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luigi5.sc

Oct 11th, 2016
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  1. MISSION_START
  2.  
  3. // *****************************************************************************************
  4. // *****************************************************************************************
  5. // *****************************************************************************************
  6. // *****************************************Luigi mission 5*********************************
  7. // *****************************************************************************************
  8. // *****************************************************************************************
  9. // *****************************************************************************************
  10.  
  11. SCRIPT_NAME luigi5
  12.  
  13. // Mission Start Stuff
  14.  
  15. GOSUB mission_start_luigi5
  16.  
  17. IF HAS_DEATHARREST_BEEN_EXECUTED
  18. GOSUB mission_luigi5_failed
  19. ENDIF
  20.  
  21. GOSUB mission_cleanup_luigi5
  22.  
  23. MISSION_END
  24.  
  25. // Vehicles for mission
  26.  
  27. VAR_INT vehicle_lm5
  28.  
  29. // radar_blips
  30.  
  31. VAR_INT flag_blip_on_prossie1_lm5
  32.  
  33. VAR_INT flag_blip_on_prossie2_lm5
  34.  
  35. VAR_INT flag_blip_on_prossie3_lm5
  36.  
  37. VAR_INT flag_blip_on_prossie4_lm5
  38.  
  39. VAR_INT flag_blip_on_prossie5_lm5
  40.  
  41. VAR_INT flag_blip_on_prossie6_lm5
  42.  
  43. VAR_INT flag_blip_on_prossie7_lm5
  44.  
  45. VAR_INT flag_blip_on_prossie8_lm5
  46.  
  47.  
  48. VAR_INT radar_blip_coord1_lm5 //location of the fuzz ball
  49.  
  50. VAR_INT radarped_prossie1_lm5 //blip for real char
  51.  
  52. VAR_INT radarped_prossie2_lm5 //blip for real char
  53.  
  54. VAR_INT radarped_prossie3_lm5 //blip for real char
  55.  
  56. VAR_INT radarped_prossie4_lm5 //blip for real char
  57.  
  58. VAR_INT radarped_prossie5_lm5 //blip for real char
  59.  
  60. VAR_INT radarped_prossie6_lm5 //blip for real char
  61.  
  62. VAR_INT radarped_prossie7_lm5 //blip for real char
  63.  
  64. VAR_INT radarped_prossie8_lm5 //blip for real char
  65.  
  66. // timers
  67.  
  68. VAR_INT timer_lm5
  69.  
  70. // Characters for mission
  71.  
  72. VAR_INT prossie1_lm5
  73.  
  74. VAR_INT prossie2_lm5
  75.  
  76. VAR_INT prossie3_lm5
  77.  
  78. VAR_INT prossie4_lm5
  79.  
  80. VAR_INT prossie5_lm5
  81.  
  82. VAR_INT prossie6_lm5
  83.  
  84. VAR_INT prossie7_lm5
  85.  
  86. VAR_INT prossie8_lm5
  87.  
  88.  
  89. //Character created and at ball flags
  90.  
  91. VAR_INT flag_prossie1_at_ball
  92.  
  93. VAR_INT flag_prossie2_at_ball
  94.  
  95. VAR_INT flag_prossie3_at_ball
  96.  
  97. VAR_INT flag_prossie4_at_ball
  98.  
  99. VAR_INT flag_prossie5_at_ball
  100.  
  101. VAR_INT flag_prossie6_at_ball
  102.  
  103. VAR_INT flag_prossie7_at_ball
  104.  
  105. VAR_INT flag_prossie8_at_ball
  106.  
  107.  
  108. // girls in car flag
  109.  
  110. VAR_INT flag_prossie1_lm5_in_car
  111.  
  112. VAR_INT flag_prossie2_lm5_in_car
  113.  
  114. VAR_INT flag_prossie3_lm5_in_car
  115.  
  116. VAR_INT flag_prossie4_lm5_in_car
  117.  
  118. VAR_INT flag_prossie5_lm5_in_car
  119.  
  120. VAR_INT flag_prossie6_lm5_in_car
  121.  
  122. VAR_INT flag_prossie7_lm5_in_car
  123.  
  124. VAR_INT flag_prossie8_lm5_in_car
  125.  
  126.  
  127. // no of passenger stuff
  128.  
  129. VAR_INT max_no_of_passengers_lm5
  130.  
  131. VAR_INT room_left_in_car_lm5
  132.  
  133. VAR_INT no_of_passengers_lm5
  134.  
  135. VAR_INT flag_had_room_message_lm5
  136.  
  137.  
  138. // Scoreing stuff
  139.  
  140. VAR_INT counter_no_of_girls_at_the_ball
  141.  
  142. VAR_INT score_lm5
  143.  
  144.  
  145. // PEds in to the building stuff
  146.  
  147. VAR_INT flag_prossie2_in_car_park
  148.  
  149. VAR_INT flag_prossie2_told_to_go_into_ball
  150.  
  151. VAR_INT flag_prossie1_in_car_park
  152.  
  153. VAR_INT flag_prossie1_told_to_go_into_ball
  154.  
  155. VAR_INT flag_prossie3_in_car_park
  156.  
  157. VAR_INT flag_prossie3_told_to_go_into_ball
  158.  
  159. VAR_INT flag_prossie4_in_car_park
  160.  
  161. VAR_INT flag_prossie4_told_to_go_into_ball
  162.  
  163. VAR_INT flag_prossie5_in_car_park
  164.  
  165. VAR_INT flag_prossie5_told_to_go_into_ball
  166.  
  167. VAR_INT flag_prossie6_in_car_park
  168.  
  169. VAR_INT flag_prossie6_told_to_go_into_ball
  170.  
  171. VAR_INT flag_prossie7_in_car_park
  172.  
  173. VAR_INT flag_prossie7_told_to_go_into_ball
  174.  
  175. VAR_INT flag_prossie8_in_car_park
  176.  
  177. VAR_INT flag_prossie8_told_to_go_into_ball
  178.  
  179. VAR_INT fuzzball_sign
  180.  
  181. VAR_INT number_of_dead_prossies
  182.  
  183. VAR_INT ball_sounds
  184.  
  185. // Door Stuff
  186.  
  187. VAR_INT flag_moved_door1_lm5
  188.  
  189. VAR_INT flag_moved_door2_lm5
  190.  
  191. // Message from girl to tell player to get a car
  192.  
  193. VAR_INT flag_had_car_message1_lm5
  194.  
  195. VAR_INT flag_had_car_message2_lm5
  196.  
  197. VAR_INT flag_had_car_message3_lm5
  198.  
  199. VAR_INT flag_had_car_message4_lm5
  200.  
  201. VAR_INT flag_had_car_message5_lm5
  202.  
  203. VAR_INT flag_had_car_message6_lm5
  204.  
  205. VAR_INT flag_had_car_message7_lm5
  206.  
  207. VAR_INT flag_had_car_message8_lm5
  208.  
  209. VAR_INT sphere_lm5
  210.  
  211. VAR_INT cop_car1_lm5
  212.  
  213. VAR_INT cop_car2_lm5
  214.  
  215. VAR_INT counter_girls_trying_to_get_to_ball
  216.  
  217. VAR_INT flag_timer_prossie1_lm5 // If the girls get stuck
  218.  
  219. VAR_INT flag_timer_prossie2_lm5 // If the girls get stuck
  220.  
  221. VAR_INT flag_timer_prossie3_lm5 // If the girls get stuck
  222.  
  223. VAR_INT flag_timer_prossie4_lm5 // If the girls get stuck
  224.  
  225. VAR_INT flag_timer_prossie5_lm5 // If the girls get stuck
  226.  
  227. VAR_INT flag_timer_prossie6_lm5 // If the girls get stuck
  228.  
  229. VAR_INT flag_timer_prossie7_lm5 // If the girls get stuck
  230.  
  231. VAR_INT flag_timer_prossie8_lm5 // If the girls get stuck
  232.  
  233.  
  234. // ******************************************Mission Start**********************************
  235.  
  236. mission_start_luigi5:
  237.  
  238. flag_player_on_mission = 1
  239.  
  240. flag_player_on_luigi_mission = 1
  241.  
  242. REGISTER_MISSION_GIVEN
  243.  
  244. WAIT 0
  245.  
  246. max_no_of_passengers_lm5 = 0
  247.  
  248. flag_prossie1_at_ball = 0
  249.  
  250. flag_prossie2_at_ball = 0
  251.  
  252. flag_prossie3_at_ball = 0
  253.  
  254. flag_prossie4_at_ball = 0
  255.  
  256. flag_prossie5_at_ball = 0
  257.  
  258. flag_prossie6_at_ball = 0
  259.  
  260. flag_prossie7_at_ball = 0
  261.  
  262. flag_prossie8_at_ball = 0
  263.  
  264. room_left_in_car_lm5 = 0
  265.  
  266. no_of_passengers_lm5 = 0
  267.  
  268. flag_had_room_message_lm5 = 0
  269.  
  270. counter_no_of_girls_at_the_ball = 0
  271.  
  272. score_lm5 = 0
  273.  
  274. flag_prossie2_in_car_park = 0
  275.  
  276. flag_prossie2_told_to_go_into_ball = 0
  277.  
  278. flag_prossie1_in_car_park = 0
  279.  
  280. flag_prossie1_told_to_go_into_ball = 0
  281.  
  282. timer_lm5 = 301000 // 5 mins
  283.  
  284. flag_blip_on_prossie1_lm5 = 0
  285.  
  286. flag_blip_on_prossie2_lm5 = 0
  287.  
  288. flag_blip_on_prossie3_lm5 = 0
  289.  
  290. flag_blip_on_prossie4_lm5 = 0
  291.  
  292. flag_blip_on_prossie5_lm5 = 0
  293.  
  294. flag_blip_on_prossie6_lm5 = 0
  295.  
  296. flag_blip_on_prossie7_lm5 = 0
  297.  
  298. flag_blip_on_prossie8_lm5 = 0
  299.  
  300. flag_prossie1_lm5_in_car = 0
  301.  
  302. flag_prossie2_lm5_in_car = 0
  303.  
  304. flag_prossie3_lm5_in_car = 0
  305.  
  306. flag_prossie4_lm5_in_car = 0
  307.  
  308. flag_prossie5_lm5_in_car = 0
  309.  
  310. flag_prossie6_lm5_in_car = 0
  311.  
  312. flag_prossie7_lm5_in_car = 0
  313.  
  314. flag_prossie8_lm5_in_car = 0
  315.  
  316. flag_prossie3_in_car_park = 0
  317.  
  318. flag_prossie3_told_to_go_into_ball = 0
  319.  
  320. flag_prossie4_in_car_park = 0
  321.  
  322. flag_prossie4_told_to_go_into_ball = 0
  323.  
  324. flag_prossie5_in_car_park = 0
  325.  
  326. flag_prossie5_told_to_go_into_ball = 0
  327.  
  328. flag_prossie6_in_car_park = 0
  329.  
  330. flag_prossie6_told_to_go_into_ball = 0
  331.  
  332. flag_prossie7_in_car_park = 0
  333.  
  334. flag_prossie7_told_to_go_into_ball = 0
  335.  
  336. flag_prossie8_in_car_park = 0
  337.  
  338. flag_prossie8_told_to_go_into_ball = 0
  339.  
  340. number_of_dead_prossies = 0
  341.  
  342. flag_moved_door1_lm5 = 0
  343.  
  344. flag_moved_door2_lm5 = 0
  345.  
  346. flag_had_car_message1_lm5 = 0
  347.  
  348. flag_had_car_message2_lm5 = 0
  349.  
  350. flag_had_car_message3_lm5 = 0
  351.  
  352. flag_had_car_message4_lm5 = 0
  353.  
  354. flag_had_car_message5_lm5 = 0
  355.  
  356. flag_had_car_message6_lm5 = 0
  357.  
  358. flag_had_car_message7_lm5 = 0
  359.  
  360. flag_had_car_message8_lm5 = 0
  361.  
  362. counter_girls_trying_to_get_to_ball = 0
  363.  
  364. flag_timer_prossie1_lm5 = 0 // If the girls get stuck
  365.  
  366. flag_timer_prossie2_lm5 = 0 // If the girls get stuck
  367.  
  368. flag_timer_prossie3_lm5 = 0 // If the girls get stuck
  369.  
  370. flag_timer_prossie4_lm5 = 0 // If the girls get stuck
  371.  
  372. flag_timer_prossie5_lm5 = 0 // If the girls get stuck
  373.  
  374. flag_timer_prossie6_lm5 = 0 // If the girls get stuck
  375.  
  376. flag_timer_prossie7_lm5 = 0 // If the girls get stuck
  377.  
  378. flag_timer_prossie8_lm5 = 0 // If the girls get stuck
  379.  
  380.  
  381. // *****************************************START OF CUTSCENE*******************************
  382. {
  383.  
  384. /*
  385. IF CAN_PLAYER_START_MISSION player
  386. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  387. ELSE
  388. GOTO mission_luigi5_failed
  389. ENDIF
  390.  
  391. SET_FADING_COLOUR 0 0 0
  392.  
  393. DO_FADE 1500 FADE_OUT
  394.  
  395. PRINT_BIG ( LM5 ) 15000 2 //"Fuzz Ball"
  396.  
  397. SWITCH_STREAMING OFF
  398. */
  399.  
  400. LOAD_SPECIAL_CHARACTER 1 LUIGI
  401. LOAD_SPECIAL_CHARACTER 2 MICKY
  402.  
