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- //-------------Mission 9---------------
- var
- $Mis32Enemies : array 20 of Integer
- $Mis32Deaths : array 20 of Integer
- $Mis32EnemMarks : array 20 of Integer
- end
- :miss32
- thread "miss32"
- gosub @pr1
- if
- wasted_or_busted
- then
- gosub @prfail
- end
- gosub @prcleanup
- end_thread
- :pr1
- wait 1500
- model.Load(#WMOSCI)
- model.Load(#SANCHEZ)
- model.Load(#WMYSGRD)
- model.Load(#SPARROW)
- model.Load(#SOLAIR)
- 0AAC: 91@ = load_audiostream "CLEO\the_wage_worker\soundtrack32.mp3"
- 0AAC: 92@ = load_audiostream "CLEO\the_wage_worker\soundtrack32pre.mp3"
- 038B: load requested models
- 03DE: set_pedestrians_density_multiplier_to 0.0
- :prcheck
- wait 0
- if and
- model.available(#WMOSCI)
- model.available(#SANCHEZ)
- model.available(#WMYSGRD)
- model.available(#SPARROW)
- model.available(#SOLAIR)
- jf @prcheck
- :pr2
- 0395: clear_area 1 at 2080.3906 -1186.3428 23.82 range 10.0
- 01EB: set Car density to 0.0
- 03DE: set pedestrians density multiplier to 0.0
- actor.PutAt($PLAYER_ACTOR, 1080.9669, -1704.0024, 13.5469)
- 0173: set_actor $PLAYER_ACTOR Z_angle_to 351.971927
- 02A3: toggle_widescreen 1
- 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
- 009A: $hank = create_actor_pedtype 4 model #wmosci at 1081.8224 -1696.9673 13.5469
- 0173: set_actor $hank Z_angle_to 183.565
- Camera.SetPosition( 1072.2393, -1707.1752, 18.6902, 0.0, 0.0, 0.0)
- Camera.PointAt( 1072.8286, -1706.4349, 18.3665, 1)
- wait 50
- 0639: AS_actor $PLAYER_ACTOR rotate_to_actor $hank
- 0639: AS_actor $hank rotate_to_actor $PLAYER_ACTOR
- fade 1 1500
- wait 1500
- 0707: start_scene_skip_to @cat32
- 05D3: AS_actor $PLAYER_ACTOR goto_point 1081.437 -1699.8038 13.5469 mode 4 time 9000 ms
- 0967: actor $hank move_mouth 4000
- 00BC: show_text_lowpriority GXT 'pr1' time 9900 flag 1
- wait 5000
- 03D5: remove_text 'pr1'
- 0968: actor $hank stop_mouth
- 00BC: show_text_lowpriority GXT 'pr2' time 9900 flag 1
- wait 5500
- 03D5: remove_text 'pr2'
- 0967: actor $hank move_mouth 7000
- 00BC: show_text_lowpriority GXT 'pr3' time 9900 flag 1
- wait 5000
- 03D5: remove_text 'pr3'
- 00BC: show_text_lowpriority GXT 'pr4' time 9900 flag 1
- wait 4000
- 0968: actor $hank stop_mouth
- 03D5: remove_text 'pr4'
- 00BC: show_text_lowpriority GXT 'pr5' time 13900 flag 1
- wait 500
- 03D5: remove_text 'pr5'
- 00BC: show_text_lowpriority GXT 'pr6' time 9900 flag 1
- wait 3000
- 03D5: remove_text 'pr6'
- 0967: actor $hank move_mouth 9900
- 00BC: show_text_lowpriority GXT 'pr7' time 9900 flag 1
- wait 5500
- 03D5: remove_text 'pr7'
- 0968: actor $hank stop_mouth
- 00BC: show_text_lowpriority GXT 'pr8' time 9900 flag 1
- wait 500
- 03D5: remove_text 'pr8'
- 0967: actor $hank move_mouth 9900
- 00BC: show_text_lowpriority GXT 'pr9' time 9900 flag 1
- wait 4900
- 03D5: remove_text 'pr9'
- 0968: actor $hank stop_mouth
- :cat32
- fade 0 1500
- wait 1300
- 0687: clear_actor $hank task
- 01C2: remove references to actor $hank
- 009B: destroy_actor $hank
- 02A3: toggle_widescreen 0
- 01EB: set Car density to 2.0
