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  1. //-------------Mission 9---------------
  2.  
  3. var
  4. $Mis32Enemies : array 20 of Integer
  5. $Mis32Deaths : array 20 of Integer
  6. $Mis32EnemMarks : array 20 of Integer
  7. end
  8.  
  9. :miss32
  10. thread "miss32"
  11. gosub @pr1
  12. if
  13.   wasted_or_busted
  14.  then
  15.   gosub @prfail
  16. end
  17. gosub @prcleanup
  18. end_thread
  19.  
  20. :pr1
  21. wait 1500
  22. model.Load(#WMOSCI)
  23. model.Load(#SANCHEZ)
  24. model.Load(#WMYSGRD)
  25. model.Load(#SPARROW)
  26. model.Load(#SOLAIR)
  27. 0AAC: 91@ = load_audiostream "CLEO\the_wage_worker\soundtrack32.mp3"
  28. 0AAC: 92@ = load_audiostream "CLEO\the_wage_worker\soundtrack32pre.mp3"
  29. 038B: load requested models
  30. 03DE: set_pedestrians_density_multiplier_to 0.0
  31.  
  32. :prcheck
  33. wait 0
  34. if and  
  35. model.available(#WMOSCI)
  36. model.available(#SANCHEZ)
  37. model.available(#WMYSGRD)
  38. model.available(#SPARROW)
  39. model.available(#SOLAIR)
  40. jf @prcheck
  41.  
  42. :pr2
  43. 0395: clear_area 1 at 2080.3906 -1186.3428 23.82 range 10.0
  44. 01EB: set Car density to 0.0
  45. 03DE: set pedestrians density multiplier to 0.0
  46. actor.PutAt($PLAYER_ACTOR, 1080.9669, -1704.0024, 13.5469)
  47. 0173: set_actor $PLAYER_ACTOR Z_angle_to 351.971927
  48. 02A3: toggle_widescreen 1
  49. 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0          
  50. 009A: $hank = create_actor_pedtype 4 model #wmosci at 1081.8224 -1696.9673 13.5469
  51. 0173: set_actor $hank Z_angle_to 183.565
  52. Camera.SetPosition( 1072.2393, -1707.1752, 18.6902, 0.0, 0.0, 0.0)
  53. Camera.PointAt( 1072.8286, -1706.4349, 18.3665, 1)
  54. wait 50
  55. 0639: AS_actor $PLAYER_ACTOR rotate_to_actor $hank
  56. 0639: AS_actor $hank rotate_to_actor $PLAYER_ACTOR
  57.  fade 1 1500
  58.  wait 1500
  59.  0707: start_scene_skip_to @cat32
  60.  05D3: AS_actor $PLAYER_ACTOR goto_point 1081.437 -1699.8038 13.5469 mode 4 time 9000 ms
  61. 0967: actor $hank move_mouth 4000
  62.  00BC: show_text_lowpriority GXT 'pr1' time 9900 flag 1
  63. wait 5000
  64. 03D5: remove_text 'pr1'
  65. 0968: actor $hank stop_mouth
  66.  00BC: show_text_lowpriority GXT 'pr2' time 9900 flag 1
  67. wait 5500
  68. 03D5: remove_text 'pr2'
  69. 0967: actor $hank move_mouth 7000
  70.  00BC: show_text_lowpriority GXT 'pr3' time 9900 flag 1
  71. wait 5000
  72. 03D5: remove_text 'pr3'
  73.  00BC: show_text_lowpriority GXT 'pr4' time 9900 flag 1
  74. wait 4000
  75. 0968: actor $hank stop_mouth
  76. 03D5: remove_text 'pr4'
  77.  00BC: show_text_lowpriority GXT 'pr5' time 13900 flag 1
  78. wait 500
  79. 03D5: remove_text 'pr5'  
  80.  00BC: show_text_lowpriority GXT 'pr6' time 9900 flag 1
  81. wait 3000
  82. 03D5: remove_text 'pr6'
  83. 0967: actor $hank move_mouth 9900
  84.  00BC: show_text_lowpriority GXT 'pr7' time 9900 flag 1
  85. wait 5500
  86. 03D5: remove_text 'pr7'
  87. 0968: actor $hank stop_mouth
  88.  00BC: show_text_lowpriority GXT 'pr8' time 9900 flag 1
  89. wait 500
  90. 03D5: remove_text 'pr8'
  91. 0967: actor $hank move_mouth 9900
  92.  00BC: show_text_lowpriority GXT 'pr9' time 9900 flag 1
  93. wait 4900
  94. 03D5: remove_text 'pr9'
  95. 0968: actor $hank stop_mouth
  96.  