  403. LOAD_SPECIAL_MODEL cut_obj1 LUDOOR
  404. LOAD_SPECIAL_MODEL cut_obj2 LUIGIH
  405. LOAD_SPECIAL_MODEL cut_obj3 PLAYERH
  406. LOAD_SPECIAL_MODEL cut_obj4 MICKYH
  407. REQUEST_MODEL indhibuild3
  408. REQUEST_MODEL luigiclubout
  409. REQUEST_MODEL luigiineerclub
  410.  
  411. /*
  412. WHILE GET_FADING_STATUS
  413.  
  414. WAIT 0
  415.  
  416. ENDWHILE
  417. */
  418.  
  419. SET_PED_DENSITY_MULTIPLIER 0.0
  420.  
  421. CLEAR_AREA_OF_CHARS 926.54 -471.72 1.0 830.76 -257.96 25.0
  422.  
  423. LOAD_ALL_MODELS_NOW
  424.  
  425. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
  426. OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
  427. OR NOT HAS_MODEL_LOADED cut_obj1
  428. OR NOT HAS_MODEL_LOADED cut_obj2
  429. OR NOT HAS_MODEL_LOADED cut_obj3
  430. OR NOT HAS_MODEL_LOADED cut_obj4
  431.  
  432. WAIT 0
  433.  
  434. ENDWHILE
  435.  
  436. WHILE NOT HAS_MODEL_LOADED indhibuild3
  437. OR NOT HAS_MODEL_LOADED luigiclubout
  438. OR NOT HAS_MODEL_LOADED luigiineerclub
  439.  
  440. WAIT 0
  441.  
  442. ENDWHILE
  443.  
  444. SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor FALSE
  445.  
  446. LOAD_CUTSCENE l5_tfb
  447.  
  448. SET_CUTSCENE_OFFSET 900.782 -427.523 13.829
  449.  
  450. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  451.  
  452. SET_CUTSCENE_ANIM cs_player player
  453.  
  454. CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_luigi
  455.  
  456. SET_CUTSCENE_ANIM cs_luigi luigi
  457.  
  458. CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_micky
  459.  
  460. SET_CUTSCENE_ANIM cs_micky micky
  461.  
  462. CREATE_CUTSCENE_HEAD cs_luigi CUT_OBJ2 cs_luigihead
  463.  
  464. SET_CUTSCENE_HEAD_ANIM cs_luigihead luigi
  465.  
  466. CREATE_CUTSCENE_HEAD cs_player CUT_OBJ3 cs_playerhead
  467.  
  468. SET_CUTSCENE_HEAD_ANIM cs_playerhead player
  469.  
  470. CREATE_CUTSCENE_HEAD cs_micky CUT_OBJ4 cs_mickyhead
  471.  
  472. SET_CUTSCENE_HEAD_ANIM cs_mickyhead micky
  473.  
  474. CREATE_CUTSCENE_OBJECT cut_obj1 cs_ludoor
  475.  
  476. SET_CUTSCENE_ANIM cs_ludoor LUDOOR
  477.  
  478. //CLEAR_AREA 902.2 -425.8 13.9 1.0 TRUE
  479. //SET_PLAYER_COORDINATES player 902.2 -425.8 13.9
  480.  
  481. CLEAR_AREA 896.6 -426.2 13.9 1.0 TRUE
  482. SET_PLAYER_COORDINATES player 896.6 -426.2 13.9
  483.  
  484. SET_PLAYER_HEADING player 270.0
  485.  
  486. DO_FADE 1500 FADE_IN
  487.  
  488. SWITCH_RUBBISH OFF
  489.  
  490. START_CUTSCENE
  491.  
  492. // Displays cutscene text
  493.  
  494. GET_CUTSCENE_TIME cs_time
  495.  
  496. WHILE cs_time < 11950
  497. WAIT 0
  498. GET_CUTSCENE_TIME cs_time
  499. ENDWHILE
  500.  
  501. PRINT_NOW ( LM5_A ) 10000 1 //"The Policeman's Ball is being held at the old school hall near the Callahan Bridge"
  502.  
  503. WHILE cs_time < 15702
  504. WAIT 0
  505. GET_CUTSCENE_TIME cs_time
  506. ENDWHILE
  507.  
  508. PRINT_NOW ( LM5_B ) 10000 1 //"and they'll be looking for some "old school action."
  509.  
  510. WHILE cs_time < 17617
  511. WAIT 0
  512. GET_CUTSCENE_TIME cs_time
  513. ENDWHILE
  514.  
  515. PRINT_NOW ( LM5_C ) 10000 1 //"Now I got girls all over town walking the streets."
  516.  
  517. WHILE cs_time < 20281
  518. WAIT 0
  519. GET_CUTSCENE_TIME cs_time
  520. ENDWHILE
  521.  
  522. PRINT_NOW ( LM5_D ) 10000 1 //"Get 'em to the ball they'll make a bundle"
  523.  
  524. WHILE cs_time < 22295
  525. WAIT 0
  526. GET_CUTSCENE_TIME cs_time
  527. ENDWHILE
  528.  
  529. PRINT_NOW ( LM5_E ) 10000 1 //"Get as many of them there as you can before those cops have drunk away their green."
  530.  
  531. WHILE cs_time < 25606
  532. WAIT 0
  533. GET_CUTSCENE_TIME cs_time
  534. ENDWHILE
  535.  
  536. CLEAR_THIS_PRINT ( LM5_E )
  537.  
  538. WHILE cs_time < 26000
  539. WAIT 0
  540. GET_CUTSCENE_TIME cs_time
  541. ENDWHILE
  542.  
  543. DO_FADE 1500 FADE_OUT
  544.  
  545. WHILE NOT HAS_CUTSCENE_FINISHED
  546. WAIT 0
  547. ENDWHILE
  548.  
  549. CLEAR_PRINTS
  550.  
  551. WHILE GET_FADING_STATUS
  552. WAIT 0
  553. ENDWHILE
  554.  
  555. CLEAR_CUTSCENE
  556.  
  557. SWITCH_RUBBISH ON
  558.  
  559. SWITCH_STREAMING ON
  560.  
  561. LOAD_SCENE 920.3 -425.4 15.0
  562.  
  563. SET_CAMERA_BEHIND_PLAYER
  564.  
  565. WAIT 500
  566.  
  567. DO_FADE 1500 FADE_IN
  568.  
  569. SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor TRUE
  570.  
  571. UNLOAD_SPECIAL_CHARACTER 1
  572. UNLOAD_SPECIAL_CHARACTER 2
  573.  
  574. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
  575.  
  576. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
  577.  
  578. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
  579.  
  580. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ4
  581.  
  582. MARK_MODEL_AS_NO_LONGER_NEEDED indhibuild3
  583.  
  584. MARK_MODEL_AS_NO_LONGER_NEEDED luigiclubout
  585.  
  586. MARK_MODEL_AS_NO_LONGER_NEEDED luigiineerclub
  587.  
  588. SET_PED_DENSITY_MULTIPLIER 1.0
  589.  
  590. // *****************************************END OF CUTSCENE*********************************
  591. SWITCH_CAR_GENERATOR gen_car28 0
  592.  
  593. ADD_SPHERE 999.9 -879.3 14.0 4.0 sphere_lm5
  594.  
  595. REQUEST_MODEL PED_PROSTITUTE
  596.  
  597. REQUEST_MODEL PED_PROSTITUTE2
  598.  
  599. WHILE NOT HAS_MODEL_LOADED PED_PROSTITUTE
  600. OR NOT HAS_MODEL_LOADED PED_PROSTITUTE2
  601.  
  602. WAIT 0
  603.  
  604. ENDWHILE
  605.  
  606. WHILE GET_FADING_STATUS
  607.  
  608. WAIT 0
  609.  
  610. ENDWHILE
  611.  
  612. CREATE_CAR CAR_POLICE 1027.7 -873.1 13.9 cop_car1_lm5
  613.  
  614. SET_CAR_HEADING cop_car1_lm5 90.0
  615.  
  616. LOCK_CAR_DOORS cop_car1_lm5 CARLOCK_UNLOCKED
  617.  
  618. CREATE_CAR CAR_POLICE 998.68 -860.80 14.5 cop_car2_lm5
  619.  
  620. SET_CAR_HEADING cop_car2_lm5 90.0
  621.  
  622. LOCK_CAR_DOORS cop_car2_lm5 CARLOCK_UNLOCKED
  623.  
  624. CREATE_OBJECT_NO_OFFSET policeballsigns 1010.74 -896.46 24.161 fuzzball_sign
  625.  
  626. ADD_CONTINUOUS_SOUND 999.9 -892.4 16.0 SOUND_POLICE_BALL_LOOP_L ball_sounds
  627.  
  628. SET_OBJECT_HEADING fuzz_door1 270.0
  629.  
  630. SET_OBJECT_HEADING fuzz_door2 270.0
  631.  
  632. DISPLAY_ONSCREEN_TIMER timer_lm5
  633.  
  634. ADD_BLIP_FOR_COORD 999.9 -879.3 -100.0 radar_blip_coord1_lm5
  635.  
  636. // creates prossie 1
  637.  
  638. CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE2 870.0 -482.0 -100.0 prossie1_lm5
  639.  
  640. SET_CHAR_HEADING prossie1_lm5 180.0
  641.  
  642. CLEAR_CHAR_THREAT_SEARCH prossie1_lm5
  643.  
  644. ADD_BLIP_FOR_CHAR prossie1_lm5 radarped_prossie1_lm5
  645.  
  646. flag_blip_on_prossie1_lm5 = 1
  647.  
  648. SET_CHAR_RUNNING prossie1_lm5 TRUE
  649.  
  650.  
  651. // creates prossie 2
  652.  
  653. CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE 916.0 -90.0 -100.0 prossie2_lm5
  654.  
  655. SET_CHAR_HEADING prossie2_lm5 180.0
  656.  
  657. CLEAR_CHAR_THREAT_SEARCH prossie2_lm5
  658.  
  659. ADD_BLIP_FOR_CHAR prossie2_lm5 radarped_prossie2_lm5
  660.  
  661. flag_blip_on_prossie2_lm5 = 1
  662.  
  663. SET_CHAR_RUNNING prossie2_lm5 TRUE
  664.  
  665. // creates prossie 3
  666.  
  667. CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE2 1203.0 23.0 -100.0 prossie3_lm5
  668.  
  669. CLEAR_CHAR_THREAT_SEARCH prossie3_lm5
  670.  
  671. ADD_BLIP_FOR_CHAR prossie3_lm5 radarped_prossie3_lm5
  672.  
  673. flag_blip_on_prossie3_lm5 = 1
  674.  
  675. SET_CHAR_RUNNING prossie3_lm5 TRUE
  676.  
  677. // creates prossie 4
  678.  
  679. CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE 1240.0 -336.0 -100.0 prossie4_lm5
  680.  
  681. SET_CHAR_HEADING prossie4_lm5 180.0
  682.  
  683. CLEAR_CHAR_THREAT_SEARCH prossie4_lm5
  684.  
  685. ADD_BLIP_FOR_CHAR prossie4_lm5 radarped_prossie4_lm5
  686.  
  687. flag_blip_on_prossie4_lm5 = 1
  688.  
  689. SET_CHAR_RUNNING prossie4_lm5 TRUE
  690.  
  691. // creates prossie 5
  692.  
  693. CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE2 1231.0 -511.0 -100.0 prossie5_lm5
  694.  
  695. CLEAR_CHAR_THREAT_SEARCH prossie5_lm5
  696.  
  697. ADD_BLIP_FOR_CHAR prossie5_lm5 radarped_prossie5_lm5
  698.  
  699. flag_blip_on_prossie5_lm5 = 1
  700.  
  701. SET_CHAR_RUNNING prossie5_lm5 TRUE
  702.  
  703. // creates prossie 6
  704.  
  705. CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE 1360.0 -798.0 -100.0 prossie6_lm5
  706.  
  707. CLEAR_CHAR_THREAT_SEARCH prossie6_lm5
  708.  
  709. ADD_BLIP_FOR_CHAR prossie6_lm5 radarped_prossie6_lm5
  710.  
  711. flag_blip_on_prossie6_lm5 = 1
  712.  
  713. SET_CHAR_RUNNING prossie6_lm5 TRUE
  714.  
  715. // creates prossie 7
  716.  
  717. CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE2 1093.0 -973.0 -100.0 prossie7_lm5
  718.  
  719. CLEAR_CHAR_THREAT_SEARCH prossie7_lm5
  720.  
  721. ADD_BLIP_FOR_CHAR prossie7_lm5 radarped_prossie7_lm5
  722.  
  723. flag_blip_on_prossie7_lm5 = 1
  724.  
  725. SET_CHAR_RUNNING prossie7_lm5 TRUE
  726.  
  727. // creates prossie 8
  728.  
  729. CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE 975.0 -754.0 -100.0 prossie8_lm5
  730.  
  731. SET_CHAR_HEADING prossie8_lm5 180.0
  732.  
  733. CLEAR_CHAR_THREAT_SEARCH prossie8_lm5
  734.  
  735. ADD_BLIP_FOR_CHAR prossie8_lm5 radarped_prossie8_lm5
  736.  
  737. flag_blip_on_prossie8_lm5 = 1
  738.  
  739. SET_CHAR_RUNNING prossie8_lm5 TRUE
  740.  
  741. IF timer_help_message_displayed = 0
  742. PRINT_HELP ( TIMER ) //"This is a timed mission, you must complete it before the timer runs out."
  743. timer_help_message_displayed = 1
  744. ENDIF
  745.  
  746. PRINT_NOW ( LM5_7 ) 7000 1 //"You need to get a minimum of four girls to the ball!"
  747.  
  748. DISPLAY_ONSCREEN_COUNTER_WITH_STRING counter_no_of_girls_at_the_ball COUNTER_DISPLAY_NUMBER ( LM5_9 )
  749.  
