3000
- fade 0 2000
- gosub @NONAME_8704
- gosub @NONAME_23959
- fade 1 2000
- wait 1000
- 0612: set_actor 1@ animation "handsup" paused 0
- 0575: set_actor 1@ keep_position 0
- 05CA: AS_actor 1@ enter_car 3@ passenger_seat 2 time -1
- 0AB1: call_scm_func @NONAME_12369 5 -24310 3@ 1@ 4@ 5@
- jump @NONAME_22871
- jump @NONAME_23807
- :NONAME_23736
- if
- 0AB0: key_pressed 51
- else_jump @NONAME_23807
- 03E6: remove_text_box
- 0ACE: show_formatted_text_box "Leave the suspect here."
- 05B9: AS_actor 1@ stay_idle -1 ms
- 0575: set_actor 1@ keep_position 1
- Actor.RemoveReferences(1@)
- jump @NONAME_22871
- :NONAME_23807
- jump @NONAME_23427
- :NONAME_23814
- jump @NONAME_22871
- :NONAME_23821
- jump @NONAME_23190
- :NONAME_23828
- jump @NONAME_22871
- :NONAME_23835
- jump @NONAME_22871
- :NONAME_23842
- jump @NONAME_22965
- :NONAME_23849
- Actor.RemoveReferences(1@)
- :NONAME_23854
- jump @NONAME_22871
- :NONAME_23861
- 17@ = Actor.Angle($PLAYER_ACTOR)
- wait 10
- 0615: define_AS_pack_begin 15@
- 0812: AS_actor -1 perform_animation "handsup" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0616: define_AS_pack_end 15@
- 0618: assign_actor 1@ to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- wait 2000
- 0612: set_actor 1@ animation "handsup" paused 1
- 0575: set_actor 1@ keep_position 1
- return
- :NONAME_23959
- Actor.StorePos(1@, 22@, 23@, 24@)
- 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 22@ 23@ 24@
- 0209: 26@ = random_int_in_ranges 596 599
- 0208: 17@ = random_float_in_ranges 0.0 360.0
- gosub @NONAME_8681
- 3@ = Car.Create(26@, 22@, 23@, 24@)
- Car.Angle(3@) = 17@
- 0397: enable_car 3@ siren 1
- 067F: set_car 3@ lights 2
- Model.Destroy(26@)
- wait 10
- 0209: 26@ = random_int_in_ranges 280 284
- gosub @NONAME_8681
- 4@ = Actor.CreateAsDriver(Mission1, 26@, 3@)
- 5@ = Actor.CreateAsPassenger(Mission1, 26@, 3@, 0)
- Model.Destroy(26@)
- wait 10
- 26@ = 346
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(4@, Pistol, 9999)
- Actor.GiveWeaponAndAmmo(5@, Pistol, 9999)
- Model.Destroy(26@)
- 0615: define_AS_pack_begin 15@
- 05D9: AS_actor -1 run_to_actor 1@ timelimit -1 stop_within_radius 10.0
- 0635: AS_actor -1 aim_at_actor 1@ -1 ms
- 0616: define_AS_pack_end 15@
- 0618: assign_actor 4@ to_AS_pack 15@
- 0618: assign_actor 5@ to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- return
- :NONAME_24225
- if and
- not Actor.Dead(0@)
- not Actor.Dead($PLAYER_ACTOR)
- 00F3: actor $PLAYER_ACTOR near_actor 0@ radius 25.0 25.0 sphere 0 on_foot
- else_jump @NONAME_24275
- 0485: return_true
- jump @NONAME_24305
- :NONAME_24275
- 0612: set_actor 0@ animation "handsup" paused 0
- 0575: set_actor 0@ keep_position 0
- Actor.RemoveReferences(0@)
- 059A: return_false
- :NONAME_24305
- 0AB2: ret 0
- :NONAME_24310
- wait 0
- if or
- Actor.Dead(1@)
- Actor.Dead(2@)
- Actor.Dead(3@)
- else_jump @NONAME_24369
- Actor.RemoveReferences(1@)
- Actor.RemoveReferences(2@)
- Actor.RemoveReferences(3@)
- Car.RemoveReferences(0@)
- end_thread
- jump @NONAME_24473
- :NONAME_24369
- if
- Actor.InCar(1@, 0@)
- else_jump @NONAME_24466
- 05CB: AS_actor 2@ enter_car 0@ as_driver -1 ms
- 05CA: AS_actor 3@ enter_car 0@ passenger_seat 0 time -1
- 0397: enable_car 0@ siren 0
- Car.SetMaxSpeed(0@, 22.0)
- Car.SetToPsychoDriver(0@)
- wait 20000
- Actor.RemoveReferences(1@)
- Actor.RemoveReferences(2@)
- Actor.RemoveReferences(3@)
- Car.RemoveReferences(0@)
- end_thread
- jump @NONAME_24473
- :NONAME_24466
- jump @NONAME_24310
- :NONAME_24473
- wait 0
- if and
- 0AB0: key_pressed 16
- 0AB0: key_pressed 17
- $ONMISSION == 0
- else_jump @NONAME_25326
- 19@ = 0
- 20@ = 0
- 21@ = 0
- 33@ = 0
- :NONAME_24531
- 5000 > 33@
- else_jump @NONAME_25287
- wait 0
- 0@ = -1
- 04C4: store_coords_to 27@ 28@ 29@ from_actor $PLAYER_ACTOR with_offset 0.0 13.0 0.0
- 073E: get_car_in_sphere 27@ 28@ 29@ radius 10.0 model -1 handle_as 0@
- if
- not 0@ == -1
- else_jump @NONAME_25280
- 046C: 1@ = car 0@ driver
- wait 50
- if and
- not 1@ == -1
- not Actor.InCar($PLAYER_ACTOR, 0@)
- 8975: not car 0@ emergency_vehicle
- else_jump @NONAME_25280
- gosub @NONAME_25617
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Pursue the ~r~suspect" time 2000
- 2@ = Marker.CreateAboveActor(1@)
- Car.SetToPsychoDriver(0@)
- Car.SetMaxSpeed(0@, 40.0)
- 00AE: set_car 0@ traffic_behaviour_to 2
- :NONAME_24754
- wait 0
- if
- not Actor.Dead(1@)
- else_jump @NONAME_25199
- gosub @NONAME_26047
- gosub @NONAME_25571
- if
- 0741: actor 1@ busted
- else_jump @NONAME_24942
- Marker.Disable(2@)
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0ACF: show_formatted_styled_text "~g~Suspect Busted" time 100 style 1
- wait 5000
- Player.CanMove($PLAYER_CHAR) = False
- fade 0 1000
- gosub @NONAME_8704
- Actor.StorePos(1@, 27@, 28@, 29@)
- Actor.DestroyInstantly(1@)
- Car.Destroy(0@)
- 0395: clear_area 2 at 27@ 28@ 29@ radius 20.0
- wait 500
- fade 1 1000
- Player.CanMove($PLAYER_CHAR) = True
- jump @NONAME_24473
- jump @NONAME_25192
- :NONAME_24942
- if and
- 20@ == 0
- 0AB0: key_pressed 117
- else_jump @NONAME_25030
- 20@ = 1
- 0ACE: show_formatted_text_box "Police assistance en-route"
- 0AB1: call_scm_func @NONAME_12369 3 -26086 0@ 1@
- jump @NONAME_25192
- :NONAME_25030
- if and
- 19@ == 0
- 80F2: not actor $PLAYER_ACTOR near_actor 1@ radius 175.0 175.0 0
- 8364: not actor $PLAYER_ACTOR spotted_actor 1@
- else_jump @NONAME_25192
- Marker.Disable(2@)
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "You've lost visual with the ~r~suspect." time 2000
- wait 3000
- 33@ = 0
- gosub @NONAME_25333
- if
- 21@ == 1
- else_jump @NONAME_25192
- jump @NONAME_24473
- :NONAME_25192
- jump @NONAME_25273
- :NONAME_25199
- Marker.Disable(2@)
- Car.RemoveReferences(0@)
- Actor.RemoveReferences(1@)
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0AD0: show_formatted_text_lowpriority "The ~r~suspect ~w~has been taken down." time 2000
- jump @NONAME_24473
- :NONAME_25273
- jump @NONAME_24754
- :NONAME_25280
- jump @NONAME_24531
- :NONAME_25287
- 0ACE: show_formatted_text_box "~r~[ERROR]~w~No vehicle was found."
- :NONAME_25326
- jump @NONAME_24473
- :NONAME_25333
- wait 0
- if
- 12000 > 33@
- else_jump @NONAME_25485
- if
- 0364: actor $PLAYER_ACTOR spotted_actor 1@
- else_jump @NONAME_25416
- 0AD0: show_formatted_text_lowpriority "You spotted the ~r~suspect" time 2000
- jump @NONAME_25454
- :NONAME_25416
- if
- 0AB1: call_scm_func @NONAME_25802 1 1@
- else_jump @NONAME_25447
- jump @NONAME_25454
- :NONAME_25447
- jump @NONAME_25564
- :NONAME_25454
- 2@ = Marker.CreateAboveActor(1@)
- 19@ = 1
- 33@ = 0
- return
- jump @NONAME_25564
- :NONAME_25485
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "The ~r~suspect ~w~has gotten away." time 2000
- Car.RemoveReferences(0@)
- Actor.RemoveReferences(1@)
- 21@ = 1
- :NONAME_25564
- jump @NONAME_25333
- :NONAME_25571
- if
- 19@ == 1
- else_jump @NONAME_25615
- if
- 33@ > 10000
- else_jump @NONAME_25615
- 19@ = 0
- :NONAME_25615
- return
- :NONAME_25617
- 0665: get_actor 1@ model_to 21@
- 089F: get_actor 1@ pedtype_to 18@
- 0362: remove_actor 1@ from_car_and_place_at 3000.0 3000.0 3000.0
- Actor.DestroyInstantly(1@)
- 03F3: get_car 0@ primary_color_to 22@ secondary_color_to 23@
- 24@ = Car.Angle(0@)
- 25@ = Car.Health(0@)
- 26@ = Car.Model(0@)
- Car.StorePos(0@, 27@, 28@, 29@)
- Car.Destroy(0@)
- wait 10
- 0@ = Car.Create(26@, 27@, 28@, 29@)
- Car.Angle(0@) = 24@
- Car.Health(0@) = 25@
- 0229: set_car 0@ primary_color_to 22@ secondary_color_to 23@
- 1@ = Actor.CreateAsDriver(18@, 21@, 0@)
- 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
- 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- Actor.Health(1@) = 300
- return
- :NONAME_25802
- wait 0
- Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
- if
- 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
- else_jump @NONAME_26038
- :NONAME_25854
- 089F: get_actor 30@ pedtype_to 15@
- if
- 15@ == 6
- else_jump @NONAME_26008
- if
- 0364: actor 30@ spotted_actor 0@
- else_jump @NONAME_26001
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "A fellow officer has reported visual contact with the ~r~suspect." time 2000
- 0485: return_true
- jump @NONAME_26003
- :NONAME_26001
- 059A: return_false
- :NONAME_26003
- 0AB2: ret 0
- :NONAME_26008
- 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
- else_jump @NONAME_25854
- :NONAME_26038
- return
- jump @NONAME_25802
- :NONAME_26047
- 26@ = 346
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
- 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
- Model.Destroy(26@)
- return
- :NONAME_26086
- wait 0
- if or
- Actor.Dead(1@)
- 0741: actor 1@ busted
- 856D: not actor 1@ defined
- else_jump @NONAME_26125
- end_thread
- jump @NONAME_26296
- :NONAME_26125
- Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
- if
- 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
- else_jump @NONAME_26296
- :NONAME_26173
- 089F: get_actor 30@ pedtype_to 15@
- if
- 15@ == 6
- else_jump @NONAME_26266
- if or
- 02D8: actor 30@ current_weapon == 22
- 02D8: actor 30@ current_weapon == 25
- 02D8: actor 30@ current_weapon == 28
- 02D8: actor 30@ current_weapon == 29
- 02D8: actor 30@ current_weapon == 31
- else_jump @NONAME_26252
- jump @NONAME_26266
- :NONAME_26252
- gosub @NONAME_32319
- jump @NONAME_26266
- :NONAME_26266
- 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
- else_jump @NONAME_26173
- :NONAME_26296
- jump @NONAME_26303
- :NONAME_26303
- jump @NONAME_26086
- :NONAME_26310
- wait 0
- if and
- 0AB0: key_pressed 18
- 0AB0: key_pressed 78
- else_jump @NONAME_26924
- 0ACE: show_formatted_text_box "S.W.A.T. en-route"
- gosub @NONAME_26931
- 26@ = 427
- gosub @NONAME_8681
- 1@ = Car.Create(26@, 22@, 23@, 24@)
- 6@ = Marker.CreateAboveCar(1@)
- Marker.SetColor(6@, 2)
- 0397: enable_car 1@ siren 1
- 067F: set_car 1@ lights 2
- 00AE: set_car 1@ traffic_behaviour_to 2
- Car.SetMaxSpeed(1@, 30.0)
- Model.Destroy(26@)
- wait 10
- 26@ = 285
- gosub @NONAME_8681
- 2@ = Actor.CreateAsDriver(Cop, 26@, 1@)
- 3@ = Actor.CreateAsPassenger(Cop, 26@, 1@, 0)
- 4@ = Actor.CreateAsPassenger(Cop, 26@, 1@, 1)
- 5@ = Actor.CreateAsPassenger(Cop, 26@, 1@, 2)
- Model.Destroy(26@)
- wait 10
- 26@ = 352
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(2@, MicroUzi, 9999)
- Actor.GiveWeaponAndAmmo(3@, MicroUzi, 9999)
- Actor.GiveWeaponAndAmmo(4@, MicroUzi, 9999)
- Actor.GiveWeaponAndAmmo(5@, MicroUzi, 9999)
- Model.Destroy(26@)
- 33@ = 0
- :NONAME_26598
- wait 0
- if and
- not Car.Wrecked(1@)
- not Actor.Dead(2@)
- Actor.Driving(2@)
- 60000 > 33@
- else_jump @NONAME_26811
- gosub @NONAME_27083
- if
- 00F4: actor 2@ near_actor $PLAYER_ACTOR radius 30.0 30.0 0 in_car
- else_jump @NONAME_26804
- Car.SetDriverBehaviour(1@, Nowhere)
- 0633: AS_actor 2@ exit_car
- 0633: AS_actor 3@ exit_car
- 0633: AS_actor 4@ exit_car
- 0633: AS_actor 5@ exit_car
- 077A: set_actor 2@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
- 077A: set_actor 3@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
- 077A: set_actor 4@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
- 077A: set_actor 5@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
- 07DD: set_actor 2@ attack_rate 100 // previously known as temper_to
- 07DD: set_actor 3@ attack_rate 100 // previously known as temper_to
- 07DD: set_actor 4@ attack_rate 100 // previously known as temper_to
- 07DD: set_actor 5@ attack_rate 100 // previously known as temper_to
- Marker.Disable(6@)
- Car.RemoveReferences(1@)
- Actor.RemoveReferences(2@)
- Actor.RemoveReferences(3@)
- Actor.RemoveReferences(4@)
- Actor.RemoveReferences(5@)
- jump @NONAME_26924
- :NONAME_26804
- jump @NONAME_26917
- :NONAME_26811
- Marker.Disable(6@)
- Car.RemoveReferences(1@)
- Actor.RemoveReferences(2@)
- Actor.RemoveReferences(3@)
- Actor.RemoveReferences(4@)
- Actor.RemoveReferences(5@)
- 0ACE: show_formatted_text_box "~r~[ERROR]~w~SWAT couldn't make it. You may request another one."
