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ambulance.sc

Feb 3rd, 2016
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  1. MISSION_START
  2. // *****************************************************************************************
  3. // *****************************************************************************************
  4. // *****************************************************************************************
  5. // *********************************** Ambulance missions **********************************
  6. // *****************************************************************************************
  7. // *****************************************************************************************
  8. // *****************************************************************************************
  9.  
  10. // Mission start stuff
  11.  
  12. GOSUB mission_start_ambulance
  13.  
  14. GOSUB ambulance_failed
  15.  
  16. MISSION_END
  17.  
  18. // Variables for mission
  19.  
  20. VAR_INT ped_time_limit players_ambulance flag_got_range_message ped_time_limit_temp ped_counter number_of_injured_peds brackets_var
  21. VAR_INT ambulance_health_last ambulance_health_now time_drop max_peds_in_car peds_in_car player_in_range_flag score_am bonus_time_flag
  22. VAR_INT saved_peds hospital_blip first_rescue_flag time_chunk first_chunk_flag ambulance_level time_chunk_in_secs car_full_flag paramedic_location
  23. VAR_INT drop_off_time_bonus hospital_blip_flag random_scream mission_end_button_ambulance ped_sex_flag players_ambulance_health saved_peds_this_go
  24. VAR_INT injured_ped_1 injured_ped_1_blip injured_ped_1_flag
  25. VAR_INT injured_ped_2 injured_ped_2_blip injured_ped_2_flag
  26. VAR_INT injured_ped_3 injured_ped_3_blip injured_ped_3_flag
  27. VAR_INT injured_ped_4 injured_ped_4_blip injured_ped_4_flag
  28. VAR_INT injured_ped_5 injured_ped_5_blip injured_ped_5_flag
  29. VAR_INT injured_ped_6 injured_ped_6_blip injured_ped_6_flag
  30. VAR_INT injured_ped_7 injured_ped_7_blip injured_ped_7_flag
  31. VAR_INT injured_ped_8 injured_ped_8_blip injured_ped_8_flag
  32. VAR_INT injured_ped_9 injured_ped_9_blip injured_ped_9_flag
  33. VAR_INT injured_ped_10 injured_ped_10_blip injured_ped_10_flag
  34. VAR_INT injured_ped_11 injured_ped_11_blip injured_ped_11_flag
  35. VAR_INT injured_ped_12 injured_ped_12_blip injured_ped_12_flag
  36. //VAR_INT injured_ped_13 injured_ped_13_blip injured_ped_13_flag
  37. //VAR_INT injured_ped_14 injured_ped_14_blip injured_ped_14_flag
  38. //VAR_INT injured_ped_15 injured_ped_15_blip injured_ped_15_flag
  39.  
  40. VAR_FLOAT random_x random_y hospital_x hospital_y hospital_z
  41. VAR_FLOAT player1_a_x player1_a_y player1_a_z hospital_door_x hospital_door_y
  42. VAR_FLOAT ped_coord_x ped_coord_y ped_coord_z sound_x sound_y sound_z
  43. VAR_FLOAT difference_x_float_a difference_y_float_a sum_difference_a_xy
  44. VAR_FLOAT players_distance_from_ped peds_distance_from_hospital ped_time_limit_float random_ped_heading time_chunk_divider
  45.  
  46.  
  47. // ****************************************Mission Start************************************
  48.  
  49. mission_start_ambulance:
  50.  
  51. flag_player_on_mission = 1
  52. flag_player_on_ambulance_mission = 1
  53.  
  54. WAIT 0
  55.  
  56. SCRIPT_NAME ambulan
  57.  
  58. ped_time_limit = 0
  59. players_ambulance = 0
  60. flag_got_range_message = 0
  61. ambulance_health_last = 0
  62. ambulance_health_now = 0
  63. time_drop = 0
  64. max_peds_in_car = 0
  65. peds_in_car = 0
  66. player_in_range_flag = 0
  67. number_of_injured_peds = 1
  68. ped_counter = 0
  69. injured_ped_1_flag = 0
  70. injured_ped_2_flag = 0
  71. injured_ped_3_flag = 0
  72. injured_ped_4_flag = 0
  73. injured_ped_5_flag = 0
  74. injured_ped_6_flag = 0
  75. injured_ped_7_flag = 0
  76. injured_ped_8_flag = 0
  77. injured_ped_9_flag = 0
  78. injured_ped_10_flag = 0
  79. injured_ped_11_flag = 0
  80. injured_ped_12_flag = 0
  81. //injured_ped_13_flag = 0
  82. //injured_ped_14_flag = 0
  83. //injured_ped_15_flag = 0
  84. saved_peds = 0
  85. first_rescue_flag = 0
  86. first_chunk_flag = 0
  87. time_chunk_divider = 11.0
  88. ambulance_level = 1
  89. time_chunk = 0
  90. time_chunk_in_secs = 0
  91. score_am = 0
  92. bonus_time_flag = 0
  93. drop_off_time_bonus = 0
  94. hospital_blip_flag = 0
  95. mission_end_button_ambulance = 0
  96. car_full_flag = 0
  97. saved_peds_this_go = 0
  98. paramedic_location = 0
  99.  
  100. PRINT_NOW ATUTOR2 3000 1 // Take the injured people to the Hospital
  101.  
  102. WAIT 3000
  103.  
  104. SET_WANTED_MULTIPLIER 0.5
  105.  
  106. mission_root:
  107.  
  108. PRINT_WITH_NUMBER_NOW ALEVEL ambulance_level 5000 4 // Ambulance Mission Level ~1~
  109.  
  110. CLEAR_ONSCREEN_TIMER ped_time_limit
  111.  
  112. ped_time_limit = 0
  113.  
  114. CLEAR_HELP
  115.  
  116. IF got_siren_help_before = 0
  117. GET_CONTROLLER_MODE controlmode
  118. IF controlmode = 0
  119. PRINT_HELP SIREN_1 //"To turn on this vehicles sirens tap the ~h~L1 button~w~."
  120. ENDIF
  121. IF controlmode = 1
  122. PRINT_HELP SIREN_2 //"To turn on this vehicles sirens tap the ~h~L1 button~w~."
  123. ENDIF
  124. IF controlmode = 2
  125. PRINT_HELP SIREN_3 //"To turn on this vehicles sirens tap the ~h~R1 button~w~."
  126. ENDIF
  127. IF controlmode = 3
  128. PRINT_HELP SIREN_4 //"To turn on this vehicles sirens tap the ~h~L3 button~w~."
  129. ENDIF
  130. got_siren_help_before = 1
  131. ENDIF
  132.  
  133. WHILE number_of_injured_peds > ped_counter
  134. GOSUB generate_random_coord
  135. GOSUB create_random_injured_ped
  136. GOSUB generate_timelimit
  137. ++ ped_counter
  138. ENDWHILE
  139.  
  140. IF number_of_injured_peds > 3
  141. bonus_time_flag = 1
  142. ELSE
  143. bonus_time_flag = 0
  144. ENDIF
  145.  
  146. time_chunk = ped_time_limit / number_of_injured_peds
  147. time_chunk /= 2
  148. brackets_var = number_of_injured_peds + 1
  149. time_chunk *= brackets_var
  150. ped_time_limit += time_chunk
  151. ped_time_limit = ped_time_limit / number_of_injured_peds
  152. time_chunk = ped_time_limit
  153. time_chunk /= 2
  154.  
  155. DISPLAY_ONSCREEN_TIMER ped_time_limit
  156.  
  157. IF flag_player_on_mission = 0
  158. ADD_BLIP_FOR_COORD hospital_x hospital_y hospital_z hospital_blip
  159. ENDIF
  160.  
  161. GOTO ambulance_loop
  162.  
  163. ////////////////
  164.  
  165. create_random_injured_ped:
  166.  
  167. IF number_of_injured_peds > 0
  168. AND injured_ped_1_flag = 0
  169. CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_1
  170. injured_ped_1_flag = 1
  171. SET_CHAR_BLEEDING injured_ped_1 TRUE
  172. SET_CHAR_ONLY_DAMAGED_BY_PLAYER injured_ped_1 TRUE
  173. GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  174. SET_CHAR_HEADING injured_ped_1 random_ped_heading
  175. SET_CHAR_RUNNING injured_ped_1 TRUE
  176. CLEAR_CHAR_THREAT_SEARCH injured_ped_1
  177. ADD_BLIP_FOR_CHAR injured_ped_1 injured_ped_1_blip
  178. SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_1
  179. RETURN
  180. ENDIF
  181.  
  182. IF number_of_injured_peds > 1
  183. AND injured_ped_2_flag = 0
  184. CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_2
  185. injured_ped_2_flag = 1
  186. SET_CHAR_BLEEDING injured_ped_2 TRUE
  187. SET_CHAR_ONLY_DAMAGED_BY_PLAYER injured_ped_2 TRUE
  188. GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  189. SET_CHAR_HEADING injured_ped_2 random_ped_heading
  190. SET_CHAR_RUNNING injured_ped_2 TRUE
  191. CLEAR_CHAR_THREAT_SEARCH injured_ped_2
  192. ADD_BLIP_FOR_CHAR injured_ped_2 injured_ped_2_blip
  193. SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_2
  194. RETURN
  195. ENDIF
  196.  