  750. // checking to see how many girls the player get to the ball
  751.  
  752. prossie_checks:
  753.  
  754. WHILE timer_lm5 > 0
  755.  
  756. WAIT 0
  757.  
  758. CLEAR_AREA 1000.4 -886.7 14.4 6.0 FALSE // This should clear the area
  759.  
  760. GOSUB check_for_dead_prossies
  761.  
  762. IF number_of_dead_prossies > 0
  763. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  764. GOTO mission_luigi5_failed
  765. ENDIF
  766.  
  767. IF counter_no_of_girls_at_the_ball = 8
  768. GOTO mission_luigi5_passed
  769. ENDIF
  770.  
  771. IF IS_PLAYER_IN_ANY_CAR player
  772. STORE_CAR_PLAYER_IS_IN player vehicle_lm5
  773. GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
  774. GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5
  775. ENDIF
  776.  
  777. room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
  778.  
  779. //starts checking for prossie1
  780.  
  781. IF flag_prossie1_at_ball = 0
  782.  
  783. IF flag_prossie1_lm5_in_car = 0
  784.  
  785. IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie1_lm5 8.0 8.0 2.0 FALSE
  786. AND flag_had_car_message1_lm5 = 0
  787. PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
  788. flag_had_car_message1_lm5 = 1
  789. ENDIF
  790.  
  791. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie1_lm5 8.0 8.0 2.0 FALSE
  792. flag_had_car_message1_lm5 = 0
  793. ENDIF
  794.  
  795. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie1_lm5 8.0 8.0 2.0 FALSE
  796.  
  797. IF flag_prossie1_lm5_in_car = 0
  798. TURN_CHAR_TO_FACE_PLAYER prossie1_lm5 player
  799. ENDIF
  800.  
  801. IF IS_PLAYER_STOPPED player
  802.  
  803. IF IS_PLAYER_IN_ANY_CAR player
  804. STORE_CAR_PLAYER_IS_IN player vehicle_lm5
  805. GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
  806. GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5
  807. room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
  808. ENDIF
  809.  
  810. IF room_left_in_car_lm5 > 0
  811.  
  812. SET_PLAYER_AS_LEADER prossie1_lm5 player
  813. REMOVE_BLIP radarped_prossie1_lm5
  814. flag_blip_on_prossie1_lm5 = 0
  815.  
  816. WHILE NOT IS_CHAR_IN_CAR prossie1_lm5 vehicle_lm5
  817.  
  818. WAIT 0
  819.  
  820. GOSUB check_for_dead_prossies
  821.  
  822. IF number_of_dead_prossies > 0
  823. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  824. GOTO mission_luigi5_failed
  825. ENDIF
  826.  
  827. IF IS_CAR_DEAD vehicle_lm5
  828. PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle is wrecked!"
  829. GOTO mission_luigi5_failed
  830. ENDIF
  831.  
  832. IF flag_prossie1_at_ball = 0
  833.  
  834. IF IS_CHAR_DEAD prossie1_lm5
  835. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  836. GOTO mission_luigi5_failed
  837. ELSE
  838.  
  839. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie1_lm5 player
  840. AND flag_blip_on_prossie1_lm5 = 0
  841. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  842. ADD_BLIP_FOR_CHAR prossie1_lm5 radarped_prossie1_lm5
  843. flag_blip_on_prossie1_lm5 = 1
  844. GOTO prossie_checks
  845. ENDIF
  846.  
  847. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie1_lm5 8.0 8.0 FALSE
  848. AND flag_blip_on_prossie1_lm5 = 1
  849. SET_PLAYER_AS_LEADER prossie1_lm5 player
  850. REMOVE_BLIP radarped_prossie1_lm5
  851. flag_blip_on_prossie1_lm5 = 0
  852. ENDIF
  853.  
  854. ENDIF
  855.  
  856. ENDIF
  857.  
  858. ENDWHILE
  859. flag_prossie1_lm5_in_car = 1
  860. SET_CHAR_RUNNING prossie1_lm5 FALSE
  861.  
  862. ELSE
  863. IF flag_had_room_message_lm5 = 0
  864. PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
  865. flag_had_room_message_lm5 = 1
  866. ENDIF //room message
  867. ENDIF //room left in car
  868. ENDIF //stopped
  869. ELSE
  870. flag_had_room_message_lm5 = 0
  871. ENDIF // locate
  872. ENDIF
  873.  
  874.  
  875. IF flag_prossie1_lm5_in_car = 1
  876.  
  877. IF flag_prossie1_in_car_park = 0
  878.  
  879. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie1_lm5 player
  880. AND flag_blip_on_prossie1_lm5 = 0
  881. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  882. ADD_BLIP_FOR_CHAR prossie1_lm5 radarped_prossie1_lm5
  883. flag_blip_on_prossie1_lm5 = 1
  884. flag_prossie1_lm5_in_car = 0
  885. ENDIF
  886.  
  887. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie1_lm5 8.0 8.0 FALSE
  888. AND flag_blip_on_prossie1_lm5 = 1
  889. SET_PLAYER_AS_LEADER prossie1_lm5 player
  890. REMOVE_BLIP radarped_prossie1_lm5
  891. flag_blip_on_prossie1_lm5 = 0
  892. ENDIF
  893.  
  894. ENDIF
  895.  
  896. IF IS_CHAR_STOPPED_IN_AREA_3D prossie1_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
  897. AND flag_prossie1_at_ball = 0
  898. AND flag_prossie1_in_car_park = 0
  899. WAIT 0
  900.  
  901. IF flag_prossie1_at_ball = 0
  902.  
  903. IF IS_CHAR_DEAD prossie1_lm5
  904. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  905. GOTO mission_luigi5_failed
  906. ENDIF
  907.  
  908. ENDIF
  909.  
  910. LEAVE_GROUP prossie1_lm5
  911.  
  912. IF IS_CHAR_IN_ANY_CAR prossie1_lm5
  913. STORE_CAR_CHAR_IS_IN prossie1_lm5 vehicle_lm5
  914. SET_CHAR_OBJ_LEAVE_CAR prossie1_lm5 vehicle_lm5
  915. ENDIF
  916. flag_prossie1_in_car_park = 1
  917. ENDIF
  918.  
  919. ENDIF
  920.  
  921. IF flag_prossie1_in_car_park = 1
  922.  
  923. IF NOT IS_CHAR_IN_ANY_CAR prossie1_lm5
  924. AND flag_prossie1_told_to_go_into_ball = 0
  925. WAIT 0
  926.  
  927. IF flag_prossie1_at_ball = 0
  928.  
  929. IF IS_CHAR_DEAD prossie1_lm5
  930. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  931. GOTO mission_luigi5_failed
  932. ENDIF
  933.  
  934. ENDIF
  935.  
  936. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie1_lm5 999.0 -891.0
  937. ++ counter_no_of_girls_at_the_ball
  938. ADD_ONE_OFF_SOUND 999.9 -879.3 15.0 SOUND_PART_MISSION_COMPLETE
  939. //PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  940. CLEAR_WANTED_LEVEL player
  941. flag_prossie1_told_to_go_into_ball = 1
  942.  
  943. ENDIF
  944.  
  945. IF LOCATE_CHAR_ON_FOOT_2D prossie1_lm5 999.0 -891.0 1.0 1.0 FALSE
  946. CHAR_SET_IDLE prossie1_lm5
  947. REMOVE_CHAR_ELEGANTLY prossie1_lm5
  948. //++ counter_no_of_girls_at_the_ball
  949. //PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  950. flag_prossie1_at_ball = 1
  951. ENDIF
  952.  
  953. IF flag_prossie1_told_to_go_into_ball = 1
  954.  
  955. IF flag_prossie1_at_ball = 0
  956.  
  957. IF flag_timer_prossie1_lm5 = 0
  958. timerb = 0
  959. flag_timer_prossie1_lm5 = 1
  960. ENDIF
  961.  
  962. IF timerb > 20000
  963. SET_CHAR_COORDINATES prossie1_lm5 999.0 -891.0 14.3
  964. ENDIF
  965.  
  966. ENDIF
  967.  
  968. ENDIF
  969.  
  970. ENDIF
  971.  
  972. ENDIF
  973.  
  974.  
  975.  
  976. //starts checking for prossie2
  977.  
  978. IF flag_prossie2_at_ball = 0
  979.  
  980. IF IS_CHAR_DEAD prossie2_lm5
  981. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  982. GOTO mission_luigi5_failed
  983. ENDIF
  984.  
  985. IF flag_prossie2_lm5_in_car = 0
  986.  
  987. IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie2_lm5 8.0 8.0 2.0 FALSE
  988. AND flag_had_car_message2_lm5 = 0
  989. PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
  990. flag_had_car_message2_lm5 = 1
  991. ENDIF
  992.  
  993. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie2_lm5 8.0 8.0 2.0 FALSE
  994. flag_had_car_message2_lm5 = 0
  995. ENDIF
  996.  
  997. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie2_lm5 8.0 8.0 2.0 FALSE
  998.  
  999. IF flag_prossie2_lm5_in_car = 0
  1000. TURN_CHAR_TO_FACE_PLAYER prossie2_lm5 player
  1001. ENDIF
  1002.  
  1003. IF IS_PLAYER_STOPPED player
  1004.  
  1005. IF IS_PLAYER_IN_ANY_CAR player
  1006. STORE_CAR_PLAYER_IS_IN player vehicle_lm5
  1007. GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
  1008. GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5
  1009. room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
  1010. ENDIF
  1011.  
  1012. IF room_left_in_car_lm5 > 0
  1013.  
  1014. SET_PLAYER_AS_LEADER prossie2_lm5 player
  1015. REMOVE_BLIP radarped_prossie2_lm5
  1016. flag_blip_on_prossie2_lm5 = 0
  1017.  
  1018. WHILE NOT IS_CHAR_IN_CAR prossie2_lm5 vehicle_lm5
  1019.  
  1020. WAIT 0
  1021.  
  1022. GOSUB check_for_dead_prossies
  1023.  
  1024. IF number_of_dead_prossies > 0
  1025. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1026. GOTO mission_luigi5_failed
  1027. ENDIF
  1028.  
  1029. IF IS_CAR_DEAD vehicle_lm5
  1030. PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle is wrecked!"
  1031. GOTO mission_luigi5_failed
  1032. ENDIF
  1033.  
  1034.  
  1035. IF flag_prossie2_at_ball = 0
  1036.  
  1037. IF IS_CHAR_DEAD prossie2_lm5
  1038. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1039. GOTO mission_luigi5_failed
  1040. ELSE
  1041.  
  1042. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie2_lm5 player
  1043. AND flag_blip_on_prossie2_lm5 = 0
  1044. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  1045. ADD_BLIP_FOR_CHAR prossie2_lm5 radarped_prossie2_lm5
  1046. flag_blip_on_prossie2_lm5 = 1
  1047. GOTO prossie_checks
  1048. ENDIF
  1049.  
  1050. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie2_lm5 8.0 8.0 FALSE
  1051. AND flag_blip_on_prossie2_lm5 = 1
  1052. SET_PLAYER_AS_LEADER prossie2_lm5 player
  1053. REMOVE_BLIP radarped_prossie2_lm5
  1054. flag_blip_on_prossie2_lm5 = 0
  1055. ENDIF
  1056.  
  1057. ENDIF
  1058.  
  1059. ENDIF
  1060.  
  1061. ENDWHILE
  1062. flag_prossie2_lm5_in_car = 1
  1063. SET_CHAR_RUNNING prossie2_lm5 FALSE
  1064. ELSE
  1065. IF flag_had_room_message_lm5 = 0
  1066. PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
  1067. flag_had_room_message_lm5 = 1
  1068. ENDIF //room message
  1069. ENDIF //room left in car
  1070. ENDIF //stopped
  1071. ELSE
  1072. flag_had_room_message_lm5 = 0
  1073. ENDIF // locate
  1074. ENDIF
  1075.  
  1076.  
  1077.  
  1078.  
  1079. IF flag_prossie2_lm5_in_car = 1
  1080.  
  1081. IF flag_prossie2_in_car_park = 0
  1082.  
  1083. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie2_lm5 player
  1084. AND flag_blip_on_prossie2_lm5 = 0
  1085. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  1086. ADD_BLIP_FOR_CHAR prossie2_lm5 radarped_prossie2_lm5
  1087. flag_blip_on_prossie2_lm5 = 1
  1088. flag_prossie2_lm5_in_car = 0
  1089. ENDIF
  1090.  
  1091. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie2_lm5 8.0 8.0 FALSE
  1092. AND flag_blip_on_prossie2_lm5 = 1
  1093. SET_PLAYER_AS_LEADER prossie2_lm5 player
  1094. REMOVE_BLIP radarped_prossie2_lm5
  1095. flag_blip_on_prossie2_lm5 = 0
  1096. ENDIF
  1097.  
  1098. ENDIF
  1099.  
  1100. IF IS_CHAR_STOPPED_IN_AREA_3D prossie2_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
  1101. AND flag_prossie2_at_ball = 0
  1102. AND flag_prossie2_in_car_park = 0
  1103. WAIT 0
  1104.  
  1105. IF flag_prossie2_at_ball = 0
  1106.  
  1107. IF IS_CHAR_DEAD prossie2_lm5
  1108. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1109. GOTO mission_luigi5_failed
  1110. ENDIF
  1111.  
  1112. ENDIF
  1113.  
  1114. LEAVE_GROUP prossie2_lm5
  1115.  