- jump @NONAME_26924
- :NONAME_26917
- jump @NONAME_26598
- :NONAME_26924
- jump @NONAME_26310
- :NONAME_26931
- 0208: 22@ = random_float_in_ranges -200.0 200.0
- 0208: 23@ = random_float_in_ranges -200.0 200.0
- wait 10
- 04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 22@ 23@ 0.0
- 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 22@ 23@ 24@
- if and
- 80EC: not actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 60.0 60.0
- 80C2: not sphere_onscreen 22@ 23@ 24@ radius 5.0
- else_jump @NONAME_27074
- jump @NONAME_27081
- jump @NONAME_27074
- :NONAME_27074
- jump @NONAME_26931
- :NONAME_27081
- return
- :NONAME_27083
- Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
- Car.DriveTo(1@, 22@, 23@, 24@)
- return
- :NONAME_27113
- wait 0
- if
- Player.Defined(0)
- else_jump @NONAME_27291
- if and
- 0AD2: 1@ = player $PLAYER_CHAR targeted_actor //IF and SET
- 0AB0: key_pressed 51
- else_jump @NONAME_27291
- 089F: get_actor 1@ pedtype_to 18@
- if
- 18@ == 6
- else_jump @NONAME_27243
- 0ACE: show_formatted_text_box "~r~[ERROR] ~w~Police can't attack fellow officers."
- jump @NONAME_27286
- :NONAME_27243
- gosub @NONAME_27659
- 05BA: AS_actor $PLAYER_ACTOR move_mouth 1500 ms
- Actor.StorePos(1@, 22@, 23@, 24@)
- gosub @NONAME_27298
- gosub @NONAME_27689
- :NONAME_27286
- wait 250
- :NONAME_27291
- jump @NONAME_27113
- :NONAME_27298
- wait 0
- if
- 0AE1: 10@ = random_actor_near_point 22@ 23@ 24@ in_radius 200.0 find_next 0 pass_deads 1 //IF and SET
- else_jump @NONAME_27419
- :NONAME_27336
- 089F: get_actor 10@ pedtype_to 18@
- if
- 18@ == 6
- else_jump @NONAME_27389
- gosub @NONAME_27421
- gosub @NONAME_27461
- 05E2: AS_actor 10@ kill_actor 1@
- Actor.RemoveReferences(10@)
- :NONAME_27389
- 8AE1: not 10@ = random_actor_near_point 22@ 23@ 24@ in_radius 200.0 find_next 1 pass_deads 1 //IF and SET
- else_jump @NONAME_27336
- :NONAME_27419
- return
- :NONAME_27421
- if
- Actor.Driving(10@)
- else_jump @NONAME_27459
- 0811: 11@ = actor 10@ used_car
- 0397: enable_car 11@ siren 1
- 067F: set_car 11@ lights 2
- :NONAME_27459
- return
- :NONAME_27461
- wait 0
- 0470: 15@ = actor 10@ current_weapon
- if and
- 15@ > 21
- not 15@ >= 33
- else_jump @NONAME_27536
- 041A: 16@ = actor 10@ weapon 15@ ammo
- if
- 16@ > 0
- else_jump @NONAME_27529
- return
- :NONAME_27529
- jump @NONAME_27650
- :NONAME_27536
- if
- 15@ == 0
- else_jump @NONAME_27650
- if
- Actor.Model(10@) == #ARMY
- else_jump @NONAME_27597
- Actor.GiveWeaponAndAmmo(10@, M4, 1000)
- jump @NONAME_27657
- jump @NONAME_27650
- :NONAME_27597
- if
- Actor.Model(10@) == #FBI
- else_jump @NONAME_27633
- Actor.GiveWeaponAndAmmo(10@, MP5, 1000)
- jump @NONAME_27643
- :NONAME_27633
- Actor.GiveWeaponAndAmmo(10@, Pistol, 1000)
- :NONAME_27643
- jump @NONAME_27657
- :NONAME_27650
- jump @NONAME_27461
- :NONAME_27657
- return
- :NONAME_27659
- wait 0
- 03CF: load_wav 36000 as 1
- 03D0: wav 1 loaded
- else_jump @NONAME_27659
- 03D1: play_wav 1
- return
- :NONAME_27689
- wait 0
- 03D2: wav 1 ended
- else_jump @NONAME_27689
- 040D: unload_wav 1
- return
- :NONAME_27710
- wait 0
- if
- Player.Defined(0)
- else_jump @NONAME_28191
- 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
- if
- not 1@ == -1
- else_jump @NONAME_28191
- if and
- 80E1: not player 0 pressed_key 6
- 0AB0: key_pressed 69
- 00F3: actor $PLAYER_ACTOR near_actor 1@ radius 3.0 3.0 sphere 0 on_foot
- else_jump @NONAME_28191
- 089F: get_actor 1@ pedtype_to 16@
- if and
- not 16@ == 6
- not 16@ == 18
- not 16@ == 19
- else_jump @NONAME_27888
- 15@ = 0
- 29@ = 0
- gosub @NONAME_28198
- gosub @NONAME_28587
- gosub @NONAME_28664
- 33@ = 0
- jump @NONAME_27951
- :NONAME_27888
- 0ACE: show_formatted_text_box "~r~[ERROR]~w~You can't frisk civil service workers."
- jump @NONAME_28191
- :NONAME_27951
- wait 0
- if and
- not Actor.Dead(1@)
- 00F3: actor $PLAYER_ACTOR near_actor 1@ radius 3.0 3.0 sphere 0 on_foot
- else_jump @NONAME_28069
- gosub @NONAME_28223
- if
- 33@ > 5000
- else_jump @NONAME_28062
- 00BE: text_clear_all
- gosub @NONAME_28850
- gosub @NONAME_29817
- 05B9: AS_actor 1@ stay_idle 5000 ms
- gosub @NONAME_30380
- jump @NONAME_28191
- jump @NONAME_28069
- :NONAME_28062
- jump @NONAME_28184
- :NONAME_28069
- 0612: set_actor 1@ animation "handsup" paused 0
- 0575: set_actor 1@ keep_position 0
- Actor.RemoveReferences(1@)
- 0ACE: show_formatted_text_box "~r~[ERROR]~w~The suspect has either died or you're not close enough to him."
- jump @NONAME_28191
- :NONAME_28184
- jump @NONAME_27951
- :NONAME_28191
- jump @NONAME_27710
- :NONAME_28198
- if
- not 0@ == -1
- else_jump @NONAME_28221
- Car.RemoveReferences(0@)
- :NONAME_28221
- return
- :NONAME_28223
- wait 300
- if
- 29@ == 0
- else_jump @NONAME_28277
- 29@ += 1
- 0AD0: show_formatted_text_lowpriority "Frisking." time 320
- jump @NONAME_28585
- :NONAME_28277
- if
- 29@ == 1
- else_jump @NONAME_28327
- 29@ += 1
- 0AD0: show_formatted_text_lowpriority "Frisking.." time 320
- jump @NONAME_28585
- :NONAME_28327
- if
- 29@ == 2
- else_jump @NONAME_28378
- 29@ += 1
- 0AD0: show_formatted_text_lowpriority "Frisking..." time 320
- jump @NONAME_28585
- :NONAME_28378
- if
- 29@ == 3
- else_jump @NONAME_28430
- 29@ += 1
- 0AD0: show_formatted_text_lowpriority "Frisking...." time 320
- jump @NONAME_28585
- :NONAME_28430
- if
- 29@ == 4
- else_jump @NONAME_28483
- 29@ += 1
- 0AD0: show_formatted_text_lowpriority "Frisking....." time 320
- jump @NONAME_28585
- :NONAME_28483
- if
- 29@ == 5
- else_jump @NONAME_28537
- 29@ += 1
- 0AD0: show_formatted_text_lowpriority "Frisking......" time 320
- jump @NONAME_28585
- :NONAME_28537
- if
- 29@ == 6
- else_jump @NONAME_28585
- 29@ = 0
- 0AD0: show_formatted_text_lowpriority "Frisking......." time 320
- :NONAME_28585
- return
- :NONAME_28587
- 02A9: set_actor 1@ immune_to_nonplayer 1
- 048F: actor 1@ remove_weapons
- 060B: set_actor 1@ decision_maker_to 0
- 0812: AS_actor -1 perform_animation "handsup" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
- 0612: set_actor 1@ animation "handsup" paused 1
- 0575: set_actor 1@ keep_position 1
- return
- :NONAME_28664
- if or
- 16@ == 4
- 16@ == 5
- else_jump @NONAME_28703
- 14@ = 1
- jump @NONAME_28848
- :NONAME_28703
- if or
- 16@ == 7
- 16@ == 8
- 16@ == 9
- 16@ == 10
- 16@ == 11
- 16@ == 12
- 16@ == 13
- 16@ == 14
- else_jump @NONAME_28784
- 14@ = 4
- jump @NONAME_28848
- :NONAME_28784
- if
- 16@ == 17
- else_jump @NONAME_28816
- 14@ = 2
- jump @NONAME_28848
- :NONAME_28816
- if or
- 16@ == 20
- 16@ == 22
- else_jump @NONAME_28848
- 14@ = 3
- :NONAME_28848
- return
- :NONAME_28850
- if
- 14@ == 1
- else_jump @NONAME_28909
- 0209: 17@ = random_int_in_ranges 1 10
- if
- 17@ == 8
- else_jump @NONAME_28902
- gosub @NONAME_29029
- :NONAME_28902
- jump @NONAME_29027
- :NONAME_28909
- if or
- 14@ == 2
- 14@ == 3
- else_jump @NONAME_28975
- 0209: 17@ = random_int_in_ranges 1 7
- if
- 17@ == 2
- else_jump @NONAME_28968
- gosub @NONAME_29029
- :NONAME_28968
- jump @NONAME_29027
- :NONAME_28975
- if
- 14@ == 4
- else_jump @NONAME_29027
- 0209: 17@ = random_int_in_ranges 1 5
- if
- 17@ == 4
- else_jump @NONAME_29027
- gosub @NONAME_29029
- :NONAME_29027
- return
- :NONAME_29029
- if
- 14@ == 1
- else_jump @NONAME_29222
- 0209: 17@ = random_int_in_ranges 1 4
- if
- 17@ == 1
- else_jump @NONAME_29117
- 15@ = 1
- 26@ = 335
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, Knife, 60)
- Model.Destroy(26@)
- jump @NONAME_29215
- :NONAME_29117
- if
- 17@ == 2
- else_jump @NONAME_29178
- 15@ = 2
- 26@ = 323
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, LongWhiteDildo, 60)
- Model.Destroy(26@)
- jump @NONAME_29215
- :NONAME_29178
- 15@ = 3
- 26@ = 346
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
- Model.Destroy(26@)
- :NONAME_29215
- jump @NONAME_29815
- :NONAME_29222
- if or
- 14@ == 2
- 14@ == 3
- else_jump @NONAME_29423
- 0209: 17@ = random_int_in_ranges 1 4
- if
- 17@ == 1
- else_jump @NONAME_29317
- 15@ = 1
- 26@ = 335
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, Knife, 60)
- Model.Destroy(26@)
- jump @NONAME_29416
- :NONAME_29317
- if
- 17@ == 2
- else_jump @NONAME_29379
- 15@ = 3
- 26@ = 346
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
- Model.Destroy(26@)
- jump @NONAME_29416
- :NONAME_29379
- 15@ = 4
- 26@ = 348
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, DesertEagle, 9999)
- Model.Destroy(26@)
- :NONAME_29416
- jump @NONAME_29815
- :NONAME_29423
- if
- 14@ == 4
- else_jump @NONAME_29815
- 0209: 17@ = random_int_in_ranges 1 7
- if
- 17@ == 1
- else_jump @NONAME_29512
- 15@ = 3
- 26@ = 346
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
- Model.Destroy(26@)
- jump @NONAME_29815
- :NONAME_29512
- if
- 17@ == 2
- else_jump @NONAME_29574
- 15@ = 4
- 26@ = 348
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, DesertEagle, 9999)
- Model.Destroy(26@)
- jump @NONAME_29815
- :NONAME_29574
- if
- 17@ == 3
- else_jump @NONAME_29636
- 15@ = 5
- 26@ = 350
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, Sawnoff, 9999)
- Model.Destroy(26@)
- jump @NONAME_29815
- :NONAME_29636
- if
- 17@ == 4
- else_jump @NONAME_29698
- 15@ = 6
- 26@ = 352
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, MicroUzi, 9999)
- Model.Destroy(26@)
- jump @NONAME_29815
- :NONAME_29698
- if
- 17@ == 5
- else_jump @NONAME_29760
- 15@ = 7
- 26@ = 372
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, Tec9, 9999)
- Model.Destroy(26@)
- jump @NONAME_29815
- :NONAME_29760
- if
- 17@ == 6
- else_jump @NONAME_29815
- 15@ = 8
- 26@ = 355
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, AK47, 9999)
- Model.Destroy(26@)
- :NONAME_29815
- return
- :NONAME_29817
- if
- 15@ == 0
- else_jump @NONAME_29881
- 0ACE: show_formatted_text_box "No weapons were found."
- 0638: AS_actor 1@ stay_put 0
- 05DE: AS_actor 1@ walk_around_ped_path
- jump @NONAME_30378
- :NONAME_29881
- if
- 15@ == 1
- else_jump @NONAME_29940
- 0ACE: show_formatted_text_box "Found a Knife."
- 26@ = 335
- 27@ = 4
- jump @NONAME_30378
- :NONAME_29940
- if
- 15@ == 2
- else_jump @NONAME_30010
- 0ACE: show_formatted_text_box "Found a Long White Dildo."
- 26@ = 323
- 27@ = 12
- jump @NONAME_30378
- :NONAME_30010
- if
- 15@ == 3
- else_jump @NONAME_30070
- 0ACE: show_formatted_text_box "Found a Pistol."
- 26@ = 346
- 27@ = 3
- jump @NONAME_30378
- :NONAME_30070
- if
- 15@ == 4
- else_jump @NONAME_30136
- 0ACE: show_formatted_text_box "Found a Desert Eagle."
- 26@ = 348
- 27@ = 3
- jump @NONAME_30378
- :NONAME_30136
- if
- 15@ == 5
- else_jump @NONAME_30206
- 0ACE: show_formatted_text_box "Found a Sawn Off Shotgun."
- 26@ = 350
- 27@ = 4
- jump @NONAME_30378
- :NONAME_30206
- if
- 15@ == 6
- else_jump @NONAME_30269
- 0ACE: show_formatted_text_box "Found a Micro Uzi."
- 26@ = 352
- 27@ = 5
- jump @NONAME_30378
- :NONAME_30269
- if
- 15@ == 7
- else_jump @NONAME_30327
- 0ACE: show_formatted_text_box "Found a Tec9."
- 26@ = 372
- 27@ = 5
- jump @NONAME_30378
- :NONAME_30327
- if
- 15@ == 8
- else_jump @NONAME_30378
- 0ACE: show_formatted_text_box "Found a AK47."
