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genstuff.sc

Feb 4th, 2016
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  1. MISSION_START
  2.  
  3. VAR_INT tramp1 tramp2 tramp3 tramp4 tramp_is_dead tramps_been_created
  4. VAR_INT tramp1_dead tramp2_dead tramp3_dead tramp4_dead
  5. VAR_INT has_player_been_in_tramp_tunnel_before
  6. VAR_INT flag_sounds_added_redlight
  7. VAR_INT camera_ammu1 camera_ammu2 ammu_sample
  8. VAR_INT has_player_been_at_fish_before
  9. VAR_INT flag_need_wall_change_km1 ammu_bloke_kill_player
  10. VAR_INT flag_failed_love1 special_ammu_audio
  11. VAR_INT need_to_clear_area_flag // VARIABLE FOR PARKED CARS GENERATOR FOR THE MULTISTORY CARPARK IN NEWPORT
  12. VAR_INT fish_triad1 fish_triad2 fish_triad3 fish_triad4 fish_triad5 fish_triad6
  13. VAR_INT flag_sounds_added_dog // Sound effects for the dog food factory
  14. VAR_INT second_floor_cars_exist third_floor_cars_exist fourth_floor_cars_exist fifth_floor_cars_exist
  15.  
  16. second_floor_cars_exist = 0
  17. third_floor_cars_exist = 0
  18. fourth_floor_cars_exist = 0
  19. fifth_floor_cars_exist = 0
  20.  
  21. need_to_clear_area_flag = 0 // VARIABLE FOR PARKED CARS GENERATOR FOR THE MULTISTORY CARPARK IN NEWPORT
  22. has_player_been_at_fish_before = 0
  23. has_player_been_in_tramp_tunnel_before = 0
  24. flag_sounds_added_redlight = 0
  25. tramps_been_created = 0
  26. tramp_is_dead = 0
  27. camera_ammu1 = 0
  28. camera_ammu2 = 0
  29. flag_sounds_added_dog = 0 // Sound effects for the dog food factory
  30.  
  31. //loaded_all_industrial_models_before = 0
  32. //loaded_all_commercial_models_before = 0
  33. //loaded_all_suburban_models_before = 0
  34. flag_failed_love1 = 0
  35. flag_need_wall_change_km1 = 0
  36. flag_player_on_phil_mission = 0
  37. tramp1 = -1
  38. tramp2 = -1
  39. tramp3 = -1
  40. tramp4 = -1
  41. tramp1_dead = 0
  42. tramp2_dead = 0
  43. tramp4_dead = 0
  44. tramp3_dead = 0
  45. ammu_sample = 0
  46. special_ammu_audio = 0
  47. ammu_bloke_kill_player = 0
  48.  
  49. SCRIPT_NAME genstuf
  50.  
  51. SET_DEATHARREST_STATE OFF
  52.  
  53.  
  54. mission_start_genstuf:
  55.  
  56. {
  57. START_NEW_SCRIPT ind_ammu
  58. START_NEW_SCRIPT fish_factory_gen
  59. START_NEW_SCRIPT tramp_tunnel
  60. START_NEW_SCRIPT ind_sound
  61.  
  62. START_NEW_SCRIPT com_ammu
  63. START_NEW_SCRIPT com_car_park
  64. START_NEW_SCRIPT dog_sound
  65. START_NEW_SCRIPT cobblers
  66.  
  67. MISSION_END
  68. }
  69.  
  70. cobblers:
  71. {
  72. WAIT 1000
  73. IF flag_industrial_passed = 1
  74. REMOVE_PICKUP info_pickup7a
  75. REMOVE_PICKUP info_pickup8
  76. REMOVE_PICKUP info_pickup9
  77. REMOVE_PICKUP info_pickup3
  78. REMOVE_PICKUP info_pickup4
  79. REMOVE_PICKUP info_pickup5
  80. REMOVE_PICKUP info_pickup1
  81. TERMINATE_THIS_SCRIPT
  82. ENDIF
  83.  
  84. GOTO cobblers
  85. }
  86.  
  87. check_info_pickup:
  88. {
  89.  
  90. LVAR_INT pickup message_num
  91.  
  92. start_pickup_script:
  93.  
  94. WHILE NOT HAS_PICKUP_BEEN_COLLECTED pickup
  95. WAIT 500
  96. ENDWHILE
  97.  
  98. IF message_num = 1
  99. PRINT_HELP ( SPRAY )
  100. ENDIF
  101.  
  102. IF message_num = 2
  103. PRINT_HELP ( BOMB )
  104. ENDIF
  105.  
  106. IF message_num = 3
  107. PRINT_HELP ( AMMU )
  108. ENDIF
  109.  
  110. IF message_num = 4
  111. PRINT_HELP ( SAVE2 )
  112. ENDIF
  113.  
  114. IF message_num = 5
  115. PRINT_HELP ( SAVE1 )
  116. ENDIF
  117.  
  118. IF message_num = 6
  119. PRINT_HELP ( CRUSH )
  120. ENDIF
  121. /*
  122. IF message_num = 7
  123. PRINT_HELP ( BRIDGE1 )
  124. ENDIF
  125.  
  126. IF message_num = 8
  127. PRINT_HELP ( TUNNEL )
  128. ENDIF
  129.  
  130. IF message_num = 9
  131. PRINT_HELP ( TUBE )
  132. ENDIF
  133.  
  134. IF message_num = 10
  135. PRINT_HELP ( A_TRAIN )
  136. ENDIF
  137.  
  138. WHILE HAS_PICKUP_BEEN_COLLECTED pickup
  139. WAIT 500
  140. ENDWHILE
  141. */
  142. GOTO start_pickup_script
  143. }
  144.  
  145.  
  146.  
  147. check_info_pickup_2:
  148. {
  149.  
  150. LVAR_INT pickup message_num
  151.  
  152. start_pickup_script_2:
  153.  
  154. WHILE NOT HAS_PICKUP_BEEN_COLLECTED pickup
  155. WAIT 500
  156. ENDWHILE
  157.  
  158. GET_CONTROLLER_MODE controlmode
  159.  
  160. /*
  161. IF message_num = 1
  162. PRINT_HELP ( SPRAY )
  163. ENDIF
  164.  
  165. IF message_num = 2
  166. PRINT_HELP ( BOMB )
  167. ENDIF
  168.  
  169. IF message_num = 3
  170. PRINT_HELP ( AMMU )
  171. ENDIF
  172.  