  197. IF number_of_injured_peds > 2
  198. AND injured_ped_3_flag = 0
  199. CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_3
  200. injured_ped_3_flag = 1
  201. SET_CHAR_BLEEDING injured_ped_3 TRUE
  202. SET_CHAR_ONLY_DAMAGED_BY_PLAYER injured_ped_3 TRUE
  203. GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  204. SET_CHAR_HEADING injured_ped_3 random_ped_heading
  205. SET_CHAR_RUNNING injured_ped_3 TRUE
  206. CLEAR_CHAR_THREAT_SEARCH injured_ped_3
  207. ADD_BLIP_FOR_CHAR injured_ped_3 injured_ped_3_blip
  208. SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_3
  209. RETURN
  210. ENDIF
  211.  
  212. IF number_of_injured_peds > 3
  213. AND injured_ped_4_flag = 0
  214. CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_4
  215. injured_ped_4_flag = 1
  216. SET_CHAR_BLEEDING injured_ped_4 TRUE
  217. SET_CHAR_ONLY_DAMAGED_BY_PLAYER injured_ped_4 TRUE
  218. GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  219. SET_CHAR_HEADING injured_ped_4 random_ped_heading
  220. SET_CHAR_RUNNING injured_ped_4 TRUE
  221. CLEAR_CHAR_THREAT_SEARCH injured_ped_4
  222. ADD_BLIP_FOR_CHAR injured_ped_4 injured_ped_4_blip
  223. SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_4
  224. RETURN
  225. ENDIF
  226.  
  227. IF number_of_injured_peds > 4
  228. AND injured_ped_5_flag = 0
  229. CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_5
  230. injured_ped_5_flag = 1
  231. SET_CHAR_BLEEDING injured_ped_5 TRUE
  232. SET_CHAR_ONLY_DAMAGED_BY_PLAYER injured_ped_5 TRUE
  233. GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  234. SET_CHAR_HEADING injured_ped_5 random_ped_heading
  235. SET_CHAR_RUNNING injured_ped_5 TRUE
  236. CLEAR_CHAR_THREAT_SEARCH injured_ped_5
  237. ADD_BLIP_FOR_CHAR injured_ped_5 injured_ped_5_blip
  238. SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_5
  239. RETURN
  240. ENDIF
  241.  
  242. IF number_of_injured_peds > 5
  243. AND injured_ped_6_flag = 0
  244. CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_6
  245. injured_ped_6_flag = 1
  246. SET_CHAR_BLEEDING injured_ped_6 TRUE
  247. SET_CHAR_ONLY_DAMAGED_BY_PLAYER injured_ped_6 TRUE
  248. GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  249. SET_CHAR_HEADING injured_ped_6 random_ped_heading
  250. SET_CHAR_RUNNING injured_ped_6 TRUE
  251. CLEAR_CHAR_THREAT_SEARCH injured_ped_6
  252. ADD_BLIP_FOR_CHAR injured_ped_6 injured_ped_6_blip
  253. SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_6
  254. RETURN
  255. ENDIF
  256.  
  257. IF number_of_injured_peds > 6
  258. AND injured_ped_7_flag = 0
  259. CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_7
  260. injured_ped_7_flag = 1
  261. SET_CHAR_BLEEDING injured_ped_7 TRUE
  262. SET_CHAR_ONLY_DAMAGED_BY_PLAYER injured_ped_7 TRUE
  263. GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  264. SET_CHAR_HEADING injured_ped_7 random_ped_heading
  265. SET_CHAR_RUNNING injured_ped_7 TRUE
  266. CLEAR_CHAR_THREAT_SEARCH injured_ped_7
  267. ADD_BLIP_FOR_CHAR injured_ped_7 injured_ped_7_blip
  268. SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_7
  269. RETURN
  270. ENDIF
  271.  
  272. IF number_of_injured_peds > 7
  273. AND injured_ped_8_flag = 0
  274. CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_8
  275. injured_ped_8_flag = 1
  276. SET_CHAR_BLEEDING injured_ped_8 TRUE
  277. SET_CHAR_ONLY_DAMAGED_BY_PLAYER injured_ped_8 TRUE
  278. GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  279. SET_CHAR_HEADING injured_ped_8 random_ped_heading
  280. SET_CHAR_RUNNING injured_ped_8 TRUE
  281. CLEAR_CHAR_THREAT_SEARCH injured_ped_8
  282. ADD_BLIP_FOR_CHAR injured_ped_8 injured_ped_8_blip
  283. SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_8
  284. RETURN
  285. ENDIF
  286.  
  287. IF number_of_injured_peds > 8
  288. AND injured_ped_9_flag = 0
  289. CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_9
  290. injured_ped_9_flag = 1
  291. SET_CHAR_BLEEDING injured_ped_9 TRUE
  292. SET_CHAR_ONLY_DAMAGED_BY_PLAYER injured_ped_9 TRUE
  293. GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  294. SET_CHAR_HEADING injured_ped_9 random_ped_heading
  295. SET_CHAR_RUNNING injured_ped_9 TRUE
  296. CLEAR_CHAR_THREAT_SEARCH injured_ped_9
  297. ADD_BLIP_FOR_CHAR injured_ped_9 injured_ped_9_blip
  298. SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_9
  299. RETURN
  300. ENDIF
  301.  
  302. IF number_of_injured_peds > 9
  303. AND injured_ped_10_flag = 0
  304. CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_10
  305. injured_ped_10_flag = 1
  306. SET_CHAR_BLEEDING injured_ped_10 TRUE
  307. SET_CHAR_ONLY_DAMAGED_BY_PLAYER injured_ped_10 TRUE
  308. GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  309. SET_CHAR_HEADING injured_ped_10 random_ped_heading
  310. SET_CHAR_RUNNING injured_ped_10 TRUE
  311. CLEAR_CHAR_THREAT_SEARCH injured_ped_10
  312. ADD_BLIP_FOR_CHAR injured_ped_10 injured_ped_10_blip
  313. SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_10
  314. RETURN
  315. ENDIF
  316.  
  317. IF number_of_injured_peds > 10
  318. AND injured_ped_11_flag = 0
  319. CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_11
  320. injured_ped_11_flag = 1
  321. SET_CHAR_BLEEDING injured_ped_11 TRUE
  322. SET_CHAR_ONLY_DAMAGED_BY_PLAYER injured_ped_11 TRUE
  323. GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  324. SET_CHAR_HEADING injured_ped_11 random_ped_heading
  325. SET_CHAR_RUNNING injured_ped_11 TRUE
  326. CLEAR_CHAR_THREAT_SEARCH injured_ped_11
  327. ADD_BLIP_FOR_CHAR injured_ped_11 injured_ped_11_blip
  328. SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_11
  329. RETURN
  330. ENDIF
  331.  
  332. IF number_of_injured_peds > 11
  333. AND injured_ped_12_flag = 0
  334. CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_12
  335. injured_ped_12_flag = 1
  336. SET_CHAR_BLEEDING injured_ped_12 TRUE
  337. SET_CHAR_ONLY_DAMAGED_BY_PLAYER injured_ped_12 TRUE
  338. GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  339. SET_CHAR_HEADING injured_ped_12 random_ped_heading
  340. SET_CHAR_RUNNING injured_ped_12 TRUE
  341. CLEAR_CHAR_THREAT_SEARCH injured_ped_12
  342. ADD_BLIP_FOR_CHAR injured_ped_12 injured_ped_12_blip
  343. SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_12
  344. RETURN
  345. ENDIF
  346.  
  347. //IF number_of_injured_peds > 12
  348. //AND injured_ped_13_flag = 0
  349. // CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_13
  350. // injured_ped_13_flag = 1
  351. // SET_CHAR_BLEEDING injured_ped_13 TRUE
  352. // GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  353. // SET_CHAR_HEADING injured_ped_13 random_ped_heading
  354. // SET_CHAR_RUNNING injured_ped_13 TRUE
  355. // CLEAR_CHAR_THREAT_SEARCH injured_ped_13
  356. // ADD_BLIP_FOR_CHAR injured_ped_13 injured_ped_13_blip
  357. // SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_13
  358. // RETURN
  359. //ENDIF
  360. //
  361. //IF number_of_injured_peds > 13
  362. //AND injured_ped_14_flag = 0
  363. // CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_14
  364. // injured_ped_14_flag = 1
  365. // SET_CHAR_BLEEDING injured_ped_14 TRUE
  366. // GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  367. // SET_CHAR_HEADING injured_ped_14 random_ped_heading
  368. // SET_CHAR_RUNNING injured_ped_14 TRUE
  369. // CLEAR_CHAR_THREAT_SEARCH injured_ped_14
  370. // ADD_BLIP_FOR_CHAR injured_ped_14 injured_ped_14_blip
  371. // SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_14
  372. // RETURN
  373. //ENDIF
  374. //
  375. //IF number_of_injured_peds > 14
  376. //AND injured_ped_15_flag = 0
  377. // CREATE_RANDOM_CHAR ped_coord_x ped_coord_y ped_coord_z injured_ped_15
  378. // injured_ped_15_flag = 1
  379. // SET_CHAR_BLEEDING injured_ped_15 TRUE
  380. // GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 359.9 random_ped_heading
  381. // SET_CHAR_HEADING injured_ped_15 random_ped_heading
  382. // SET_CHAR_RUNNING injured_ped_15 TRUE
  383. // CLEAR_CHAR_THREAT_SEARCH injured_ped_15
  384. // ADD_BLIP_FOR_CHAR injured_ped_15 injured_ped_15_blip
  385. // SET_CHAR_OBJ_WAIT_ON_FOOT injured_ped_15
  386. // RETURN
  387. //ENDIF
  388.  