- 03DE: set pedestrians density multiplier to 0.2
- 0701: end_scene_skip
- camera.Restore_WithJumpCut()
- actor.PutAt($PLAYER_ACTOR, 1080.9669, -1704.0024, 13.5469)
- 0173: set_actor $PLAYER_ACTOR Z_angle_to 90.649
- wait 1000
- fade 1 1500
- wait 1000
- 05D3: AS_actor $PLAYER_ACTOR goto_point 1074.7198 -1704.6552 13.5469 mode 4 time 9000 ms
- player.CanMove($PLAYER_CHAR) = 1
- 00BC: show_text_lowpriority GXT 'pr10' time 9900 flag 1
- 0395: clear_area 1 at 2071.7642 -1315.3064 23.2071 range 10.0
- 0AAD: set_audiostream 91@ perform_action 1
- 0ABC: set_audiostream 91@ volume 1.0
- 0AC0: loop_audiostream 91@ flag 1
- wait 8000
- fade 0 1500
- wait 1500
- actor.PutAt($PLAYER_ACTOR, 723.4379 -1511.3419 -0.5529)
- 0173: set_actor $PLAYER_ACTOR Z_angle_to 1.6621
- fade 1 1500
- wait 500
- 00BC: show_text_lowpriority GXT 'pr14' time 9900 flag 1
- 03BC: $sphere = create_sphere_at 723.0016 -1495.3806 1.9343 radius 2.0
- gosub @prspawner
- car.Create(14@, #SPARROW, 725.9268, -1461.7233, 22.1601)
- car.Angle(14@) = 179.38131
- 0224: set_car 14@ health_to 5000
- car.Create(15@, #SOLAIR, 711.3229 -1463.9326 17.2776)
- car.Angle(15@) = 182.24311
- Model.Load(#M4)
- repeat
- wait 0
- until Model.Available(#M4)
- for 0@ = 0 to 24
- $Mis31EnemMarks[0@] = Marker.CreateAboveActor($Mis31Enemies[0@])
- 0638: AS_actor $Mis31Enemies[0@] stay_put true
- 0816: unknown_actor $Mis31Enemies[0@] flag true
- 01B2: give_actor $Mis31Enemies[0@] weapon 31 ammo 9999
- 01B9: set_actor $Mis31Enemies[0@] armed_weapon_to 31
- actor.Health($Mis31Enemies[0@]) = 200
- 077A: set_actor $Mis31Enemies[0@] acquaintance 4 to_actors_pedtype 0
- 02E2: set_actor $Mis31Enemies[0@] weapon_accuracy_to 60
- 03FE: set_actor $Mis31Enemies[0@] money 5000
- 0446: set_actor $Mis31Enemies[0@] immune_to_headshots 0
- Actor.SetImmunities($Mis31Enemies[0@], false, false, false, true, false)
- end
- Model.Destroy(#M4)
- 01F0: set_max_wanted_level_to 0
- Model.Load(#DESERT_EAGLE)
- repeat
- wait 0
- until Model.Available(#DESERT_EAGLE)
- for 8@ = 0 to 24
- $Mis32EnemMarks[8@] = Marker.CreateAboveActor($Mis32Enemies[8@])
- 0638: AS_actor $Mis32Enemies[8@] stay_put true
- 0816: unknown_actor $Mis32Enemies[8@] flag true
- 01B2: give_actor $Mis32Enemies[8@] weapon 24 ammo 9999
- 01B9: set_actor $Mis32Enemies[8@] armed_weapon_to 24
- actor.Health($Mis32Enemies[8@]) = 300
- 077A: set_actor $Mis32Enemies[8@] acquaintance 4 to_actors_pedtype 0
- 02E2: set_actor $Mis32Enemies[8@] weapon_accuracy_to 100
- 03FE: set_actor $Mis32Enemies[8@] money 5000
- 0446: set_actor $Mis32Enemies[8@] immune_to_headshots 0
- Actor.SetImmunities($Mis32Enemies[8@], false, false, false, true, false)
- end
- Model.Destroy(#DESERT_EAGLE)
- 01F0: set_max_wanted_level_to 0
- :pr3
- wait 0
- if
- 00FF: actor $PLAYER_ACTOR 0 723.0016 -1495.3806 1.9343 radius 2.0 2.0 3.0
- jf @pr3
- 03BD: destroy_sphere $sphere
- 02A3: toggle_widescreen 1
- 020A: set_car 15@ door_status_to 4
- wait 3500
- player.CanMove($PLAYER_CHAR) = 0
- Camera.SetPosition( 687.9497, -1432.0518, 38.7328, 0.0, 0.0, 0.0)