  173. IF message_num = 4
  174. PRINT_HELP ( SAVE2 )
  175. ENDIF
  176.  
  177. IF message_num = 5
  178. PRINT_HELP ( SAVE1 )
  179. ENDIF
  180.  
  181. IF message_num = 6
  182. PRINT_HELP ( CRUSH )
  183. ENDIF
  184. */
  185. IF message_num = 7
  186. PRINT_HELP ( BRIDGE1 )
  187. ENDIF
  188.  
  189. IF message_num = 8
  190. PRINT_HELP ( TUNNEL )
  191. ENDIF
  192.  
  193. IF message_num = 9
  194. PRINT_HELP ( TUBE1 )
  195. ENDIF
  196.  
  197. IF message_num = 10
  198. IF controlmode = 0
  199. OR controlmode = 1
  200. OR controlmode = 3
  201. PRINT_HELP ( L_TRN_1 ) //"Press the~h~ \ button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle."
  202. ENDIF
  203.  
  204. IF controlmode = 2
  205. PRINT_HELP ( L_TRN_2 ) //"Press the~h~ L1 button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle."
  206. ENDIF
  207.  
  208. ENDIF
  209.  
  210. IF message_num = 11
  211. IF controlmode = 0
  212. OR controlmode = 1
  213. OR controlmode = 3
  214. PRINT_HELP ( S_TRN_1 ) //"Press the~h~ \ button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle."
  215. ENDIF
  216.  
  217. IF controlmode = 2
  218. PRINT_HELP ( S_TRN_2 ) //"Press the~h~ L1 button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle."
  219. ENDIF
  220. ENDIF
  221.  
  222. /*
  223. WHILE HAS_PICKUP_BEEN_COLLECTED pickup
  224. WAIT 500
  225. ENDWHILE
  226. */
  227. GOTO start_pickup_script_2
  228. }
  229.  
  230. ind_ammu:
  231. {
  232. // Should be called in mission_start_genstuf
  233.  
  234. SCRIPT_NAME I_AMMU
  235.  
  236. ind_ammu_inner:
  237.  
  238. WAIT 70
  239.  
  240. IF IS_PLAYER_PLAYING Player
  241.  
  242. IF IS_PLAYER_IN_ZONE player LITTLEI
  243.  
  244. IF IS_PLAYER_IN_AREA_3D player 1066.6 -403.5 14.0 1072.8 -394.0 18.0 FALSE
  245.  
  246. IF camera_ammu1 = 0
  247. SET_PLAYER_CONTROL Player Off
  248. SET_FADING_COLOUR 1 1 1
  249. SWITCH_STREAMING OFF
  250. LOAD_SPECIAL_CHARACTER 4 sam
  251. SET_MUSIC_DOES_FADE FALSE
  252. DO_FADE 500 FADE_OUT
  253. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 4
  254. WAIT 0
  255. ENDWHILE
  256. WHILE GET_FADING_STATUS
  257. WAIT 0
  258. ENDWHILE
  259. SWITCH_STREAMING ON
  260. GET_GAME_TIMER current_time
  261. time_difference = current_time - time_since_murdering_shopkeeper1
  262.  
  263. IF time_difference > 60000
  264. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL4 1070.81 -396.97 14.2 ammu_shop_bloke1
  265. SET_CHAR_PERSONALITY ammu_shop_bloke1 PEDSTAT_TOUGH_GUY
  266. SET_CHAR_HEADING ammu_shop_bloke1 170.0
  267. SET_CHAR_STAY_IN_SAME_PLACE ammu_shop_bloke1 TRUE
  268. GIVE_WEAPON_TO_CHAR ammu_shop_bloke1 WEAPONTYPE_SHOTGUN 999
  269. IF IS_PLAYER_PLAYING player
  270. CHAR_LOOK_AT_PLAYER_ALWAYS ammu_shop_bloke1 Player
  271. ENDIF
  272. ENDIF
  273.  
  274. UNLOAD_SPECIAL_CHARACTER 4
  275. SET_FIXED_CAMERA_POSITION 1071.95 -402.8 17.0 0.0 0.0 0.0
  276. ENABLE_PLAYER_CONTROL_CAMERA
  277. IF IS_PLAYER_PLAYING player
  278. POINT_CAMERA_AT_PLAYER player FIXED JUMP_CUT
  279. CLEAR_AREA 1067.9 -397.3 14.2 1.0 TRUE
  280. SET_PLAYER_COORDINATES player 1067.9 -397.3 14.2
  281. SET_PLAYER_HEADING player 200.0
  282. ENDIF
  283. DO_FADE 500 FADE_IN
  284. WHILE GET_FADING_STATUS
  285. WAIT 0
  286. ENDWHILE
  287. IF IS_PLAYER_PLAYING player
  288. SET_PLAYER_CONTROL Player on
  289. ENDIF
  290.  
  291. IF NOT IS_CHAR_DEAD ammu_shop_bloke1
  292. IF special_ammu_audio = 0
  293. IF ammu_sample = 0
  294. SET_CHAR_SAY ammu_shop_bloke1 SOUND_AMMUNATION_CHAT_1
  295. ENDIF
  296. IF ammu_sample = 1
  297. SET_CHAR_SAY ammu_shop_bloke1 SOUND_AMMUNATION_CHAT_2
  298. ENDIF
  299. IF ammu_sample = 2
  300. SET_CHAR_SAY ammu_shop_bloke1 SOUND_AMMUNATION_CHAT_3
  301. ENDIF
  302. ENDIF
  303. ENDIF
  304.  
  305. camera_ammu1 = 1
  306. ELSE // camera_ammu1 = 1
  307.  
  308. IF IS_PLAYER_SHOOTING player
  309. IF NOT IS_CHAR_DEAD ammu_shop_bloke1
  310. IF ammu_bloke_kill_player = 0
  311. IF IS_PLAYER_PLAYING player
  312. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT ammu_shop_bloke1 Player
  313. ENDIF
  314. ammu_bloke_kill_player = 1
  315. ENDIF
  316. ENDIF
  317. ENDIF
  318.  