  389. RETURN
  390.  
  391. ////////////////
  392.  
  393. generate_random_coord:
  394.  
  395. WAIT 0
  396.  
  397. GET_PLAYER_COORDINATES player player1_a_x player1_a_y player1_a_z
  398.  
  399. IF IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
  400. GENERATE_RANDOM_FLOAT_IN_RANGE 778.0 1540.0 random_x
  401. GENERATE_RANDOM_FLOAT_IN_RANGE -1110.0 0.0 random_y
  402. hospital_x = 1141.5
  403. hospital_y = -595.2402
  404. hospital_z = 13.9
  405. hospital_door_x = 1149.1873
  406. hospital_door_y = -597.3521
  407. flag_got_range_message = 0
  408. player_in_range_flag = 1
  409. paramedic_location = 1
  410. ENDIF
  411.  
  412. IF IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
  413. GENERATE_RANDOM_FLOAT_IN_RANGE -192.0 545.0 random_x
  414. GENERATE_RANDOM_FLOAT_IN_RANGE -1626.0 98.0 random_y
  415. hospital_x = 178.5
  416. hospital_y = -23.6
  417. hospital_z = 15.2
  418. hospital_door_x = 182.75
  419. hospital_door_y = -15.8
  420. flag_got_range_message = 0
  421. player_in_range_flag = 1
  422. paramedic_location = 2
  423. ENDIF
  424.  
  425. IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
  426. GENERATE_RANDOM_FLOAT_IN_RANGE -1300.0 -414.0 random_x
  427. GENERATE_RANDOM_FLOAT_IN_RANGE -608.8 380.0 random_y
  428. hospital_x = -1255.5
  429. hospital_y = -144.4254
  430. hospital_z = 57.8
  431. hospital_door_x = -1246.7969
  432. hospital_door_y = -139.1016
  433. flag_got_range_message = 0
  434. player_in_range_flag = 1
  435. paramedic_location = 3
  436. ENDIF
  437.  
  438. IF player_in_range_flag = 0
  439. AND flag_got_range_message = 0
  440. IF flag_got_range_message = 0
  441. PRINT_NOW A_RANGE 5000 1 //"The ambulance radio is out of range, get closer to a hospital."
  442. flag_got_range_message = 1
  443. ENDIF
  444. GOTO ambulance_failed
  445. ENDIF
  446.  
  447. GET_CONTROLLER_MODE controlmode
  448.  
  449. IF NOT controlmode = 3
  450. IF IS_BUTTON_PRESSED PAD1 RIGHTSHOCK
  451. mission_end_button_ambulance = 1
  452. ENDIF
  453. ELSE
  454. IF IS_BUTTON_PRESSED PAD1 SQUARE
  455. mission_end_button_ambulance = 1
  456. ENDIF
  457. ENDIF
  458.  
  459. IF mission_end_button_ambulance = 1
  460. IF NOT controlmode = 3
  461. IF NOT IS_BUTTON_PRESSED PAD1 RIGHTSHOCK
  462. PRINT_NOW A_CANC 3000 1//"~r~Ambulance mission cancelled!"
  463. GOTO ambulance_failed
  464. ENDIF
  465. ELSE
  466. IF NOT IS_BUTTON_PRESSED PAD1 SQUARE
  467. PRINT_NOW A_CANC 3000 1//"~r~Ambulance mission cancelled!"
  468. GOTO ambulance_failed
  469. ENDIF
  470. ENDIF
  471. ENDIF
  472.  
  473. IF NOT IS_PLAYER_IN_MODEL player CAR_AMBULANCE
  474. PRINT_NOW A_CANC 3000 1//"~r~Ambulance mission cancelled!"
  475. GOTO ambulance_failed
  476. ENDIF
  477.  
  478. GET_CLOSEST_CHAR_NODE random_x random_y player1_a_z ped_coord_x ped_coord_y ped_coord_z
  479.  
  480. IF ped_coord_x > 1398.0 //MIN_X // COLOMBIAN BOAT
  481. AND ped_coord_x < 1615.0 //MAX_X
  482. AND ped_coord_y > -965.0 //MIN_Y
  483. AND ped_coord_y < -902.0 //MAX_Y
  484. GOTO generate_random_coord
  485. ENDIF
  486.  
  487. IF ped_coord_x > 879.0 //MIN_X // BACK OF LUIGI'S
  488. AND ped_coord_x < 892.0 //MAX_X
  489. AND ped_coord_y > -427.0 //MIN_Y
  490. AND ped_coord_y < -407.0 //MAX_Y
  491. GOTO generate_random_coord
  492. ENDIF
  493.  
  494. IF ped_coord_x > 944.8 //MIN_X // FISH FACTORY
  495. AND ped_coord_x < 1017.1 //MAX_X
  496. AND ped_coord_y > -1148.8 //MIN_Y
  497. AND ped_coord_y < -1076.6 //MAX_Y
  498. GOTO generate_random_coord
  499. ENDIF
  500.  
  501. IF ped_coord_x > 920.8 //MIN_X // CHINATOWN MARKET
  502. AND ped_coord_x < 1004.0 //MAX_X
  503. AND ped_coord_y > -754.2 //MIN_Y
  504. AND ped_coord_y < -670.0 //MAX_Y
  505. GOTO generate_random_coord
  506. ENDIF
  507.  
  508. IF ped_coord_x > 670.0 //MIN_X // CALAHAN BRIDGE
  509. AND ped_coord_x < 1035.0 //MAX_X
  510. AND ped_coord_y > -953.0 //MIN_Y
  511. AND ped_coord_y < -912.0 //MAX_Y
  512. GOTO generate_random_coord
  513. ENDIF
  514.  
  515. IF ped_coord_x > 1364.0 //MIN_X // DOCKS INDUSTRIAL
  516. AND ped_coord_x < 1641.0 //MAX_X
  517. AND ped_coord_y > -1165.0 //MIN_Y
  518. AND ped_coord_y < -617.0 //MAX_Y
  519. GOTO generate_random_coord
  520. ENDIF
  521.  
  522. IF ped_coord_x > 649.0 //MIN_X // TUNNEL ENTRANCE INDUSTRIAL
  523. AND ped_coord_x < 1066.0 //MAX_X
  524. AND ped_coord_y > 25.0 //MIN_Y
  525. AND ped_coord_y < 217.0 //MAX_Y
  526. GOTO generate_random_coord
  527. ENDIF
  528.  
  529. IF ped_coord_x > -1611.5 //MIN_X // AIRPORT SUBURBAN
  530. AND ped_coord_x < -745.3 //MAX_X
  531. AND ped_coord_y > -1001.9 //MIN_Y
  532. AND ped_coord_y < -371.2 //MAX_Y
  533. GOTO generate_random_coord
  534. ENDIF
  535.  
  536. IF ped_coord_x > 939.8 //MIN_X // OLD SCHOOL HALL AND PARK AREA
  537. AND ped_coord_x < 1035.6 //MAX_X
  538. AND ped_coord_y > -901.3 //MIN_Y
  539. AND ped_coord_y < -828.2 //MAX_Y
  540. GOTO generate_random_coord
  541. ENDIF
  542.  
  543. IF ped_coord_x > 1215.3 //MIN_X // DOG FOOD FACTORY
  544. AND ped_coord_x < 1223.7 //MAX_X
  545. AND ped_coord_y > -839.4 //MIN_Y
  546. AND ped_coord_y < -763.6 //MAX_Y
  547. GOTO generate_random_coord
  548. ENDIF
  549.  
  550. IF ped_coord_x > 845.3 //MIN_X // INDUSTRIAL SAFEHOUSE
  551. AND ped_coord_x < 899.6 //MAX_X
  552. AND ped_coord_y > -312.6 //MIN_Y
  553. AND ped_coord_y < -295.7 //MAX_Y
  554. GOTO generate_random_coord
  555. ENDIF
  556.  
  557. IF ped_coord_x > 113.3 //MIN_X // DOJO COMMERCIAL
  558. AND ped_coord_x < 99.7 //MAX_X
  559. AND ped_coord_y > -1284.8 //MIN_Y
  560. AND ped_coord_y < -1273.0 //MAX_Y
  561. GOTO generate_random_coord
  562. ENDIF
  563.  
  564. IF ped_coord_x > 18.33 //MIN_X // COLOMBIAN OJG COMPOUND
  565. AND ped_coord_x < 92.06 //MAX_X
  566. AND ped_coord_y > -388.7 //MIN_Y
  567. AND ped_coord_y < -312.38 //MAX_Y
  568. GOTO generate_random_coord
  569. ENDIF
  570.  
  571. IF ped_coord_x > -1255.4 //MIN_X // BAIT WAREHOUSE CARPARK SUBURBIA
  572. AND ped_coord_x < -1187.9 //MAX_X
  573. AND ped_coord_y > 80.6 //MIN_Y
  574. AND ped_coord_y < 123.4 //MAX_Y
  575. GOTO generate_random_coord
  576. ENDIF
  577.  
  578. IF ped_coord_x > 1386.4 //MIN_X // FRANKIES HOUSE
  579. AND ped_coord_x < 1475.8 //MAX_X
  580. AND ped_coord_y > -292.1 //MIN_Y
  581. AND ped_coord_y < -168.0 //MAX_Y
  582. GOTO generate_random_coord
  583. ENDIF
  584.  