- 26@ = 355
- 27@ = 6
- :NONAME_30378
- return
- :NONAME_30380
- if
- 0AAB: file_exists "CLEO\IVLM\thwp.lm"
- else_jump @NONAME_30460
- 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
- jump @NONAME_30531
- :NONAME_30460
- 01B9: set_actor 1@ armed_weapon_to 0
- gosub @NONAME_8681
- 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset 3.0 0.0 0.0
- 032B: 0@ = create_weapon_pickup 26@ type 27@ ammo 9999 at 22@ 23@ 24@
- Model.Destroy(26@)
- :NONAME_30531
- return
- 19@ = 0
- 20@ = 0
- $ONMISSION = 1
- :NONAME_30554
- wait 0
- 0@ = -1
- gosub @NONAME_31290
- 073E: get_car_in_sphere 27@ 28@ 29@ radius 50.0 model -1 handle_as 0@
- if
- not 0@ == -1
- else_jump @NONAME_31283
- 046C: 1@ = car 0@ driver
- wait 50
- if and
- not 1@ == -1
- not Actor.InCar($PLAYER_ACTOR, 0@)
- 8975: not car 0@ emergency_vehicle
- else_jump @NONAME_31283
- if
- 80F4: not actor 1@ near_actor $PLAYER_ACTOR radius 75.0 75.0 0 in_car
- else_jump @NONAME_31283
- gosub @NONAME_31626
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Pursue the ~r~suspect" time 2000
- 2@ = Marker.CreateAboveActor(1@)
- Car.SetToPsychoDriver(0@)
- Car.SetMaxSpeed(0@, 40.0)
- 00AE: set_car 0@ traffic_behaviour_to 2
- :NONAME_30771
- wait 0
- if
- not Actor.Dead(1@)
- else_jump @NONAME_31200
- gosub @NONAME_32056
- gosub @NONAME_31580
- if
- 0741: actor 1@ busted
- else_jump @NONAME_30968
- Marker.Disable(2@)
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0ACF: show_formatted_styled_text "~g~Suspect Busted" time 100 style 1
- wait 5000
- Player.CanMove($PLAYER_CHAR) = False
- fade 0 1000
- gosub @NONAME_8704
- Actor.StorePos(1@, 27@, 28@, 29@)
- Actor.DestroyInstantly(1@)
- Car.Destroy(0@)
- 0395: clear_area 3 at 27@ 28@ 29@ radius 20.0
- wait 1000
- fade 1 1000
- gosub @NONAME_8704
- Player.CanMove($PLAYER_CHAR) = True
- $ONMISSION = 0
- end_thread
- jump @NONAME_31193
- :NONAME_30968
- if and
- 20@ == 0
- 0AB0: key_pressed 117
- else_jump @NONAME_31056
- 20@ = 1
- 0ACE: show_formatted_text_box "Police assistance en-route"
- 0AB1: call_scm_func @NONAME_12369 3 -32095 0@ 1@
- jump @NONAME_31193
- :NONAME_31056
- if and
- 19@ == 0
- 80F2: not actor $PLAYER_ACTOR near_actor 1@ radius 175.0 175.0 0
- 8364: not actor $PLAYER_ACTOR spotted_actor 1@
- else_jump @NONAME_31193
- Marker.Disable(2@)
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "You've lost visual with the ~r~suspect." time 2000
- wait 3000
- 33@ = 0
- gosub @NONAME_31347
- :NONAME_31193
- jump @NONAME_31276
- :NONAME_31200
- Marker.Disable(2@)
- Car.RemoveReferences(0@)
- Actor.RemoveReferences(1@)
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0AD0: show_formatted_text_lowpriority "The ~r~suspect ~w~has been taken down." time 2000
- $ONMISSION = 0
- end_thread
- :NONAME_31276
- jump @NONAME_30771
- :NONAME_31283
- jump @NONAME_30554
- :NONAME_31290
- 0208: 27@ = random_float_in_ranges -120.0 120.0
- 0208: 28@ = random_float_in_ranges -120.0 120.0
- 04C4: store_coords_to 27@ 28@ 29@ from_actor $PLAYER_ACTOR with_offset 27@ 28@ 0.0
- return
- :NONAME_31347
- wait 0
- if
- 12000 > 33@
- else_jump @NONAME_31499
- if
- 0364: actor $PLAYER_ACTOR spotted_actor 1@
- else_jump @NONAME_31430
- 0AD0: show_formatted_text_lowpriority "You spotted the ~r~suspect" time 2000
- jump @NONAME_31468
- :NONAME_31430
- if
- 0AB1: call_scm_func @NONAME_31811 1 1@
- else_jump @NONAME_31461
- jump @NONAME_31468
- :NONAME_31461
- jump @NONAME_31573
- :NONAME_31468
- 2@ = Marker.CreateAboveActor(1@)
- 19@ = 1
- 33@ = 0
- return
- jump @NONAME_31573
- :NONAME_31499
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "The ~r~suspect ~w~has gotten away." time 2000
- Car.RemoveReferences(0@)
- Actor.RemoveReferences(1@)
- end_thread
- :NONAME_31573
- jump @NONAME_31347
- :NONAME_31580
- if
- 19@ == 1
- else_jump @NONAME_31624
- if
- 33@ > 10000
- else_jump @NONAME_31624
- 19@ = 0
- :NONAME_31624
- return
- :NONAME_31626
- 0665: get_actor 1@ model_to 21@
- 089F: get_actor 1@ pedtype_to 18@
- 0362: remove_actor 1@ from_car_and_place_at 3000.0 3000.0 3000.0
- Actor.DestroyInstantly(1@)
- 03F3: get_car 0@ primary_color_to 22@ secondary_color_to 23@
- 24@ = Car.Angle(0@)
- 25@ = Car.Health(0@)
- 26@ = Car.Model(0@)
- Car.StorePos(0@, 27@, 28@, 29@)
- Car.Destroy(0@)
- wait 10
- 0@ = Car.Create(26@, 27@, 28@, 29@)
- Car.Angle(0@) = 24@
- Car.Health(0@) = 25@
- 0229: set_car 0@ primary_color_to 22@ secondary_color_to 23@
- 1@ = Actor.CreateAsDriver(18@, 21@, 0@)
- 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
- 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- Actor.Health(1@) = 300
- return
- :NONAME_31811
- wait 0
- Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
- if
- 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
- else_jump @NONAME_32047
- :NONAME_31863
- 089F: get_actor 30@ pedtype_to 15@
- if
- 15@ == 6
- else_jump @NONAME_32017
- if
- 0364: actor 30@ spotted_actor 0@
- else_jump @NONAME_32010
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "A fellow officer has reported visual contact with the ~r~suspect." time 2000
- 0485: return_true
- jump @NONAME_32012
- :NONAME_32010
- 059A: return_false
- :NONAME_32012
- 0AB2: ret 0
- :NONAME_32017
- 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
- else_jump @NONAME_31863
- :NONAME_32047
- return
- jump @NONAME_31811
- :NONAME_32056
- 26@ = 346
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
- 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
- Model.Destroy(26@)
- return
- :NONAME_32095
- wait 0
- if or
- Actor.Dead(1@)
- 0741: actor 1@ busted
- 856D: not actor 1@ defined
- else_jump @NONAME_32134
- end_thread
- jump @NONAME_32305
- :NONAME_32134
- Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
- if
- 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
- else_jump @NONAME_32305
- :NONAME_32182
- 089F: get_actor 30@ pedtype_to 15@
- if
- 15@ == 6
- else_jump @NONAME_32275
- if or
- 02D8: actor 30@ current_weapon == 22
- 02D8: actor 30@ current_weapon == 25
- 02D8: actor 30@ current_weapon == 28
- 02D8: actor 30@ current_weapon == 29
- 02D8: actor 30@ current_weapon == 31
- else_jump @NONAME_32261
- jump @NONAME_32275
- :NONAME_32261
- gosub @NONAME_32319
- jump @NONAME_32275
- :NONAME_32275
- 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
- else_jump @NONAME_32182
- :NONAME_32305
- jump @NONAME_32312
- :NONAME_32312
- jump @NONAME_32095
- :NONAME_32319
- if
- Actor.Driving(30@)
- else_jump @NONAME_32488
- 0811: 20@ = actor 30@ used_car
- if and
- 00F4: actor 30@ near_actor 1@ radius 25.0 25.0 0 in_car
- 01C1: car 0@ stopped
- else_jump @NONAME_32415
- Car.SetDriverBehaviour(20@, Nowhere)
- gosub @NONAME_32512
- Actor.WeaponAccuracy(30@) = 80
- 06E4: AS_actor 30@ attempt_to_bust_actor 1@
- jump @NONAME_32481
- :NONAME_32415
- 060B: set_actor 30@ decision_maker_to 32
- 067F: set_car 20@ lights 2
- 0397: enable_car 20@ siren 1
- 00AE: set_car 20@ traffic_behaviour_to 2
- Car.SetMaxSpeed(20@, 35.0)
- Actor.StorePos(1@, 22@, 23@, 24@)
- Car.DriveTo(20@, 22@, 23@, 24@)
- :NONAME_32481
- jump @NONAME_32510
- :NONAME_32488
- gosub @NONAME_32512
- Actor.WeaponAccuracy(30@) = 80
- 06E4: AS_actor 30@ attempt_to_bust_actor 1@
- :NONAME_32510
- return
- :NONAME_32512
- if
- Actor.Model(30@) == #ARMY
- else_jump @NONAME_32548
- Actor.GiveWeaponAndAmmo(30@, M4, 9999)
- jump @NONAME_32594
- :NONAME_32548
- if
- Actor.Model(30@) == #FBI
- else_jump @NONAME_32584
- Actor.GiveWeaponAndAmmo(30@, MP5, 9999)
- jump @NONAME_32594
- :NONAME_32584
- Actor.GiveWeaponAndAmmo(30@, Pistol, 9999)
- :NONAME_32594
- return
- $ONMISSION = 1
- 30@ = 0
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
- 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 0@ 1@ 2@
- 0167: 5@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
- Marker.SetColor(5@, 4)
- Marker.SetIconSize(5@, 3)
- :NONAME_32715
- wait 0
- if and
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 250.0 250.0
- 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
- else_jump @NONAME_33176
- Marker.Disable(5@)
- 0209: 26@ = random_int_in_ranges 102 105
- gosub @NONAME_8681
- 1@ = Actor.Create(Criminal, 26@, 22@, 23@, 24@)
- Model.Destroy(26@)
- 11@ = Marker.CreateAboveActor(1@)
- 04C4: store_coords_to 22@ 23@ 24@ from_actor 1@ with_offset 1.0 3.0 1.0
- wait 10
- 0209: 26@ = random_int_in_ranges 102 105
- gosub @NONAME_8681
- 2@ = Actor.Create(Criminal, 26@, 22@, 23@, 24@)
- Model.Destroy(26@)
- 12@ = Marker.CreateAboveActor(2@)
- gosub @NONAME_33183
- gosub @NONAME_33277
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0ACE: show_formatted_text_box "Press F6 to call for backup."
- :NONAME_32970
- wait 0
- gosub @NONAME_9534
- if and
- 1@ == -1
- 2@ == -1
- else_jump @NONAME_33068
- $ONMISSION = 0
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0AD0: show_formatted_text_lowpriority "~r~Suspects ~w~taken down" time 3000
- $ONMISSION = 0
- end_thread
- jump @NONAME_33169
- :NONAME_33068
- if and
- 30@ == 0
- 0AB0: key_pressed 117
- else_jump @NONAME_33169
- 30@ = 1
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0ACE: show_formatted_text_box "Police assistance en-route"
- 0AB1: call_scm_func @NONAME_12369 3 -33357 1@ 2@
- :NONAME_33169
- jump @NONAME_32970
- :NONAME_33176
- jump @NONAME_32715
- :NONAME_33183
- Actor.Health(1@) = 300
- 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
- 060B: set_actor 1@ decision_maker_to 3
- 05E2: AS_actor 1@ kill_actor -1
- 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
- Actor.Health(2@) = 300
- 077A: set_actor 2@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 07DD: set_actor 2@ attack_rate 100 // previously known as temper_to
- 060B: set_actor 2@ decision_maker_to 3
- 05E2: AS_actor 2@ kill_actor -1
- 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
- return
- :NONAME_33277
- 26@ = 346
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
- 081A: set_actor 1@ weapon_skill_to 2
- Model.Destroy(26@)
- wait 10
- 26@ = 348
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(2@, DesertEagle, 9999)
- 081A: set_actor 2@ weapon_skill_to 2
- Model.Destroy(26@)
- return
- :NONAME_33357
- wait 0
- if and
- Actor.Dead(0@)
- Actor.Dead(1@)
- else_jump @NONAME_33391
- end_thread
- jump @NONAME_33407
- :NONAME_33391
- 0AB1: call_scm_func @NONAME_11188 2 0@ 1@
- :NONAME_33407
- jump @NONAME_33357
- $ONMISSION = 1
- 30@ = 0
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
- 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 0@ 1@ 2@
- 0167: 15@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
- Marker.SetColor(15@, 4)
- Marker.SetIconSize(15@, 3)
- :NONAME_33533
- wait 0
- if and
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 250.0 250.0
- 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
- else_jump @NONAME_34280
- 0376: 10@ = create_random_actor_at 22@ 23@ 24@
- 060B: set_actor 10@ decision_maker_to 32
- 0208: 17@ = random_float_in_ranges 0.0 360.0
- Actor.Angle(10@) = 17@
- 26@ = 346
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(10@, Pistol, 9999)
- 060B: set_actor 10@ decision_maker_to 0
- 07DD: set_actor 10@ attack_rate 0 // previously known as temper_to
- Model.Destroy(26@)
- :NONAME_33675
- not Actor.Dead(10@)
- else_jump @NONAME_34264
- wait 0
- if
- 0364: actor $PLAYER_ACTOR spotted_actor 10@
- else_jump @NONAME_34257
- Marker.Disable(15@)
- 15@ = Marker.CreateAboveActor(10@)
- :NONAME_33723
- not Actor.Dead(10@)
- else_jump @NONAME_34241
- wait 0
- if
- 00F3: actor $PLAYER_ACTOR near_actor 10@ radius 25.0 25.0 sphere 0 on_foot
- else_jump @NONAME_34234
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Hold the ~r~suspect ~w~at gunpoint" time 2000
- :NONAME_33832
- not Actor.Dead(10@)
- else_jump @NONAME_34218
- wait 0
- if and
- 0457: player $PLAYER_CHAR aiming_at_actor 10@
- 00F3: actor $PLAYER_ACTOR near_actor 10@ radius 25.0 25.0 sphere 0 on_foot
- else_jump @NONAME_34211
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Press ~k~~CONVERSATION_YES~ to reason or ~k~~CONVERSATION_NO~ to threaten the suspect" time 2000
- 0209: 18@ = random_int_in_ranges 1 3
- 0A1D: AS_actor 10@ rotate_to_and_look_at_actor $PLAYER_ACTOR
- 0575: set_actor 10@ keep_position 1
- :NONAME_34024
- not Actor.Dead(10@)
- else_jump @NONAME_34195
- gosub @NONAME_11579
- wait 0
- if
- 00E1: player 0 pressed_key 11
- else_jump @NONAME_34121
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Reason" time 1000
- gosub @NONAME_34382
- 0209: 17@ = random_int_in_ranges -1 3
- jump @NONAME_34188
- :NONAME_34121
- if
- 00E1: player 0 pressed_key 10
- else_jump @NONAME_34188
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Threat" time 1000
- 0209: 17@ = random_int_in_ranges -2 2
- gosub @NONAME_34382
- :NONAME_34188
- jump @NONAME_34024
- :NONAME_34195
- gosub @NONAME_34287
- $ONMISSION = 0
- end_thread
- :NONAME_34211
- jump @NONAME_33832
- :NONAME_34218
- gosub @NONAME_34287