  319. ENDIF
  320. ELSE // player not in area (1066.6 -403.5 14.0 1072.8 -394.0 18.0)
  321. IF camera_ammu1 = 1
  322. SET_PLAYER_CONTROL Player Off
  323. DO_FADE 500 FADE_OUT
  324. WHILE GET_FADING_STATUS
  325. WAIT 0
  326. ENDWHILE
  327. IF IS_CHAR_DEAD ammu_shop_bloke1
  328. AND time_difference > 60000 //time_difference is greater than 60,000 means shopkeeper has been created
  329. GET_GAME_TIMER time_since_murdering_shopkeeper1
  330. ENDIF
  331. DELETE_CHAR ammu_shop_bloke1
  332. CLEAR_AREA 1063.3 -395.3 14.2 1.0 TRUE
  333. IF IS_PLAYER_PLAYING player
  334. SET_PLAYER_COORDINATES player 1063.3 -395.3 14.2
  335. SET_PLAYER_HEADING player 90.0
  336. RESTORE_CAMERA_JUMPCUT
  337. SET_CAMERA_IN_FRONT_OF_PLAYER
  338. ENDIF
  339. DO_FADE 500 FADE_IN
  340. WHILE GET_FADING_STATUS
  341. WAIT 0
  342. ENDWHILE
  343. SET_MUSIC_DOES_FADE TRUE
  344. IF IS_PLAYER_PLAYING player
  345. SET_PLAYER_CONTROL Player on
  346. ENDIF
  347.  
  348. ammu_sample ++
  349.  
  350. IF ammu_sample > 2
  351. ammu_sample = 0
  352. ENDIF
  353.  
  354. ammu_bloke_kill_player = 0
  355. camera_ammu1 = 0
  356. ENDIF
  357.  
  358. ENDIF //IS_PLAYER_IN_AREA_3D
  359. ELSE // not in LITTLEI
  360.  
  361. IF camera_ammu1 = 1
  362. IF IS_CHAR_DEAD ammu_shop_bloke1
  363. AND time_difference > 60000 //time_difference is greater than 30,000 means shopkeeper has been created
  364. GET_GAME_TIMER time_since_murdering_shopkeeper1
  365. ENDIF
  366. RESTORE_CAMERA_JUMPCUT
  367. SET_CAMERA_IN_FRONT_OF_PLAYER
  368. DELETE_CHAR ammu_shop_bloke1
  369. SET_MUSIC_DOES_FADE TRUE
  370. camera_ammu1 = 0
  371. ENDIF
  372.  
  373. ENDIF // IF IS_PLAYER_IN_ZONE player LITTLEI
  374.  
  375. ENDIF //IS_PLAYER_PLAYING
  376.  
  377. GOTO ind_ammu_inner
  378. }
  379.  
  380.  
  381. fish_factory_gen:
  382. {
  383. // Should be called in mission_start_genstuf
  384.  
  385. SCRIPT_NAME FISHGEN
  386.  
  387. fish_factory_gen_inner:
  388.  
  389. WAIT 1000
  390.  
  391. IF IS_PLAYER_PLAYING Player
  392. //IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
  393.  
  394. //FISH FACTORY SET UP
  395. IF fish_factory_destroyed = 0
  396.  
  397. IF IS_PLAYER_IN_ZONE Player PORT_W
  398.  
  399. //CREATES A GANG OF TRIADS DOWN AT THE FISH FACTORY
  400.  
  401. IF has_player_been_at_fish_before = 0
  402. REQUEST_MODEL PED_GANG_TRIAD_A
  403. REQUEST_MODEL PED_GANG_TRIAD_B
  404. WHILE NOT HAS_MODEL_LOADED PED_GANG_TRIAD_A
  405. OR NOT HAS_MODEL_LOADED PED_GANG_TRIAD_B
  406. WAIT 0
  407. ENDWHILE
  408. CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 997.0 -1112.0 -100.0 fish_triad1
  409. GIVE_WEAPON_TO_CHAR fish_triad1 WEAPONTYPE_PISTOL 100
  410. //SET_CHAR_THREAT_SEARCH fish_triad1 THREAT_GANG_MAFIA
  411. SET_CHAR_THREAT_SEARCH fish_triad1 THREAT_PLAYER1
  412.  
  413. CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_B 964.0 -1095.0 -100.0 fish_triad2
  414. GIVE_WEAPON_TO_CHAR fish_triad2 WEAPONTYPE_PISTOL 100
  415. //SET_CHAR_THREAT_SEARCH fish_triad2 THREAT_GANG_MAFIA
  416. SET_CHAR_THREAT_SEARCH fish_triad2 THREAT_PLAYER1
  417.  
  418. CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 982.0 -1085.0 -100.0 fish_triad3
  419. GIVE_WEAPON_TO_CHAR fish_triad3 WEAPONTYPE_PISTOL 100
  420. //SET_CHAR_THREAT_SEARCH fish_triad3 THREAT_GANG_MAFIA
  421. SET_CHAR_THREAT_SEARCH fish_triad3 THREAT_PLAYER1
  422.  
  423. CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_B 953.0 -1122.0 -100.0 fish_triad4
  424. GIVE_WEAPON_TO_CHAR fish_triad4 WEAPONTYPE_PISTOL 100
  425. //SET_CHAR_THREAT_SEARCH fish_triad4 THREAT_GANG_MAFIA
  426. SET_CHAR_THREAT_SEARCH fish_triad4 THREAT_PLAYER1
  427.  
  428. CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 1008.0 -1126.0 -100.0 fish_triad5
  429. GIVE_WEAPON_TO_CHAR fish_triad5 WEAPONTYPE_PISTOL 100
  430. //SET_CHAR_THREAT_SEARCH fish_triad5 THREAT_GANG_MAFIA
  431. SET_CHAR_THREAT_SEARCH fish_triad5 THREAT_PLAYER1
  432.  
  433. CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 974.0 -1142.0 -100.0 fish_triad6
  434. GIVE_WEAPON_TO_CHAR fish_triad6 WEAPONTYPE_PISTOL 100
  435. //SET_CHAR_THREAT_SEARCH fish_triad6 THREAT_GANG_MAFIA
  436. SET_CHAR_THREAT_SEARCH fish_triad6 THREAT_PLAYER1
  437.  
  438. CHAR_WANDER_DIR fish_triad1 0
  439. CHAR_WANDER_DIR fish_triad2 0
  440. CHAR_WANDER_DIR fish_triad3 0
  441. CHAR_WANDER_DIR fish_triad4 0
  442. CHAR_WANDER_DIR fish_triad5 0
  443. CHAR_WANDER_DIR fish_triad6 0
  444. has_player_been_at_fish_before = 1
  445. ENDIF
  446.  
  447. ELSE // Player not in PORT_W
  448.  