  97. :cat32
  98. fade 0 1500
  99. wait 1300
  100. 0687: clear_actor $hank task
  101. 01C2: remove references to actor $hank
  102. 009B: destroy_actor $hank
  103. 02A3: toggle_widescreen 0
  104. 01EB: set Car density to 2.0
  105. 03DE: set pedestrians density multiplier to 0.2
  106. 0701: end_scene_skip
  107. camera.Restore_WithJumpCut()
  108. actor.PutAt($PLAYER_ACTOR, 1080.9669, -1704.0024, 13.5469)
  109. 0173: set_actor $PLAYER_ACTOR Z_angle_to 90.649
  110. wait 1000
  111. fade 1 1500
  112. wait 1000
  113. 05D3: AS_actor $PLAYER_ACTOR goto_point 1074.7198 -1704.6552 13.5469 mode 4 time 9000 ms
  114. player.CanMove($PLAYER_CHAR) = 1
  115.  00BC: show_text_lowpriority GXT 'pr10' time 9900 flag 1
  116. 0395: clear_area 1 at 2071.7642 -1315.3064 23.2071 range 10.0
  117. 0AAD: set_audiostream 91@ perform_action 1
  118. 0ABC: set_audiostream 91@ volume 1.0
  119. 0AC0: loop_audiostream 91@ flag 1
  120. wait 8000
  121. fade 0 1500
  122. wait 1500
  123. actor.PutAt($PLAYER_ACTOR, 723.4379 -1511.3419 -0.5529)
  124. 0173: set_actor $PLAYER_ACTOR Z_angle_to 1.6621
  125. fade 1 1500
  126. wait 500
  127.  00BC: show_text_lowpriority GXT 'pr14' time 9900 flag 1
  128.  03BC: $sphere = create_sphere_at 723.0016 -1495.3806 1.9343 radius 2.0
  129.  gosub @prspawner
  130.  car.Create(14@, #SPARROW, 725.9268, -1461.7233, 22.1601)
  131. car.Angle(14@) = 179.38131
  132. 0224: set_car 14@ health_to 5000
  133. car.Create(15@, #SOLAIR, 711.3229 -1463.9326 17.2776)
  134. car.Angle(15@) = 182.24311
  135.  
  136. Model.Load(#M4)
  137. repeat
  138. wait 0
  139. until Model.Available(#M4)
  140. for 0@ = 0 to 24
  141. $Mis31EnemMarks[0@] = Marker.CreateAboveActor($Mis31Enemies[0@])
  142. 0638: AS_actor $Mis31Enemies[0@] stay_put true
  143. 0816: unknown_actor $Mis31Enemies[0@] flag true
  144. 01B2: give_actor $Mis31Enemies[0@] weapon 31 ammo 9999
  145. 01B9: set_actor $Mis31Enemies[0@] armed_weapon_to 31
  146. actor.Health($Mis31Enemies[0@]) = 200
  147. 077A: set_actor $Mis31Enemies[0@] acquaintance 4 to_actors_pedtype 0
  148. 02E2: set_actor $Mis31Enemies[0@] weapon_accuracy_to 60
  149. 03FE: set_actor $Mis31Enemies[0@] money 5000
  150. 0446: set_actor $Mis31Enemies[0@] immune_to_headshots 0
  151. Actor.SetImmunities($Mis31Enemies[0@], false, false, false, true, false)
  152. end
  153. Model.Destroy(#M4)
  154. 01F0: set_max_wanted_level_to 0
  155.  