- $ONMISSION = 0
- end_thread
- :NONAME_34234
- jump @NONAME_33723
- :NONAME_34241
- gosub @NONAME_34287
- $ONMISSION = 0
- end_thread
- :NONAME_34257
- jump @NONAME_33675
- :NONAME_34264
- gosub @NONAME_34287
- $ONMISSION = 0
- end_thread
- :NONAME_34280
- jump @NONAME_33533
- :NONAME_34287
- 05BE: AS_actor 10@ die
- Marker.Disable(15@)
- Actor.RemoveReferences(10@)
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0ACF: show_formatted_styled_text "~r~MISSION FAILED" time 1000 style 1
- 0AD0: show_formatted_text_lowpriority "~w~The suspect has died" time 3000
- return
- :NONAME_34382
- 005A: 18@ += 17@ // (int)
- gosub @NONAME_34399
- return
- :NONAME_34399
- wait 1000
- 30@ = 1
- if
- 1 > 18@
- else_jump @NONAME_34445
- gosub @NONAME_34287
- end_thread
- jump @NONAME_34876
- :NONAME_34445
- if or
- 18@ == 1
- 18@ == 2
- else_jump @NONAME_34536
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Condition: ~r~Bad" time 1000
- 05AA: 25@s = 'BMBTH_3' // @s = 'short'
- jump @NONAME_34876
- :NONAME_34536
- if or
- 18@ == 3
- 18@ == 4
- else_jump @NONAME_34630
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Condition: ~y~Stable" time 1000
- 05AA: 25@s = 'BMBTH_2' // @s = 'short'
- jump @NONAME_34876
- :NONAME_34630
- if or
- 29@ == 5
- 29@ == 6
- else_jump @NONAME_34722
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Condition: ~g~Good" time 1000
- 05AA: 25@s = 'BMBTH_1' // @s = 'short'
- jump @NONAME_34876
- :NONAME_34722
- if
- 18@ > 6
- else_jump @NONAME_34876
- Player.CanMove($PLAYER_CHAR) = False
- Marker.Disable(15@)
- 01B9: set_actor 10@ armed_weapon_to 0
- 0638: AS_actor 10@ stay_put 1
- 05C4: AS_actor 10@ hands_up -1 ms
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0AD0: show_formatted_text_lowpriority "The ~r~suspect ~w~surrendered." time 1000
- wait 5000
- fade 0 1000
- gosub @NONAME_8704
- Actor.DestroyInstantly(10@)
- wait 1000
- fade 1 1000
- gosub @NONAME_8704
- Player.CanMove($PLAYER_CHAR) = True
- $ONMISSION = 0
- end_thread
- :NONAME_34876
- return
- $ONMISSION = 1
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
- 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 0@ 1@ 2@
- 0167: 5@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
- Marker.SetColor(5@, 4)
- Marker.SetIconSize(5@, 3)
- :NONAME_34990
- wait 0
- if and
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 250.0 250.0
- 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
- else_jump @NONAME_35573
- 30@ = 0
- 0376: 1@ = create_random_actor_at 22@ 23@ 24@
- 0433: set_actor 1@ criminal_flag 1
- 26@ = 346
- Actor.GiveWeaponAndAmmo(1@, Pistol, 99999)
- 060B: set_actor 1@ decision_maker_to 32
- Model.Destroy(26@)
- :NONAME_35104
- not Actor.Dead(1@)
- else_jump @NONAME_35557
- wait 0
- if
- 0364: actor $PLAYER_ACTOR spotted_actor 1@
- else_jump @NONAME_35550
- Marker.Disable(5@)
- 5@ = Marker.CreateAboveActor(1@)
- Actor.SetWalkStyle(1@, "PLAYER")
- 05DD: AS_actor 1@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit -1
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Chase down the ~r~suspect" time 1000
- :NONAME_35233
- wait 0
- if and
- 00F3: actor $PLAYER_ACTOR near_actor 1@ radius 25.0 25.0 sphere 0 on_foot
- 0457: player $PLAYER_CHAR aiming_at_actor 1@
- else_jump @NONAME_35392
- Marker.Disable(5@)
- 0638: AS_actor 1@ stay_put 1
- 05C4: AS_actor 1@ hands_up -1 ms
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0AD0: show_formatted_text_lowpriority "Suspect Apprehended" time 2000
- wait 4000
- Player.CanMove($PLAYER_CHAR) = False
- fade 0 1000
- gosub @NONAME_8704
- Actor.DestroyInstantly(1@)
- wait 1000
- fade 1 1000
- gosub @NONAME_8704
- Player.CanMove($PLAYER_CHAR) = True
- jump @NONAME_35534
- :NONAME_35392
- if
- Actor.Dead(1@)
- else_jump @NONAME_35422
- gosub @NONAME_35580
- jump @NONAME_35534
- :NONAME_35422
- if and
- 30@ == 0
- 0AB0: key_pressed 117
- else_jump @NONAME_35527
- 30@ = 1
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0ACE: show_formatted_text_box "Police assistance en-route"
- 0AB1: call_scm_func @NONAME_12369 2 -35630 1@
- jump @NONAME_35543
- :NONAME_35527
- jump @NONAME_35543
- :NONAME_35534
- $ONMISSION = 0
- end_thread
- :NONAME_35543
- jump @NONAME_35233
- :NONAME_35550
- jump @NONAME_35104
- :NONAME_35557
- gosub @NONAME_35580
- $ONMISSION = 0
- end_thread
- :NONAME_35573
- jump @NONAME_34990
- :NONAME_35580
- Marker.Disable(5@)
- Actor.RemoveReferences(1@)
- 0AD0: show_formatted_text_lowpriority "~r~Suspect ~w~taken down" time 2000
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- return
- :NONAME_35630
- wait 0
- if
- Actor.Dead(0@)
- else_jump @NONAME_35659
- end_thread
- jump @NONAME_35672
- :NONAME_35659
- 0AB1: call_scm_func @NONAME_11188 1 0@
- :NONAME_35672
- jump @NONAME_35630
- $ONMISSION = 1
- 30@ = 0
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
- 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 0@ 1@ 2@
- 0167: 5@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
- Marker.SetColor(5@, 4)
- Marker.SetIconSize(5@, 3)
- :NONAME_35798
- wait 0
- if and
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 250.0 250.0
- 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
- else_jump @NONAME_37138
- gosub @NONAME_37145
- gosub @NONAME_8681
- 0208: 17@ = random_float_in_ranges 0.0 360.0
- 1@ = Car.Create(26@, 22@, 23@, 24@)
- Car.Angle(1@) = 17@
- 0208: 22@ = random_float_in_ranges -20.0 20.0
- 0208: 23@ = random_float_in_ranges -20.0 20.0
- Model.Destroy(26@)
- wait 10
- gosub @NONAME_37145
- gosub @NONAME_8681
- 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 22@ 23@ 0.0
- 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 22@ 23@ 24@
- 0208: 17@ = random_float_in_ranges 0.0 360.0
- 2@ = Car.Create(26@, 22@, 23@, 24@)
- Car.Angle(2@) = 17@
- Model.Destroy(26@)
- if
- 89CB: not vehicle 1@ colliding_with_vehicle 2@
- else_jump @NONAME_36196
- 0560: create_random_actor_in_car 1@ handle_as 3@
- 0560: create_random_actor_in_car 2@ handle_as 4@
- 0209: 17@ = random_int_in_ranges 400 600
- Car.Health(1@) = 17@
- 0209: 17@ = random_int_in_ranges 400 600
- Car.Health(2@) = 17@
- Car.SetImmunities(1@, 1, 1, 1, 1, 1)
- Car.SetImmunities(2@, 1, 1, 1, 1, 1)
- Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
- Actor.SetImmunities(4@, 1, 1, 1, 1, 1)
- 22@ = 0
- jump @NONAME_36213
- :NONAME_36196
- Car.Destroy(1@)
- Car.Destroy(2@)
- jump @NONAME_37138
- :NONAME_36213
- wait 0
- if or
- 0202: actor $PLAYER_ACTOR near_car 1@ radius 70.0 70.0 sphere 0
- 0202: actor $PLAYER_ACTOR near_car 2@ radius 70.0 70.0 sphere 0
- else_jump @NONAME_37131
- gosub @NONAME_37393
- 0209: 27@ = random_int_in_ranges 10000 20000
- 33@ = 0
- :NONAME_36293
- 0202: actor $PLAYER_ACTOR near_car 1@ radius 80.0 80.0 sphere 0
- else_jump @NONAME_37082
- wait 0
- if
- 001D: 33@ > 27@ // (int)
- else_jump @NONAME_37075
- 20@ = 0
- 26@ = 416
- gosub @NONAME_8681
- 0208: 22@ = random_float_in_ranges 50.0 75.0
- 0208: 23@ = random_float_in_ranges 50.0 75.0
- 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 22@ 23@ 0.0
- 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 22@ 23@ 24@
- 10@ = Car.Create(26@, 22@, 23@, 24@)
- Car.SetImmunities(10@, 1, 1, 1, 1, 1)
- Car.SetMaxSpeed(10@, 30.0)
- 0397: enable_car 10@ siren 1
- 067F: set_car 10@ lights 2
- 00AE: set_car 10@ traffic_behaviour_to 2
- Car.StorePos(1@, 22@, 23@, 24@)
- Car.DriveTo(10@, 22@, 23@, 24@)
- Model.Destroy(26@)
- wait 10
- 0209: 26@ = random_int_in_ranges 274 277
- gosub @NONAME_8681
- 11@ = Actor.CreateAsDriver(Mission1, 26@, 10@)
- 12@ = Actor.CreateAsPassenger(Mission1, 26@, 10@, -1)
- Actor.SetImmunities(11@, 1, 1, 1, 1, 1)
- Actor.SetImmunities(12@, 1, 1, 1, 1, 1)
- Model.Destroy(26@)
- wait 10
- 21@ = 0
- 26@ = 407
- gosub @NONAME_8681
- 0208: 22@ = random_float_in_ranges 50.0 75.0
- 0208: 23@ = random_float_in_ranges 50.0 75.0
- 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 22@ 23@ 0.0
- 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 22@ 23@ 24@
- 13@ = Car.Create(26@, 22@, 23@, 24@)
- Car.SetImmunities(13@, 1, 1, 1, 1, 1)
- Car.SetMaxSpeed(13@, 30.0)
- 0397: enable_car 13@ siren 1
- 067F: set_car 13@ lights 2
- 00AE: set_car 13@ traffic_behaviour_to 2
- Car.StorePos(1@, 22@, 23@, 24@)
- Car.DriveTo(13@, 22@, 23@, 24@)
- Model.Destroy(26@)
- wait 10
- 0209: 26@ = random_int_in_ranges 277 280
- gosub @NONAME_8681
- 14@ = Actor.CreateAsDriver(Mission1, 26@, 13@)
- 15@ = Actor.CreateAsPassenger(Mission1, 26@, 13@, -1)
- Actor.SetImmunities(14@, 1, 1, 1, 1, 1)
- Actor.SetImmunities(15@, 1, 1, 1, 1, 1)
- Model.Destroy(26@)
- 33@ = 0
- :NONAME_36910
- wait 0
- gosub @NONAME_37195
- gosub @NONAME_37487
- if and
- 20@ == 1
- 21@ == 1
- else_jump @NONAME_37068
- wait 6000
- Marker.Disable(5@)
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0ACE: show_formatted_text_box "Good job on assisting paramedics."
- wait 6000
- Player.CanMove($PLAYER_CHAR) = False
- fade 0 1000
- gosub @NONAME_8704
- gosub @NONAME_37651
- wait 1000
- fade 1 1000
- Player.CanMove($PLAYER_CHAR) = True
- $ONMISSION = 0
- end_thread
- :NONAME_37068
- jump @NONAME_36910
- :NONAME_37075
- jump @NONAME_36293
- :NONAME_37082
- 0ACE: show_formatted_text_box "Go back to the scene until paramedics arrive"
- :NONAME_37131
- jump @NONAME_36213
- :NONAME_37138
- jump @NONAME_35798
- :NONAME_37145
- wait 0
- 0209: 26@ = random_int_in_ranges 400 595
- if and
- 881F: not model 26@ plane
- 881E: not model 26@ boat
- 8820: not model 26@ heli
- else_jump @NONAME_37188
- return
- :NONAME_37188
- jump @NONAME_37145
- :NONAME_37195
- if and
- 20@ == 0
- 0204: actor 11@ near_car 1@ radius 20.0 20.0 sphere 0 in_car
- else_jump @NONAME_37293
- 20@ = 1
- Car.SetDriverBehaviour(10@, Nowhere)
- 0633: AS_actor 11@ exit_car
- 0633: AS_actor 12@ exit_car
- 07A3: AS_actor 11@ run_to_and_follow_actor 3@ wait_radius_between 0.0 and 3.0
- 07A3: AS_actor 12@ run_to_and_follow_actor 4@ wait_radius_between 0.0 and 3.0
- :NONAME_37293
- if and
- 21@ == 0
- 0204: actor 14@ near_car 1@ radius 20.0 20.0 sphere 0 in_car
- else_jump @NONAME_37391
- 21@ = 1
- Car.SetDriverBehaviour(13@, Nowhere)
- 0633: AS_actor 14@ exit_car
- 0633: AS_actor 15@ exit_car
- 07A3: AS_actor 14@ run_to_and_follow_actor 3@ wait_radius_between 0.0 and 3.0
- 07A3: AS_actor 15@ run_to_and_follow_actor 4@ wait_radius_between 0.0 and 3.0
- :NONAME_37391
- return
- :NONAME_37393
- if
- 22@ == 0
- else_jump @NONAME_37485
- 22@ = 1
- 0ACE: show_formatted_text_box "Stay on scene until paramedics arrive."
- 0633: AS_actor 3@ exit_car
- 05BD: AS_actor 3@ tired -1 ms
- 0633: AS_actor 4@ exit_car
- 0332: set_actor 4@ bleeding 1
- :NONAME_37485
- return
- :NONAME_37487
- if and
- 20@ == 0
- 21@ == 0
- 33@ > 60000
- else_jump @NONAME_37649
- 0ACE: show_formatted_text_box "~r~[ERROR]~w~The emergency team took too long to arrive. This callout will be cancelled to prevent crashing."
- Marker.Disable(5@)
- gosub @NONAME_37651
- end_thread
- :NONAME_37649
- return
- :NONAME_37651
- Car.Destroy(1@)
- Car.Destroy(2@)
- Actor.DestroyInstantly(3@)
- Actor.DestroyInstantly(4@)
- Car.Destroy(10@)
- Actor.DestroyInstantly(11@)
- Actor.DestroyInstantly(12@)
- Car.Destroy(13@)
- Actor.DestroyInstantly(14@)
- Actor.DestroyInstantly(15@)
- return
- $ONMISSION = 1
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
- 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 0@ 1@ 2@
- 0167: 15@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
- Marker.SetColor(15@, 4)
- Marker.SetIconSize(15@, 3)
- :NONAME_37815
- wait 0
- if and
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 250.0 250.0
- 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
- else_jump @NONAME_38490
- 0376: 1@ = create_random_actor_at 22@ 23@ 24@
- gosub @NONAME_9044
- 0376: 2@ = create_random_actor_at 22@ 23@ 24@
- gosub @NONAME_9044
- 0376: 3@ = create_random_actor_at 22@ 23@ 24@
- gosub @NONAME_9044
- 0376: 4@ = create_random_actor_at 22@ 23@ 24@
- gosub @NONAME_9044
- 0376: 5@ = create_random_actor_at 22@ 23@ 24@
- gosub @NONAME_9044
- 0376: 6@ = create_random_actor_at 22@ 23@ 24@
- gosub @NONAME_9044
- 0376: 7@ = create_random_actor_at 22@ 23@ 24@
- gosub @NONAME_9044
- 0376: 8@ = create_random_actor_at 22@ 23@ 24@
- gosub @NONAME_9044
- 0376: 9@ = create_random_actor_at 22@ 23@ 24@
- gosub @NONAME_9044
- 0376: 10@ = create_random_actor_at 22@ 23@ 24@
- gosub @NONAME_38497
- gosub @NONAME_38691
- 0@ = 0
- 24@ = 0
- Marker.Disable(15@)
- 11@ = Marker.CreateAboveActor(1@)
- 12@ = Marker.CreateAboveActor(2@)
- 13@ = Marker.CreateAboveActor(3@)
- 14@ = Marker.CreateAboveActor(4@)
- 15@ = Marker.CreateAboveActor(5@)
- 16@ = Marker.CreateAboveActor(6@)
- 17@ = Marker.CreateAboveActor(7@)
- 18@ = Marker.CreateAboveActor(8@)
- 19@ = Marker.CreateAboveActor(9@)
- 20@ = Marker.CreateAboveActor(10@)
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0ACE: show_formatted_text_box "Press F6 to call for backup."