  449. IF has_player_been_at_fish_before = 1
  450. MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad1
  451. MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad2
  452. MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad3
  453. MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad4
  454. MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad5
  455. MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad6
  456.  
  457. IF flag_player_on_mission = 0
  458. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_TRIAD_A
  459. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_TRIAD_B
  460. has_player_been_at_fish_before = 0
  461. ENDIF
  462. ENDIF
  463.  
  464. ENDIF //IS PLAYER IN ZONE
  465.  
  466. ELSE
  467.  
  468. IF has_player_been_at_fish_before = 1
  469. MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad1
  470. MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad2
  471. MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad3
  472. MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad4
  473. MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad5
  474. MARK_CHAR_AS_NO_LONGER_NEEDED fish_triad6
  475.  
  476. IF flag_player_on_mission = 0
  477. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_TRIAD_A
  478. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_TRIAD_B
  479. has_player_been_at_fish_before = 0
  480. ENDIF
  481. ENDIF
  482.  
  483. ENDIF //fish_factory_destroyed
  484.  
  485. //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
  486.  
  487. ENDIF //IS_PLAYER_PLAYING
  488.  
  489. GOTO fish_factory_gen_inner
  490. }
  491.  
  492.  
  493. tramp_tunnel:
  494. {
  495. // Should be called in mission_start_genstuf
  496.  
  497. SCRIPT_NAME TRAMPS
  498.  
  499. tramp_tunnel_inner:
  500.  
  501. WAIT 1000
  502.  
  503. IF IS_PLAYER_PLAYING Player
  504. //IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
  505.  
  506. //CREATES TRAMPS IN ABANDONED TUNNEL
  507. IF IS_PLAYER_IN_ZONE Player LITTLEI
  508.  
  509. IF IS_PLAYER_IN_AREA_3D Player 1325.0 -512.0 14.0 1315.0 -165.8 17.0 FALSE
  510. IF has_player_been_in_tramp_tunnel_before = 0
  511.  
  512. REQUEST_MODEL PED_SCUM_MAN
  513. REQUEST_MODEL PED_SCUM_WOMAN
  514.  
  515. WHILE NOT HAS_MODEL_LOADED PED_SCUM_MAN
  516. OR NOT HAS_MODEL_LOADED PED_SCUM_WOMAN
  517. WAIT 0
  518. ENDWHILE
  519.  
  520. CREATE_CHAR PEDTYPE_BUM PED_SCUM_MAN 1320.4 -370.0 15.0 tramp1
  521. GIVE_WEAPON_TO_CHAR tramp1 WEAPONTYPE_MOLOTOV 1
  522. SET_CHAR_PERSONALITY tramp1 PEDSTAT_GEEK_GUY
  523. SET_CHAR_THREAT_SEARCH tramp1 THREAT_GUN
  524. SET_CHAR_THREAT_SEARCH tramp1 THREAT_DEADPEDS
  525.  
  526. CREATE_CHAR PEDTYPE_BUM PED_SCUM_WOMAN 1317.0 -365.0 15.0 tramp2
  527. GIVE_WEAPON_TO_CHAR tramp2 WEAPONTYPE_MOLOTOV 1
  528. SET_CHAR_HEADING tramp2 290.0
  529. SET_CHAR_PERSONALITY tramp2 PEDSTAT_GEEK_GUY
  530. SET_CHAR_THREAT_SEARCH tramp2 THREAT_GUN
  531. SET_CHAR_THREAT_SEARCH tramp2 THREAT_DEADPEDS
  532.  
  533. CREATE_CHAR PEDTYPE_BUM PED_SCUM_WOMAN 1322.4 -367.0 15.0 tramp3
  534. GIVE_WEAPON_TO_CHAR tramp3 WEAPONTYPE_MOLOTOV 1
  535. SET_CHAR_HEADING tramp3 57.0
  536. SET_CHAR_PERSONALITY tramp3 PEDSTAT_GEEK_GUY
  537. SET_CHAR_THREAT_SEARCH tramp3 THREAT_GUN
  538. SET_CHAR_THREAT_SEARCH tramp3 THREAT_DEADPEDS
  539.  
  540. CREATE_CHAR PEDTYPE_BUM PED_SCUM_MAN 1320.0 -362.0 15.0 tramp4
  541. GIVE_WEAPON_TO_CHAR tramp4 WEAPONTYPE_MOLOTOV 1
  542. SET_CHAR_HEADING tramp4 180.0
  543. SET_CHAR_PERSONALITY tramp4 PEDSTAT_GEEK_GUY
  544. SET_CHAR_THREAT_SEARCH tramp4 THREAT_GUN
  545. SET_CHAR_THREAT_SEARCH tramp4 THREAT_DEADPEDS
  546.  
  547. MARK_MODEL_AS_NO_LONGER_NEEDED PED_SCUM_MAN
  548. MARK_MODEL_AS_NO_LONGER_NEEDED PED_SCUM_WOMAN
  549.  
  550. tramps_been_created = 1
  551. has_player_been_in_tramp_tunnel_before = 1
  552. ELSE
  553. IF tramps_been_created = 1
  554. IF tramp_is_dead = 0
  555. IF IS_CHAR_DEAD tramp1
  556. OR IS_CHAR_DEAD tramp2
  557. OR IS_CHAR_DEAD tramp3
  558. OR IS_CHAR_DEAD tramp4
  559. timerA = 0
  560. tramp_is_dead = 1
  561. ENDIF
  562. ENDIF
  563. ENDIF
  564.  
  565. ENDIF
  566. ELSE
  567. IF has_player_been_in_tramp_tunnel_before = 1
  568. IF tramps_been_created = 1
  569. MARK_CHAR_AS_NO_LONGER_NEEDED tramp1
  570. MARK_CHAR_AS_NO_LONGER_NEEDED tramp2
  571. MARK_CHAR_AS_NO_LONGER_NEEDED tramp3
  572. MARK_CHAR_AS_NO_LONGER_NEEDED tramp4
  573. tramps_been_created = 0
  574. ENDIF
  575.  
  576. IF tramp_is_dead = 1
  577. IF timerA > 1440000
  578. tramp_is_dead = 0
  579. has_player_been_in_tramp_tunnel_before = 0
  580. ENDIF
  581. ELSE
  582. has_player_been_in_tramp_tunnel_before = 0
  583. ENDIF
  584. ENDIF
  585. ENDIF // IF IS_PLAYER_IN_AREA_3D Player 1325.0 -512.0 14.0 1315.0 -165.8 17.0 FALSE
  586.  