  156. Model.Load(#DESERT_EAGLE)
  157. repeat
  158. wait 0
  159. until Model.Available(#DESERT_EAGLE)
  160. for 8@ = 0 to 24
  161. $Mis32EnemMarks[8@] = Marker.CreateAboveActor($Mis32Enemies[8@])
  162. 0638: AS_actor $Mis32Enemies[8@] stay_put true
  163. 0816: unknown_actor $Mis32Enemies[8@] flag true
  164. 01B2: give_actor $Mis32Enemies[8@] weapon 24 ammo 9999
  165. 01B9: set_actor $Mis32Enemies[8@] armed_weapon_to 24
  166. actor.Health($Mis32Enemies[8@]) = 300
  167. 077A: set_actor $Mis32Enemies[8@] acquaintance 4 to_actors_pedtype 0
  168. 02E2: set_actor $Mis32Enemies[8@] weapon_accuracy_to 100
  169. 03FE: set_actor $Mis32Enemies[8@] money 5000
  170. 0446: set_actor $Mis32Enemies[8@] immune_to_headshots 0
  171. Actor.SetImmunities($Mis32Enemies[8@], false, false, false, true, false)
  172. end
  173. Model.Destroy(#DESERT_EAGLE)
  174. 01F0: set_max_wanted_level_to 0
  175.  
  176. :pr3
  177. wait 0
  178. if
  179. 00FF: actor $PLAYER_ACTOR 0 723.0016 -1495.3806 1.9343 radius 2.0 2.0 3.0
  180. jf @pr3
  181. 03BD: destroy_sphere $sphere
  182. 02A3: toggle_widescreen 1
  183. 020A: set_car 15@ door_status_to 4
  184. wait 3500
  185. player.CanMove($PLAYER_CHAR) = 0
  186. Camera.SetPosition( 687.9497, -1432.0518, 38.7328, 0.0, 0.0, 0.0)
  187. Camera.PointAt( 688.5908, -1432.5479, 38.1473, 2)
  188. wait 1000
  189.  00BC: show_text_lowpriority GXT 'pr15' time 6900 flag 1
  190.  wait 3000
  191. Camera.SetPosition( 781.8674, -1414.1216, 39.2384, 0.0, 0.0, 0.0)
  192. Camera.PointAt( 781.2396, -1414.8489, 38.9611, 2)
  193. wait 3000
  194. 0169: set_fade_color_RGB 51 150 255
  195.  00BC: show_text_lowpriority GXT 'pr11' time 6900 flag 1
  196. Camera.SetPosition( 712.3653, -1476.4102, 23.9037, 0.0, 0.0, 0.0)
  197. Camera.PointAt( 712.9528, -1475.6094, 23.7870, 2)
  198. wait 3000
  199. Camera.SetPosition( 744.5733, -1509.2325, 39.8074, 0.0, 0.0, 0.0)
  200. Camera.PointAt( 744.2637, -1508.6089, 39.0897, 2)
  201. 02A3: toggle_widescreen 0
  202. wait 700
  203. Camera.Restore()  
  204. fade 0 950000
  205. player.CanMove($PLAYER_CHAR) = 1
  206.   $Kills = 0
  207.   178@ = 1
  208.  
  209. while true
  210. wait 0
  211.     if
  212.         178@ == 1
  213.         then
  214.         178@ = 2
  215.     end
  216.     for 2@ = 0 to 24
  217.         if and
  218.             Actor.Dead($Mis32Enemies[2@])
  219.             not $Mis32Enemies[2@] == 0
  220.             then
  221.                 $Mis32Deaths[2@] = 1
  222.                 Marker.Disable($Mis32EnemMarks[2@])          
  223.                 Actor.RemoveReferences($Mis32Enemies[2@])
  224.                 0226: 111@ = actor $PLAYER_ACTOR health
  225.                 111@ += 50
  226.                 0223: set actor $PLAYER_ACTOR health to 111@
  227.                 $Mis32Enemies[2@] = 0
  228.         end      
  229.         if
  230.             $Mis32Deaths[2@] == 1
  231.             then
  232.                 $Mis32Deaths[2@] = 2
  233.                 $Kills += 5
  234.         end
  235.         if
  236.             00DD: actor $PLAYER_ACTOR driving_car_with_model #SPARROW
  237.             then
  238.              00BC: show_text_lowpriority GXT 'pr13' time 6000 flag 1  
  239.              0633: AS_actor $PLAYER_ACTOR exit_car
  240.         end
  241.         if
  242.             $Kills == 100
  243.             then
  244.                 break
  245.         end
  246.     end
  247.     if
  248.         $Kills == 100
  249.         then
  250.             break
  251.     end
  252.     04F7: status_text $Kills type 1 line 1 GXT 'prstat'
  253. end
  254. jump @pr4
  255.  