  1116. IF IS_CHAR_IN_ANY_CAR prossie2_lm5
  1117. STORE_CAR_CHAR_IS_IN prossie2_lm5 vehicle_lm5
  1118. SET_CHAR_OBJ_LEAVE_CAR prossie2_lm5 vehicle_lm5
  1119. ENDIF
  1120. flag_prossie2_in_car_park = 1
  1121. ENDIF
  1122.  
  1123. ENDIF
  1124.  
  1125. IF flag_prossie2_in_car_park = 1
  1126.  
  1127. IF NOT IS_CHAR_IN_ANY_CAR prossie2_lm5
  1128. AND flag_prossie2_told_to_go_into_ball = 0
  1129. WAIT 0
  1130.  
  1131. IF flag_prossie2_at_ball = 0
  1132.  
  1133. IF IS_CHAR_DEAD prossie2_lm5
  1134. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1135. GOTO mission_luigi5_failed
  1136. ENDIF
  1137.  
  1138. ENDIF
  1139.  
  1140. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie2_lm5 999.0 -891.0
  1141. ++ counter_no_of_girls_at_the_ball
  1142. ADD_ONE_OFF_SOUND 999.9 -879.3 15.0 SOUND_PART_MISSION_COMPLETE
  1143. //PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  1144. CLEAR_WANTED_LEVEL player
  1145. flag_prossie2_told_to_go_into_ball = 1
  1146. ENDIF
  1147.  
  1148. IF LOCATE_CHAR_ON_FOOT_2D prossie2_lm5 999.0 -891.0 1.0 1.0 FALSE
  1149. CHAR_SET_IDLE prossie2_lm5
  1150. REMOVE_CHAR_ELEGANTLY prossie2_lm5
  1151. //++ counter_no_of_girls_at_the_ball
  1152. // PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  1153. flag_prossie2_at_ball = 1
  1154. ENDIF
  1155.  
  1156. IF flag_prossie2_told_to_go_into_ball = 1
  1157.  
  1158. IF flag_prossie2_at_ball = 0
  1159.  
  1160. IF flag_timer_prossie2_lm5 = 0
  1161. timerb = 0
  1162. flag_timer_prossie2_lm5 = 1
  1163. ENDIF
  1164.  
  1165. IF timerb > 20000
  1166. SET_CHAR_COORDINATES prossie2_lm5 999.0 -891.0 14.3
  1167. ENDIF
  1168.  
  1169. ENDIF
  1170.  
  1171. ENDIF
  1172.  
  1173. ENDIF
  1174.  
  1175. ENDIF
  1176.  
  1177.  
  1178.  
  1179. // starts check for prossie 3
  1180.  
  1181. IF flag_prossie3_at_ball = 0
  1182.  
  1183. IF IS_CHAR_DEAD prossie3_lm5
  1184. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1185. GOTO mission_luigi5_failed
  1186. ENDIF
  1187.  
  1188. IF flag_prossie3_lm5_in_car = 0
  1189.  
  1190. IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie3_lm5 8.0 8.0 2.0 FALSE
  1191. AND flag_had_car_message3_lm5 = 0
  1192. PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
  1193. flag_had_car_message3_lm5 = 1
  1194. ENDIF
  1195.  
  1196. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie3_lm5 8.0 8.0 2.0 FALSE
  1197. flag_had_car_message3_lm5 = 0
  1198. ENDIF
  1199.  
  1200. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie3_lm5 8.0 8.0 2.0 FALSE
  1201.  
  1202. IF flag_prossie3_lm5_in_car = 0
  1203. TURN_CHAR_TO_FACE_PLAYER prossie3_lm5 player
  1204. ENDIF
  1205.  
  1206. IF IS_PLAYER_STOPPED player
  1207.  
  1208. IF IS_PLAYER_IN_ANY_CAR player
  1209. STORE_CAR_PLAYER_IS_IN player vehicle_lm5
  1210. GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
  1211. GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5
  1212. room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
  1213. ENDIF
  1214.  
  1215. IF room_left_in_car_lm5 > 0
  1216.  
  1217. SET_PLAYER_AS_LEADER prossie3_lm5 player
  1218. REMOVE_BLIP radarped_prossie3_lm5
  1219. flag_blip_on_prossie3_lm5 = 0
  1220.  
  1221. WHILE NOT IS_CHAR_IN_CAR prossie3_lm5 vehicle_lm5
  1222.  
  1223. WAIT 0
  1224.  
  1225. IF IS_CAR_DEAD vehicle_lm5
  1226. PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle has been wrecked!"
  1227. GOTO mission_luigi5_failed
  1228. ENDIF
  1229.  
  1230. GOSUB check_for_dead_prossies
  1231.  
  1232. IF number_of_dead_prossies > 0
  1233. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1234. GOTO mission_luigi5_failed
  1235. ENDIF
  1236.  
  1237.  
  1238. IF flag_prossie3_at_ball = 0
  1239.  
  1240. IF IS_CHAR_DEAD prossie3_lm5
  1241. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1242. GOTO mission_luigi5_failed
  1243. ELSE
  1244.  
  1245. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie3_lm5 player
  1246. AND flag_blip_on_prossie3_lm5 = 0
  1247. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  1248. ADD_BLIP_FOR_CHAR prossie3_lm5 radarped_prossie3_lm5
  1249. flag_blip_on_prossie3_lm5 = 1
  1250. GOTO prossie_checks
  1251. ENDIF
  1252.  
  1253. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie3_lm5 8.0 8.0 FALSE
  1254. AND flag_blip_on_prossie3_lm5 = 1
  1255. SET_PLAYER_AS_LEADER prossie3_lm5 player
  1256. REMOVE_BLIP radarped_prossie3_lm5
  1257. flag_blip_on_prossie3_lm5 = 0
  1258. ENDIF
  1259.  
  1260. ENDIF
  1261.  
  1262. ENDIF
  1263.  
  1264. ENDWHILE
  1265. flag_prossie3_lm5_in_car = 1
  1266. SET_CHAR_RUNNING prossie3_lm5 FALSE
  1267. ELSE
  1268. IF flag_had_room_message_lm5 = 0
  1269. PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
  1270. flag_had_room_message_lm5 = 1
  1271. ENDIF //room message
  1272. ENDIF //room left in car
  1273. ENDIF //stopped
  1274. ELSE
  1275. flag_had_room_message_lm5 = 0
  1276. ENDIF // locate
  1277. ENDIF
  1278.  
  1279.  
  1280. IF flag_prossie3_lm5_in_car = 1
  1281.  
  1282. IF flag_prossie3_in_car_park = 0
  1283.  
  1284.  
  1285. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie3_lm5 player
  1286. AND flag_blip_on_prossie3_lm5 = 0
  1287. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  1288. ADD_BLIP_FOR_CHAR prossie3_lm5 radarped_prossie3_lm5
  1289. flag_blip_on_prossie3_lm5 = 1
  1290. flag_prossie3_lm5_in_car = 0
  1291. ENDIF
  1292.  
  1293. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie3_lm5 8.0 8.0 FALSE
  1294. AND flag_blip_on_prossie3_lm5 = 1
  1295. SET_PLAYER_AS_LEADER prossie3_lm5 player
  1296. REMOVE_BLIP radarped_prossie3_lm5
  1297. flag_blip_on_prossie3_lm5 = 0
  1298. ENDIF
  1299.  
  1300. ENDIF
  1301.  
  1302. IF IS_CHAR_STOPPED_IN_AREA_3D prossie3_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
  1303. AND flag_prossie3_at_ball = 0
  1304. AND flag_prossie3_in_car_park = 0
  1305. WAIT 0
  1306.  
  1307. IF flag_prossie3_at_ball = 0
  1308.  
  1309. IF IS_CHAR_DEAD prossie3_lm5
  1310. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1311. GOTO mission_luigi5_failed
  1312. ENDIF
  1313.  
  1314. ENDIF
  1315.  
  1316. LEAVE_GROUP prossie3_lm5
  1317.  
  1318. IF IS_CHAR_IN_ANY_CAR prossie3_lm5
  1319. STORE_CAR_CHAR_IS_IN prossie3_lm5 vehicle_lm5
  1320. SET_CHAR_OBJ_LEAVE_CAR prossie3_lm5 vehicle_lm5
  1321. ENDIF
  1322. flag_prossie3_in_car_park = 1
  1323. ENDIF
  1324.  
  1325. ENDIF
  1326.  
  1327. IF flag_prossie3_in_car_park = 1
  1328.  
  1329. IF NOT IS_CHAR_IN_ANY_CAR prossie3_lm5
  1330. AND flag_prossie3_told_to_go_into_ball = 0
  1331. WAIT 0
  1332.  
  1333. IF flag_prossie3_at_ball = 0
  1334.  
  1335. IF IS_CHAR_DEAD prossie3_lm5
  1336. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1337. GOTO mission_luigi5_failed
  1338. ENDIF
  1339.  
  1340. ENDIF
  1341.  
  1342. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie3_lm5 999.0 -891.0
  1343. ++ counter_no_of_girls_at_the_ball
  1344. ADD_ONE_OFF_SOUND 999.9 -879.3 15.0 SOUND_PART_MISSION_COMPLETE
  1345. //PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  1346. CLEAR_WANTED_LEVEL player
  1347. flag_prossie3_told_to_go_into_ball = 1
  1348. ENDIF
  1349.  
  1350. IF LOCATE_CHAR_ON_FOOT_2D prossie3_lm5 999.0 -891.0 1.0 1.0 FALSE
  1351. CHAR_SET_IDLE prossie3_lm5
  1352. REMOVE_CHAR_ELEGANTLY prossie3_lm5
  1353. //++ counter_no_of_girls_at_the_ball
  1354. //PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  1355. flag_prossie3_at_ball = 1
  1356. ENDIF
  1357.  
  1358. IF flag_prossie3_told_to_go_into_ball = 1
  1359.  
  1360. IF flag_prossie3_at_ball = 0
  1361.  
  1362. IF flag_timer_prossie3_lm5 = 0
  1363. timerb = 0
  1364. flag_timer_prossie3_lm5 = 1
  1365. ENDIF
  1366.  
  1367. IF timerb > 20000
  1368. SET_CHAR_COORDINATES prossie3_lm5 999.0 -891.0 14.3
  1369. ENDIF
  1370.  
  1371. ENDIF
  1372.  
  1373. ENDIF
  1374.  
  1375. ENDIF
  1376.  
  1377. ENDIF
  1378.  
  1379.  
  1380.  
  1381. // checks for prossie 4
  1382.  
  1383. IF flag_prossie4_at_ball = 0
  1384.  
  1385. IF IS_CHAR_DEAD prossie4_lm5
  1386. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1387. GOTO mission_luigi5_failed
  1388. ENDIF
  1389.  
  1390. IF flag_prossie4_lm5_in_car = 0
  1391.  
  1392. IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie4_lm5 8.0 8.0 2.0 FALSE
  1393. AND flag_had_car_message4_lm5 = 0
  1394. PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
  1395. flag_had_car_message4_lm5 = 1
  1396. ENDIF
  1397.  
  1398. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie4_lm5 8.0 8.0 2.0 FALSE
  1399. flag_had_car_message4_lm5 = 0
  1400. ENDIF
  1401.  
  1402. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie4_lm5 8.0 8.0 2.0 FALSE
  1403.  
  1404. IF flag_prossie4_lm5_in_car = 0
  1405. TURN_CHAR_TO_FACE_PLAYER prossie4_lm5 player
  1406. ENDIF
  1407.  
  1408. IF IS_PLAYER_STOPPED player
  1409.  
  1410. IF IS_PLAYER_IN_ANY_CAR player
  1411. STORE_CAR_PLAYER_IS_IN player vehicle_lm5
  1412. GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
  1413. GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5
  1414. room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
  1415. ENDIF
  1416.  
  1417. IF room_left_in_car_lm5 > 0
  1418.  
  1419. SET_PLAYER_AS_LEADER prossie4_lm5 player
  1420. REMOVE_BLIP radarped_prossie4_lm5
  1421. flag_blip_on_prossie4_lm5 = 0
  1422.  
  1423. WHILE NOT IS_CHAR_IN_CAR prossie4_lm5 vehicle_lm5
  1424.  
  1425. WAIT 0
  1426.  
  1427. GOSUB check_for_dead_prossies
  1428.  
  1429. IF number_of_dead_prossies > 0
  1430. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1431. GOTO mission_luigi5_failed
  1432. ENDIF
  1433.  
  1434.  
  1435. IF IS_CAR_DEAD vehicle_lm5
  1436. PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle is wrecked!"
  1437. GOTO mission_luigi5_failed
  1438. ENDIF
  1439.  
  1440.  
  1441. IF flag_prossie4_at_ball = 0
  1442.  
  1443. IF IS_CHAR_DEAD prossie4_lm5
  1444. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1445. GOTO mission_luigi5_failed
  1446. ELSE
  1447.  
  1448. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie4_lm5 player
  1449. AND flag_blip_on_prossie4_lm5 = 0
  1450. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  1451. ADD_BLIP_FOR_CHAR prossie4_lm5 radarped_prossie4_lm5
  1452. flag_blip_on_prossie4_lm5 = 1
  1453. GOTO prossie_checks
  1454. ENDIF
  1455.  
  1456. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie4_lm5 8.0 8.0 FALSE
  1457. AND flag_blip_on_prossie4_lm5 = 1
  1458. SET_PLAYER_AS_LEADER prossie4_lm5 player
  1459. REMOVE_BLIP radarped_prossie4_lm5
  1460. flag_blip_on_prossie4_lm5 = 0
  1461. ENDIF
  1462.  
  1463. ENDIF
  1464.  
  1465. ENDIF
  1466.  
  1467.  