  587. ELSE // IF IS_PLAYER_IN_ZONE Player LITTLEI
  588. IF has_player_been_in_tramp_tunnel_before = 1
  589. IF tramps_been_created = 1
  590. MARK_CHAR_AS_NO_LONGER_NEEDED tramp1
  591. MARK_CHAR_AS_NO_LONGER_NEEDED tramp2
  592. MARK_CHAR_AS_NO_LONGER_NEEDED tramp3
  593. MARK_CHAR_AS_NO_LONGER_NEEDED tramp4
  594. tramps_been_created = 0
  595. ENDIF
  596.  
  597. IF tramp_is_dead = 1
  598. IF timerA > 1440000
  599. tramp_is_dead = 0
  600. has_player_been_in_tramp_tunnel_before = 0
  601. ENDIF
  602. ELSE
  603. has_player_been_in_tramp_tunnel_before = 0
  604. ENDIF
  605. ENDIF
  606. ENDIF
  607.  
  608. //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
  609.  
  610. ENDIF //IS_PLAYER_PLAYING
  611.  
  612. GOTO tramp_tunnel_inner
  613. }
  614.  
  615. ind_sound:
  616. {
  617. // Should be called in mission_start_genstuf
  618.  
  619. SCRIPT_NAME I_SOUND
  620.  
  621. ind_sound_inner:
  622.  
  623. WAIT 1000
  624.  
  625. IF IS_PLAYER_PLAYING Player
  626.  
  627. //IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
  628. //TIME OF DAY SOUND EFFECTS (REDLIGHT)
  629.  
  630. IF IS_PLAYER_IN_ZONE Player REDLIGH
  631. GET_TIME_OF_DAY hours minutes
  632.  
  633. IF hours >= 20
  634. OR hours <= 5
  635. IF flag_sounds_added_redlight = 0
  636. ADD_CONTINUOUS_SOUND 891.9 -416.9 16.1 SOUND_STRIP_CLUB_LOOP_2_S sound_loop8 //Luigi's club
  637. ADD_CONTINUOUS_SOUND 924.2 -464.3 16.0 SOUND_STRIP_CLUB_LOOP_1_S sound_loop9 //Sex Kitten Club
  638. ADD_CONTINUOUS_SOUND 901.1 -392.0 15.0 SOUND_PORN_CINEMA_1_S sound_loop10 //XXX Cinema1
  639. ADD_CONTINUOUS_SOUND 901.2 -339.0 10.0 SOUND_PORN_CINEMA_2_S sound_loop11 //XXX Cinema2
  640. ADD_CONTINUOUS_SOUND 960.1 -379.0 15.0 SOUND_PORN_CINEMA_3_S sound_loop12 //XXX Cinema
  641. flag_sounds_added_redlight = 1
  642. ENDIF
  643. ELSE
  644. IF flag_sounds_added_redlight = 1
  645. REMOVE_SOUND sound_loop8
  646. REMOVE_SOUND sound_loop9
  647. REMOVE_SOUND sound_loop10
  648. REMOVE_SOUND sound_loop11
  649. REMOVE_SOUND sound_loop12
  650. flag_sounds_added_redlight = 0
  651. ENDIF
  652. ENDIF
  653. ENDIF // IF IS_PLAYER_IN_ZONE Player REDLIGH
  654.  
  655. //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
  656.  
  657. ENDIF // IF IS_PLAYER_PLAYING Player
  658.  
  659. GOTO ind_sound_inner
  660. }
  661.  
  662.  
  663. dog_sound: // Sound effects for the dog food factory
  664. {
  665. // Should be called in mission_start_genstuf
  666.  
  667. SCRIPT_NAME D_SOUND
  668.  
  669. dog_sound_inner:
  670.  
  671. WAIT 1000
  672.  
  673. IF IS_PLAYER_PLAYING player
  674.  
  675. //IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
  676.  
  677. IF IS_PLAYER_IN_ZONE player PORT_I
  678. GET_TIME_OF_DAY hours minutes
  679.  
  680. IF hours >= 9
  681. AND hours <= 17
  682. IF flag_sounds_added_dog = 0
  683. //Portland Industrial
  684. ADD_CONTINUOUS_SOUND 1210.9 -802.2 15.0 SOUND_SAWMILL_LOOP_L sound_loop7 //Dog food factory
  685. flag_sounds_added_dog = 1
  686. ENDIF
  687. ELSE
  688. IF flag_sounds_added_dog = 1
  689. REMOVE_SOUND sound_loop7
  690. flag_sounds_added_dog = 0
  691. ENDIF
  692. ENDIF
  693. ENDIF // IF IS_PLAYER_IN_ZONE Player REDLIGH
  694.  
  695. //ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
  696.  
  697. ENDIF // IF IS_PLAYER_PLAYING Player
  698.  
  699. GOTO dog_sound_inner
  700. }
  701.  
  702. com_ammu:
  703. {
  704. // Should be called in mission_start_genstuf
  705.  
  706. SCRIPT_NAME C_AMMU
  707.  
  708. com_ammu_inner:
  709.  
  710. WAIT 70
  711.  
  712. IF IS_PLAYER_PLAYING Player
  713.  
  714. // AMMU NATION COMMERCIAL
  715.  
  716. IF IS_PLAYER_IN_ZONE player COM_EAS
  717.  
  718. IF IS_PLAYER_IN_AREA_3D player 353.3 -711.7 24.0 339.8 -722.4 28.0 FALSE
  719.  
  720. IF camera_ammu2 = 0
  721. SET_PLAYER_CONTROL Player Off
  722. SET_FADING_COLOUR 1 1 1
  723. SWITCH_STREAMING OFF
  724. LOAD_SPECIAL_CHARACTER 4 sam
  725. SET_MUSIC_DOES_FADE FALSE
  726. DO_FADE 500 FADE_OUT
  727. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 4
  728. WAIT 0
  729. ENDWHILE
  730. WHILE GET_FADING_STATUS
  731. WAIT 0
  732. ENDWHILE
  733. SWITCH_STREAMING ON
  734. GET_GAME_TIMER current_time
  735. time_difference = current_time - time_since_murdering_shopkeeper1
  736.  