  585. IF ped_coord_x > 766.7 //MIN_X // FOOT BRIDGE CHINATOWN
  586. AND ped_coord_x < 851.8 //MAX_X
  587. AND ped_coord_y > -604.1 //MIN_Y
  588. AND ped_coord_y < -558.2 //MAX_Y
  589. GOTO generate_random_coord
  590. ENDIF
  591.  
  592. IF paramedic_location = 1
  593. IF NOT ped_coord_x > 778.0 //MIN_X // INDUSTRIAL
  594. OR NOT ped_coord_x < 1540.0 //MAX_X
  595. OR NOT ped_coord_y > -1110.0 //MIN_Y
  596. OR NOT ped_coord_y < 190.0 //MAX_Y
  597. GOTO generate_random_coord
  598. ENDIF
  599. ENDIF
  600.  
  601. IF paramedic_location = 2
  602. IF NOT ped_coord_x > -192.0 //MIN_X // COMMERCIAL
  603. OR NOT ped_coord_x < 545.0 //MAX_X
  604. OR NOT ped_coord_y > -1626.0 //MIN_Y
  605. OR NOT ped_coord_y < 98.0 //MAX_Y
  606. GOTO generate_random_coord
  607. ENDIF
  608. ENDIF
  609.  
  610. IF paramedic_location = 3
  611. IF NOT ped_coord_x > -1300.0 //MIN_X // SUBURBIA
  612. OR NOT ped_coord_x < -414.0 //MAX_X
  613. OR NOT ped_coord_y > -608.8 //MIN_Y
  614. OR NOT ped_coord_y < 380.0 //MAX_Y
  615. GOTO generate_random_coord
  616. ENDIF
  617. ENDIF
  618.  
  619. IF ped_coord_z < -1.0
  620. GOTO generate_random_coord
  621. ENDIF
  622.  
  623. difference_x_float_a = player1_a_x - ped_coord_x
  624. difference_y_float_a = player1_a_y - ped_coord_y
  625. difference_x_float_a = difference_x_float_a * difference_x_float_a
  626. difference_y_float_a = difference_y_float_a * difference_y_float_a
  627. sum_difference_a_xy = difference_x_float_a + difference_y_float_a
  628. SQRT sum_difference_a_xy players_distance_from_ped
  629.  
  630. IF players_distance_from_ped < 120.0
  631. GOTO generate_random_coord
  632. ENDIF
  633.  
  634. difference_x_float_a = hospital_x - ped_coord_x
  635. difference_y_float_a = hospital_y - ped_coord_y
  636. difference_x_float_a = difference_x_float_a * difference_x_float_a
  637. difference_y_float_a = difference_y_float_a * difference_y_float_a
  638. sum_difference_a_xy = difference_x_float_a + difference_y_float_a
  639. SQRT sum_difference_a_xy peds_distance_from_hospital
  640.  
  641. IF peds_distance_from_hospital < 100.0
  642. GOTO generate_random_coord
  643. ENDIF
  644.  
  645. IF injured_ped_1_flag > 0
  646. IF NOT IS_CHAR_DEAD injured_ped_1
  647. IF LOCATE_CHAR_ANY_MEANS_2D injured_ped_1 ped_coord_x ped_coord_y 25.0 25.0 0
  648. GOTO generate_random_coord
  649. ENDIF
  650. ENDIF
  651. ENDIF
  652.  
  653. IF injured_ped_2_flag > 0
  654. IF NOT IS_CHAR_DEAD injured_ped_2
  655. IF LOCATE_CHAR_ANY_MEANS_2D injured_ped_2 ped_coord_x ped_coord_y 25.0 25.0 0
  656. GOTO generate_random_coord
  657. ENDIF
  658. ENDIF
  659. ENDIF
  660.  
  661. IF injured_ped_3_flag > 0
  662. IF NOT IS_CHAR_DEAD injured_ped_3
  663. IF LOCATE_CHAR_ANY_MEANS_2D injured_ped_3 ped_coord_x ped_coord_y 25.0 25.0 0
  664. GOTO generate_random_coord
  665. ENDIF
  666. ENDIF
  667. ENDIF
  668.  
  669. IF injured_ped_4_flag > 0
  670. IF NOT IS_CHAR_DEAD injured_ped_4
  671. IF LOCATE_CHAR_ANY_MEANS_2D injured_ped_4 ped_coord_x ped_coord_y 25.0 25.0 0
  672. GOTO generate_random_coord
  673. ENDIF
  674. ENDIF
  675. ENDIF
  676.  
  677. IF injured_ped_5_flag > 0
  678. IF NOT IS_CHAR_DEAD injured_ped_5
  679. IF LOCATE_CHAR_ANY_MEANS_2D injured_ped_5 ped_coord_x ped_coord_y 25.0 25.0 0
  680. GOTO generate_random_coord
  681. ENDIF
  682. ENDIF
  683. ENDIF
  684.  
  685. IF injured_ped_6_flag > 0
  686. IF NOT IS_CHAR_DEAD injured_ped_6
  687. IF LOCATE_CHAR_ANY_MEANS_2D injured_ped_6 ped_coord_x ped_coord_y 25.0 25.0 0
  688. GOTO generate_random_coord
  689. ENDIF
  690. ENDIF
  691. ENDIF
  692.  
  693. IF injured_ped_7_flag > 0
  694. IF NOT IS_CHAR_DEAD injured_ped_7
  695. IF LOCATE_CHAR_ANY_MEANS_2D injured_ped_7 ped_coord_x ped_coord_y 25.0 25.0 0
  696. GOTO generate_random_coord
  697. ENDIF
  698. ENDIF
  699. ENDIF
  700.  
  701. IF injured_ped_8_flag > 0
  702. IF NOT IS_CHAR_DEAD injured_ped_8
  703. IF LOCATE_CHAR_ANY_MEANS_2D injured_ped_8 ped_coord_x ped_coord_y 25.0 25.0 0
  704. GOTO generate_random_coord
  705. ENDIF
  706. ENDIF
  707. ENDIF
  708.  
  709. IF injured_ped_9_flag > 0
  710. IF NOT IS_CHAR_DEAD injured_ped_9
  711. IF LOCATE_CHAR_ANY_MEANS_2D injured_ped_9 ped_coord_x ped_coord_y 25.0 25.0 0
  712. GOTO generate_random_coord
  713. ENDIF
  714. ENDIF
  715. ENDIF
  716.  
  717. IF injured_ped_10_flag > 0
  718. IF NOT IS_CHAR_DEAD injured_ped_10
  719. IF LOCATE_CHAR_ANY_MEANS_2D injured_ped_10 ped_coord_x ped_coord_y 25.0 25.0 0
  720. GOTO generate_random_coord
  721. ENDIF
  722. ENDIF
  723. ENDIF
  724.  
  725. IF injured_ped_11_flag > 0
  726. IF NOT IS_CHAR_DEAD injured_ped_11
  727. IF LOCATE_CHAR_ANY_MEANS_2D injured_ped_11 ped_coord_x ped_coord_y 25.0 25.0 0
  728. GOTO generate_random_coord
  729. ENDIF
  730. ENDIF
  731. ENDIF
  732.  
  733. //IF injured_ped_12_flag > 0
  734. // IF NOT IS_CHAR_DEAD injured_ped_12
  735. // IF LOCATE_CHAR_ANY_MEANS_2D injured_ped_12 ped_coord_x ped_coord_y 25.0 25.0 0
  736. // GOTO generate_random_coord
  737. // ENDIF
  738. // ENDIF
  739. //ENDIF
  740. //
  741. //IF injured_ped_13_flag > 0
  742. // IF NOT IS_CHAR_DEAD injured_ped_13
  743. // IF LOCATE_CHAR_ANY_MEANS_2D injured_ped_13 ped_coord_x ped_coord_y 25.0 25.0 0
  744. // GOTO generate_random_coord
  745. // ENDIF
  746. // ENDIF
  747. //ENDIF
  748. //
  749. //IF injured_ped_14_flag > 0
  750. // IF NOT IS_CHAR_DEAD injured_ped_14
  751. // IF LOCATE_CHAR_ANY_MEANS_2D injured_ped_14 ped_coord_x ped_coord_y 25.0 25.0 0
  752. // GOTO generate_random_coord
  753. // ENDIF
  754. // ENDIF
  755. //ENDIF
  756.  
  757. RETURN
  758.  
  759. ////////////////
  760.  
  761. generate_timelimit:
  762.  
  763. IF paramedic_location = 3
  764. time_chunk_divider = 10.0
  765. ENDIF
  766.  
  767. ped_time_limit_float = peds_distance_from_hospital / time_chunk_divider
  768. ped_time_limit_float = ped_time_limit_float * 1000.0
  769. ped_time_limit_temp =# ped_time_limit_float
  770. ped_time_limit += ped_time_limit_temp
  771.  
  772. RETURN
  773.  
  774. ///////////////
  775.  
  776. ambulance_loop:
  777.  
  778. WAIT 0
  779.  
  780. GET_CONTROLLER_MODE controlmode
  781.  
  782. IF NOT controlmode = 3
  783. IF IS_BUTTON_PRESSED PAD1 RIGHTSHOCK
  784. mission_end_button_ambulance = 1
  785. ENDIF
  786. ELSE
  787. IF IS_BUTTON_PRESSED PAD1 SQUARE
  788. mission_end_button_ambulance = 1
  789. ENDIF
  790. ENDIF
  791.  