  1468. ENDWHILE
  1469. flag_prossie4_lm5_in_car = 1
  1470. SET_CHAR_RUNNING prossie4_lm5 FALSE
  1471. ELSE
  1472. IF flag_had_room_message_lm5 = 0
  1473. PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
  1474. flag_had_room_message_lm5 = 1
  1475. ENDIF //room message
  1476. ENDIF //room left in car
  1477. ENDIF //stopped
  1478. ELSE
  1479. flag_had_room_message_lm5 = 0
  1480. ENDIF // locate
  1481. ENDIF
  1482.  
  1483.  
  1484.  
  1485. IF flag_prossie4_lm5_in_car = 1
  1486.  
  1487. IF flag_prossie4_in_car_park = 0
  1488.  
  1489. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie4_lm5 player
  1490. AND flag_blip_on_prossie4_lm5 = 0
  1491. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  1492. ADD_BLIP_FOR_CHAR prossie4_lm5 radarped_prossie4_lm5
  1493. flag_blip_on_prossie4_lm5 = 1
  1494. flag_prossie4_lm5_in_car = 0
  1495. ENDIF
  1496.  
  1497. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie4_lm5 8.0 8.0 FALSE
  1498. AND flag_blip_on_prossie4_lm5 = 1
  1499. SET_PLAYER_AS_LEADER prossie4_lm5 player
  1500. REMOVE_BLIP radarped_prossie4_lm5
  1501. flag_blip_on_prossie4_lm5 = 0
  1502. ENDIF
  1503.  
  1504. ENDIF
  1505.  
  1506. IF IS_CHAR_STOPPED_IN_AREA_3D prossie4_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
  1507. AND flag_prossie4_at_ball = 0
  1508. AND flag_prossie4_in_car_park = 0
  1509. WAIT 0
  1510.  
  1511. IF flag_prossie4_at_ball = 0
  1512.  
  1513. IF IS_CHAR_DEAD prossie4_lm5
  1514. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1515. GOTO mission_luigi5_failed
  1516. ENDIF
  1517.  
  1518. ENDIF
  1519.  
  1520. LEAVE_GROUP prossie4_lm5
  1521.  
  1522. IF IS_CHAR_IN_ANY_CAR prossie4_lm5
  1523. STORE_CAR_CHAR_IS_IN prossie4_lm5 vehicle_lm5
  1524. SET_CHAR_OBJ_LEAVE_CAR prossie4_lm5 vehicle_lm5
  1525. ENDIF
  1526. flag_prossie4_in_car_park = 1
  1527. ENDIF
  1528.  
  1529. ENDIF
  1530.  
  1531. IF flag_prossie4_in_car_park = 1
  1532.  
  1533. IF NOT IS_CHAR_IN_ANY_CAR prossie4_lm5
  1534. AND flag_prossie4_told_to_go_into_ball = 0
  1535. WAIT 0
  1536.  
  1537. IF flag_prossie4_at_ball = 0
  1538.  
  1539. IF IS_CHAR_DEAD prossie4_lm5
  1540. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1541. GOTO mission_luigi5_failed
  1542. ENDIF
  1543.  
  1544. ENDIF
  1545.  
  1546. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie4_lm5 999.0 -891.0
  1547. ++ counter_no_of_girls_at_the_ball
  1548. ADD_ONE_OFF_SOUND 999.9 -879.3 15.0 SOUND_PART_MISSION_COMPLETE
  1549. // PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  1550. CLEAR_WANTED_LEVEL player
  1551. flag_prossie4_told_to_go_into_ball = 1
  1552. ENDIF
  1553.  
  1554. IF LOCATE_CHAR_ON_FOOT_2D prossie4_lm5 999.0 -891.0 1.0 1.0 FALSE
  1555. CHAR_SET_IDLE prossie4_lm5
  1556. REMOVE_CHAR_ELEGANTLY prossie4_lm5
  1557. //++ counter_no_of_girls_at_the_ball
  1558. //PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  1559. flag_prossie4_at_ball = 1
  1560. ENDIF
  1561.  
  1562. IF flag_prossie4_told_to_go_into_ball = 1
  1563.  
  1564. IF flag_prossie4_at_ball = 0
  1565.  
  1566. IF flag_timer_prossie4_lm5 = 0
  1567. timerb = 0
  1568. flag_timer_prossie4_lm5 = 1
  1569. ENDIF
  1570.  
  1571. IF timerb > 20000
  1572. SET_CHAR_COORDINATES prossie4_lm5 999.0 -891.0 14.3
  1573. ENDIF
  1574.  
  1575. ENDIF
  1576.  
  1577. ENDIF
  1578.  
  1579. ENDIF
  1580.  
  1581. ENDIF
  1582.  
  1583.  
  1584.  
  1585.  
  1586. // checks for prossie 5
  1587.  
  1588. IF flag_prossie5_at_ball = 0
  1589.  
  1590. IF IS_CHAR_DEAD prossie5_lm5
  1591. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1592. GOTO mission_luigi5_failed
  1593. ENDIF
  1594.  
  1595. IF flag_prossie5_lm5_in_car = 0
  1596.  
  1597. IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie5_lm5 8.0 8.0 2.0 FALSE
  1598. AND flag_had_car_message5_lm5 = 0
  1599. PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
  1600. flag_had_car_message5_lm5 = 1
  1601. ENDIF
  1602.  
  1603. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie5_lm5 8.0 8.0 2.0 FALSE
  1604. flag_had_car_message5_lm5 = 0
  1605. ENDIF
  1606.  
  1607. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie5_lm5 8.0 8.0 2.0 FALSE
  1608.  
  1609. IF flag_prossie5_lm5_in_car = 0
  1610. TURN_CHAR_TO_FACE_PLAYER prossie5_lm5 player
  1611. ENDIF
  1612.  
  1613. IF IS_PLAYER_STOPPED player
  1614.  
  1615. IF IS_PLAYER_IN_ANY_CAR player
  1616. STORE_CAR_PLAYER_IS_IN player vehicle_lm5
  1617. GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
  1618. GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5
  1619. room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
  1620. ENDIF
  1621.  
  1622. IF room_left_in_car_lm5 > 0
  1623.  
  1624. SET_PLAYER_AS_LEADER prossie5_lm5 player
  1625. REMOVE_BLIP radarped_prossie5_lm5
  1626. flag_blip_on_prossie5_lm5 = 0
  1627.  
  1628. WHILE NOT IS_CHAR_IN_CAR prossie5_lm5 vehicle_lm5
  1629.  
  1630. WAIT 0
  1631.  
  1632. GOSUB check_for_dead_prossies
  1633.  
  1634. IF number_of_dead_prossies > 0
  1635. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1636. GOTO mission_luigi5_failed
  1637. ENDIF
  1638.  
  1639. IF IS_CAR_DEAD vehicle_lm5
  1640. PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle is wrecked!"
  1641. GOTO mission_luigi5_failed
  1642. ENDIF
  1643.  
  1644. IF flag_prossie5_at_ball = 0
  1645.  
  1646. IF IS_CHAR_DEAD prossie5_lm5
  1647. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1648. GOTO mission_luigi5_failed
  1649. ELSE
  1650.  
  1651. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie5_lm5 player
  1652. AND flag_blip_on_prossie5_lm5 = 0
  1653. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  1654. ADD_BLIP_FOR_CHAR prossie5_lm5 radarped_prossie5_lm5
  1655. flag_blip_on_prossie5_lm5 = 1
  1656. GOTO prossie_checks
  1657. ENDIF
  1658.  
  1659. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie5_lm5 8.0 8.0 FALSE
  1660. AND flag_blip_on_prossie5_lm5 = 1
  1661. SET_PLAYER_AS_LEADER prossie5_lm5 player
  1662. REMOVE_BLIP radarped_prossie5_lm5
  1663. flag_blip_on_prossie5_lm5 = 0
  1664. ENDIF
  1665.  
  1666. ENDIF
  1667.  
  1668. ENDIF
  1669.  
  1670.  
  1671. ENDWHILE
  1672. flag_prossie5_lm5_in_car = 1
  1673. SET_CHAR_RUNNING prossie5_lm5 FALSE
  1674. ELSE
  1675. IF flag_had_room_message_lm5 = 0
  1676. PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
  1677. flag_had_room_message_lm5 = 1
  1678. ENDIF //room message
  1679. ENDIF //room left in car
  1680. ENDIF //stopped
  1681. ELSE
  1682. flag_had_room_message_lm5 = 0
  1683. ENDIF // locate
  1684. ENDIF
  1685.  
  1686.  
  1687.  
  1688. IF flag_prossie5_lm5_in_car = 1
  1689.  
  1690. IF flag_prossie5_in_car_park = 0
  1691.  
  1692. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie5_lm5 player
  1693. AND flag_blip_on_prossie5_lm5 = 0
  1694. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  1695. ADD_BLIP_FOR_CHAR prossie5_lm5 radarped_prossie5_lm5
  1696. flag_blip_on_prossie5_lm5 = 1
  1697. flag_prossie5_lm5_in_car = 0
  1698. ENDIF
  1699.  
  1700. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie5_lm5 8.0 8.0 FALSE
  1701. AND flag_blip_on_prossie5_lm5 = 1
  1702. SET_PLAYER_AS_LEADER prossie5_lm5 player
  1703. REMOVE_BLIP radarped_prossie5_lm5
  1704. flag_blip_on_prossie5_lm5 = 0
  1705. ENDIF
  1706.  
  1707. ENDIF
  1708.  
  1709. IF IS_CHAR_STOPPED_IN_AREA_3D prossie5_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
  1710. AND flag_prossie5_at_ball = 0
  1711. AND flag_prossie5_in_car_park = 0
  1712. WAIT 0
  1713.  
  1714. IF flag_prossie5_at_ball = 0
  1715.  
  1716. IF IS_CHAR_DEAD prossie5_lm5
  1717. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1718. GOTO mission_luigi5_failed
  1719. ENDIF
  1720.  
  1721. ENDIF
  1722.  
  1723. LEAVE_GROUP prossie5_lm5
  1724.  
  1725. IF IS_CHAR_IN_ANY_CAR prossie5_lm5
  1726. STORE_CAR_CHAR_IS_IN prossie5_lm5 vehicle_lm5
  1727. SET_CHAR_OBJ_LEAVE_CAR prossie5_lm5 vehicle_lm5
  1728. ENDIF
  1729. flag_prossie5_in_car_park = 1
  1730. ENDIF
  1731.  
  1732. ENDIF
  1733.  
  1734. IF flag_prossie5_in_car_park = 1
  1735.  
  1736. IF NOT IS_CHAR_IN_ANY_CAR prossie5_lm5
  1737. AND flag_prossie5_told_to_go_into_ball = 0
  1738. WAIT 0
  1739.  
  1740. IF flag_prossie5_at_ball = 0
  1741.  
  1742. IF IS_CHAR_DEAD prossie5_lm5
  1743. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1744. GOTO mission_luigi5_failed
  1745. ENDIF
  1746.  
  1747. ENDIF
  1748.  
  1749. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie5_lm5 999.0 -891.0
  1750. ++ counter_no_of_girls_at_the_ball
  1751. // PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  1752. CLEAR_WANTED_LEVEL player
  1753. flag_prossie5_told_to_go_into_ball = 1
  1754. ENDIF
  1755.  
  1756. IF LOCATE_CHAR_ON_FOOT_2D prossie5_lm5 999.0 -891.0 1.0 1.0 FALSE
  1757. CHAR_SET_IDLE prossie5_lm5
  1758. REMOVE_CHAR_ELEGANTLY prossie5_lm5
  1759. //++ counter_no_of_girls_at_the_ball
  1760. //PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  1761. flag_prossie5_at_ball = 1
  1762. ENDIF
  1763.  
  1764. IF flag_prossie5_told_to_go_into_ball = 1
  1765.  
  1766. IF flag_prossie5_at_ball = 0
  1767.  
  1768. IF flag_timer_prossie5_lm5 = 0
  1769. timerb = 0
  1770. flag_timer_prossie5_lm5 = 1
  1771. ENDIF
  1772.  
  1773. IF timerb > 20000
  1774. SET_CHAR_COORDINATES prossie5_lm5 999.0 -891.0 14.3
  1775. ENDIF
  1776.  
  1777. ENDIF
  1778.  
  1779. ENDIF
  1780.  
  1781. ENDIF
  1782.  
  1783. ENDIF
  1784.  
  1785.  
  1786. // checks for prossie 6
  1787.  
  1788. IF flag_prossie6_at_ball = 0
  1789.  
  1790. IF IS_CHAR_DEAD prossie6_lm5
  1791. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1792. GOTO mission_luigi5_failed
  1793. ENDIF
  1794.  
  1795. IF flag_prossie6_lm5_in_car = 0
  1796.  
  1797. IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie6_lm5 8.0 8.0 2.0 FALSE
  1798. AND flag_had_car_message6_lm5 = 0
  1799. PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
  1800. flag_had_car_message6_lm5 = 1
  1801. ENDIF
  1802.  
  1803. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie6_lm5 8.0 8.0 2.0 FALSE
  1804. flag_had_car_message6_lm5 = 0
  1805. ENDIF
  1806.  
  1807. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie6_lm5 8.0 8.0 2.0 FALSE
  1808.  
  1809. IF flag_prossie6_lm5_in_car = 0
  1810. TURN_CHAR_TO_FACE_PLAYER prossie6_lm5 player
  1811. ENDIF
  1812.  
  1813. IF IS_PLAYER_STOPPED player
  1814.  
  1815. IF IS_PLAYER_IN_ANY_CAR player
  1816. STORE_CAR_PLAYER_IS_IN player vehicle_lm5
  1817. GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
  1818. GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5
  1819. room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
  1820. ENDIF
  1821.  