  737. IF time_difference > 60000
  738. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL4 350.2 -719.9 25.4 ammu_shop_bloke1
  739. SET_CHAR_PERSONALITY ammu_shop_bloke1 PEDSTAT_TOUGH_GUY
  740. SET_CHAR_HEADING ammu_shop_bloke1 70.0
  741. SET_CHAR_STAY_IN_SAME_PLACE ammu_shop_bloke1 TRUE
  742. GIVE_WEAPON_TO_CHAR ammu_shop_bloke1 WEAPONTYPE_SHOTGUN 999
  743. IF IS_PLAYER_PLAYING player
  744. CHAR_LOOK_AT_PLAYER_ALWAYS ammu_shop_bloke1 Player
  745. ENDIF
  746. ENDIF
  747.  
  748. UNLOAD_SPECIAL_CHARACTER 4
  749. SET_FIXED_CAMERA_POSITION 341.74 -720.676 28.019 0.0 0.0 0.0
  750. ENABLE_PLAYER_CONTROL_CAMERA
  751. IF IS_PLAYER_PLAYING player
  752. POINT_CAMERA_AT_PLAYER player FIXED JUMP_CUT
  753. CLEAR_AREA 350.7 -713.1 26.4 1.0 TRUE
  754. SET_PLAYER_COORDINATES player 350.7 -713.1 25.4
  755. SET_PLAYER_HEADING player 108.0
  756. ENDIF
  757. DO_FADE 500 FADE_IN
  758. WHILE GET_FADING_STATUS
  759. WAIT 0
  760. ENDWHILE
  761. IF IS_PLAYER_PLAYING player
  762. SET_PLAYER_CONTROL Player on
  763. ENDIF
  764.  
  765. IF NOT IS_CHAR_DEAD ammu_shop_bloke1
  766. IF special_ammu_audio = 0
  767. IF ammu_sample = 0
  768. SET_CHAR_SAY ammu_shop_bloke1 SOUND_AMMUNATION_CHAT_1
  769. ENDIF
  770. IF ammu_sample = 1
  771. SET_CHAR_SAY ammu_shop_bloke1 SOUND_AMMUNATION_CHAT_2
  772. ENDIF
  773. IF ammu_sample = 2
  774. SET_CHAR_SAY ammu_shop_bloke1 SOUND_AMMUNATION_CHAT_3
  775. ENDIF
  776. ENDIF
  777. ENDIF
  778.  
  779. camera_ammu2 = 1
  780. ELSE // camera_ammu2 = 1
  781.  
  782. IF IS_PLAYER_SHOOTING player
  783. IF NOT IS_CHAR_DEAD ammu_shop_bloke1
  784. IF ammu_bloke_kill_player = 0
  785. IF IS_PLAYER_PLAYING player
  786. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT ammu_shop_bloke1 Player
  787. ENDIF
  788. ammu_bloke_kill_player = 1
  789. ENDIF
  790. ENDIF
  791. ENDIF
  792.  
  793. ENDIF
  794.  
  795. ELSE // player not in area (353.3 -711.7 24.0 340.3 -718.0 28.0)
  796.  
  797. IF camera_ammu2 = 1
  798. SET_PLAYER_CONTROL Player Off
  799. DO_FADE 500 FADE_OUT
  800. WHILE GET_FADING_STATUS
  801. WAIT 0
  802. ENDWHILE
  803. IF IS_CHAR_DEAD ammu_shop_bloke1
  804. AND time_difference > 60000 //time_difference is greater than 60,000 means shopkeeper has been created
  805. GET_GAME_TIMER time_since_murdering_shopkeeper1
  806. ENDIF
  807. DELETE_CHAR ammu_shop_bloke1
  808.  
  809. CLEAR_AREA 352.0 -708.8 25.4 1.0 TRUE
  810.  
  811. IF IS_PLAYER_PLAYING player
  812. SET_PLAYER_COORDINATES player 352.0 -708.8 25.4
  813. SET_PLAYER_HEADING player 0.0
  814. RESTORE_CAMERA_JUMPCUT
  815. SET_CAMERA_IN_FRONT_OF_PLAYER
  816. ENDIF
  817.  
  818. DO_FADE 500 FADE_IN
  819. WHILE GET_FADING_STATUS
  820. WAIT 0
  821. ENDWHILE
  822. SET_MUSIC_DOES_FADE TRUE
  823.  
  824. IF IS_PLAYER_PLAYING player
  825. SET_PLAYER_CONTROL Player on
  826. ENDIF
  827.  
  828. ammu_sample ++
  829.  
  830. IF ammu_sample > 2
  831. ammu_sample = 0
  832. ENDIF
  833.  
  834. ammu_bloke_kill_player = 0
  835. camera_ammu2 = 0
  836. ENDIF
  837. ENDIF //IS_PLAYER_IN_AREA_3D
  838.  
  839. ELSE // player not in COM_EAS
  840.  
  841. IF camera_ammu2 = 1
  842. IF IS_CHAR_DEAD ammu_shop_bloke1
  843. AND time_difference > 60000 //time_difference is greater than 30,000 means shopkeeper has been created
  844. GET_GAME_TIMER time_since_murdering_shopkeeper1
  845. ENDIF
  846. RESTORE_CAMERA_JUMPCUT
  847. SET_CAMERA_IN_FRONT_OF_PLAYER
  848. DELETE_CHAR ammu_shop_bloke1
  849. SET_MUSIC_DOES_FADE TRUE
  850. camera_ammu2 = 0
  851. ENDIF
  852.  
  853. ENDIF // IF IS_PLAYER_IN_ZONE player COM_EAS
  854.  
  855. ENDIF //IS_PLAYER_PLAYING
  856.  
  857. GOTO com_ammu_inner
  858. }
  859.  
  860.  
  861.  
  862.  
  863. com_car_park:
  864. {
  865. // Should be called in mission_start_genstuf
  866.  
  867. SCRIPT_NAME C_CARP
  868.  
  869. com_car_park_inner:
  870.  
  871. WAIT 250
  872.  
  873. IF IS_PLAYER_PLAYING Player
  874.  
  875. IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
  876.  
  877. // PARKED CARS GENERATOR FOR THE MULTISTORY CARPARK IN NEWPORT
  878. IF IS_PLAYER_IN_ZONE player COM_EAS
  879.  