  792. IF mission_end_button_ambulance = 1
  793. IF NOT controlmode = 3
  794. IF NOT IS_BUTTON_PRESSED PAD1 RIGHTSHOCK
  795. PRINT_NOW A_CANC 3000 1//"~r~Ambulance mission cancelled!"
  796. GOTO ambulance_failed
  797. ENDIF
  798. ELSE
  799. IF NOT IS_BUTTON_PRESSED PAD1 SQUARE
  800. PRINT_NOW A_CANC 3000 1//"~r~Ambulance mission cancelled!"
  801. GOTO ambulance_failed
  802. ENDIF
  803. ENDIF
  804. ENDIF
  805.  
  806. IF NOT IS_PLAYER_IN_MODEL player CAR_AMBULANCE
  807. PRINT_NOW A_CANC 3000 1//"~r~Ambulance mission cancelled!"
  808. GOTO ambulance_failed
  809. ELSE
  810. STORE_CAR_PLAYER_IS_IN player players_ambulance
  811. ENDIF
  812.  
  813. IF number_of_injured_peds > 6
  814. AND bonus_time_flag = 2
  815. AND drop_off_time_bonus = 0
  816. bonus_time_flag = 1
  817. ++ drop_off_time_bonus
  818. ENDIF
  819.  
  820. IF number_of_injured_peds > 9
  821. AND bonus_time_flag = 2
  822. AND drop_off_time_bonus = 1
  823. bonus_time_flag = 1
  824. ++ drop_off_time_bonus
  825. ENDIF
  826.  
  827. IF number_of_injured_peds > 12
  828. AND bonus_time_flag = 2
  829. AND drop_off_time_bonus = 2
  830. bonus_time_flag = 1
  831. ++ drop_off_time_bonus
  832. ENDIF
  833.  
  834. IF ambulance_pager_flag = 0
  835. IF total_saved_peds > 34
  836. ADD_PAGER_MESSAGE PAGEB13 140 100 1 //"Health delivered to hideout"
  837. GOSUB progress_counter1
  838. ambulance_pager_flag = 1
  839. ENDIF
  840. ENDIF
  841. IF ambulance_pager_flag = 1
  842. IF total_saved_peds > 69
  843. ADD_PAGER_MESSAGE PAGEB14 140 100 1 //"Adrenaline delivered to hideout"
  844. GOSUB progress_counter2
  845. ambulance_pager_flag = 2
  846. ENDIF
  847. ENDIF
  848.  
  849. IF injured_ped_1_flag > 0
  850. IF IS_CHAR_DEAD injured_ped_1
  851. PRINT_NOW A_FAIL3 3000 1//The patient is dead
  852. GOTO ambulance_failed
  853. ENDIF
  854.  
  855. IF ped_time_limit = 0
  856. EXPLODE_CHAR_HEAD injured_ped_1
  857. REMOVE_CHAR_ELEGANTLY injured_ped_1
  858. PRINT_NOW A_FAIL2 3000 1//"Your too late"
  859. GOTO ambulance_failed
  860. ENDIF
  861.  
  862. IF injured_ped_1_flag = 3
  863. IF IS_CHAR_MALE injured_ped_1
  864. ped_sex_flag = 0
  865. ELSE
  866. ped_sex_flag = 1
  867. ENDIF
  868. GET_CHAR_COORDINATES injured_ped_1 sound_x sound_y sound_z
  869. GOSUB chunk1_ambulance
  870. ENDIF
  871.  
  872. IF injured_ped_1_flag = 1
  873. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_1 10.0 10.0 2.0 0
  874. GOSUB chunk2_ambulance
  875. IF car_full_flag = 0
  876. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_1 players_ambulance
  877. injured_ped_1_flag = 2
  878. ENDIF
  879. ENDIF
  880. ENDIF
  881.  
  882. IF injured_ped_1_flag = 2
  883. IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_1 25.0 25.0 0
  884. injured_ped_1_flag = 1
  885. ENDIF
  886. ENDIF
  887.  
  888. IF injured_ped_1_flag = 2
  889. IF IS_CHAR_IN_ANY_CAR injured_ped_1
  890. REMOVE_BLIP injured_ped_1_blip
  891. GOSUB chunk3_ambulance
  892. injured_ped_1_flag = 3
  893. ENDIF
  894. ENDIF
  895.  
  896. IF injured_ped_1_flag = 3
  897. IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  898. SET_CHAR_OBJ_LEAVE_CAR injured_ped_1 players_ambulance
  899. injured_ped_1_flag = 4
  900. ENDIF
  901. ENDIF
  902.  
  903. IF injured_ped_1_flag = 4
  904. IF NOT IS_CHAR_IN_ANY_CAR injured_ped_1
  905. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_1 hospital_door_x hospital_door_y
  906. MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_1
  907. GOSUB chunk4_ambulance
  908. injured_ped_1_flag = 0
  909. ENDIF
  910. ENDIF
  911. ENDIF
  912.  
  913. /////////////////
  914.  
  915. IF injured_ped_2_flag > 0
  916. IF IS_CHAR_DEAD injured_ped_2
  917. PRINT_NOW A_FAIL3 3000 1
  918. GOTO ambulance_failed
  919. ENDIF
  920.  
  921. IF ped_time_limit = 0
  922. EXPLODE_CHAR_HEAD injured_ped_2
  923. REMOVE_CHAR_ELEGANTLY injured_ped_2
  924. PRINT_NOW A_FAIL2 3000 1
  925. GOTO ambulance_failed
  926. ENDIF
  927.  
  928. IF injured_ped_2_flag = 3
  929. IF IS_CHAR_MALE injured_ped_2
  930. ped_sex_flag = 0
  931. ELSE
  932. ped_sex_flag = 1
  933. ENDIF
  934. GET_CHAR_COORDINATES injured_ped_2 sound_x sound_y sound_z
  935. GOSUB chunk1_ambulance
  936. ENDIF
  937.  
  938. IF injured_ped_2_flag = 1
  939. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_2 10.0 10.0 2.0 0
  940. GOSUB chunk2_ambulance
  941. IF car_full_flag = 0
  942. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_2 players_ambulance
  943. injured_ped_2_flag = 2
  944. ENDIF
  945. ENDIF
  946. ENDIF
  947.  
  948. IF injured_ped_2_flag = 2
  949. IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_2 25.0 25.0 0
  950. injured_ped_2_flag = 1
  951. ENDIF
  952. ENDIF
  953.  
  954. IF injured_ped_2_flag = 2
  955. IF IS_CHAR_IN_ANY_CAR injured_ped_2
  956. REMOVE_BLIP injured_ped_2_blip
  957. GOSUB chunk3_ambulance
  958. injured_ped_2_flag = 3
  959. ENDIF
  960. ENDIF
  961.  
  962. IF injured_ped_2_flag = 3
  963. IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  964. SET_CHAR_OBJ_LEAVE_CAR injured_ped_2 players_ambulance
  965. injured_ped_2_flag = 4
  966. ENDIF
  967. ENDIF
  968.  
  969. IF injured_ped_2_flag = 4
  970. IF NOT IS_CHAR_IN_ANY_CAR injured_ped_2
  971. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_2 hospital_door_x hospital_door_y
  972. MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_2
  973. GOSUB chunk4_ambulance
  974. injured_ped_2_flag = 0
  975. ENDIF
  976. ENDIF
  977. ENDIF
  978.  
  979. //////////////////
  980.  
  981. IF injured_ped_3_flag > 0
  982. IF IS_CHAR_DEAD injured_ped_3
  983. PRINT_NOW A_FAIL3 3000 1
  984. GOTO ambulance_failed
  985. ENDIF
  986.  
  987. IF ped_time_limit = 0
  988. EXPLODE_CHAR_HEAD injured_ped_3
  989. REMOVE_CHAR_ELEGANTLY injured_ped_3
  990. PRINT_NOW A_FAIL2 3000 1
  991. GOTO ambulance_failed
  992. ENDIF
  993.  
  994. IF injured_ped_3_flag = 3
  995. IF IS_CHAR_MALE injured_ped_3
  996. ped_sex_flag = 0
  997. ELSE
  998. ped_sex_flag = 1
  999. ENDIF
  1000. GET_CHAR_COORDINATES injured_ped_3 sound_x sound_y sound_z
  1001. GOSUB chunk1_ambulance
  1002. ENDIF
  1003.  
  1004. IF injured_ped_3_flag = 1
  1005. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_3 10.0 10.0 2.0 0
  1006. GOSUB chunk2_ambulance
  1007. IF car_full_flag = 0
  1008. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_3 players_ambulance
  1009. injured_ped_3_flag = 2
  1010. ENDIF
  1011. ENDIF
  1012. ENDIF
  1013.  
  1014. IF injured_ped_3_flag = 2
  1015. IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_3 25.0 25.0 0
  1016. injured_ped_3_flag = 1
  1017. ENDIF
  1018. ENDIF
  1019.  
  1020. IF injured_ped_3_flag = 2
  1021. IF IS_CHAR_IN_ANY_CAR injured_ped_3
  1022. REMOVE_BLIP injured_ped_3_blip
  1023. GOSUB chunk3_ambulance
  1024. injured_ped_3_flag = 3
  1025. ENDIF
  1026. ENDIF
  1027.  
  1028. IF injured_ped_3_flag = 3
  1029. IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  1030. SET_CHAR_OBJ_LEAVE_CAR injured_ped_3 players_ambulance
  1031. injured_ped_3_flag = 4
  1032. ENDIF
  1033. ENDIF
  1034.  