  256. :pr4
  257. 0151: remove_status_text $Kills
  258.  00BC: show_text_lowpriority GXT 'pr16' time 6000 flag 1
  259.  fade 1 2500
  260.  
  261.  wait 5000
  262. Camera.SetPosition( 712.3653, -1476.4102, 23.9037, 0.0, 0.0, 0.0)
  263. Camera.PointAt( 712.9528, -1475.6094, 23.7870, 2)
  264. wait 5000
  265.  camera.Restore()
  266.  
  267.  :pr45
  268.  wait 0
  269.  if
  270.  00DD: actor $PLAYER_ACTOR driving_car_with_model #SPARROW
  271.  jf @pr45
  272.  0AAD: set_audiostream 91@ perform_action 0
  273. wait 300
  274. 0AAD: set_audiostream 92@ perform_action 1
  275. 0ABC: set_audiostream 92@ volume 0.5
  276. 0AC0: loop_audiostream 92@ flag 1
  277.  00BC: show_text_lowpriority GXT 'pr12' time 7000 flag 1
  278.  0169: set_fade_color_RGB 0 0 0
  279. player.CanMove($PLAYER_CHAR) = 1
  280. 018A: $marker = create_checkpoint_at 1068.5663 -1681.9736 27.2891
  281. 03BC: $sphere = create_sphere_at 1068.5663 -1681.9736 27.2891 radius 4.0
  282.  
  283. :pr5
  284. wait 0
  285. if
  286. 01B0: car 14@ sphere 0 in_sphere 1068.5663 -1681.9736 27.2891 radius 4.0 4.0 4.0 stopped
  287. //01AF: car 14@ sphere 0 in_sphere 1068.5663 -1681.9736 27.2891 radius 5.0 5.0 4.0
  288. jf @pr5
  289. 0164: disable marker $marker
  290. 03BD: destroy_sphere $sphere
  291. gosub @prpass
  292. actor.PutAt($PLAYER_ACTOR, 1078.9489, -1703.9906, 13.5469 )  
  293. actor.Angle($PLAYER_ACTOR) = 176.9728
  294. 03D8: show_save_screen
  295.  
  296. end_thread
  297.  
  298. :prpass
  299. 01E3: text_1number_styled 'M_PASSD' 0 5000 ms 1 // MISSION PASSED!
  300. $mis32 = 1
  301. 0318: set_latest_mission_passed 'mis32'
  302. gosub @prcleanup
  303. create_thread @trig22
  304. return
  305.  
  306. :prfail
  307. 00BA: text_styled 'M_FAIL' 5000 ms 1 // ~r~MISSION FAILED!
  308. gosub @prcleanup
  309. return
  310.  
  311. :prcleanup
  312. 0AAE: release_audiostream 91@
  313. 0AAD: set_audiostream 91@ perform_action 0
  314. $ONMISSION = 0 // integer values
  315. mission_cleanup
  316. return
  317.  