  880. IF IS_PLAYER_IN_AREA_3D player 266.83 -610.93 25.0 306.31 -479.92 30.0 0 // 1ST FLOOR LOCATE
  881. SET_CAR_DENSITY_MULTIPLIER 0.0
  882. IF second_floor_cars_exist = 0
  883. GOSUB second_floor_of_cars
  884. second_floor_cars_exist = 1
  885. ENDIF
  886. IF third_floor_cars_exist = 1
  887. CLEAR_AREA_OF_CARS 266.83 -610.93 30.4 306.31 -479.92 34.84 // 3RD FLOOR CLEAR
  888. third_floor_cars_exist = 0
  889. ENDIF
  890. IF fourth_floor_cars_exist = 1
  891. CLEAR_AREA_OF_CARS 306.31 -610.93 32.84 346.81 -479.92 40.0 // 4TH FLOOR CLEAR
  892. fourth_floor_cars_exist = 0
  893. ENDIF
  894. IF fifth_floor_cars_exist = 1
  895. CLEAR_AREA_OF_CARS 266.83 -610.93 35.23 306.31 -479.92 40.0 // 5TH FLOOR CLEAR
  896. fifth_floor_cars_exist = 0
  897. ENDIF
  898. need_to_clear_area_flag = 1
  899. ENDIF
  900.  
  901. IF need_to_clear_area_flag > 0
  902. IF IS_PLAYER_IN_AREA_3D player 306.31 -610.93 28.0 346.81 -479.92 32.42 0 // 2ND FLOOR LOCATE
  903. IF second_floor_cars_exist = 0
  904. GOSUB second_floor_of_cars
  905. second_floor_cars_exist = 1
  906. ENDIF
  907. IF third_floor_cars_exist = 0
  908. GOSUB third_floor_of_cars
  909. third_floor_cars_exist = 1
  910. ENDIF
  911. IF fourth_floor_cars_exist = 1
  912. CLEAR_AREA_OF_CARS 306.31 -610.93 32.84 346.81 -479.92 40.0 // 4TH FLOOR CLEAR
  913. fourth_floor_cars_exist = 0
  914. ENDIF
  915. IF fifth_floor_cars_exist = 1
  916. CLEAR_AREA_OF_CARS 266.83 -610.93 35.23 306.31 -479.92 40.0 // 5TH FLOOR CLEAR
  917. fifth_floor_cars_exist = 0
  918. ENDIF
  919. need_to_clear_area_flag = 2
  920. ENDIF
  921. ENDIF
  922.  
  923. IF need_to_clear_area_flag > 1
  924. IF IS_PLAYER_IN_AREA_3D player 266.83 -610.93 30.4 306.31 -479.92 34.84 0 // 3RD FLOOR LOCATE
  925. IF second_floor_cars_exist = 0
  926. GOSUB second_floor_of_cars
  927. second_floor_cars_exist = 1
  928. ENDIF
  929. IF third_floor_cars_exist = 0
  930. GOSUB third_floor_of_cars
  931. third_floor_cars_exist = 1
  932. ENDIF
  933. IF fourth_floor_cars_exist = 0
  934. GOSUB fourth_floor_of_cars
  935. fourth_floor_cars_exist = 1
  936. ENDIF
  937. IF fifth_floor_cars_exist = 1
  938. CLEAR_AREA_OF_CARS 266.83 -610.93 35.23 306.31 -479.92 40.0 // 5TH FLOOR CLEAR
  939. fifth_floor_cars_exist = 0
  940. ENDIF
  941. need_to_clear_area_flag = 3
  942. ENDIF
  943. ENDIF
  944.  
  945. IF need_to_clear_area_flag > 2
  946. IF IS_PLAYER_IN_AREA_3D player 306.31 -610.93 32.84 346.81 -479.92 40.0 0 // 4TH FLOOR LOCATE
  947. IF second_floor_cars_exist = 1
  948. CLEAR_AREA_OF_CARS 306.31 -610.93 28.0 346.81 -479.92 32.42 // 2ND FLOOR CLEAR
  949. second_floor_cars_exist = 0
  950. ENDIF
  951. IF third_floor_cars_exist = 0
  952. GOSUB third_floor_of_cars
  953. third_floor_cars_exist = 1
  954. ENDIF
  955. IF fourth_floor_cars_exist = 0
  956. GOSUB fourth_floor_of_cars
  957. fourth_floor_cars_exist = 1
  958. ENDIF
  959. IF fifth_floor_cars_exist = 0
  960. GOSUB fifth_floor_of_cars
  961. fifth_floor_cars_exist = 1
  962. ENDIF
  963. need_to_clear_area_flag = 4
  964. ENDIF
  965. ENDIF
  966.  
  967. IF need_to_clear_area_flag > 3
  968. IF IS_PLAYER_IN_AREA_3D player 266.83 -610.93 35.23 306.31 -479.92 40.0 0 // 5TH FLOOR LOCATE
  969. IF second_floor_cars_exist = 1
  970. CLEAR_AREA_OF_CARS 306.31 -610.93 28.0 346.81 -479.92 32.42 // 2ND FLOOR CLEAR
  971. second_floor_cars_exist = 0
  972. ENDIF
  973. IF third_floor_cars_exist = 1
  974. CLEAR_AREA_OF_CARS 266.83 -610.93 30.4 306.31 -479.92 34.84 // 3RD FLOOR CLEAR
  975. third_floor_cars_exist = 0
  976. ENDIF
  977. IF fourth_floor_cars_exist = 0
  978. GOSUB fourth_floor_of_cars
  979. fourth_floor_cars_exist = 1
  980. ENDIF
  981. IF fifth_floor_cars_exist = 0
  982. GOSUB fifth_floor_of_cars
  983. fifth_floor_cars_exist = 1
  984. ENDIF
  985. need_to_clear_area_flag = 5
  986. ENDIF
  987. ENDIF
  988.  
  989. IF need_to_clear_area_flag > 0
  990. IF NOT IS_PLAYER_IN_AREA_3D player 266.83 -610.93 25.0 346.81 -479.92 40.0 0 // ENTIRE CARPARK LOCATE
  991. SET_CAR_DENSITY_MULTIPLIER 1.0
  992. CLEAR_AREA_OF_CARS 306.31 -610.93 28.0 346.81 -479.92 32.42 // 2ND FLOOR CLEAR
  993. CLEAR_AREA_OF_CARS 266.83 -610.93 30.4 306.31 -479.92 34.84 // 3RD FLOOR CLEAR
  994. CLEAR_AREA_OF_CARS 306.31 -610.93 32.84 346.81 -479.92 40.0 // 4TH FLOOR CLEAR
  995. CLEAR_AREA_OF_CARS 266.83 -610.93 35.23 306.31 -479.92 40.0 // 5TH FLOOR CLEAR
  996. second_floor_cars_exist = 0
  997. third_floor_cars_exist = 0
  998. fourth_floor_cars_exist = 0
  999. fifth_floor_cars_exist = 0
  1000. need_to_clear_area_flag = 0
  1001. ENDIF
  1002. ENDIF
  1003. ENDIF //IS_PLAYER_IN_ZONE player COM_EAS // CARPARK STUFF
  1004.  