  1035. IF injured_ped_3_flag = 4
  1036. IF NOT IS_CHAR_IN_ANY_CAR injured_ped_3
  1037. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_3 hospital_door_x hospital_door_y
  1038. MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_3
  1039. GOSUB chunk4_ambulance
  1040. injured_ped_3_flag = 0
  1041. ENDIF
  1042. ENDIF
  1043. ENDIF
  1044.  
  1045. ////////////////
  1046.  
  1047. IF injured_ped_4_flag > 0
  1048. IF IS_CHAR_DEAD injured_ped_4
  1049. PRINT_NOW A_FAIL3 3000 1
  1050. GOTO ambulance_failed
  1051. ENDIF
  1052.  
  1053. IF ped_time_limit = 0
  1054. EXPLODE_CHAR_HEAD injured_ped_4
  1055. REMOVE_CHAR_ELEGANTLY injured_ped_4
  1056. PRINT_NOW A_FAIL2 3000 1
  1057. GOTO ambulance_failed
  1058. ENDIF
  1059.  
  1060. IF injured_ped_4_flag = 3
  1061. IF IS_CHAR_MALE injured_ped_4
  1062. ped_sex_flag = 0
  1063. ELSE
  1064. ped_sex_flag = 1
  1065. ENDIF
  1066. GET_CHAR_COORDINATES injured_ped_4 sound_x sound_y sound_z
  1067. GOSUB chunk1_ambulance
  1068. ENDIF
  1069.  
  1070. IF injured_ped_4_flag = 1
  1071. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_4 10.0 10.0 2.0 0
  1072. GOSUB chunk2_ambulance
  1073. IF car_full_flag = 0
  1074. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_4 players_ambulance
  1075. injured_ped_4_flag = 2
  1076. ENDIF
  1077. ENDIF
  1078. ENDIF
  1079.  
  1080. IF injured_ped_4_flag = 2
  1081. IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_4 25.0 25.0 0
  1082. injured_ped_4_flag = 1
  1083. ENDIF
  1084. ENDIF
  1085.  
  1086. IF injured_ped_4_flag = 2
  1087. IF IS_CHAR_IN_ANY_CAR injured_ped_4
  1088. REMOVE_BLIP injured_ped_4_blip
  1089. GOSUB chunk3_ambulance
  1090. injured_ped_4_flag = 3
  1091. ENDIF
  1092. ENDIF
  1093.  
  1094. IF injured_ped_4_flag = 3
  1095. IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  1096. SET_CHAR_OBJ_LEAVE_CAR injured_ped_4 players_ambulance
  1097. injured_ped_4_flag = 4
  1098. ENDIF
  1099. ENDIF
  1100.  
  1101. IF injured_ped_4_flag = 4
  1102. IF NOT IS_CHAR_IN_ANY_CAR injured_ped_4
  1103. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_4 hospital_door_x hospital_door_y
  1104. MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_4
  1105. GOSUB chunk4_ambulance
  1106. injured_ped_4_flag = 0
  1107. ENDIF
  1108. ENDIF
  1109. ENDIF
  1110.  
  1111. ////////////////
  1112.  
  1113. IF injured_ped_5_flag > 0
  1114. IF IS_CHAR_DEAD injured_ped_5
  1115. PRINT_NOW A_FAIL3 3000 1
  1116. GOTO ambulance_failed
  1117. ENDIF
  1118.  
  1119. IF ped_time_limit = 0
  1120. EXPLODE_CHAR_HEAD injured_ped_5
  1121. REMOVE_CHAR_ELEGANTLY injured_ped_5
  1122. PRINT_NOW A_FAIL2 3000 1
  1123. GOTO ambulance_failed
  1124. ENDIF
  1125.  
  1126. IF injured_ped_5_flag = 3
  1127. IF IS_CHAR_MALE injured_ped_5
  1128. ped_sex_flag = 0
  1129. ELSE
  1130. ped_sex_flag = 1
  1131. ENDIF
  1132. GET_CHAR_COORDINATES injured_ped_5 sound_x sound_y sound_z
  1133. GOSUB chunk1_ambulance
  1134. ENDIF
  1135.  
  1136. IF injured_ped_5_flag = 1
  1137. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_5 10.0 10.0 2.0 0
  1138. GOSUB chunk2_ambulance
  1139. IF car_full_flag = 0
  1140. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_5 players_ambulance
  1141. injured_ped_5_flag = 2
  1142. ENDIF
  1143. ENDIF
  1144. ENDIF
  1145.  
  1146. IF injured_ped_5_flag = 2
  1147. IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_5 25.0 25.0 0
  1148. injured_ped_5_flag = 1
  1149. ENDIF
  1150. ENDIF
  1151.  
  1152. IF injured_ped_5_flag = 2
  1153. IF IS_CHAR_IN_ANY_CAR injured_ped_5
  1154. REMOVE_BLIP injured_ped_5_blip
  1155. GOSUB chunk3_ambulance
  1156. injured_ped_5_flag = 3
  1157. ENDIF
  1158. ENDIF
  1159.  
  1160. IF injured_ped_5_flag = 3
  1161. IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  1162. SET_CHAR_OBJ_LEAVE_CAR injured_ped_5 players_ambulance
  1163. injured_ped_5_flag = 4
  1164. ENDIF
  1165. ENDIF
  1166.  
  1167. IF injured_ped_5_flag = 4
  1168. IF NOT IS_CHAR_IN_ANY_CAR injured_ped_5
  1169. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_5 hospital_door_x hospital_door_y
  1170. MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_5
  1171. GOSUB chunk4_ambulance
  1172. injured_ped_5_flag = 0
  1173. ENDIF
  1174. ENDIF
  1175. ENDIF
  1176.  
  1177. ////////////////
  1178.  
  1179. IF injured_ped_6_flag > 0
  1180. IF IS_CHAR_DEAD injured_ped_6
  1181. PRINT_NOW A_FAIL3 3000 1
  1182. GOTO ambulance_failed
  1183. ENDIF
  1184.  
  1185. IF ped_time_limit = 0
  1186. EXPLODE_CHAR_HEAD injured_ped_6
  1187. REMOVE_CHAR_ELEGANTLY injured_ped_6
  1188. PRINT_NOW A_FAIL2 3000 1
  1189. GOTO ambulance_failed
  1190. ENDIF
  1191.  
  1192. IF injured_ped_6_flag = 3
  1193. IF IS_CHAR_MALE injured_ped_6
  1194. ped_sex_flag = 0
  1195. ELSE
  1196. ped_sex_flag = 1
  1197. ENDIF
  1198. GET_CHAR_COORDINATES injured_ped_6 sound_x sound_y sound_z
  1199. GOSUB chunk1_ambulance
  1200. ENDIF
  1201.  
  1202. IF injured_ped_6_flag = 1
  1203. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_6 10.0 10.0 2.0 0
  1204. GOSUB chunk2_ambulance
  1205. IF car_full_flag = 0
  1206. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_6 players_ambulance
  1207. injured_ped_6_flag = 2
  1208. ENDIF
  1209. ENDIF
  1210. ENDIF
  1211.  
  1212. IF injured_ped_6_flag = 2
  1213. IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_6 25.0 25.0 0
  1214. injured_ped_6_flag = 1
  1215. ENDIF
  1216. ENDIF
  1217.  
  1218. IF injured_ped_6_flag = 2
  1219. IF IS_CHAR_IN_ANY_CAR injured_ped_6
  1220. REMOVE_BLIP injured_ped_6_blip
  1221. GOSUB chunk3_ambulance
  1222. injured_ped_6_flag = 3
  1223. ENDIF
  1224. ENDIF
  1225.  
  1226. IF injured_ped_6_flag = 3
  1227. IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  1228. SET_CHAR_OBJ_LEAVE_CAR injured_ped_6 players_ambulance
  1229. injured_ped_6_flag = 4
  1230. ENDIF
  1231. ENDIF
  1232.  
  1233. IF injured_ped_6_flag = 4
  1234. IF NOT IS_CHAR_IN_ANY_CAR injured_ped_6
  1235. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_6 hospital_door_x hospital_door_y
  1236. MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_6
  1237. GOSUB chunk4_ambulance
  1238. injured_ped_6_flag = 0
  1239. ENDIF
  1240. ENDIF
  1241. ENDIF
  1242.  
  1243. ////////////////
  1244.  
  1245. IF injured_ped_7_flag > 0
  1246. IF IS_CHAR_DEAD injured_ped_7
  1247. PRINT_NOW A_FAIL3 3000 1
  1248. GOTO ambulance_failed
  1249. ENDIF
  1250.  
  1251. IF ped_time_limit = 0
  1252. EXPLODE_CHAR_HEAD injured_ped_7
  1253. REMOVE_CHAR_ELEGANTLY injured_ped_7
  1254. PRINT_NOW A_FAIL2 3000 1
  1255. GOTO ambulance_failed
  1256. ENDIF
  1257.  
  1258. IF injured_ped_7_flag = 3
  1259. IF IS_CHAR_MALE injured_ped_7
  1260. ped_sex_flag = 0
  1261. ELSE
  1262. ped_sex_flag = 1
  1263. ENDIF
  1264. GET_CHAR_COORDINATES injured_ped_7 sound_x sound_y sound_z
  1265. GOSUB chunk1_ambulance
  1266. ENDIF
  1267.  
  1268. IF injured_ped_7_flag = 1
  1269. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_7 10.0 10.0 2.0 0
  1270. GOSUB chunk2_ambulance
  1271. IF car_full_flag = 0
  1272. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_7 players_ambulance
  1273. injured_ped_7_flag = 2
  1274. ENDIF
  1275. ENDIF
  1276. ENDIF
  1277.  