- :NONAME_38238
- not Actor.Dead($PLAYER_ACTOR)
- else_jump @NONAME_38474
- wait 0
- gosub @NONAME_9534
- if
- 0@ > 9
- else_jump @NONAME_38342
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0AD0: show_formatted_text_lowpriority "~r~Suspects ~w~taken down" time 3000
- Player.Money($PLAYER_CHAR) += 10000
- $ONMISSION = 0
- end_thread
- jump @NONAME_38467
- :NONAME_38342
- if and
- 24@ == 0
- 0AB0: key_pressed 117
- else_jump @NONAME_38467
- 24@ = 1
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0ACE: show_formatted_text_box "Police assistance en-route"
- 0AB1: call_scm_func @NONAME_12369 11 -39395 1@ 2@ 3@ 4@ 5@ 6@ 7@ 8@ 9@ 10@
- :NONAME_38467
- jump @NONAME_38238
- :NONAME_38474
- gosub @NONAME_39293
- $ONMISSION = 0
- end_thread
- :NONAME_38490
- jump @NONAME_37815
- :NONAME_38497
- 26@ = 346
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
- Actor.GiveWeaponAndAmmo(2@, Pistol, 9999)
- Actor.GiveWeaponAndAmmo(3@, Pistol, 9999)
- Actor.GiveWeaponAndAmmo(4@, Pistol, 9999)
- Model.Destroy(26@)
- wait 10
- 26@ = 350
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(5@, Sawnoff, 9999)
- Actor.GiveWeaponAndAmmo(6@, Sawnoff, 9999)
- Model.Destroy(26@)
- wait 10
- 26@ = 352
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(7@, MicroUzi, 9999)
- Actor.GiveWeaponAndAmmo(8@, MicroUzi, 9999)
- Model.Destroy(26@)
- wait 10
- 26@ = 355
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(9@, Tec9, 9999)
- Actor.GiveWeaponAndAmmo(10@, Tec9, 9999)
- Model.Destroy(26@)
- return
- :NONAME_38691
- Actor.Health(1@) = 300
- Actor.Health(2@) = 300
- Actor.Health(3@) = 300
- Actor.Health(4@) = 300
- Actor.Health(5@) = 300
- Actor.Health(6@) = 300
- Actor.Health(7@) = 300
- Actor.Health(8@) = 300
- Actor.Health(9@) = 300
- Actor.Health(10@) = 300
- 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 077A: set_actor 2@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 077A: set_actor 3@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 077A: set_actor 4@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 077A: set_actor 5@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 077A: set_actor 6@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 077A: set_actor 7@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 077A: set_actor 8@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 077A: set_actor 9@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 077A: set_actor 10@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 060B: set_actor 1@ decision_maker_to 3
- 060B: set_actor 2@ decision_maker_to 3
- 060B: set_actor 3@ decision_maker_to 3
- 060B: set_actor 4@ decision_maker_to 3
- 060B: set_actor 5@ decision_maker_to 3
- 060B: set_actor 6@ decision_maker_to 3
- 060B: set_actor 7@ decision_maker_to 3
- 060B: set_actor 8@ decision_maker_to 3
- 060B: set_actor 9@ decision_maker_to 3
- 060B: set_actor 10@ decision_maker_to 3
- 0433: set_actor 1@ criminal_flag 1
- 0433: set_actor 2@ criminal_flag 1
- 0433: set_actor 3@ criminal_flag 1
- 0433: set_actor 4@ criminal_flag 1
- 0433: set_actor 5@ criminal_flag 1
- 0433: set_actor 6@ criminal_flag 1
- 0433: set_actor 7@ criminal_flag 1
- 0433: set_actor 8@ criminal_flag 1
- 0433: set_actor 9@ criminal_flag 1
- 0433: set_actor 10@ criminal_flag 1
- 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
- 07DD: set_actor 2@ attack_rate 100 // previously known as temper_to
- 07DD: set_actor 3@ attack_rate 100 // previously known as temper_to
- 07DD: set_actor 4@ attack_rate 100 // previously known as temper_to
- 07DD: set_actor 5@ attack_rate 100 // previously known as temper_to
- 07DD: set_actor 6@ attack_rate 100 // previously known as temper_to
- 07DD: set_actor 7@ attack_rate 100 // previously known as temper_to
- 07DD: set_actor 8@ attack_rate 100 // previously known as temper_to
- 07DD: set_actor 9@ attack_rate 100 // previously known as temper_to
- 07DD: set_actor 10@ attack_rate 100 // previously known as temper_to
- Actor.WeaponAccuracy(1@) = 60
- Actor.WeaponAccuracy(2@) = 60
- Actor.WeaponAccuracy(3@) = 60
- Actor.WeaponAccuracy(4@) = 60
- Actor.WeaponAccuracy(5@) = 15
- Actor.WeaponAccuracy(6@) = 15
- Actor.WeaponAccuracy(7@) = 50
- Actor.WeaponAccuracy(8@) = 50
- Actor.WeaponAccuracy(9@) = 30
- Actor.WeaponAccuracy(10@) = 30
- 05E2: AS_actor 1@ kill_actor -1
- 05E2: AS_actor 2@ kill_actor -1
- 05E2: AS_actor 3@ kill_actor -1
- 05E2: AS_actor 4@ kill_actor -1
- 05E2: AS_actor 5@ kill_actor -1
- 05E2: AS_actor 6@ kill_actor -1
- 05E2: AS_actor 7@ kill_actor -1
- 05E2: AS_actor 8@ kill_actor -1
- 05E2: AS_actor 9@ kill_actor -1
- 05E2: AS_actor 10@ kill_actor -1
- 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
- 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
- 05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
- 05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
- 05E2: AS_actor 5@ kill_actor $PLAYER_ACTOR
- 05E2: AS_actor 6@ kill_actor $PLAYER_ACTOR
- 05E2: AS_actor 7@ kill_actor $PLAYER_ACTOR
- 05E2: AS_actor 8@ kill_actor $PLAYER_ACTOR
- 05E2: AS_actor 9@ kill_actor $PLAYER_ACTOR
- 05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR
- return
- :NONAME_39293
- Marker.Disable(11@)
- Marker.Disable(12@)
- Marker.Disable(13@)
- Marker.Disable(14@)
- Marker.Disable(15@)
- Marker.Disable(16@)
- Marker.Disable(17@)
- Marker.Disable(18@)
- Marker.Disable(19@)
- Marker.Disable(20@)
- Actor.RemoveReferences(1@)
- Actor.RemoveReferences(2@)
- Actor.RemoveReferences(3@)
- Actor.RemoveReferences(4@)
- Actor.RemoveReferences(5@)
- Actor.RemoveReferences(6@)
- Actor.RemoveReferences(7@)
- Actor.RemoveReferences(8@)
- Actor.RemoveReferences(9@)
- Actor.RemoveReferences(10@)
- return
- :NONAME_39395
- wait 0
- if
- 0AB1: call_scm_func @NONAME_39506 10 0@ 1@ 2@ 3@ 4@ 5@ 6@ 7@ 8@ 9@
- else_jump @NONAME_39459
- end_thread
- jump @NONAME_39499
- :NONAME_39459
- 0AB1: call_scm_func @NONAME_11188 10 0@ 1@ 2@ 3@ 4@ 5@ 6@ 7@ 8@ 9@
- :NONAME_39499
- jump @NONAME_39395
- :NONAME_39506
- if and
- Actor.Dead(0@)
- Actor.Dead(1@)
- Actor.Dead(2@)
- Actor.Dead(3@)
- Actor.Dead(4@)
- Actor.Dead(5@)
- Actor.Dead(6@)
- Actor.Dead(7@)
- Actor.Dead(8@)
- else_jump @NONAME_39585
- if
- Actor.Dead(9@)
- else_jump @NONAME_39585
- jump @NONAME_39592
- :NONAME_39585
- 059A: return_false
- 0AB2: ret 0
- :NONAME_39592
- 0485: return_true
- 0AB2: ret 0
- $ONMISSION = 1
- 30@ = 0
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
- 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 0@ 1@ 2@
- 0167: 5@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
- Marker.SetColor(5@, 4)
- Marker.SetIconSize(5@, 3)
- :NONAME_39718
- wait 0
- if and
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 250.0 250.0
- 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
- else_jump @NONAME_40428
- 0209: 26@ = random_int_in_ranges 596 600
- gosub @NONAME_8681
- 0208: 27@ = random_float_in_ranges 0.0 360.0
- 1@ = Car.Create(26@, 22@, 23@, 24@)
- Car.Angle(1@) = 27@
- 0397: enable_car 1@ siren 1
- 067F: set_car 1@ lights 2
- Model.Destroy(26@)
- wait 10
- 0209: 26@ = random_int_in_ranges 280 284
- gosub @NONAME_8681
- 2@ = Actor.CreateAsDriver(Cop, 26@, 1@)
- Model.Destroy(26@)
- wait 10
- 26@ = 334
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(2@, NightStick, 60)
- Model.Destroy(26@)
- wait 10
- 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 22@ 23@ 24@
- 0376: 3@ = create_random_actor_at 22@ 23@ 24@
- 0433: set_actor 3@ criminal_flag 1
- 05DD: AS_actor 3@ flee_from_actor 2@ from_origin_radius 3000.0 timelimit -1
- 0633: AS_actor 2@ exit_car
- 05E2: AS_actor 2@ kill_actor 3@
- :NONAME_39995
- not Actor.Dead(3@)
- else_jump @NONAME_40349
- wait 0
- if or
- 0364: actor $PLAYER_ACTOR spotted_actor 2@
- 0364: actor $PLAYER_ACTOR spotted_actor 3@
- else_jump @NONAME_40342
- Car.RemoveReferences(1@)
- Marker.Disable(5@)
- wait 10
- 12@ = Marker.CreateAboveActor(2@)
- 07E0: set_marker 12@ type_to 1
- 018B: set_marker 12@ radar_mode 2
- 13@ = Marker.CreateAboveActor(3@)
- 0ACE: show_formatted_text_box "Press F6 to call for backup."
- 0AD0: show_formatted_text_lowpriority "Apprehend the ~r~suspect" time 2000
- 20@ = 0
- :NONAME_40154
- wait 0
- gosub @NONAME_9534
- if
- 3@ == -1
- else_jump @NONAME_40257
- Marker.Disable(12@)
- Marker.Disable(13@)
- Actor.RemoveReferences(2@)
- Actor.RemoveReferences(3@)
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0AD0: show_formatted_text_lowpriority "~r~Suspect ~w~taken down" time 2000
- $ONMISSION = 0
- end_thread
- jump @NONAME_40335
- :NONAME_40257
- if and
- 20@ == 0
- 0AB0: key_pressed 117
- else_jump @NONAME_40335
- 20@ = 1
- 0ACE: show_formatted_text_box "Police assistance en-route"
- 0AB1: call_scm_func @NONAME_12369 2 -40435 3@
- :NONAME_40335
- jump @NONAME_40154
- :NONAME_40342
- jump @NONAME_39995
- :NONAME_40349
- Marker.Disable(5@)
- Car.RemoveReferences(1@)
- Actor.RemoveReferences(2@)
- Actor.RemoveReferences(3@)
- 0AD0: show_formatted_text_lowpriority "~g~[RADIO]~w~Disregard, incident is code 4" time 2000
- $ONMISSION = 0
- end_thread
- :NONAME_40428
- jump @NONAME_39718
- :NONAME_40435
- wait 0
- if
- Actor.Dead(0@)
- else_jump @NONAME_40464
- end_thread
- jump @NONAME_40477
- :NONAME_40464
- 0AB1: call_scm_func @NONAME_11188 1 0@
- :NONAME_40477
- jump @NONAME_40435
- $ONMISSION = 1
- 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 0@ 1@ 2@
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Get to the ~r~crime scene" time 3000
- 0208: 27@ = random_float_in_ranges 0.0 360.0
- gosub @NONAME_8681
- 0376: 17@ = create_random_actor_at 22@ 23@ 24@
- Actor.Angle(17@) = 27@
- 18@ = Marker.CreateAboveActor(17@)
- Model.Destroy(26@)
- 26@ = 1252
- Model.Load(26@)
- gosub @NONAME_8681
- 19@ = Object.Create(26@, 22@, 23@, 24@)
- 069B: attach_object 19@ to_actor 17@ with_offset 0.0 0.1 0.2 rotation 0.0 0.0 0.0
- Model.Destroy(26@)
- 0638: AS_actor 17@ stay_put 1
- 30@ = 0
- :NONAME_40715
- wait 0
- if
- 00F3: actor $PLAYER_ACTOR near_actor 17@ radius 25.0 25.0 sphere 0 on_foot
- else_jump @NONAME_41263
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Hold the ~r~suspect ~w~at gunpoint." time 3000
- 0209: 29@ = random_int_in_ranges 1 3
- :NONAME_40822
- wait 0
- if
- not Actor.Dead(17@)
- else_jump @NONAME_41240
- if
- 88FF: not object 19@ received_damage_type 22
- else_jump @NONAME_41224
- if and
- 0457: player $PLAYER_CHAR aiming_at_actor 17@
- 00F3: actor $PLAYER_ACTOR near_actor 17@ radius 25.0 25.0 sphere 0 on_foot
- else_jump @NONAME_41217
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Tap Y to reason with the suspect or N to threaten him." time 3000
- :NONAME_40981
- wait 0
- if
- not Actor.Dead(17@)
- else_jump @NONAME_41194
- 0A1D: AS_actor 17@ rotate_to_and_look_at_actor $PLAYER_ACTOR
- gosub @NONAME_11579
- if
- 00E1: player 0 pressed_key 11
- else_jump @NONAME_41105
- 0209: 28@ = random_int_in_ranges -1 3
- 005A: 29@ += 28@ // (int)
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Reason" time 1000
- gosub @NONAME_41511
- jump @NONAME_41217
- jump @NONAME_41187
- :NONAME_41105
- if
- 00E1: player 0 pressed_key 10
- else_jump @NONAME_41187
- 0209: 28@ = random_int_in_ranges -2 2
- 005A: 29@ += 28@ // (int)
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Threat" time 1000
- gosub @NONAME_41511
- jump @NONAME_41217
- :NONAME_41187
- jump @NONAME_41210
- :NONAME_41194
- gosub @NONAME_41293
- $ONMISSION = 0
- end_thread
- :NONAME_41210
- jump @NONAME_40981
- :NONAME_41217
- jump @NONAME_41256
- :NONAME_41224
- gosub @NONAME_41310
- $ONMISSION = 0
- end_thread
- :NONAME_41240
- gosub @NONAME_41293
- $ONMISSION = 0
- end_thread
- :NONAME_41256
- jump @NONAME_40822
- :NONAME_41263
- jump @NONAME_41270
- :NONAME_41270
- jump @NONAME_40715
- gosub @NONAME_41293
- $ONMISSION = 0
- end_thread
- :NONAME_41293
- Marker.Disable(18@)
- Actor.RemoveReferences(17@)
- Object.Destroy(19@)
- return
- :NONAME_41310
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0ACF: show_formatted_styled_text "~r~MISSION FAILED" time 1000 style 1
- 0AD0: show_formatted_text_lowpriority "The suspect was killed" time 1000
- 015D: set_gamespeed 0.2
- 067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -12.0 6.0 target_actor 17@ tilt 0.0 switchstyle 2
- Actor.StorePos(17@, 22@, 23@, 24@)
- 0948: create_explosion_at 22@ 23@ 24@ type 11 camera_shake 1.0
- Marker.Disable(18@)
- Actor.RemoveReferences(17@)
- Object.Destroy(19@)
- 0568: set_actor 17@ untargetable 1
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 05BB: AS_actor $PLAYER_ACTOR fall_down 1 time_on_ground 1500
- wait 2000
- Camera.SetBehindPlayer
- Camera.Restore
- 015D: set_gamespeed 1.0
- return
- :NONAME_41511
- wait 1000
- 30@ = 1
- if
- 1 > 29@
- else_jump @NONAME_41564
- gosub @NONAME_41310
- $ONMISSION = 0
- end_thread
- jump @NONAME_41979
- :NONAME_41564
- if or
- 29@ == 1
- 29@ == 2
- else_jump @NONAME_41655
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Condition: ~r~Bad" time 1000
- 05AA: 25@s = 'BMBTH_3' // @s = 'short'
- jump @NONAME_41979
- :NONAME_41655
- if or
- 29@ == 3
- 29@ == 4
- else_jump @NONAME_41749
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Condition: ~y~Stable" time 1000
- 05AA: 25@s = 'BMBTH_2' // @s = 'short'
- jump @NONAME_41979
- :NONAME_41749
- if or
- 29@ == 5
- 29@ == 6
- else_jump @NONAME_41841
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Condition: ~g~Good" time 1000
- 05AA: 25@s = 'BMBTH_1' // @s = 'short'
- jump @NONAME_41979
- :NONAME_41841
- if
- 29@ > 6
- else_jump @NONAME_41979
- Player.CanMove($PLAYER_CHAR) = False
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0AD0: show_formatted_text_lowpriority "The ~r~suspect ~w~surrendered." time 1000
- wait 5000
- fade 0 2000
- gosub @NONAME_8704
- Marker.Disable(18@)
- Actor.DestroyInstantly(17@)
- Object.Destroy(19@)
- wait 1000
- fade 1 1000
- Player.CanMove($PLAYER_CHAR) = True
- gosub @NONAME_8704
- $ONMISSION = 0
- end_thread
- :NONAME_41979
- return
- $ONMISSION = 1
- 30@ = 0
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
- 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 0@ 1@ 2@
- 0167: 5@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
- Marker.SetColor(5@, 4)
- Marker.SetIconSize(5@, 3)
- :NONAME_42100
- wait 0
- if and
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 250.0 250.0
- 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
- else_jump @NONAME_42759
- 0376: 1@ = create_random_actor_at 22@ 23@ 24@
- gosub @NONAME_9044
- 0376: 2@ = create_random_actor_at 22@ 23@ 24@
- 0433: set_actor 1@ criminal_flag 1
- 26@ = 346
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, Pistol, 9999)
- 060B: set_actor 1@ decision_maker_to 1
- 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
- 05DD: AS_actor 2@ flee_from_actor 1@ from_origin_radius 3000.0 timelimit -1
- 05E2: AS_actor 1@ kill_actor 2@
- Model.Destroy(26@)
- 20@ = 0
- :NONAME_42270
- wait 0
- if and
- not Actor.Dead(1@)
- not Actor.Dead(2@)
- else_jump @NONAME_42666
- if or
- 0364: actor $PLAYER_ACTOR spotted_actor 1@
- 0364: actor $PLAYER_ACTOR spotted_actor 2@
- else_jump @NONAME_42659
- Marker.Disable(5@)
- 3@ = Marker.CreateAboveActor(1@)
- 4@ = Marker.CreateAboveActor(2@)
- Marker.SetColor(4@, 1)
- 018B: set_marker 4@ radar_mode 2
- 0ACE: show_formatted_text_box "Press F6 to call for backup."