  1005. ENDIF // IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
  1006. IF need_to_clear_area_flag > 0
  1007. IF NOT IS_PLAYER_IN_AREA_3D player 266.83 -610.93 25.0 346.81 -479.92 40.0 0 // ENTIRE CARPARK LOCATE
  1008. SET_CAR_DENSITY_MULTIPLIER 1.0
  1009. CLEAR_AREA_OF_CARS 306.31 -610.93 28.0 346.81 -479.92 32.42 // 2ND FLOOR CLEAR
  1010. CLEAR_AREA_OF_CARS 266.83 -610.93 30.4 306.31 -479.92 34.84 // 3RD FLOOR CLEAR
  1011. CLEAR_AREA_OF_CARS 306.31 -610.93 32.84 346.81 -479.92 40.0 // 4TH FLOOR CLEAR
  1012. CLEAR_AREA_OF_CARS 266.83 -610.93 35.23 306.31 -479.92 40.0 // 5TH FLOOR CLEAR
  1013. second_floor_cars_exist = 0
  1014. third_floor_cars_exist = 0
  1015. fourth_floor_cars_exist = 0
  1016. fifth_floor_cars_exist = 0
  1017. need_to_clear_area_flag = 0
  1018. ENDIF
  1019. ENDIF
  1020. ENDIF //IS_PLAYER_PLAYING
  1021.  
  1022. GOTO com_car_park_inner
  1023. }
  1024.  
  1025. second_floor_of_cars://////////////////////////////////////////////
  1026. CREATE_RANDOM_CAR_FOR_CAR_PARK 311.5469 -510.2604 28.1100 91.0159 // 2ND FLOOR CARS
  1027. CREATE_RANDOM_CAR_FOR_CAR_PARK 323.5103 -526.5427 28.1100 270.3409
  1028. CREATE_RANDOM_CAR_FOR_CAR_PARK 342.6624 -542.3556 28.1100 268.3777
  1029. CREATE_RANDOM_CAR_FOR_CAR_PARK 311.4912 -554.4299 28.1100 91.0689
  1030. CREATE_RANDOM_CAR_FOR_CAR_PARK 310.4685 -574.6492 28.1100 269.4606
  1031. CREATE_RANDOM_CAR_FOR_CAR_PARK 342.7477 -590.4939 28.1100 268.4776
  1032. RETURN/////////////////////////////////////////////////////////////
  1033.  
  1034. third_floor_of_cars:///////////////////////////////////////////////
  1035. CREATE_RANDOM_CAR_FOR_CAR_PARK 302.2802 -580.5526 30.5114 270.3723 // 3RD FLOOR CARS
  1036. CREATE_RANDOM_CAR_FOR_CAR_PARK 289.5574 -564.5915 30.5114 88.0410
  1037. CREATE_RANDOM_CAR_FOR_CAR_PARK 283.8795 -548.4308 30.5114 92.5479
  1038. CREATE_RANDOM_CAR_FOR_CAR_PARK 270.6312 -528.4613 30.5114 88.6249
  1039. CREATE_RANDOM_CAR_FOR_CAR_PARK 301.5385 -484.7673 30.3863 271.6668
  1040. RETURN/////////////////////////////////////////////////////////////
  1041.  
  1042. fourth_floor_of_cars://////////////////////////////////////////////
  1043. CREATE_RANDOM_CAR_FOR_CAR_PARK 311.0863 -512.6859 32.8451 91.1545 // 4TH FLOOR CARS
  1044. CREATE_RANDOM_CAR_FOR_CAR_PARK 342.6769 -536.3028 32.8375 266.6709
  1045. CREATE_RANDOM_CAR_FOR_CAR_PARK 311.4744 -564.1841 32.8375 267.5539
  1046. CREATE_RANDOM_CAR_FOR_CAR_PARK 330.5274 -584.3387 32.8375 267.7581
  1047. CREATE_RANDOM_CAR_FOR_CAR_PARK 342.9128 -600.6630 32.8375 87.2900
  1048. RETURN/////////////////////////////////////////////////////////////
  1049.  
  1050. fifth_floor_of_cars:///////////////////////////////////////////////
  1051. CREATE_RANDOM_CAR_FOR_CAR_PARK 282.3572 -582.5417 35.2389 267.0331 // 5TH FLOOR CARS
  1052. CREATE_RANDOM_CAR_FOR_CAR_PARK 302.7462 -574.5422 35.2465 271.0973
  1053. CREATE_RANDOM_CAR_FOR_CAR_PARK 270.9382 -530.4745 35.2389 88.3213
  1054. CREATE_RANDOM_CAR_FOR_CAR_PARK 303.2198 -510.6057 35.2389 88.6673
  1055. CREATE_RANDOM_CAR_FOR_CAR_PARK 283.2274 -502.7662 35.2389 89.4868
  1056. CREATE_RANDOM_CAR_FOR_CAR_PARK 302.4006 -485.5503 35.2389 266.0503
  1057. RETURN/////////////////////////////////////////////////////////////
  1058.  
  1059.  
  1060. /*
  1061. check_for_dead_peds_in_genstuf:
  1062.  
  1063. IF IS_CHAR_DEAD tramp1
  1064. tramp1_dead = 1
  1065. ELSE
  1066. tramp1_dead = 0
  1067. ENDIF
  1068.  
  1069. IF IS_CHAR_DEAD tramp2
  1070. tramp2_dead = 1
  1071. ELSE
  1072. tramp2_dead = 0
  1073. ENDIF
  1074.  
  1075. IF IS_CHAR_DEAD tramp3
  1076. tramp3_dead = 1
  1077. ELSE
  1078. tramp3_dead = 0
  1079. ENDIF
  1080.  
  1081. IF IS_CHAR_DEAD tramp4
  1082. tramp4_dead = 1
  1083. ELSE
  1084. tramp4_dead = 0
  1085. ENDIF
  1086. RETURN
  1087. */
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