  1278. IF injured_ped_7_flag = 2
  1279. IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_7 25.0 25.0 0
  1280. injured_ped_7_flag = 1
  1281. ENDIF
  1282. ENDIF
  1283.  
  1284. IF injured_ped_7_flag = 2
  1285. IF IS_CHAR_IN_ANY_CAR injured_ped_7
  1286. REMOVE_BLIP injured_ped_7_blip
  1287. GOSUB chunk3_ambulance
  1288. injured_ped_7_flag = 3
  1289. ENDIF
  1290. ENDIF
  1291.  
  1292. IF injured_ped_7_flag = 3
  1293. IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  1294. SET_CHAR_OBJ_LEAVE_CAR injured_ped_7 players_ambulance
  1295. injured_ped_7_flag = 4
  1296. ENDIF
  1297. ENDIF
  1298.  
  1299. IF injured_ped_7_flag = 4
  1300. IF NOT IS_CHAR_IN_ANY_CAR injured_ped_7
  1301. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_7 hospital_door_x hospital_door_y
  1302. MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_7
  1303. GOSUB chunk4_ambulance
  1304. injured_ped_7_flag = 0
  1305. ENDIF
  1306. ENDIF
  1307. ENDIF
  1308.  
  1309. ////////////////
  1310.  
  1311. IF injured_ped_8_flag > 0
  1312. IF IS_CHAR_DEAD injured_ped_8
  1313. PRINT_NOW A_FAIL3 3000 1
  1314. GOTO ambulance_failed
  1315. ENDIF
  1316.  
  1317. IF ped_time_limit = 0
  1318. EXPLODE_CHAR_HEAD injured_ped_8
  1319. REMOVE_CHAR_ELEGANTLY injured_ped_8
  1320. PRINT_NOW A_FAIL2 3000 1
  1321. GOTO ambulance_failed
  1322. ENDIF
  1323.  
  1324. IF injured_ped_8_flag = 3
  1325. IF IS_CHAR_MALE injured_ped_8
  1326. ped_sex_flag = 0
  1327. ELSE
  1328. ped_sex_flag = 1
  1329. ENDIF
  1330. GET_CHAR_COORDINATES injured_ped_8 sound_x sound_y sound_z
  1331. GOSUB chunk1_ambulance
  1332. ENDIF
  1333.  
  1334. IF injured_ped_8_flag = 1
  1335. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_8 10.0 10.0 2.0 0
  1336. GOSUB chunk2_ambulance
  1337. IF car_full_flag = 0
  1338. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_8 players_ambulance
  1339. injured_ped_8_flag = 2
  1340. ENDIF
  1341. ENDIF
  1342. ENDIF
  1343.  
  1344. IF injured_ped_8_flag = 2
  1345. IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_8 25.0 25.0 0
  1346. injured_ped_8_flag = 1
  1347. ENDIF
  1348. ENDIF
  1349.  
  1350. IF injured_ped_8_flag = 2
  1351. IF IS_CHAR_IN_ANY_CAR injured_ped_8
  1352. REMOVE_BLIP injured_ped_8_blip
  1353. GOSUB chunk3_ambulance
  1354. injured_ped_8_flag = 3
  1355. ENDIF
  1356. ENDIF
  1357.  
  1358. IF injured_ped_8_flag = 3
  1359. IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  1360. SET_CHAR_OBJ_LEAVE_CAR injured_ped_8 players_ambulance
  1361. injured_ped_8_flag = 4
  1362. ENDIF
  1363. ENDIF
  1364.  
  1365. IF injured_ped_8_flag = 4
  1366. IF NOT IS_CHAR_IN_ANY_CAR injured_ped_8
  1367. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_8 hospital_door_x hospital_door_y
  1368. MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_8
  1369. GOSUB chunk4_ambulance
  1370. injured_ped_8_flag = 0
  1371. ENDIF
  1372. ENDIF
  1373. ENDIF
  1374.  
  1375. ////////////////
  1376.  
  1377. IF injured_ped_9_flag > 0
  1378. IF IS_CHAR_DEAD injured_ped_9
  1379. PRINT_NOW A_FAIL3 3000 1
  1380. GOTO ambulance_failed
  1381. ENDIF
  1382.  
  1383. IF ped_time_limit = 0
  1384. EXPLODE_CHAR_HEAD injured_ped_9
  1385. REMOVE_CHAR_ELEGANTLY injured_ped_9
  1386. PRINT_NOW A_FAIL2 3000 1
  1387. GOTO ambulance_failed
  1388. ENDIF
  1389.  
  1390. IF injured_ped_9_flag = 3
  1391. IF IS_CHAR_MALE injured_ped_9
  1392. ped_sex_flag = 0
  1393. ELSE
  1394. ped_sex_flag = 1
  1395. ENDIF
  1396. GET_CHAR_COORDINATES injured_ped_9 sound_x sound_y sound_z
  1397. GOSUB chunk1_ambulance
  1398. ENDIF
  1399.  
  1400. IF injured_ped_9_flag = 1
  1401. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_9 10.0 10.0 2.0 0
  1402. GOSUB chunk2_ambulance
  1403. IF car_full_flag = 0
  1404. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_9 players_ambulance
  1405. injured_ped_9_flag = 2
  1406. ENDIF
  1407. ENDIF
  1408. ENDIF
  1409.  
  1410. IF injured_ped_9_flag = 2
  1411. IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_9 25.0 25.0 0
  1412. injured_ped_9_flag = 1
  1413. ENDIF
  1414. ENDIF
  1415.  
  1416. IF injured_ped_9_flag = 2
  1417. IF IS_CHAR_IN_ANY_CAR injured_ped_9
  1418. REMOVE_BLIP injured_ped_9_blip
  1419. GOSUB chunk3_ambulance
  1420. injured_ped_9_flag = 3
  1421. ENDIF
  1422. ENDIF
  1423.  
  1424. IF injured_ped_9_flag = 3
  1425. IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  1426. SET_CHAR_OBJ_LEAVE_CAR injured_ped_9 players_ambulance
  1427. injured_ped_9_flag = 4
  1428. ENDIF
  1429. ENDIF
  1430.  
  1431. IF injured_ped_9_flag = 4
  1432. IF NOT IS_CHAR_IN_ANY_CAR injured_ped_9
  1433. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_9 hospital_door_x hospital_door_y
  1434. MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_9
  1435. GOSUB chunk4_ambulance
  1436. injured_ped_9_flag = 0
  1437. ENDIF
  1438. ENDIF
  1439. ENDIF
  1440.  
  1441. ////////////////
  1442.  
  1443. IF injured_ped_10_flag > 0
  1444. IF IS_CHAR_DEAD injured_ped_10
  1445. PRINT_NOW A_FAIL3 3000 1
  1446. GOTO ambulance_failed
  1447. ENDIF
  1448.  
  1449. IF ped_time_limit = 0
  1450. EXPLODE_CHAR_HEAD injured_ped_10
  1451. REMOVE_CHAR_ELEGANTLY injured_ped_10
  1452. PRINT_NOW A_FAIL2 3000 1
  1453. GOTO ambulance_failed
  1454. ENDIF
  1455.  
  1456. IF injured_ped_10_flag = 3
  1457. IF IS_CHAR_MALE injured_ped_10
  1458. ped_sex_flag = 0
  1459. ELSE
  1460. ped_sex_flag = 1
  1461. ENDIF
  1462. GET_CHAR_COORDINATES injured_ped_10 sound_x sound_y sound_z
  1463. GOSUB chunk1_ambulance
  1464. ENDIF
  1465.  
  1466. IF injured_ped_10_flag = 1
  1467. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_10 10.0 10.0 2.0 0
  1468. GOSUB chunk2_ambulance
  1469. IF car_full_flag = 0
  1470. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_10 players_ambulance
  1471. injured_ped_10_flag = 2
  1472. ENDIF
  1473. ENDIF
  1474. ENDIF
  1475.  
  1476. IF injured_ped_10_flag = 2
  1477. IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_10 25.0 25.0 0
  1478. injured_ped_10_flag = 1
  1479. ENDIF
  1480. ENDIF
  1481.  
  1482. IF injured_ped_10_flag = 2
  1483. IF IS_CHAR_IN_ANY_CAR injured_ped_10
  1484. REMOVE_BLIP injured_ped_10_blip
  1485. GOSUB chunk3_ambulance
  1486. injured_ped_10_flag = 3
  1487. ENDIF
  1488. ENDIF
  1489.  
  1490. IF injured_ped_10_flag = 3
  1491. IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  1492. SET_CHAR_OBJ_LEAVE_CAR injured_ped_10 players_ambulance
  1493. injured_ped_10_flag = 4
  1494. ENDIF
  1495. ENDIF
  1496.  
  1497. IF injured_ped_10_flag = 4
  1498. IF NOT IS_CHAR_IN_ANY_CAR injured_ped_10
  1499. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_10 hospital_door_x hospital_door_y
  1500. MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_10
  1501. GOSUB chunk4_ambulance
  1502. injured_ped_10_flag = 0
  1503. ENDIF
  1504. ENDIF
  1505. ENDIF
  1506.  
  1507. ////////////////
  1508.  
  1509. IF injured_ped_11_flag > 0
  1510. IF IS_CHAR_DEAD injured_ped_11
  1511. PRINT_NOW A_FAIL3 3000 1
  1512. GOTO ambulance_failed
  1513. ENDIF
  1514.  