- 0AD0: show_formatted_text_lowpriority "Take down the ~r~suspect. ~w~Make sure the ~g~victim ~w~stays alive." time 3000
- :NONAME_42466
- wait 0
- gosub @NONAME_42766
- if
- Actor.Dead(1@)
- else_jump @NONAME_42554
- gosub @NONAME_42944
- 0AD0: show_formatted_text_lowpriority "~r~Suspect ~w~taken down" time 2000
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- $ONMISSION = 0
- end_thread
- jump @NONAME_42652
- :NONAME_42554
- if and
- 20@ == 0
- 0AB0: key_pressed 117
- else_jump @NONAME_42652
- 20@ = 1
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0ACE: show_formatted_text_box "Police assistance en-route"
- 0AB1: call_scm_func @NONAME_12369 2 -42984 1@
- :NONAME_42652
- jump @NONAME_42466
- :NONAME_42659
- jump @NONAME_42752
- :NONAME_42666
- gosub @NONAME_42944
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "~g~[RADIO]~w~Disregard, incident is code 4" time 2000
- $ONMISSION = 0
- end_thread
- :NONAME_42752
- jump @NONAME_42270
- :NONAME_42759
- jump @NONAME_42100
- :NONAME_42766
- if
- not 2@ == -1
- else_jump @NONAME_42942
- if
- Actor.Dead(2@)
- else_jump @NONAME_42942
- Marker.Disable(4@)
- Actor.RemoveReferences(2@)
- 2@ = -1
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0ACF: show_formatted_styled_text "~r~MISSION FAILED" time 100 style 1
- 0AD0: show_formatted_text_lowpriority "~w~The victim has been killed. Take down the ~r~suspect." time 3000
- 05DD: AS_actor 1@ flee_from_actor $PLAYER_ACTOR from_origin_radius 3000.0 timelimit -1
- :NONAME_42942
- return
- :NONAME_42944
- Marker.Disable(3@)
- Actor.RemoveReferences(1@)
- if
- not 2@ == -1
- else_jump @NONAME_42982
- Marker.Disable(4@)
- Actor.RemoveReferences(2@)
- :NONAME_42982
- return
- :NONAME_42984
- wait 0
- if
- Actor.Dead(0@)
- else_jump @NONAME_43013
- end_thread
- jump @NONAME_43026
- :NONAME_43013
- 0AB1: call_scm_func @NONAME_11188 1 0@
- :NONAME_43026
- jump @NONAME_42984
- $ONMISSION = 1
- 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 0@ 1@ 2@
- 0167: 5@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
- Marker.SetIconSize(5@, 3)
- :NONAME_43085
- wait 0
- if
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 300.0 300.0
- else_jump @NONAME_43575
- 29@ = 0
- 30@ = 0
- 26@ = 400
- 0208: 27@ = random_float_in_ranges 0.0 360.0
- gosub @NONAME_8681
- 10@ = Car.Create(26@, 22@, 23@, 24@)
- Car.Angle(10@) = 27@
- Marker.Disable(5@)
- wait 10
- 5@ = Marker.CreateAboveCar(10@)
- Model.Destroy(26@)
- wait 10
- 0376: 1@ = create_random_actor_at 2000.0 2000.0 2000.0
- 072A: put_actor 1@ into_car 10@ driverseat
- wait 10
- 0376: 2@ = create_random_actor_at 2000.0 2000.0 2000.0
- 0430: put_actor 2@ into_car 10@ passenger_seat 0
- wait 10
- 0376: 3@ = create_random_actor_at 2000.0 2000.0 2000.0
- 0430: put_actor 3@ into_car 10@ passenger_seat 1
- wait 10
- 0376: 4@ = create_random_actor_at 2000.0 2000.0 2000.0
- 0430: put_actor 4@ into_car 10@ passenger_seat 2
- wait 10
- gosub @NONAME_43874
- gosub @NONAME_43905
- :NONAME_43366
- wait 0
- gosub @NONAME_43674
- gosub @NONAME_43582
- if and
- 1@ == -1
- 2@ == -1
- 3@ == -1
- 4@ == -1
- else_jump @NONAME_43488
- Marker.Disable(5@)
- Car.RemoveReferences(10@)
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0AD0: show_formatted_text_lowpriority "~r~Suspects ~w~taken down" time 3000
- $ONMISSION = 0
- end_thread
- jump @NONAME_43568
- :NONAME_43488
- if
- 30@ == 0
- else_jump @NONAME_43568
- if or
- Car.Wrecked(10@)
- not Actor.Driving(1@)
- 8185: not car 10@ health >= 350
- 1@ == -1
- else_jump @NONAME_43568
- 30@ = 1
- Car.SetDriverBehaviour(10@, Nowhere)
- Marker.Disable(5@)
- gosub @NONAME_44015
- :NONAME_43568
- jump @NONAME_43366
- :NONAME_43575
- jump @NONAME_43085
- :NONAME_43582
- if and
- 29@ == 0
- 0AB0: key_pressed 117
- else_jump @NONAME_43672
- 29@ = 1
- 0ACE: show_formatted_text_box "Police assistance en-route"
- 0AB1: call_scm_func @NONAME_12369 6 -44301 10@ 1@ 2@ 3@ 4@
- :NONAME_43672
- return
- :NONAME_43674
- if
- not 1@ == -1
- else_jump @NONAME_43724
- if
- Actor.Dead(1@)
- else_jump @NONAME_43724
- Actor.RemoveReferences(1@)
- wait 10
- 1@ = -1
- :NONAME_43724
- if
- not 2@ == -1
- else_jump @NONAME_43774
- if
- Actor.Dead(2@)
- else_jump @NONAME_43774
- Actor.RemoveReferences(2@)
- wait 10
- 2@ = -1
- :NONAME_43774
- if
- not 3@ == -1
- else_jump @NONAME_43824
- if
- Actor.Dead(3@)
- else_jump @NONAME_43824
- Actor.RemoveReferences(3@)
- wait 10
- 3@ = -1
- :NONAME_43824
- if
- not 4@ == -1
- else_jump @NONAME_43874
- if
- Actor.Dead(4@)
- else_jump @NONAME_43874
- Actor.RemoveReferences(4@)
- wait 10
- 4@ = -1
- :NONAME_43874
- Car.SetMaxSpeed(10@, 50.0)
- Car.SetToPsychoDriver(10@)
- 00AE: set_car 10@ traffic_behaviour_to 2
- 09C4: set_car 10@ gas_tank_explosion_enabled 0
- return
- :NONAME_43905
- 26@ = 347
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, Silenced, 9999)
- Model.Destroy(26@)
- wait 10
- 26@ = 351
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(2@, CombatShotgun, 9999)
- Model.Destroy(26@)
- wait 10
- 26@ = 372
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(3@, Tec9, 9999)
- Actor.GiveWeaponAndAmmo(4@, Tec9, 9999)
- Model.Destroy(26@)
- return
- :NONAME_44015
- if and
- 056D: actor 1@ defined
- not Actor.Dead(1@)
- else_jump @NONAME_44086
- 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
- 0433: set_actor 1@ criminal_flag 1
- 060B: set_actor 1@ decision_maker_to 3
- 0633: AS_actor 1@ exit_car
- 05E2: AS_actor 1@ kill_actor -1
- 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
- :NONAME_44086
- if and
- 056D: actor 2@ defined
- not Actor.Dead(2@)
- else_jump @NONAME_44157
- 077A: set_actor 2@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 07DD: set_actor 2@ attack_rate 100 // previously known as temper_to
- 0433: set_actor 2@ criminal_flag 1
- 060B: set_actor 2@ decision_maker_to 3
- 0633: AS_actor 2@ exit_car
- 05E2: AS_actor 2@ kill_actor -1
- 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
- :NONAME_44157
- if and
- 056D: actor 3@ defined
- not Actor.Dead(3@)
- else_jump @NONAME_44228
- 077A: set_actor 3@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 07DD: set_actor 3@ attack_rate 100 // previously known as temper_to
- 0433: set_actor 3@ criminal_flag 1
- 060B: set_actor 3@ decision_maker_to 3
- 0633: AS_actor 3@ exit_car
- 05E2: AS_actor 3@ kill_actor -1
- 05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR
- :NONAME_44228
- if and
- 056D: actor 4@ defined
- not Actor.Dead(4@)
- else_jump @NONAME_44299
- 077A: set_actor 4@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 07DD: set_actor 4@ attack_rate 100 // previously known as temper_to
- 0433: set_actor 4@ criminal_flag 1
- 060B: set_actor 4@ decision_maker_to 3
- 0633: AS_actor 4@ exit_car
- 05E2: AS_actor 4@ kill_actor -1
- 05E2: AS_actor 4@ kill_actor $PLAYER_ACTOR
- :NONAME_44299
- return
- :NONAME_44301
- wait 0
- if and
- Actor.Dead(1@)
- Actor.Dead(2@)
- Actor.Dead(3@)
- Actor.Dead(4@)
- else_jump @NONAME_44345
- end_thread
- jump @NONAME_44509
- :NONAME_44345
- Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
- if
- 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
- else_jump @NONAME_44509
- :NONAME_44393
- 089F: get_actor 30@ pedtype_to 15@
- if
- 15@ == 6
- else_jump @NONAME_44479
- if or
- 02D8: actor 30@ current_weapon == 22
- 02D8: actor 30@ current_weapon == 25
- 02D8: actor 30@ current_weapon == 28
- 02D8: actor 30@ current_weapon == 29
- 02D8: actor 30@ current_weapon == 31
- else_jump @NONAME_44472
- jump @NONAME_44479
- :NONAME_44472
- gosub @NONAME_44516
- :NONAME_44479
- 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
- else_jump @NONAME_44393
- :NONAME_44509
- jump @NONAME_44301
- :NONAME_44516
- if
- Actor.Driving(30@)
- else_jump @NONAME_44666
- 0811: 20@ = actor 30@ used_car
- gosub @NONAME_10156
- if and
- 00EE: actor 30@ sphere 0 near_point 22@ 23@ radius 25.0 25.0 in_car
- 01C1: car 0@ stopped
- else_jump @NONAME_44607
- Car.SetDriverBehaviour(20@, Nowhere)
- gosub @NONAME_11535
- jump @NONAME_44659
- :NONAME_44607
- 0397: enable_car 20@ siren 1
- 067F: set_car 20@ lights 2
- 00AE: set_car 20@ traffic_behaviour_to 2
- Car.SetMaxSpeed(20@, 30.0)
- gosub @NONAME_10156
- Car.DriveTo(20@, 22@, 23@, 24@)
- :NONAME_44659
- jump @NONAME_44673
- :NONAME_44666
- gosub @NONAME_11535
- :NONAME_44673
- return
- $ONMISSION = 1
- 0167: 25@ = create_marker_at 593.7653 -1236.815 17.9794 color 0 flag 2
- Marker.SetIconSize(25@, 3)
- 26@ = 372
- gosub @NONAME_8681
- 0376: 1@ = create_random_actor_at 598.3565 -1240.17 18.1227
- Actor.GiveWeaponAndAmmo(1@, Tec9, 9999)
- 0376: 2@ = create_random_actor_at 589.3676 -1243.519 17.9266
- Actor.GiveWeaponAndAmmo(2@, Tec9, 9999)
- Model.Destroy(26@)
- 0AB1: call_scm_func @NONAME_12369 3 -45251 1@ 2@
- :NONAME_44814
- wait 0
- if
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 593.7653 -1236.815 radius 300.0 300.0
- else_jump @NONAME_45112
- Actor.PutAt(1@, 598.3565, -1240.17, 18.1227)
- Actor.PutAt(2@, 589.3676, -1243.519, 17.9266)
- gosub @NONAME_45119
- :NONAME_44903
- wait 0
- if
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 593.7653 -1236.815 radius 60.0 60.0
- else_jump @NONAME_45105
- Marker.Disable(25@)
- 11@ = Marker.CreateAboveActor(1@)
- 12@ = Marker.CreateAboveActor(2@)
- 0AD0: show_formatted_text_lowpriority "Take down the ~r~armed robbers" time 3000
- :NONAME_45004
- wait 0
- gosub @NONAME_9534
- if and
- 1@ == -1
- 2@ == -1
- else_jump @NONAME_45098
- Marker.Disable(3@)
- Marker.Disable(4@)
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0AD0: show_formatted_text_lowpriority "~r~Suspects ~w~taken down" time 3000
- $ONMISSION = 0
- end_thread
- :NONAME_45098
- jump @NONAME_45004
- :NONAME_45105
- jump @NONAME_44903
- :NONAME_45112
- jump @NONAME_44814
- :NONAME_45119
- Actor.AddArmour(1@, 100)
- Actor.Health(1@) = 300
- 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 0433: set_actor 1@ criminal_flag 1
- 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
- 060B: set_actor 1@ decision_maker_to 3
- 0633: AS_actor 1@ exit_car
- 05E2: AS_actor 1@ kill_actor -1
- 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
- Actor.AddArmour(2@, 100)
- Actor.Health(2@) = 300
- 077A: set_actor 2@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 0433: set_actor 2@ criminal_flag 1
- 07DD: set_actor 2@ attack_rate 100 // previously known as temper_to
- 060B: set_actor 2@ decision_maker_to 3
- 0633: AS_actor 2@ exit_car
- 05E2: AS_actor 2@ kill_actor -1
- 05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR
- return
- :NONAME_45251
- wait 0
- if and
- Actor.Dead(1@)
- Actor.Dead(2@)
- else_jump @NONAME_45285
- end_thread
- jump @NONAME_45449
- :NONAME_45285
- Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
- if
- 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
- else_jump @NONAME_45449
- :NONAME_45333
- 089F: get_actor 30@ pedtype_to 15@
- if
- 15@ == 6
- else_jump @NONAME_45419
- if or
- 02D8: actor 30@ current_weapon == 22
- 02D8: actor 30@ current_weapon == 25
- 02D8: actor 30@ current_weapon == 28
- 02D8: actor 30@ current_weapon == 29
- 02D8: actor 30@ current_weapon == 31
- else_jump @NONAME_45412
- jump @NONAME_45419
- :NONAME_45412
- gosub @NONAME_45456
- :NONAME_45419
- 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
- else_jump @NONAME_45333
- :NONAME_45449
- jump @NONAME_45251
- :NONAME_45456
- if
- Actor.Driving(30@)
- else_jump @NONAME_45653
- 0811: 20@ = actor 30@ used_car
- if
- 01AD: car 20@ sphere 0 near_point 593.7653 -1236.815 radius 25.0 25.0
- else_jump @NONAME_45539
- Car.SetDriverBehaviour(20@, Nowhere)
- gosub @NONAME_11535
- jump @NONAME_45646
- :NONAME_45539
- if
- 8ABD: not vehicle 20@ siren_on
- else_jump @NONAME_45646
- 067F: set_car 20@ lights 2
- 0397: enable_car 20@ siren 1
- 0423: set_car 20@ improved_handling_to 1.25 // (float)
- 00AE: set_car 20@ traffic_behaviour_to 2
- Car.SetMaxSpeed(20@, 35.0)
- 060B: set_actor 30@ decision_maker_to 32
- Car.DriveTo(20@, 593.7653, -1236.815, 17.9794)
- if
- 047A: actor 30@ driving_bike
- else_jump @NONAME_45646
- 08C6: set_actor 30@ stay_on_bike 1
- :NONAME_45646
- jump @NONAME_45660
- :NONAME_45653
- gosub @NONAME_11535
- :NONAME_45660
- return
- $ONMISSION = 1
- 12@ = 0
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Get to the ~y~crime scene" time 3000
- 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 0@ 1@ 2@
- 0167: 11@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
- Marker.SetColor(11@, 4)
- Marker.SetIconSize(11@, 3)
- gosub @NONAME_46794
- 06F5: create_coordinate 22@ 23@ 24@ from_fire 0@
- :NONAME_45802
- wait 0
- if and
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 80.0 80.0
- 00C2: sphere_onscreen 22@ 23@ 24@ radius 5.0
- else_jump @NONAME_46615
- Marker.Disable(11@)
- 0826: enable_hud 0
- 0581: enable_radar 0
- 06F5: create_coordinate 22@ 23@ 24@ from_fire 0@
- 22@ += 15.0
- 23@ -= 15.0
- 24@ += 13.0
- Camera.SetPosition(22@, 23@, 24@, 0.0, 0.0, 0.0)
- 06F5: create_coordinate 22@ 23@ 24@ from_fire 0@
- Camera.PointAt(22@, 23@, 24@, 2)
- Player.CanMove($PLAYER_CHAR) = False
- wait 5000
- fade 0 5000
- gosub @NONAME_8704
- gosub @NONAME_47802
- fade 1 3000
- Player.CanMove($PLAYER_CHAR) = True
- 0826: enable_hud 1
- 0581: enable_radar 1
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- wait 1500
- 0ACE: show_formatted_text_box "~y~[INFO]~w~Press CTRL and T to interview people."