- Camera.PointAt( 688.5908, -1432.5479, 38.1473, 2)
- wait 1000
- 00BC: show_text_lowpriority GXT 'pr15' time 6900 flag 1
- wait 3000
- Camera.SetPosition( 781.8674, -1414.1216, 39.2384, 0.0, 0.0, 0.0)
- Camera.PointAt( 781.2396, -1414.8489, 38.9611, 2)
- wait 3000
- 0169: set_fade_color_RGB 51 150 255
- 00BC: show_text_lowpriority GXT 'pr11' time 6900 flag 1
- Camera.SetPosition( 712.3653, -1476.4102, 23.9037, 0.0, 0.0, 0.0)
- Camera.PointAt( 712.9528, -1475.6094, 23.7870, 2)
- wait 3000
- Camera.SetPosition( 744.5733, -1509.2325, 39.8074, 0.0, 0.0, 0.0)
- Camera.PointAt( 744.2637, -1508.6089, 39.0897, 2)
- 02A3: toggle_widescreen 0
- wait 700
- Camera.Restore()
- fade 0 950000
- player.CanMove($PLAYER_CHAR) = 1
- $Kills = 0
- 178@ = 1
- while true
- wait 0
- if
- 178@ == 1
- then
- 178@ = 2
- end
- for 2@ = 0 to 24
- if and
- Actor.Dead($Mis32Enemies[2@])
- not $Mis32Enemies[2@] == 0
- then
- $Mis32Deaths[2@] = 1
- Marker.Disable($Mis32EnemMarks[2@])
- Actor.RemoveReferences($Mis32Enemies[2@])
- 0226: 111@ = actor $PLAYER_ACTOR health
- 111@ += 50
- 0223: set actor $PLAYER_ACTOR health to 111@
- $Mis32Enemies[2@] = 0
- end
- if
- $Mis32Deaths[2@] == 1
- then
- $Mis32Deaths[2@] = 2
- $Kills += 5
- end
- if
- 00DD: actor $PLAYER_ACTOR driving_car_with_model #SPARROW
- then
- 00BC: show_text_lowpriority GXT 'pr13' time 6000 flag 1
- 0633: AS_actor $PLAYER_ACTOR exit_car
- end
- if
- $Kills == 100
- then
- break
- end
- end
- if
- $Kills == 100
- then
- break
- end
- 04F7: status_text $Kills type 1 line 1 GXT 'prstat'
- end
- jump @pr4
- :pr4
- 0151: remove_status_text $Kills
- 00BC: show_text_lowpriority GXT 'pr16' time 6000 flag 1
- fade 1 2500
- wait 5000
- Camera.SetPosition( 712.3653, -1476.4102, 23.9037, 0.0, 0.0, 0.0)
- Camera.PointAt( 712.9528, -1475.6094, 23.7870, 2)
- wait 5000
- camera.Restore()
- :pr45
- wait 0
- if
- 00DD: actor $PLAYER_ACTOR driving_car_with_model #SPARROW
- jf @pr45
- 0AAD: set_audiostream 91@ perform_action 0
- wait 300
- 0AAD: set_audiostream 92@ perform_action 1
- 0ABC: set_audiostream 92@ volume 0.5
- 0AC0: loop_audiostream 92@ flag 1
- 00BC: show_text_lowpriority GXT 'pr12' time 7000 flag 1
- 0169: set_fade_color_RGB 0 0 0
- player.CanMove($PLAYER_CHAR) = 1
- 018A: $marker = create_checkpoint_at 1068.5663 -1681.9736 27.2891
- 03BC: $sphere = create_sphere_at 1068.5663 -1681.9736 27.2891 radius 4.0
- :pr5
- wait 0
- if
- 01B0: car 14@ sphere 0 in_sphere 1068.5663 -1681.9736 27.2891 radius 4.0 4.0 4.0 stopped
- //01AF: car 14@ sphere 0 in_sphere 1068.5663 -1681.9736 27.2891 radius 5.0 5.0 4.0
- jf @pr5
- 0164: disable marker $marker
- 03BD: destroy_sphere $sphere
- gosub @prpass
- actor.PutAt($PLAYER_ACTOR, 1078.9489, -1703.9906, 13.5469 )
- actor.Angle($PLAYER_ACTOR) = 176.9728
- 03D8: show_save_screen
- end_thread
- :prpass
- 01E3: text_1number_styled 'M_PASSD' 0 5000 ms 1 // MISSION PASSED!
- $mis32 = 1
- 0318: set_latest_mission_passed 'mis32'
- gosub @prcleanup
- create_thread @trig22
- return
- :prfail
- 00BA: text_styled 'M_FAIL' 5000 ms 1 // ~r~MISSION FAILED!