  318. :prspawner
  319. $Mis32Enemies[0] = Actor.Create(SPECIAL, #wmysgrd, 697.5493, -1465.2042, 8.9766)
  320. $Mis32Enemies[1] = Actor.Create(SPECIAL, #wmysgrd, 701.5606, -1439.9834, 13.5391)
  321. $Mis32Enemies[2] = Actor.Create(SPECIAL, #wmysgrd, 702.4783, -1448.8011, 17.6953)
  322. $Mis32Enemies[3] = Actor.Create(SPECIAL, #wmysgrd, 713.3934, -1443.9677, 17.6953)
  323. $Mis32Enemies[4] = Actor.Create(SPECIAL, #wmysgrd, 702.9697, -1468.8409, 17.6953)
  324. $Mis32Enemies[5] = Actor.Create(SPECIAL, #wmysgrd, 710.0883, -1474.5679, 17.6953)
  325. $Mis32Enemies[6] = Actor.Create(SPECIAL, #wmysgrd, 740.7997, -1475.4873, 17.6953)
  326. $Mis32Enemies[7] = Actor.Create(SPECIAL, #wmysgrd, 741.0571, -1442.3512, 17.6953)
  327. $Mis32Enemies[8] = Actor.Create(SPECIAL, #wmysgrd, 725.9046, -1449.8423, 17.6953)
  328. $Mis32Enemies[9] = Actor.Create(SPECIAL, #wmysgrd, 745.0917, -1474.0347, 5.684)
  329. $Mis32Enemies[10] = Actor.Create(SPECIAL, #wmysgrd, 745.3199, -1461.6901, 8.9766)
  330. $Mis32Enemies[11] = Actor.Create(SPECIAL, #wmysgrd, 744.9749, -1444.2279, 13.5391)
  331. $Mis32Enemies[12] = Actor.Create(SPECIAL, #wmysgrd, 740.1266, -1437.5522, 13.5391)
  332. $Mis32Enemies[13] = Actor.Create(SPECIAL, #wmysgrd, 711.9767, -1424.0953, 13.5343)
  333. $Mis32Enemies[14] = Actor.Create(SPECIAL, #wmysgrd, 704.0276, -1423.8408, 13.5391)
  334. $Mis32Enemies[15] = Actor.Create(SPECIAL, #wmysgrd, 712.5265, -1439.1039, 13.5391)
  335. $Mis32Enemies[16] = Actor.Create(SPECIAL, #wmysgrd, 714.5309, -1471.1383, 22.2109)
  336. $Mis32Enemies[17] = Actor.Create(SPECIAL, #wmysgrd, 714.1738, -1452.4114, 22.2109)
  337. $Mis32Enemies[18] = Actor.Create(SPECIAL, #wmysgrd, 736.8029, -1452.5837, 22.2109)
  338. $Mis32Enemies[19] = Actor.Create(SPECIAL, #wmysgrd, 737.1901, -1470.8373, 22.2109)
  339. 0173: set_actor $Mis32Enemies[0] Z_angle_to 10.70218
  340. 0173: set_actor $Mis32Enemies[1] Z_angle_to 349.5144
  341. 0173: set_actor $Mis32Enemies[2] Z_angle_to 10.7021
  342. 0173: set_actor $Mis32Enemies[3] Z_angle_to 325.89491
  343. 0173: set_actor $Mis32Enemies[4] Z_angle_to 80.8908
  344. 0173: set_actor $Mis32Enemies[5] Z_angle_to 124.7579
  345. 0173: set_actor $Mis32Enemies[6] Z_angle_to 58.9573
  346. 0173: set_actor $Mis32Enemies[7] Z_angle_to 226.9055
  347. 0173: set_actor $Mis32Enemies[8] Z_angle_to 355.5403
  348. 0173: set_actor $Mis32Enemies[9] Z_angle_to 187.7619
  349. 0173: set_actor $Mis32Enemies[10] Z_angle_to 187.7619
  350. 0173: set_actor $Mis32Enemies[11] Z_angle_to 170.5518
  351. 0173: set_actor $Mis32Enemies[12] Z_angle_to 129.4814
  352. 0173: set_actor $Mis32Enemies[13] Z_angle_to 160.5251
  353. 0173: set_actor $Mis32Enemies[14] Z_angle_to 197.2088
  354. 0173: set_actor $Mis32Enemies[15] Z_angle_to 62.5209
  355. 0173: set_actor $Mis32Enemies[16] Z_angle_to 140.4244
  356. 0173: set_actor $Mis32Enemies[17] Z_angle_to 41.120132
  357. 0173: set_actor $Mis32Enemies[18] Z_angle_to 292.0791
  358. 0173: set_actor $Mis32Enemies[19] Z_angle_to 209.98534
  359. return
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