- 0AD0: show_formatted_text_lowpriority "~y~[INFO]~w~Go around and interview people to see if they know anything about an arsonist." time 3000
- 16@ = 0
- 17@ = 0
- 0209: 18@ = random_int_in_ranges 1 6
- 0209: 19@ = random_int_in_ranges 20000 90000
- wait 10
- 33@ = 0
- :NONAME_46229
- Player.Defined(0)
- else_jump @NONAME_46606
- wait 0
- gosub @NONAME_47876
- gosub @NONAME_47917
- gosub @NONAME_48159
- if
- 001D: 33@ > 19@ // (int)
- else_jump @NONAME_46418
- gosub @NONAME_48373
- 03F0: enable_text_draw 0
- 0ACE: show_formatted_text_box "~y~[INFO]~w~Fellow detectives have found the arsonist."
- 0AD0: show_formatted_text_lowpriority "Get to the ~r~arsonist ~w~and take him out" time 3000
- jump @NONAME_46622
- jump @NONAME_46599
- :NONAME_46418
- if
- 003B: 17@ == 18@ // (int)
- else_jump @NONAME_46599
- gosub @NONAME_48373
- 03F0: enable_text_draw 0
- 0ACE: show_formatted_text_box "~y~[INFO]~w~You gotten enough interviewees to get the location of the ~r~arsonist."
- 0AD0: show_formatted_text_lowpriority "Get to the ~r~arsonist ~w~and take him out" time 3000
- 20@ = 0
- jump @NONAME_46622
- :NONAME_46599
- jump @NONAME_46229
- :NONAME_46606
- $ONMISSION = 0
- end_thread
- :NONAME_46615
- jump @NONAME_45802
- :NONAME_46622
- not Actor.Dead(1@)
- else_jump @NONAME_46723
- wait 0
- if and
- 20@ == 0
- 0AB0: key_pressed 117
- else_jump @NONAME_46716
- 20@ = 1
- 0ACE: show_formatted_text_box "Police assistance en-route"
- 0AB1: call_scm_func @NONAME_12369 2 -48633 1@
- :NONAME_46716
- jump @NONAME_46622
- :NONAME_46723
- Marker.Disable(2@)
- Actor.RemoveReferences(1@)
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0AD0: show_formatted_text_lowpriority "The ~r~arsonist ~w~has been taken down" time 3000
- $ONMISSION = 0
- end_thread
- :NONAME_46794
- wait 0
- if
- 00EC: actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 300.0 300.0
- else_jump @NONAME_47588
- 0395: clear_area 1 at 22@ 23@ 24@ radius 30.0
- 02CF: 0@ = create_fire_at 22@ 23@ 24@ propagation 25 size 40
- 12@ = 1
- gosub @NONAME_47595
- 0208: 25@ = random_float_in_ranges 0.0 360.0
- 26@ = 407
- gosub @NONAME_8681
- 1@ = Car.Create(26@, 22@, 23@, 24@)
- Car.Angle(1@) = 25@
- 0397: enable_car 1@ siren 1
- 067F: set_car 1@ lights 2
- wait 10
- gosub @NONAME_47595
- 0208: 25@ = random_float_in_ranges 0.0 360.0
- 4@ = Car.Create(26@, 22@, 23@, 24@)
- Car.Angle(4@) = 25@
- 0397: enable_car 4@ siren 1
- 067F: set_car 4@ lights 2
- Model.Destroy(26@)
- wait 10
- gosub @NONAME_47595
- 0208: 25@ = random_float_in_ranges 0.0 360.0
- 26@ = 544
- gosub @NONAME_8681
- 7@ = Car.Create(26@, 22@, 23@, 24@)
- Car.Angle(7@) = 25@
- 067F: set_car 7@ lights 2
- Model.Destroy(26@)
- wait 10
- 12@ = 0
- 0209: 26@ = random_int_in_ranges 277 280
- 0208: 25@ = random_float_in_ranges 0.0 360.0
- gosub @NONAME_8681
- gosub @NONAME_47595
- 2@ = Actor.Create(Fireman, 26@, 22@, 23@, 24@)
- gosub @NONAME_47595
- 3@ = Actor.Create(Fireman, 26@, 22@, 23@, 24@)
- Model.Destroy(26@)
- wait 10
- 0209: 26@ = random_int_in_ranges 277 280
- 0208: 25@ = random_float_in_ranges 0.0 360.0
- gosub @NONAME_8681
- gosub @NONAME_47595
- 5@ = Actor.Create(Fireman, 26@, 22@, 23@, 24@)
- gosub @NONAME_47595
- 6@ = Actor.Create(Fireman, 26@, 22@, 23@, 24@)
- Model.Destroy(26@)
- wait 10
- 0209: 26@ = random_int_in_ranges 277 280
- 0208: 25@ = random_float_in_ranges 0.0 360.0
- gosub @NONAME_8681
- gosub @NONAME_47595
- 8@ = Actor.Create(Fireman, 26@, 22@, 23@, 24@)
- gosub @NONAME_47595
- 9@ = Actor.Create(Fireman, 26@, 22@, 23@, 24@)
- Model.Destroy(26@)
- wait 10
- 26@ = 366
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(2@, FireExtinguisher, 9999)
- Actor.GiveWeaponAndAmmo(3@, FireExtinguisher, 9999)
- Actor.GiveWeaponAndAmmo(5@, FireExtinguisher, 9999)
- Actor.GiveWeaponAndAmmo(6@, FireExtinguisher, 9999)
- Actor.GiveWeaponAndAmmo(8@, FireExtinguisher, 9999)
- Actor.GiveWeaponAndAmmo(9@, FireExtinguisher, 9999)
- Model.Destroy(26@)
- 06F5: create_coordinate 22@ 23@ 24@ from_fire 0@
- 0615: define_AS_pack_begin 15@
- 0A2E: AS_actor -1 go_to 22@ 23@ 24@ mode 6 time -2 stop_radius 8.0 following_paths
- 0668: AS_actor -1 rotate_and_shoot_at 22@ 23@ 24@ -2 ms
- 0616: define_AS_pack_end 15@
- 0618: assign_actor 2@ to_AS_pack 15@
- 0618: assign_actor 3@ to_AS_pack 15@
- 0618: assign_actor 5@ to_AS_pack 15@
- 0618: assign_actor 6@ to_AS_pack 15@
- 0618: assign_actor 8@ to_AS_pack 15@
- 0618: assign_actor 9@ to_AS_pack 15@
- 061B: remove_references_to_AS_pack 15@
- return
- :NONAME_47588
- jump @NONAME_46794
- :NONAME_47595
- 06F5: create_coordinate 22@ 23@ 24@ from_fire 0@
- 0208: 27@ = random_float_in_ranges -30.0 30.0
- 0208: 28@ = random_float_in_ranges -30.0 30.0
- wait 0
- if or
- 27@ > 7.0
- -7.0 > 27@
- else_jump @NONAME_47595
- if or
- 28@ > 7.0
- -7.0 > 28@
- else_jump @NONAME_47595
- 005B: 22@ += 27@ // (float)
- 005B: 23@ += 28@ // (float)
- 02CE: 24@ = ground_z_at 22@ 23@ 24@
- if
- 12@ == 1
- else_jump @NONAME_47780
- 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 22@ 23@ 24@
- jump @NONAME_47800
- :NONAME_47780
- 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 22@ 23@ 24@
- :NONAME_47800
- return
- :NONAME_47802
- 02D1: remove_fire 0@
- Car.Destroy(1@)
- Car.Destroy(4@)
- Car.Destroy(7@)
- Actor.DestroyInstantly(2@)
- Actor.DestroyInstantly(3@)
- Actor.DestroyInstantly(5@)
- Actor.DestroyInstantly(6@)
- Actor.DestroyInstantly(8@)
- Actor.DestroyInstantly(9@)
- wait 100
- 0395: clear_area 2 at 22@ 23@ 24@ radius 30.0
- return
- :NONAME_47876
- 03F0: enable_text_draw 1
- 03E4: set_text_draw_align_right 1
- 0348: enable_text_draw_proportional 1
- 045B: draw_text_2numbers 600.0 150.0 GXT 'ARSON_1' numbers 17@ 18@
- return
- :NONAME_47917
- if and
- 16@ == 0
- 0AB0: key_pressed 17
- 0AB0: key_pressed 84
- else_jump @NONAME_48157
- 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
- gosub @NONAME_48348
- if
- not 1@ == -1
- else_jump @NONAME_48157
- 089F: get_actor 1@ pedtype_to 15@
- if and
- 044B: actor 1@ on_foot
- not 15@ == 6
- else_jump @NONAME_48157
- 0209: 14@ = random_int_in_ranges 1 5
- if
- not 14@ == 4
- else_jump @NONAME_48087
- 0687: clear_actor 1@ task
- 0677: AS_actor $PLAYER_ACTOR chat_with_actor 1@ lead_speaker_flag 1 unknown_flag 1
- 0677: AS_actor 1@ chat_with_actor $PLAYER_ACTOR lead_speaker_flag 0 unknown_flag 1
- 16@ = 1
- 33@ = 0
- jump @NONAME_48157
- :NONAME_48087
- 0ACE: show_formatted_text_box "~y~[INFO]~w~This person doesn't want to be interviewed."
- Actor.RemoveReferences(1@)
- wait 250
- :NONAME_48157
- return
- :NONAME_48159
- if
- 16@ == 1
- else_jump @NONAME_48346
- if
- 33@ > 17000
- else_jump @NONAME_48227
- 16@ = 0
- 17@ += 1
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0792: disembark_instantly_actor 1@
- jump @NONAME_48346
- :NONAME_48227
- if or
- Actor.Dead(1@)
- 8105: not actor 1@ near_actor $PLAYER_ACTOR radius 10.0 10.0 10.0 sphere 0 on_foot
- else_jump @NONAME_48346
- 16@ = 0
- 0792: disembark_instantly_actor $PLAYER_ACTOR
- 0ACE: show_formatted_text_box "The interviewee has either died or you aren't near them."