- gosub @prcleanup
- return
- :prcleanup
- 0AAE: release_audiostream 91@
- 0AAD: set_audiostream 91@ perform_action 0
- $ONMISSION = 0 // integer values
- mission_cleanup
- return
- :prspawner
- $Mis32Enemies[0] = Actor.Create(SPECIAL, #wmysgrd, 697.5493, -1465.2042, 8.9766)
- $Mis32Enemies[1] = Actor.Create(SPECIAL, #wmysgrd, 701.5606, -1439.9834, 13.5391)
- $Mis32Enemies[2] = Actor.Create(SPECIAL, #wmysgrd, 702.4783, -1448.8011, 17.6953)
- $Mis32Enemies[3] = Actor.Create(SPECIAL, #wmysgrd, 713.3934, -1443.9677, 17.6953)
- $Mis32Enemies[4] = Actor.Create(SPECIAL, #wmysgrd, 702.9697, -1468.8409, 17.6953)
- $Mis32Enemies[5] = Actor.Create(SPECIAL, #wmysgrd, 710.0883, -1474.5679, 17.6953)
- $Mis32Enemies[6] = Actor.Create(SPECIAL, #wmysgrd, 740.7997, -1475.4873, 17.6953)
- $Mis32Enemies[7] = Actor.Create(SPECIAL, #wmysgrd, 741.0571, -1442.3512, 17.6953)
- $Mis32Enemies[8] = Actor.Create(SPECIAL, #wmysgrd, 725.9046, -1449.8423, 17.6953)
- $Mis32Enemies[9] = Actor.Create(SPECIAL, #wmysgrd, 745.0917, -1474.0347, 5.684)
- $Mis32Enemies[10] = Actor.Create(SPECIAL, #wmysgrd, 745.3199, -1461.6901, 8.9766)
- $Mis32Enemies[11] = Actor.Create(SPECIAL, #wmysgrd, 744.9749, -1444.2279, 13.5391)
- $Mis32Enemies[12] = Actor.Create(SPECIAL, #wmysgrd, 740.1266, -1437.5522, 13.5391)
- $Mis32Enemies[13] = Actor.Create(SPECIAL, #wmysgrd, 711.9767, -1424.0953, 13.5343)
- $Mis32Enemies[14] = Actor.Create(SPECIAL, #wmysgrd, 704.0276, -1423.8408, 13.5391)
- $Mis32Enemies[15] = Actor.Create(SPECIAL, #wmysgrd, 712.5265, -1439.1039, 13.5391)
- $Mis32Enemies[16] = Actor.Create(SPECIAL, #wmysgrd, 714.5309, -1471.1383, 22.2109)
- $Mis32Enemies[17] = Actor.Create(SPECIAL, #wmysgrd, 714.1738, -1452.4114, 22.2109)
- $Mis32Enemies[18] = Actor.Create(SPECIAL, #wmysgrd, 736.8029, -1452.5837, 22.2109)
- $Mis32Enemies[19] = Actor.Create(SPECIAL, #wmysgrd, 737.1901, -1470.8373, 22.2109)
- 0173: set_actor $Mis32Enemies[0] Z_angle_to 10.70218
- 0173: set_actor $Mis32Enemies[1] Z_angle_to 349.5144
- 0173: set_actor $Mis32Enemies[2] Z_angle_to 10.7021
- 0173: set_actor $Mis32Enemies[3] Z_angle_to 325.89491
- 0173: set_actor $Mis32Enemies[4] Z_angle_to 80.8908
- 0173: set_actor $Mis32Enemies[5] Z_angle_to 124.7579
- 0173: set_actor $Mis32Enemies[6] Z_angle_to 58.9573
- 0173: set_actor $Mis32Enemies[7] Z_angle_to 226.9055
- 0173: set_actor $Mis32Enemies[8] Z_angle_to 355.5403
- 0173: set_actor $Mis32Enemies[9] Z_angle_to 187.7619
- 0173: set_actor $Mis32Enemies[10] Z_angle_to 187.7619
- 0173: set_actor $Mis32Enemies[11] Z_angle_to 170.5518
- 0173: set_actor $Mis32Enemies[12] Z_angle_to 129.4814
- 0173: set_actor $Mis32Enemies[13] Z_angle_to 160.5251
- 0173: set_actor $Mis32Enemies[14] Z_angle_to 197.2088
- 0173: set_actor $Mis32Enemies[15] Z_angle_to 62.5209
- 0173: set_actor $Mis32Enemies[16] Z_angle_to 140.4244
- 0173: set_actor $Mis32Enemies[17] Z_angle_to 41.120132
- 0173: set_actor $Mis32Enemies[18] Z_angle_to 292.0791
- 0173: set_actor $Mis32Enemies[19] Z_angle_to 209.98534
- return
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