  1822. IF room_left_in_car_lm5 > 0
  1823.  
  1824. SET_PLAYER_AS_LEADER prossie6_lm5 player
  1825. REMOVE_BLIP radarped_prossie6_lm5
  1826. flag_blip_on_prossie6_lm5 = 0
  1827.  
  1828. WHILE NOT IS_CHAR_IN_CAR prossie6_lm5 vehicle_lm5
  1829.  
  1830. WAIT 0
  1831.  
  1832. GOSUB check_for_dead_prossies
  1833.  
  1834. IF number_of_dead_prossies > 0
  1835. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1836. GOTO mission_luigi5_failed
  1837. ENDIF
  1838.  
  1839. IF IS_CAR_DEAD vehicle_lm5
  1840. PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle is wrecked!"
  1841. GOTO mission_luigi5_failed
  1842. ENDIF
  1843.  
  1844.  
  1845. IF flag_prossie6_at_ball = 0
  1846.  
  1847. IF IS_CHAR_DEAD prossie6_lm5
  1848. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1849. GOTO mission_luigi5_failed
  1850. ELSE
  1851.  
  1852. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie6_lm5 player
  1853. AND flag_blip_on_prossie6_lm5 = 0
  1854. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  1855. ADD_BLIP_FOR_CHAR prossie6_lm5 radarped_prossie6_lm5
  1856. flag_blip_on_prossie6_lm5 = 1
  1857. GOTO prossie_checks
  1858. ENDIF
  1859.  
  1860. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie6_lm5 8.0 8.0 FALSE
  1861. AND flag_blip_on_prossie6_lm5 = 1
  1862. SET_PLAYER_AS_LEADER prossie6_lm5 player
  1863. REMOVE_BLIP radarped_prossie6_lm5
  1864. flag_blip_on_prossie6_lm5 = 0
  1865. ENDIF
  1866.  
  1867. ENDIF
  1868.  
  1869. ENDIF
  1870.  
  1871.  
  1872. ENDWHILE
  1873.  
  1874. flag_prossie6_lm5_in_car = 1
  1875.  
  1876. SET_CHAR_RUNNING prossie6_lm5 FALSE
  1877. ELSE
  1878. IF flag_had_room_message_lm5 = 0
  1879. PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
  1880. flag_had_room_message_lm5 = 1
  1881. ENDIF //room message
  1882. ENDIF //room left in car
  1883. ENDIF //stopped
  1884. ELSE
  1885. flag_had_room_message_lm5 = 0
  1886. ENDIF // locate
  1887. ENDIF
  1888.  
  1889.  
  1890.  
  1891. IF flag_prossie6_lm5_in_car = 1
  1892.  
  1893. IF flag_prossie6_in_car_park = 0
  1894.  
  1895.  
  1896. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie6_lm5 player
  1897. AND flag_blip_on_prossie6_lm5 = 0
  1898. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  1899. ADD_BLIP_FOR_CHAR prossie6_lm5 radarped_prossie6_lm5
  1900. flag_blip_on_prossie6_lm5 = 1
  1901. flag_prossie6_lm5_in_car = 0
  1902. ENDIF
  1903.  
  1904. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie6_lm5 8.0 8.0 FALSE
  1905. AND flag_blip_on_prossie6_lm5 = 1
  1906. SET_PLAYER_AS_LEADER prossie6_lm5 player
  1907. REMOVE_BLIP radarped_prossie6_lm5
  1908. flag_blip_on_prossie6_lm5 = 0
  1909. ENDIF
  1910.  
  1911. ENDIF
  1912.  
  1913. IF IS_CHAR_STOPPED_IN_AREA_3D prossie6_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
  1914. AND flag_prossie6_at_ball = 0
  1915. AND flag_prossie6_in_car_park = 0
  1916. WAIT 0
  1917.  
  1918. IF flag_prossie6_at_ball = 0
  1919.  
  1920. IF IS_CHAR_DEAD prossie6_lm5
  1921. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1922. GOTO mission_luigi5_failed
  1923. ENDIF
  1924.  
  1925. ENDIF
  1926.  
  1927. LEAVE_GROUP prossie6_lm5
  1928.  
  1929. IF IS_CHAR_IN_ANY_CAR prossie6_lm5
  1930. STORE_CAR_CHAR_IS_IN prossie6_lm5 vehicle_lm5
  1931. SET_CHAR_OBJ_LEAVE_CAR prossie6_lm5 vehicle_lm5
  1932. ENDIF
  1933. flag_prossie6_in_car_park = 1
  1934. ENDIF
  1935.  
  1936. ENDIF
  1937.  
  1938. IF flag_prossie6_in_car_park = 1
  1939.  
  1940. IF NOT IS_CHAR_IN_ANY_CAR prossie6_lm5
  1941. AND flag_prossie6_told_to_go_into_ball = 0
  1942. WAIT 0
  1943.  
  1944. IF flag_prossie6_at_ball = 0
  1945.  
  1946. IF IS_CHAR_DEAD prossie6_lm5
  1947. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1948. GOTO mission_luigi5_failed
  1949. ENDIF
  1950.  
  1951. ENDIF
  1952.  
  1953. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie6_lm5 999.0 -891.0
  1954. ++ counter_no_of_girls_at_the_ball
  1955. ADD_ONE_OFF_SOUND 999.9 -879.3 15.0 SOUND_PART_MISSION_COMPLETE
  1956. // PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  1957. CLEAR_WANTED_LEVEL player
  1958. flag_prossie6_told_to_go_into_ball = 1
  1959. ENDIF
  1960.  
  1961. IF LOCATE_CHAR_ON_FOOT_2D prossie6_lm5 999.0 -891.0 1.0 1.0 FALSE
  1962. CHAR_SET_IDLE prossie6_lm5
  1963. REMOVE_CHAR_ELEGANTLY prossie6_lm5
  1964. //++ counter_no_of_girls_at_the_ball
  1965. //PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  1966. flag_prossie6_at_ball = 1
  1967. ENDIF
  1968.  
  1969. IF flag_prossie6_told_to_go_into_ball = 1
  1970.  
  1971. IF flag_prossie6_at_ball = 0
  1972.  
  1973. IF flag_timer_prossie6_lm5 = 0
  1974. timerb = 0
  1975. flag_timer_prossie6_lm5 = 1
  1976. ENDIF
  1977.  
  1978. IF timerb > 20000
  1979. SET_CHAR_COORDINATES prossie6_lm5 999.0 -891.0 14.3
  1980. ENDIF
  1981.  
  1982. ENDIF
  1983.  
  1984. ENDIF
  1985.  
  1986. ENDIF
  1987.  
  1988. ENDIF
  1989.  
  1990.  
  1991. // checks for prossie 7
  1992.  
  1993. IF flag_prossie7_at_ball = 0
  1994.  
  1995. IF IS_CHAR_DEAD prossie7_lm5
  1996. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  1997. GOTO mission_luigi5_failed
  1998. ENDIF
  1999.  
  2000. IF flag_prossie7_lm5_in_car = 0
  2001.  
  2002. IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie7_lm5 8.0 8.0 2.0 FALSE
  2003. AND flag_had_car_message7_lm5 = 0
  2004. PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
  2005. flag_had_car_message7_lm5 = 1
  2006. ENDIF
  2007.  
  2008. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie7_lm5 8.0 8.0 2.0 FALSE
  2009. flag_had_car_message7_lm5 = 0
  2010. ENDIF
  2011.  
  2012. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie7_lm5 8.0 8.0 2.0 FALSE
  2013.  
  2014. IF flag_prossie7_lm5_in_car = 0
  2015. TURN_CHAR_TO_FACE_PLAYER prossie7_lm5 player
  2016. ENDIF
  2017.  
  2018. IF IS_PLAYER_STOPPED player
  2019.  
  2020. IF IS_PLAYER_IN_ANY_CAR player
  2021. STORE_CAR_PLAYER_IS_IN player vehicle_lm5
  2022. GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
  2023. GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5
  2024. room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
  2025. ENDIF
  2026.  
  2027. IF room_left_in_car_lm5 > 0
  2028.  
  2029. SET_PLAYER_AS_LEADER prossie7_lm5 player
  2030. REMOVE_BLIP radarped_prossie7_lm5
  2031. flag_blip_on_prossie7_lm5 = 0
  2032.  
  2033. WHILE NOT IS_CHAR_IN_CAR prossie7_lm5 vehicle_lm5
  2034.  
  2035. WAIT 0
  2036.  
  2037. GOSUB check_for_dead_prossies
  2038.  
  2039. IF number_of_dead_prossies > 0
  2040. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  2041. GOTO mission_luigi5_failed
  2042. ENDIF
  2043.  
  2044. IF IS_CAR_DEAD vehicle_lm5
  2045. PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle is wrecked!"
  2046. GOTO mission_luigi5_failed
  2047. ENDIF
  2048.  
  2049. IF flag_prossie7_at_ball = 0
  2050.  
  2051. IF IS_CHAR_DEAD prossie7_lm5
  2052. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  2053. GOTO mission_luigi5_failed
  2054. ELSE
  2055.  
  2056. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie7_lm5 player
  2057. AND flag_blip_on_prossie7_lm5 = 0
  2058. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  2059. ADD_BLIP_FOR_CHAR prossie7_lm5 radarped_prossie7_lm5
  2060. flag_blip_on_prossie7_lm5 = 1
  2061. GOTO prossie_checks
  2062. ENDIF
  2063.  
  2064. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie7_lm5 8.0 8.0 FALSE
  2065. AND flag_blip_on_prossie7_lm5 = 1
  2066. SET_PLAYER_AS_LEADER prossie7_lm5 player
  2067. REMOVE_BLIP radarped_prossie7_lm5
  2068. flag_blip_on_prossie7_lm5 = 0
  2069. ENDIF
  2070.  
  2071. ENDIF
  2072.  
  2073. ENDIF
  2074.  
  2075.  
  2076. ENDWHILE
  2077. flag_prossie7_lm5_in_car = 1
  2078. SET_CHAR_RUNNING prossie7_lm5 FALSE
  2079. ELSE
  2080. IF flag_had_room_message_lm5 = 0
  2081. PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
  2082. flag_had_room_message_lm5 = 1
  2083. ENDIF //room message
  2084. ENDIF //room left in car
  2085. ENDIF //stopped
  2086. ELSE
  2087. flag_had_room_message_lm5 = 0
  2088. ENDIF // locate
  2089. ENDIF
  2090.  
  2091.  
  2092.  
  2093. IF flag_prossie7_lm5_in_car = 1
  2094.  
  2095. IF flag_prossie7_in_car_park = 0
  2096.  
  2097.  
  2098. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie7_lm5 player
  2099. AND flag_blip_on_prossie7_lm5 = 0
  2100. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  2101. ADD_BLIP_FOR_CHAR prossie7_lm5 radarped_prossie7_lm5
  2102. flag_blip_on_prossie7_lm5 = 1
  2103. flag_prossie7_lm5_in_car = 0
  2104. ENDIF
  2105.  
  2106. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie7_lm5 8.0 8.0 FALSE
  2107. AND flag_blip_on_prossie7_lm5 = 1
  2108. SET_PLAYER_AS_LEADER prossie7_lm5 player
  2109. REMOVE_BLIP radarped_prossie7_lm5
  2110. flag_blip_on_prossie7_lm5 = 0
  2111. ENDIF
  2112.  
  2113. ENDIF
  2114.  
  2115. IF IS_CHAR_STOPPED_IN_AREA_3D prossie7_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
  2116. AND flag_prossie7_at_ball = 0
  2117. AND flag_prossie7_in_car_park = 0
  2118. WAIT 0
  2119.  
  2120. IF flag_prossie7_at_ball = 0
  2121.  
  2122. IF IS_CHAR_DEAD prossie7_lm5
  2123. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  2124. GOTO mission_luigi5_failed
  2125. ENDIF
  2126.  
  2127. ENDIF
  2128.  
  2129. LEAVE_GROUP prossie7_lm5
  2130.  
  2131. IF IS_CHAR_IN_ANY_CAR prossie7_lm5
  2132. STORE_CAR_CHAR_IS_IN prossie7_lm5 vehicle_lm5
  2133. SET_CHAR_OBJ_LEAVE_CAR prossie7_lm5 vehicle_lm5
  2134. ENDIF
  2135. flag_prossie7_in_car_park = 1
  2136. ENDIF
  2137.  
  2138. ENDIF
  2139.  
  2140. IF flag_prossie7_in_car_park = 1
  2141.  
  2142. IF NOT IS_CHAR_IN_ANY_CAR prossie7_lm5
  2143. AND flag_prossie7_told_to_go_into_ball = 0
  2144. WAIT 0
  2145.  
  2146. IF flag_prossie7_at_ball = 0
  2147.  
  2148. IF IS_CHAR_DEAD prossie7_lm5
  2149. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  2150. GOTO mission_luigi5_failed
  2151. ENDIF
  2152.  
  2153. ENDIF
  2154.  
  2155. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie7_lm5 999.0 -891.0
  2156. ++ counter_no_of_girls_at_the_ball
  2157. ADD_ONE_OFF_SOUND 999.9 -879.3 15.0 SOUND_PART_MISSION_COMPLETE
  2158. // PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  2159. CLEAR_WANTED_LEVEL player
  2160. flag_prossie7_told_to_go_into_ball = 1
  2161. ENDIF
  2162.  
  2163. IF LOCATE_CHAR_ON_FOOT_2D prossie7_lm5 999.0 -891.0 1.0 1.0 FALSE
  2164. CHAR_SET_IDLE prossie7_lm5
  2165. REMOVE_CHAR_ELEGANTLY prossie7_lm5
  2166. //++ counter_no_of_girls_at_the_ball
  2167. //PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  2168. flag_prossie7_at_ball = 1
  2169. ENDIF
  2170.  