- Actor.RemoveReferences(1@)
- :NONAME_48346
- return
- :NONAME_48348
- if
- not 0@ == -1
- else_jump @NONAME_48371
- Car.RemoveReferences(0@)
- :NONAME_48371
- return
- :NONAME_48373
- wait 0
- 0208: 22@ = random_float_in_ranges -350.0 350.0
- 0208: 23@ = random_float_in_ranges -350.0 350.0
- 04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 22@ 23@ 24@
- 80EC: not actor $PLAYER_ACTOR sphere 0 near_point 22@ 23@ radius 100.0 100.0
- else_jump @NONAME_48373
- 02C0: store_to 22@ 23@ 24@ ped_path_coords_closest_to 22@ 23@ 24@
- 0376: 1@ = create_random_actor_at 22@ 23@ 24@
- 2@ = Marker.CreateAboveActor(1@)
- 0209: 17@ = random_int_in_ranges 1 3
- gosub @NONAME_48551
- 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
- 07DD: set_actor 1@ attack_rate 100 // previously known as temper_to
- 05E2: AS_actor 1@ kill_actor -1
- 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR
- return
- :NONAME_48551
- if
- 17@ == 1
- else_jump @NONAME_48601
- 26@ = 344
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, Molotov, 9999)
- jump @NONAME_48626
- :NONAME_48601
- 26@ = 361
- gosub @NONAME_8681
- Actor.GiveWeaponAndAmmo(1@, FlameThrower, 9999)
- :NONAME_48626
- Model.Destroy(26@)
- return
- :NONAME_48633
- wait 0
- if
- Actor.Dead(0@)
- else_jump @NONAME_48662
- end_thread
- jump @NONAME_48826
- :NONAME_48662
- Actor.StorePos($PLAYER_ACTOR, 22@, 23@, 24@)
- if
- 0AE1: 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 0 pass_deads 1 //IF and SET
- else_jump @NONAME_48826
- :NONAME_48710
- 089F: get_actor 30@ pedtype_to 15@
- if
- 15@ == 6
- else_jump @NONAME_48796
- if or
- 02D8: actor 30@ current_weapon == 22
- 02D8: actor 30@ current_weapon == 25
- 02D8: actor 30@ current_weapon == 28
- 02D8: actor 30@ current_weapon == 29
- 02D8: actor 30@ current_weapon == 31
- else_jump @NONAME_48789
- jump @NONAME_48796
- :NONAME_48789
- gosub @NONAME_11361
- :NONAME_48796
- 8AE1: not 30@ = random_actor_near_point 22@ 23@ 24@ in_radius 1000.0 find_next 1 pass_deads 1 //IF and SET
- else_jump @NONAME_48710
- :NONAME_48826
- jump @NONAME_48633
- 18@ = 0
- 0085: 17@ = 3@ // (int)
- 0085: 18@ = 4@ // (int)
- 0085: 22@ = 0@ // (int)
- 0085: 23@ = 1@ // (int)
- 0085: 24@ = 2@ // (int)
- $ONMISSION = 1
- 12@ = 0
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "Get to the ~y~location" time 3000
- 0167: 5@ = create_marker_at 22@ 23@ 24@ color 0 flag 2
- Marker.SetColor(5@, 4)
- Marker.SetIconSize(5@, 3)
- :NONAME_48976
- wait 0
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 22@ 23@ 24@ radius 300.0 300.0 50.0
- else_jump @NONAME_50500
- 26@ = 428
- gosub @NONAME_8681
- 02CE: 24@ = ground_z_at 22@ 23@ 24@
- 1@ = Car.Create(26@, 22@, 23@, 24@)
- Car.Angle(1@) = 17@
- 0574: set_car 1@ keep_position 1
- Model.Destroy(26@)
- wait 10
- 26@ = 71
- gosub @NONAME_8681
- 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset -3.0 -5.0 0.0
- 02CE: 24@ = ground_z_at 22@ 23@ 24@
- 2@ = Actor.Create(Special, 26@, 22@, 23@, 24@)
- 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 3.0 -5.0 0.0
- 02CE: 24@ = ground_z_at 22@ 23@ 24@
- 3@ = Actor.Create(Special, 26@, 22@, 23@, 24@)
- Model.Destroy(26@)
- wait 10
- 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 3.0 -7.0 0.0
- 02CE: 24@ = ground_z_at 22@ 23@ 24@
- 0376: 4@ = create_random_actor_at 22@ 23@ 24@
- 0638: AS_actor 4@ stay_put 1
- wait 10
- 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 0.0 4.5 0.0
- 02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 22@ 23@ 24@
- 0209: 26@ = random_int_in_ranges 596 600
- gosub @NONAME_8681
- 6@ = Car.Create(26@, 22@, 23@, 24@)
- Car.Angle(6@) = 17@
- 0574: set_car 6@ keep_position 1
- Model.Destroy(26@)
- wait 10
- 0209: 26@ = random_int_in_ranges 280 284
- gosub @NONAME_8681
- 7@ = Actor.CreateAsDriver(Mission1, 26@, 6@)
- 8@ = Actor.CreateAsPassenger(Mission1, 26@, 6@, 0)
- Model.Destroy(26@)
- gosub @NONAME_50507
- Marker.Disable(5@)
- wait 10
- 5@ = Marker.CreateAboveCar(1@)
- Marker.SetColor(5@, 4)
- :NONAME_49497
- Player.Defined(0)
- else_jump @NONAME_50484
- wait 0
- if and
- 00F2: actor $PLAYER_ACTOR near_actor 4@ radius 25.0 25.0 0
- 0364: actor $PLAYER_ACTOR spotted_actor 4@
- else_jump @NONAME_50477
- 0638: AS_actor 4@ stay_put 0
- Player.CanMove(0) = False
- 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 0.0 -15.0 4.0
- Camera.SetPosition(22@, 23@, 24@, 0.0, 0.0, 0.0)
- Car.StorePos(1@, 22@, 23@, 24@)
- Camera.PointAt(22@, 23@, 24@, 2)
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "~y~[INFO]~w~This criminal is high priority. Protect him at all costs." time 3000
- wait 2000
- 05CB: AS_actor 2@ enter_car 1@ as_driver -2 ms
- 05CA: AS_actor 3@ enter_car 1@ passenger_seat 0 time -2
- 05CA: AS_actor 4@ enter_car 1@ passenger_seat 1 time -2
- gosub @NONAME_50777
- gosub @NONAME_51288
- wait 2000
- 0574: set_car 1@ keep_position 0
- 0574: set_car 6@ keep_position 0
- 0397: enable_car 6@ siren 1
- 067F: set_car 6@ lights 2
- 00AE: set_car 1@ traffic_behaviour_to 2
- 00AE: set_car 6@ traffic_behaviour_to 2
- 0423: set_car 1@ improved_handling_to 1.25 // (float)
- Car.SetMaxSpeed(1@, 30.0)
- Car.SetMaxSpeed(6@, 30.0)
- Car.SetDriverBehaviour(1@, IgnoreRoadPaths)
- Car.DriveTo(1@, 22@, 23@, 24@)
- 07F8: car 6@ follow_car 1@ radius 15.0
- Player.CanMove(0) = True
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- gosub @NONAME_50621
- 10@ = 0
- :NONAME_49931
- Player.Defined(0)
- else_jump @NONAME_50461
- wait 0
- gosub @NONAME_50966
- gosub @NONAME_50735
- gosub @NONAME_51135
- if
- 10@ == 0
- else_jump @NONAME_50223
- if
- 01AE: car 1@ sphere 0 near_point 22@ 23@ radius 10.0 10.0 stopped
- else_jump @NONAME_50216
- 03F0: enable_text_draw 0
- gosub @NONAME_50839
- Marker.Disable(5@)
- 0952: load_soundtrack 12
- 0954: start_playing_loaded_soundtrack
- 0ACF: show_formatted_styled_text "~g~Transport~n~Successful" time 2000 style 1
- Player.CanMove(0) = False
- 0407: store_coords_to 22@ 23@ 24@ from_car 1@ with_offset 10.0 -17.0 7.0
- Camera.SetPosition(22@, 23@, 24@, 0.0, 0.0, 0.0)
- Car.StorePos(1@, 22@, 23@, 24@)
- Camera.PointAt(22@, 23@, 24@, 2)
- wait 6000
- fade 0 2000
- gosub @NONAME_8704
- gosub @NONAME_51734
- Player.CanMove(0) = True
- Camera.SetBehindPlayer
- Camera.Restore_WithJumpCut
- fade 1 2000
- $ONMISSION = 0
- end_thread
- :NONAME_50216
- jump @NONAME_50454
- :NONAME_50223
- 03F0: enable_text_draw 0
- if
- 10@ == 1
- else_jump @NONAME_50331
- 0ACF: show_formatted_styled_text "~r~Mission Failed" time 2000 style 1
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "The VIP has been killed." time 3000
- jump @NONAME_50445
- :NONAME_50331
- 0ACF: show_formatted_styled_text "~r~Mission Failed" time 2000 style 1
- 018C: play_sound 1052 at 0.0 0.0 0.0
- 0AD0: show_formatted_text_lowpriority "The transport unit or vehicle has been killed or destroyed." time 3000
- :NONAME_50445
- $ONMISSION = 0
- end_thread
- :NONAME_50454
- jump @NONAME_49931
- :NONAME_50461
- gosub @NONAME_51771
- $ONMISSION = 0
- end_thread
- :NONAME_50477
- jump @NONAME_49497
- :NONAME_50484
- gosub @NONAME_51771
- $ONMISSION = 0
- end_thread
- :NONAME_50500
- jump @NONAME_48976
- :NONAME_50507
- Car.SetImmunities(1@, 1, 1, 1, 1, 1)
- Car.SetImmunities(6@, 1, 1, 1, 1, 1)
- Actor.SetImmunities(2@, 1, 1, 1, 1, 1)
- Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
- Actor.SetImmunities(4@, 1, 1, 1, 1, 1)
- Actor.SetImmunities(7@, 1, 1, 1, 1, 1)
- Actor.SetImmunities(8@, 1, 1, 1, 1, 1)
- 02A9: set_actor 4@ immune_to_nonplayer 1
- return
- :NONAME_50621
- Car.SetImmunities(1@, 0, 0, 0, 0, 0)
- Car.SetImmunities(6@, 0, 0, 0, 0, 0)
- Actor.SetImmunities(2@, 0, 0, 0, 0, 0)
- Actor.SetImmunities(3@, 0, 0, 0, 0, 0)
- Actor.SetImmunities(4@, 0, 0, 0, 0, 0)
- Actor.SetImmunities(7@, 0, 0, 0, 0, 0)
- Actor.SetImmunities(8@, 0, 0, 0, 0, 0)
- 02A9: set_actor 4@ immune_to_nonplayer 0
- return
- :NONAME_50735
- 16@ = Car.Health(1@)
- 03F0: enable_text_draw 1
- 03E4: set_text_draw_align_right 1
- 045A: draw_text_1number 600.0 150.0 GXT 'VIP_Hea' number 16@
- return
- :NONAME_50777
- wait 0
- if and
- Actor.InCar(2@, 1@)
- Actor.InCar(3@, 1@)
- Actor.InCar(4@, 1@)
- else_jump @NONAME_50777
- 0526: set_actor 2@ stay_in_car_when_jacked 1
- 0526: set_actor 3@ stay_in_car_when_jacked 1
- 0526: set_actor 4@ stay_in_car_when_jacked 1
- return
- :NONAME_50839
- if and
- not 2@ == -1
- not Actor.Dead(2@)
- else_jump @NONAME_50885
- 0633: AS_actor 2@ exit_car
- 07A3: AS_actor 2@ run_to_and_follow_actor 4@ wait_radius_between 1.0 and 3.0
- :NONAME_50885
- if and
- not 3@ == -1
- not Actor.Dead(3@)
- else_jump @NONAME_50931
- 0633: AS_actor 3@ exit_car
- 07A3: AS_actor 3@ run_to_and_follow_actor 4@ wait_radius_between 1.0 and 3.0
- :NONAME_50931
- if and
- not 4@ == -1
- not Actor.Dead(4@)
- else_jump @NONAME_50964
- 0633: AS_actor 4@ exit_car
- 05DE: AS_actor 4@ walk_around_ped_path
- :NONAME_50964
- return
- :NONAME_50966
- not 6@ == -1
- else_jump @NONAME_51133
- if and
- not 7@ == -1
- Actor.Dead(7@)
- else_jump @NONAME_51019
- Actor.RemoveReferences(7@)
- wait 10
- 7@ = -1
- :NONAME_51019
- if and
- not 8@ == -1
- Actor.Dead(8@)
- else_jump @NONAME_51058
- Actor.RemoveReferences(8@)
- wait 10
- 8@ = -1
- :NONAME_51058
- if or
- Car.Wrecked(6@)
- not Actor.Driving(7@)
- else_jump @NONAME_51119
- Car.RemoveReferences(6@)
- Actor.RemoveReferences(7@)
- Actor.RemoveReferences(8@)
- wait 10
- 6@ = -1
- jump @NONAME_51133
- jump @NONAME_51126
- :NONAME_51119
- jump @NONAME_51133
- :NONAME_51126
- jump @NONAME_50966
- :NONAME_51133
- return
- :NONAME_51135
- if or
- Actor.Dead(2@)
- not Actor.Driving(2@)
- else_jump @NONAME_51182
- 10@ = 2
- Actor.DestroyInstantly(4@)
- gosub @NONAME_51771
- jump @NONAME_51286
- :NONAME_51182
- if and
- not 3@ == -1
- Actor.Dead(3@)
- else_jump @NONAME_51228
- Actor.RemoveReferences(3@)
- wait 10
- 3@ = -1
- jump @NONAME_51286
- :NONAME_51228
- if
- Actor.Dead(4@)
- else_jump @NONAME_51272
- 10@ = 1
- gosub @NONAME_51771
- jump @NONAME_51286
- jump @NONAME_51279
- :NONAME_51272
- jump @NONAME_51286
- :NONAME_51279
- jump @NONAME_51135
- :NONAME_51286
- return
- :NONAME_51288
- gosub @NONAME_51708
- if
- 17@ == 1
- else_jump @NONAME_51360
- 22@ = 1535.944
- 23@ = -1677.561
- 24@ = 13.3828
- 17@ = 0.0
- jump @NONAME_51706
- :NONAME_51360
- if
- 17@ == 2
- else_jump @NONAME_51425
- 22@ = 618.9524
- 23@ = -588.903
- 24@ = 17.233
- 17@ = 272.0
- jump @NONAME_51706
- :NONAME_51425
- if
- 17@ == 3
- else_jump @NONAME_51490
- 22@ = -2162.375
- 23@ = -2393.488
- 24@ = 30.4687
- 17@ = 50.0
- jump @NONAME_51706
- :NONAME_51490
- if
- 17@ == 4
- else_jump @NONAME_51555
- 22@ = -1566.104
- 23@ = 658.9803
- 24@ = 7.0391
- 17@ = 197.0
- jump @NONAME_51706
- :NONAME_51555
- if
- 17@ == 5
- else_jump @NONAME_51620
- 22@ = -213.9039
- 23@ = 987.645
- 24@ = 19.4357
- 17@ = 15.0
- jump @NONAME_51706
- :NONAME_51620
- if
- 17@ == 6
- else_jump @NONAME_51692
- 22@ = 2263.814
- 23@ = 2452.452
- 24@ = 10.8203
- 17@ = 86.8199
- jump @NONAME_51706
- jump @NONAME_51699
- :NONAME_51692
- jump @NONAME_51706
- :NONAME_51699
- jump @NONAME_51288
- :NONAME_51706
- return
- :NONAME_51708
- 0209: 17@ = random_int_in_ranges 1 7
- 803B: not 18@ == 17@ // (int)
- else_jump @NONAME_51708
- return
- :NONAME_51734
- Car.Destroy(1@)
- Car.Destroy(6@)
- Actor.DestroyInstantly(2@)
- Actor.DestroyInstantly(3@)
- Actor.DestroyInstantly(4@)
- Actor.DestroyInstantly(7@)
- Actor.DestroyInstantly(8@)
- return
- :NONAME_51771
- Marker.Disable(5@)
- Car.RemoveReferences(1@)
- Car.RemoveReferences(6@)
- Actor.RemoveReferences(2@)
- Actor.RemoveReferences(3@)
- Actor.RemoveReferences(4@)
- Actor.RemoveReferences(7@)
- Actor.RemoveReferences(8@)
- return
- :NONAME_51813
- wait 0
- Player.Defined(0)
- else_jump @NONAME_51813
- 0AB1: call_scm_func @NONAME_12369 1 -12509
- 0AB1: call_scm_func @NONAME_12369 1 -16732
- 0AB1: call_scm_func @NONAME_12369 1 -20975
- 0AB1: call_scm_func @NONAME_12369 1 -21422
- 0AB1: call_scm_func @NONAME_12369 1 -22871
- 0AB1: call_scm_func @NONAME_12369 1 -21598
- 0AB1: call_scm_func @NONAME_12369 1 -24473
- 0AB1: call_scm_func @NONAME_12369 1 -26310
- 0AB1: call_scm_func @NONAME_12369 1 -27113
- 0AB1: call_scm_func @NONAME_12369 1 -27710
- return
- :NONAME_51980
- 0A9F: 0@ = current_thread_pointer
- 0@ += 16
- 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
- 0@ -= -52016
- return
- hex
- 43 6F 70 79 72 69 67 68 74 A9 32 30 31 32 4F 4A
- 64 6F 65 73 49 74 53 61 6E 41 6E 64 72 65 61 73
- 50 6F 6C 69 63 65 44 65 70 61 72 74 6D 65 6E 74
- 3A 46 69 72 73 74 52 65 73 70 6F 6E 73 65 28 63
- 6C 65 6F 29 56 65 72 73 69 6F 6E 34 2E 30 28 62
- 65 74 61 29 41 6C 6C 72 69 67 68 74 73 72 65 73
- 65 72 76 65 64 2E
- end
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