  2171. IF flag_prossie7_told_to_go_into_ball = 1
  2172.  
  2173. IF flag_prossie7_at_ball = 0
  2174.  
  2175. IF flag_timer_prossie7_lm5 = 0
  2176. timerb = 0
  2177. flag_timer_prossie7_lm5 = 1
  2178. ENDIF
  2179.  
  2180. IF timerb > 20000
  2181. SET_CHAR_COORDINATES prossie7_lm5 999.0 -891.0 14.3
  2182. ENDIF
  2183.  
  2184. ENDIF
  2185.  
  2186. ENDIF
  2187.  
  2188. ENDIF
  2189.  
  2190. ENDIF
  2191.  
  2192.  
  2193. // checks for prossie 8
  2194.  
  2195. IF flag_prossie8_at_ball = 0
  2196.  
  2197. IF IS_CHAR_DEAD prossie8_lm5
  2198. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  2199. GOTO mission_luigi5_failed
  2200. ENDIF
  2201.  
  2202. IF flag_prossie8_lm5_in_car = 0
  2203.  
  2204. IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie8_lm5 8.0 8.0 2.0 FALSE
  2205. AND flag_had_car_message8_lm5 = 0
  2206. PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
  2207. flag_had_car_message8_lm5 = 1
  2208. ENDIF
  2209.  
  2210. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie8_lm5 8.0 8.0 2.0 FALSE
  2211. flag_had_car_message8_lm5 = 0
  2212. ENDIF
  2213.  
  2214. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie8_lm5 8.0 8.0 2.0 FALSE
  2215.  
  2216. IF flag_prossie8_lm5_in_car = 0
  2217. TURN_CHAR_TO_FACE_PLAYER prossie8_lm5 player
  2218. ENDIF
  2219.  
  2220. IF IS_PLAYER_STOPPED player
  2221.  
  2222. IF IS_PLAYER_IN_ANY_CAR player
  2223. STORE_CAR_PLAYER_IS_IN player vehicle_lm5
  2224. GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
  2225. GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5
  2226. room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
  2227. ENDIF
  2228.  
  2229. IF room_left_in_car_lm5 > 0
  2230.  
  2231. SET_PLAYER_AS_LEADER prossie8_lm5 player
  2232. REMOVE_BLIP radarped_prossie8_lm5
  2233. flag_blip_on_prossie8_lm5 = 0
  2234.  
  2235. WHILE NOT IS_CHAR_IN_CAR prossie8_lm5 vehicle_lm5
  2236.  
  2237. WAIT 0
  2238.  
  2239. GOSUB check_for_dead_prossies
  2240.  
  2241. IF number_of_dead_prossies > 0
  2242. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  2243. GOTO mission_luigi5_failed
  2244. ENDIF
  2245.  
  2246. IF IS_CAR_DEAD vehicle_lm5
  2247. PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle is wrecked!"
  2248. GOTO mission_luigi5_failed
  2249. ENDIF
  2250.  
  2251. IF flag_prossie8_at_ball = 0
  2252.  
  2253. IF IS_CHAR_DEAD prossie8_lm5
  2254. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  2255. GOTO mission_luigi5_failed
  2256. ELSE
  2257.  
  2258. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie8_lm5 player
  2259. AND flag_blip_on_prossie8_lm5 = 0
  2260. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  2261. ADD_BLIP_FOR_CHAR prossie8_lm5 radarped_prossie8_lm5
  2262. flag_blip_on_prossie8_lm5 = 1
  2263. GOTO prossie_checks
  2264. ENDIF
  2265.  
  2266. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie8_lm5 8.0 8.0 FALSE
  2267. AND flag_blip_on_prossie8_lm5 = 1
  2268. SET_PLAYER_AS_LEADER prossie8_lm5 player
  2269. REMOVE_BLIP radarped_prossie8_lm5
  2270. flag_blip_on_prossie8_lm5 = 0
  2271. ENDIF
  2272.  
  2273. ENDIF
  2274.  
  2275. ENDIF
  2276.  
  2277. ENDWHILE
  2278. flag_prossie8_lm5_in_car = 1
  2279. SET_CHAR_RUNNING prossie8_lm5 FALSE
  2280. ELSE
  2281. IF flag_had_room_message_lm5 = 0
  2282. PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
  2283. flag_had_room_message_lm5 = 1
  2284. ENDIF //room message
  2285. ENDIF //room left in car
  2286. ENDIF //stopped
  2287. ELSE
  2288. flag_had_room_message_lm5 = 0
  2289. ENDIF // locate
  2290. ENDIF
  2291.  
  2292.  
  2293.  
  2294. IF flag_prossie8_lm5_in_car = 1
  2295.  
  2296. IF flag_prossie8_in_car_park = 0
  2297.  
  2298.  
  2299. IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie8_lm5 player
  2300. AND flag_blip_on_prossie8_lm5 = 0
  2301. PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
  2302. ADD_BLIP_FOR_CHAR prossie8_lm5 radarped_prossie8_lm5
  2303. flag_blip_on_prossie8_lm5 = 1
  2304. flag_prossie8_lm5_in_car = 0
  2305. ENDIF
  2306.  
  2307. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie8_lm5 8.0 8.0 FALSE
  2308. AND flag_blip_on_prossie8_lm5 = 1
  2309. SET_PLAYER_AS_LEADER prossie8_lm5 player
  2310. REMOVE_BLIP radarped_prossie8_lm5
  2311. flag_blip_on_prossie8_lm5 = 0
  2312. ENDIF
  2313.  
  2314. ENDIF
  2315.  
  2316. IF IS_CHAR_STOPPED_IN_AREA_3D prossie8_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
  2317. AND flag_prossie8_at_ball = 0
  2318. AND flag_prossie8_in_car_park = 0
  2319. WAIT 0
  2320.  
  2321. IF flag_prossie8_at_ball = 0
  2322.  
  2323. IF IS_CHAR_DEAD prossie8_lm5
  2324. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  2325. GOTO mission_luigi5_failed
  2326. ENDIF
  2327.  
  2328. ENDIF
  2329.  
  2330. LEAVE_GROUP prossie8_lm5
  2331.  
  2332. IF IS_CHAR_IN_ANY_CAR prossie8_lm5
  2333. STORE_CAR_CHAR_IS_IN prossie8_lm5 vehicle_lm5
  2334. SET_CHAR_OBJ_LEAVE_CAR prossie8_lm5 vehicle_lm5
  2335. ENDIF
  2336. flag_prossie8_in_car_park = 1
  2337. ENDIF
  2338.  
  2339. ENDIF
  2340.  
  2341. IF flag_prossie8_in_car_park = 1
  2342.  
  2343. IF NOT IS_CHAR_IN_ANY_CAR prossie8_lm5
  2344. AND flag_prossie8_told_to_go_into_ball = 0
  2345. WAIT 0
  2346.  
  2347. IF flag_prossie8_at_ball = 0
  2348.  
  2349. IF IS_CHAR_DEAD prossie8_lm5
  2350. PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
  2351. GOTO mission_luigi5_failed
  2352. ENDIF
  2353.  
  2354. ENDIF
  2355.  
  2356. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie8_lm5 999.0 -891.0
  2357. ++ counter_no_of_girls_at_the_ball
  2358. ADD_ONE_OFF_SOUND 999.9 -879.3 15.0 SOUND_PART_MISSION_COMPLETE
  2359. // PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  2360. CLEAR_WANTED_LEVEL player
  2361. flag_prossie8_told_to_go_into_ball = 1
  2362. ENDIF
  2363.  
  2364. IF LOCATE_CHAR_ON_FOOT_2D prossie8_lm5 999.0 -891.0 1.0 1.0 FALSE
  2365. CHAR_SET_IDLE prossie8_lm5
  2366. REMOVE_CHAR_ELEGANTLY prossie8_lm5
  2367. //++ counter_no_of_girls_at_the_ball
  2368. //PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
  2369. flag_prossie8_at_ball = 1
  2370. ENDIF
  2371.  
  2372. IF flag_prossie8_told_to_go_into_ball = 1
  2373.  
  2374. IF flag_prossie8_at_ball = 0
  2375.  
  2376. IF flag_timer_prossie8_lm5 = 0
  2377. timerb = 0
  2378. flag_timer_prossie8_lm5 = 1
  2379. ENDIF
  2380.  
  2381. IF timerb > 20000
  2382. SET_CHAR_COORDINATES prossie8_lm5 999.0 -891.0 14.3
  2383. ENDIF
  2384.  
  2385. ENDIF
  2386.  
  2387. ENDIF
  2388.  
  2389. ENDIF
  2390.  
  2391. ENDIF
  2392.  
  2393.  
  2394. ENDWHILE
  2395.  
  2396. // pass or fail checks
  2397.  
  2398. IF counter_no_of_girls_at_the_ball < 4
  2399. PRINT_NOW ( OUTTIME ) 5000 1 //"You ran out of time!"
  2400. GOTO mission_luigi5_failed
  2401. ELSE
  2402. GOTO mission_luigi5_passed
  2403. ENDIF
  2404.  
  2405.  
  2406.  
  2407. // Mission Luigi1 failed
  2408.  
  2409. mission_luigi5_failed:
  2410.  
  2411. PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
  2412.  
  2413. RETURN
  2414.  
  2415.  
  2416. // mission Luigi1 passed
  2417.  
  2418. mission_luigi5_passed:
  2419.  
  2420. FREEZE_ONSCREEN_TIMER TRUE
  2421.  
  2422. GOSUB mission_end_cutscene
  2423.  
  2424. IF counter_girls_trying_to_get_to_ball > 0
  2425. REMOVE_SPHERE sphere_lm5
  2426. SWITCH_WIDESCREEN ON
  2427. SET_PLAYER_CONTROL player OFF
  2428. SET_POLICE_IGNORE_PLAYER player ON
  2429. SET_EVERYONE_IGNORE_PLAYER player ON
  2430. CLEAR_AREA 1006.845 -885.5 14.7 2.0 TRUE
  2431. SET_FIXED_CAMERA_POSITION 1006.845 -885.5 14.7 0.0 0.0 0.0
  2432. POINT_CAMERA_AT_POINT 1005.9 -885.0 14.6 JUMP_CUT
  2433. GOSUB mission_end_cutscene2
  2434. SWITCH_WIDESCREEN OFF
  2435. RESTORE_CAMERA_JUMPCUT
  2436. SET_PLAYER_CONTROL player ON
  2437. SET_POLICE_IGNORE_PLAYER player OFF
  2438. SET_EVERYONE_IGNORE_PLAYER player OFF
  2439. ENDIF
  2440.  
  2441. flag_luigi_mission5_passed = 1
  2442. flag_all_luigi_missions_passed = 1
  2443. REGISTER_MISSION_PASSED ( LM5 )
  2444. PLAYER_MADE_PROGRESS 1
  2445. PLAY_MISSION_PASSED_TUNE 1
  2446. score_lm5 = counter_no_of_girls_at_the_ball * 500
  2447. PRINT_WITH_NUMBER_BIG ( M_PASS ) score_lm5 10000 1 //"Mission Passed!"
  2448. ADD_SCORE player score_lm5
  2449. CLEAR_WANTED_LEVEL player
  2450. IF counter_no_of_girls_at_the_ball = 8
  2451. PRINT_WITH_NUMBER_NOW ( BONUS ) 2000 5000 1 //"Bonus of $2000!"
  2452. ADD_SCORE player 2000
  2453. ENDIF
  2454. REMOVE_BLIP luigi_contact_blip
  2455. RETURN
  2456.  
  2457.  
  2458.  
  2459. // mission cleanup
  2460.  
  2461. mission_cleanup_luigi5:
  2462.  
  2463. flag_player_on_mission = 0
  2464. flag_player_on_luigi_mission = 0
  2465. SWITCH_CAR_GENERATOR gen_car28 101
  2466. REMOVE_SOUND ball_sounds
  2467. REMOVE_SPHERE sphere_lm5
  2468. MARK_OBJECT_AS_NO_LONGER_NEEDED fuzzball_sign
  2469. MARK_MODEL_AS_NO_LONGER_NEEDED PED_PROSTITUTE
  2470. MARK_MODEL_AS_NO_LONGER_NEEDED PED_PROSTITUTE2
  2471. CLEAR_ONSCREEN_TIMER timer_lm5
  2472. FREEZE_ONSCREEN_TIMER FALSE
  2473. CLEAR_ONSCREEN_COUNTER counter_no_of_girls_at_the_ball
  2474. REMOVE_BLIP radar_blip_coord1_lm5
  2475. REMOVE_BLIP radarped_prossie1_lm5
  2476. REMOVE_BLIP radarped_prossie2_lm5
  2477. REMOVE_BLIP radarped_prossie3_lm5
  2478. REMOVE_BLIP radarped_prossie4_lm5
  2479. REMOVE_BLIP radarped_prossie5_lm5
  2480. REMOVE_BLIP radarped_prossie6_lm5
  2481. REMOVE_BLIP radarped_prossie7_lm5
  2482. REMOVE_BLIP radarped_prossie8_lm5
  2483. MISSION_HAS_FINISHED
  2484.  
  2485.  
  2486. START_NEW_SCRIPT close_fuzz_doors
  2487.  
  2488. RETURN
  2489.  
  2490. check_for_dead_prossies:
  2491.  
  2492.  
  2493. number_of_dead_prossies = 0
  2494.  
  2495. IF flag_prossie1_at_ball = 0
  2496. IF IS_CHAR_DEAD prossie1_lm5
  2497. number_of_dead_prossies++
  2498. ENDIF
  2499. ENDIF
  2500.  
  2501. IF flag_prossie2_at_ball = 0
  2502. IF IS_CHAR_DEAD prossie2_lm5
  2503. number_of_dead_prossies++
  2504. ENDIF
  2505. ENDIF
  2506.  
  2507. IF flag_prossie3_at_ball = 0
  2508. IF IS_CHAR_DEAD prossie3_lm5
  2509. number_of_dead_prossies++
  2510. ENDIF
  2511. ENDIF
  2512.  
  2513. IF flag_prossie4_at_ball = 0
  2514. IF IS_CHAR_DEAD prossie4_lm5
  2515. number_of_dead_prossies++
  2516. ENDIF
  2517. ENDIF
  2518.  
  2519.  
  2520. IF flag_prossie5_at_ball = 0
  2521. IF IS_CHAR_DEAD prossie5_lm5
  2522. number_of_dead_prossies++
  2523. ENDIF
  2524. ENDIF
  2525.  
  2526. IF flag_prossie6_at_ball = 0
  2527. IF IS_CHAR_DEAD prossie6_lm5
  2528. number_of_dead_prossies++
  2529. ENDIF
  2530. ENDIF
  2531.  
  2532. IF flag_prossie7_at_ball = 0
  2533. IF IS_CHAR_DEAD prossie7_lm5
  2534. number_of_dead_prossies++
  2535. ENDIF
  2536. ENDIF
  2537.  
  2538. IF flag_prossie8_at_ball = 0
  2539. IF IS_CHAR_DEAD prossie8_lm5
  2540. number_of_dead_prossies++
  2541. ENDIF
  2542. ENDIF
  2543.  
  2544. RETURN
  2545.  
  2546.  
  2547. mission_end_cutscene:
  2548.  
  2549. IF flag_prossie1_at_ball = 0
  2550.  
  2551. IF flag_prossie1_in_car_park = 1
  2552.  
  2553. IF NOT IS_CHAR_DEAD prossie1_lm5
  2554. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie1_lm5 999.0 -891.0
  2555. ++ counter_girls_trying_to_get_to_ball
  2556. ENDIF
  2557.  
  2558. ENDIF
  2559.  
  2560. ENDIF
  2561.  
  2562. IF flag_prossie2_at_ball = 0
  2563.  
  2564. IF flag_prossie2_in_car_park = 1
  2565.  
  2566. IF NOT IS_CHAR_DEAD prossie2_lm5
  2567. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie2_lm5 999.0 -891.0
  2568. ++ counter_girls_trying_to_get_to_ball
  2569. ENDIF
  2570.  
  2571. ENDIF
  2572.  
  2573. ENDIF
  2574.  
  2575. IF flag_prossie3_at_ball = 0
  2576.  
  2577. IF flag_prossie3_in_car_park = 1
  2578.  
  2579. IF NOT IS_CHAR_DEAD prossie3_lm5
  2580. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie3_lm5 999.0 -891.0
  2581. ++ counter_girls_trying_to_get_to_ball
  2582. ENDIF
  2583.  
  2584. ENDIF
  2585.  
  2586. ENDIF
  2587.  
  2588. IF flag_prossie4_at_ball = 0
  2589.  
  2590. IF flag_prossie4_in_car_park = 1
  2591.  
  2592. IF NOT IS_CHAR_DEAD prossie4_lm5
  2593. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie4_lm5 999.0 -891.0
  2594. ++ counter_girls_trying_to_get_to_ball
  2595. ENDIF
  2596.  
  2597. ENDIF
  2598.  
  2599. ENDIF
  2600.  
  2601. IF flag_prossie5_at_ball = 0
  2602.  
  2603. IF flag_prossie5_in_car_park = 1
  2604.  
  2605. IF NOT IS_CHAR_DEAD prossie5_lm5
  2606. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie5_lm5 999.0 -891.0
  2607. ++ counter_girls_trying_to_get_to_ball
  2608. ENDIF
  2609.  
  2610. ENDIF
  2611.  
  2612. ENDIF
  2613.  
  2614. IF flag_prossie6_at_ball = 0
  2615.  
  2616. IF flag_prossie6_in_car_park = 1
  2617.  
  2618. IF NOT IS_CHAR_DEAD prossie6_lm5
  2619. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie6_lm5 999.0 -891.0
  2620. ++ counter_girls_trying_to_get_to_ball
  2621. ENDIF
  2622.  
  2623. ENDIF
  2624.  
  2625. ENDIF
  2626.  
  2627. IF flag_prossie7_at_ball = 0
  2628.  
  2629. IF flag_prossie7_in_car_park = 1
  2630.  
  2631. IF NOT IS_CHAR_DEAD prossie7_lm5
  2632. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie7_lm5 999.0 -891.0
  2633. ++ counter_girls_trying_to_get_to_ball
  2634. ENDIF
  2635.  
  2636. ENDIF
  2637.  
  2638. ENDIF
  2639.  
  2640. IF flag_prossie8_at_ball = 0
  2641.  
  2642. IF flag_prossie8_in_car_park = 1
  2643.  
  2644. IF NOT IS_CHAR_DEAD prossie8_lm5
  2645. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie8_lm5 999.0 -891.0
  2646. ++ counter_girls_trying_to_get_to_ball
  2647. ENDIF
  2648.  
  2649. ENDIF
  2650.  
  2651. ENDIF
  2652.  
  2653.  
  2654. RETURN
  2655.  
  2656.  
  2657. mission_end_cutscene2:
  2658.  
  2659. timerb = 0
  2660.  
  2661. WHILE counter_girls_trying_to_get_to_ball > 0
  2662.  
  2663. WAIT 0
  2664.  
  2665. CLEAR_AREA 1000.4 -886.7 14.4 6.0 FALSE // This should clear the area
  2666.  
  2667. IF flag_prossie1_at_ball = 0
  2668.  
  2669. IF NOT IS_CHAR_DEAD prossie1_lm5
  2670.  
  2671. IF timerb > 20000
  2672. SET_CHAR_COORDINATES prossie1_lm5 999.0 -891.0 14.3
  2673. ENDIF
  2674.  
  2675. IF LOCATE_CHAR_ON_FOOT_2D prossie1_lm5 999.0 -891.0 1.0 1.0 FALSE
  2676. CHAR_SET_IDLE prossie1_lm5
  2677. REMOVE_CHAR_ELEGANTLY prossie1_lm5
  2678. -- counter_girls_trying_to_get_to_ball
  2679. flag_prossie1_at_ball = 1
  2680. ENDIF
  2681.  
  2682. ELSE
  2683. -- counter_girls_trying_to_get_to_ball
  2684. flag_prossie1_at_ball = 1
  2685. ENDIF
  2686.  
  2687. ENDIF
  2688.  
  2689. IF flag_prossie2_at_ball = 0
  2690.  
  2691. IF NOT IS_CHAR_DEAD prossie2_lm5
  2692.  
  2693. IF timerb > 20000
  2694. SET_CHAR_COORDINATES prossie2_lm5 999.0 -891.0 14.3
  2695. ENDIF
  2696.  
  2697. IF LOCATE_CHAR_ON_FOOT_2D prossie2_lm5 999.0 -891.0 1.0 1.0 FALSE
  2698. CHAR_SET_IDLE prossie2_lm5
  2699. REMOVE_CHAR_ELEGANTLY prossie2_lm5
  2700. -- counter_girls_trying_to_get_to_ball
  2701. flag_prossie2_at_ball = 1
  2702. ENDIF
  2703.  
  2704. ELSE
  2705. -- counter_girls_trying_to_get_to_ball
  2706. flag_prossie2_at_ball = 1
  2707. ENDIF
  2708.  
  2709. ENDIF
  2710.  
  2711. IF flag_prossie3_at_ball = 0
  2712.  
  2713. IF NOT IS_CHAR_DEAD prossie3_lm5
  2714.  
  2715. IF timerb > 20000
  2716. SET_CHAR_COORDINATES prossie3_lm5 999.0 -891.0 14.3
  2717. ENDIF
  2718.  
  2719. IF LOCATE_CHAR_ON_FOOT_2D prossie3_lm5 999.0 -891.0 1.0 1.0 FALSE
  2720. CHAR_SET_IDLE prossie3_lm5
  2721. REMOVE_CHAR_ELEGANTLY prossie3_lm5
  2722. -- counter_girls_trying_to_get_to_ball
  2723. flag_prossie3_at_ball = 1
  2724. ENDIF
  2725.  
  2726. ELSE
  2727. -- counter_girls_trying_to_get_to_ball
  2728. flag_prossie3_at_ball = 1
  2729. ENDIF
  2730.  
  2731. ENDIF
  2732.  
  2733. IF flag_prossie4_at_ball = 0
  2734.  
  2735. IF NOT IS_CHAR_DEAD prossie4_lm5
  2736.  
  2737. IF timerb > 20000
  2738. SET_CHAR_COORDINATES prossie4_lm5 999.0 -891.0 14.3
  2739. ENDIF
  2740.  
  2741. IF LOCATE_CHAR_ON_FOOT_2D prossie4_lm5 999.0 -891.0 1.0 1.0 FALSE
  2742. CHAR_SET_IDLE prossie4_lm5
  2743. REMOVE_CHAR_ELEGANTLY prossie4_lm5
  2744. -- counter_girls_trying_to_get_to_ball
  2745. flag_prossie4_at_ball = 1
  2746. ENDIF
  2747.  
  2748. ELSE
  2749. -- counter_girls_trying_to_get_to_ball
  2750. flag_prossie4_at_ball = 1
  2751. ENDIF
  2752.  
  2753. ENDIF
  2754.  
  2755. IF flag_prossie5_at_ball = 0
  2756.  
  2757. IF NOT IS_CHAR_DEAD prossie5_lm5
  2758.  
  2759. IF timerb > 20000
  2760. SET_CHAR_COORDINATES prossie5_lm5 999.0 -891.0 14.3
  2761. ENDIF
  2762.  
  2763. IF LOCATE_CHAR_ON_FOOT_2D prossie5_lm5 999.0 -891.0 1.0 1.0 FALSE
  2764. CHAR_SET_IDLE prossie5_lm5
  2765. REMOVE_CHAR_ELEGANTLY prossie5_lm5
  2766. -- counter_girls_trying_to_get_to_ball
  2767. flag_prossie5_at_ball = 1
  2768. ENDIF
  2769.  
  2770. ELSE
  2771. -- counter_girls_trying_to_get_to_ball
  2772. flag_prossie5_at_ball = 1
  2773. ENDIF
  2774.  
  2775. ENDIF
  2776.  
  2777. IF flag_prossie6_at_ball = 0
  2778.  
  2779. IF NOT IS_CHAR_DEAD prossie6_lm5
  2780.  
  2781. IF timerb > 20000
  2782. SET_CHAR_COORDINATES prossie6_lm5 999.0 -891.0 14.3
  2783. ENDIF
  2784.  
  2785. IF LOCATE_CHAR_ON_FOOT_2D prossie6_lm5 999.0 -891.0 1.0 1.0 FALSE
  2786. CHAR_SET_IDLE prossie6_lm5
  2787. REMOVE_CHAR_ELEGANTLY prossie6_lm5
  2788. -- counter_girls_trying_to_get_to_ball
  2789. flag_prossie6_at_ball = 1
  2790. ENDIF
  2791.  
  2792. ELSE
  2793. -- counter_girls_trying_to_get_to_ball
  2794. flag_prossie6_at_ball = 1
  2795. ENDIF
  2796.  
  2797. ENDIF
  2798.  
  2799. IF flag_prossie7_at_ball = 0
  2800.  
  2801. IF NOT IS_CHAR_DEAD prossie7_lm5
  2802.  
  2803. IF timerb > 20000
  2804. SET_CHAR_COORDINATES prossie7_lm5 999.0 -891.0 14.3
  2805. ENDIF
  2806.  
  2807. IF LOCATE_CHAR_ON_FOOT_2D prossie7_lm5 999.0 -891.0 1.0 1.0 FALSE
  2808. CHAR_SET_IDLE prossie7_lm5
  2809. REMOVE_CHAR_ELEGANTLY prossie7_lm5
  2810. -- counter_girls_trying_to_get_to_ball
  2811. flag_prossie7_at_ball = 1
  2812. ENDIF
  2813.  
  2814. ELSE
  2815. -- counter_girls_trying_to_get_to_ball
  2816. flag_prossie7_at_ball = 1
  2817. ENDIF
  2818.  
  2819. ENDIF
  2820.  
  2821. IF flag_prossie8_at_ball = 0
  2822.  
  2823. IF NOT IS_CHAR_DEAD prossie8_lm5
  2824.  
  2825. IF timerb > 20000
  2826. SET_CHAR_COORDINATES prossie8_lm5 999.0 -891.0 14.3
  2827. ENDIF
  2828.  
  2829. IF LOCATE_CHAR_ON_FOOT_2D prossie8_lm5 999.0 -891.0 1.0 1.0 FALSE
  2830. CHAR_SET_IDLE prossie8_lm5
  2831. REMOVE_CHAR_ELEGANTLY prossie8_lm5
  2832. -- counter_girls_trying_to_get_to_ball
  2833. flag_prossie8_at_ball = 1
  2834. ENDIF
  2835.  
  2836. ELSE
  2837. -- counter_girls_trying_to_get_to_ball
  2838. flag_prossie8_at_ball = 1
  2839. ENDIF
  2840.  
  2841. ENDIF
  2842.  
  2843. ENDWHILE
  2844.  
  2845. RETURN
  2846.  
  2847. }
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