  1515. IF ped_time_limit = 0
  1516. EXPLODE_CHAR_HEAD injured_ped_11
  1517. REMOVE_CHAR_ELEGANTLY injured_ped_11
  1518. PRINT_NOW A_FAIL2 3000 1
  1519. GOTO ambulance_failed
  1520. ENDIF
  1521.  
  1522. IF injured_ped_11_flag = 3
  1523. IF IS_CHAR_MALE injured_ped_11
  1524. ped_sex_flag = 0
  1525. ELSE
  1526. ped_sex_flag = 1
  1527. ENDIF
  1528. GET_CHAR_COORDINATES injured_ped_11 sound_x sound_y sound_z
  1529. GOSUB chunk1_ambulance
  1530. ENDIF
  1531.  
  1532. IF injured_ped_11_flag = 1
  1533. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_11 10.0 10.0 2.0 0
  1534. GOSUB chunk2_ambulance
  1535. IF car_full_flag = 0
  1536. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_11 players_ambulance
  1537. injured_ped_11_flag = 2
  1538. ENDIF
  1539. ENDIF
  1540. ENDIF
  1541.  
  1542. IF injured_ped_11_flag = 2
  1543. IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_11 25.0 25.0 0
  1544. injured_ped_11_flag = 1
  1545. ENDIF
  1546. ENDIF
  1547.  
  1548. IF injured_ped_11_flag = 2
  1549. IF IS_CHAR_IN_ANY_CAR injured_ped_11
  1550. REMOVE_BLIP injured_ped_11_blip
  1551. GOSUB chunk3_ambulance
  1552. injured_ped_11_flag = 3
  1553. ENDIF
  1554. ENDIF
  1555.  
  1556. IF injured_ped_11_flag = 3
  1557. IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  1558. SET_CHAR_OBJ_LEAVE_CAR injured_ped_11 players_ambulance
  1559. injured_ped_11_flag = 4
  1560. ENDIF
  1561. ENDIF
  1562.  
  1563. IF injured_ped_11_flag = 4
  1564. IF NOT IS_CHAR_IN_ANY_CAR injured_ped_11
  1565. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_11 hospital_door_x hospital_door_y
  1566. MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_11
  1567. GOSUB chunk4_ambulance
  1568. injured_ped_11_flag = 0
  1569. ENDIF
  1570. ENDIF
  1571. ENDIF
  1572.  
  1573. ////////////////
  1574.  
  1575. IF injured_ped_12_flag > 0
  1576. IF IS_CHAR_DEAD injured_ped_12
  1577. PRINT_NOW A_FAIL3 3000 1
  1578. GOTO ambulance_failed
  1579. ENDIF
  1580.  
  1581. IF ped_time_limit = 0
  1582. EXPLODE_CHAR_HEAD injured_ped_12
  1583. REMOVE_CHAR_ELEGANTLY injured_ped_12
  1584. PRINT_NOW A_FAIL2 3000 1
  1585. GOTO ambulance_failed
  1586. ENDIF
  1587.  
  1588. IF injured_ped_12_flag = 3
  1589. IF IS_CHAR_MALE injured_ped_12
  1590. ped_sex_flag = 0
  1591. ELSE
  1592. ped_sex_flag = 1
  1593. ENDIF
  1594. GET_CHAR_COORDINATES injured_ped_12 sound_x sound_y sound_z
  1595. GOSUB chunk1_ambulance
  1596. ENDIF
  1597.  
  1598. IF injured_ped_12_flag = 1
  1599. IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_12 10.0 10.0 2.0 0
  1600. GOSUB chunk2_ambulance
  1601. IF car_full_flag = 0
  1602. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_12 players_ambulance
  1603. injured_ped_12_flag = 2
  1604. ENDIF
  1605. ENDIF
  1606. ENDIF
  1607.  
  1608. IF injured_ped_12_flag = 2
  1609. IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_12 25.0 25.0 0
  1610. injured_ped_12_flag = 1
  1611. ENDIF
  1612. ENDIF
  1613.  
  1614. IF injured_ped_12_flag = 2
  1615. IF IS_CHAR_IN_ANY_CAR injured_ped_12
  1616. REMOVE_BLIP injured_ped_12_blip
  1617. GOSUB chunk3_ambulance
  1618. injured_ped_12_flag = 3
  1619. ENDIF
  1620. ENDIF
  1621.  
  1622. IF injured_ped_12_flag = 3
  1623. IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  1624. SET_CHAR_OBJ_LEAVE_CAR injured_ped_12 players_ambulance
  1625. injured_ped_12_flag = 4
  1626. ENDIF
  1627. ENDIF
  1628.  
  1629. IF injured_ped_12_flag = 4
  1630. IF NOT IS_CHAR_IN_ANY_CAR injured_ped_12
  1631. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_12 hospital_door_x hospital_door_y
  1632. MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_12
  1633. GOSUB chunk4_ambulance
  1634. injured_ped_12_flag = 0
  1635. ENDIF
  1636. ENDIF
  1637. ENDIF
  1638.  
  1639. ////////////////
  1640.  
  1641. //IF injured_ped_13_flag > 0
  1642. // IF IS_CHAR_DEAD injured_ped_13
  1643. // PRINT_NOW A_FAIL3 3000 1
  1644. // GOTO ambulance_failed
  1645. // ENDIF
  1646. //
  1647. // IF ped_time_limit = 0
  1648. // EXPLODE_CHAR_HEAD injured_ped_13
  1649. // REMOVE_CHAR_ELEGANTLY injured_ped_13
  1650. // PRINT_NOW A_FAIL2 3000 1
  1651. // GOTO ambulance_failed
  1652. // ENDIF
  1653. //
  1654. // IF injured_ped_13_flag = 3
  1655. // IF IS_CHAR_MALE injured_ped_13
  1656. // ped_sex_flag = 0
  1657. // ELSE
  1658. // ped_sex_flag = 1
  1659. // ENDIF
  1660. // GET_CHAR_COORDINATES injured_ped_13 sound_x sound_y sound_z
  1661. // GOSUB chunk1_ambulance
  1662. // ENDIF
  1663. //
  1664. // IF injured_ped_13_flag = 1
  1665. // IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_13 10.0 10.0 2.0 0
  1666. // GOSUB chunk2_ambulance
  1667. // IF car_full_flag = 0
  1668. // SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_13 players_ambulance
  1669. // injured_ped_13_flag = 2
  1670. // ENDIF
  1671. // ENDIF
  1672. // ENDIF
  1673. //
  1674. // IF injured_ped_13_flag = 2
  1675. // IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_13 25.0 25.0 0
  1676. // injured_ped_13_flag = 1
  1677. // ENDIF
  1678. // ENDIF
  1679. //
  1680. // IF injured_ped_13_flag = 2
  1681. // IF IS_CHAR_IN_ANY_CAR injured_ped_13
  1682. // REMOVE_BLIP injured_ped_13_blip
  1683. // GOSUB chunk3_ambulance
  1684. // injured_ped_13_flag = 3
  1685. // ENDIF
  1686. // ENDIF
  1687. //
  1688. // IF injured_ped_13_flag = 3
  1689. // IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  1690. // SET_CHAR_OBJ_LEAVE_CAR injured_ped_13 players_ambulance
  1691. // injured_ped_13_flag = 4
  1692. // ENDIF
  1693. // ENDIF
  1694. //
  1695. // IF injured_ped_13_flag = 4
  1696. // IF NOT IS_CHAR_IN_ANY_CAR injured_ped_13
  1697. // SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_13 hospital_door_x hospital_door_y
  1698. // MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_13
  1699. // GOSUB chunk4_ambulance
  1700. // injured_ped_13_flag = 0
  1701. // ENDIF
  1702. // ENDIF
  1703. //ENDIF
  1704.  
  1705. ////////////////
  1706.  
  1707. //IF injured_ped_14_flag > 0
  1708. // IF IS_CHAR_DEAD injured_ped_14
  1709. // PRINT_NOW A_FAIL3 3000 1
  1710. // GOTO ambulance_failed
  1711. // ENDIF
  1712. //
  1713. // IF ped_time_limit = 0
  1714. // EXPLODE_CHAR_HEAD injured_ped_14
  1715. // REMOVE_CHAR_ELEGANTLY injured_ped_14
  1716. // PRINT_NOW A_FAIL2 3000 1
  1717. // GOTO ambulance_failed
  1718. // ENDIF
  1719. //
  1720. // IF injured_ped_14_flag = 3
  1721. // IF IS_CHAR_MALE injured_ped_14
  1722. // ped_sex_flag = 0
  1723. // ELSE
  1724. // ped_sex_flag = 1
  1725. // ENDIF
  1726. // GET_CHAR_COORDINATES injured_ped_14 sound_x sound_y sound_z
  1727. // GOSUB chunk1_ambulance
  1728. // ENDIF
  1729. //
  1730. // IF injured_ped_14_flag = 1
  1731. // IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_14 10.0 10.0 2.0 0
  1732. // GOSUB chunk2_ambulance
  1733. // IF car_full_flag = 0
  1734. // SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_14 players_ambulance
  1735. // injured_ped_14_flag = 2
  1736. // ENDIF
  1737. // ENDIF
  1738. // ENDIF
  1739. //
  1740. // IF injured_ped_14_flag = 2
  1741. // IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_14 25.0 25.0 0
  1742. // injured_ped_14_flag = 1
  1743. // ENDIF
  1744. // ENDIF
  1745. //
  1746. // IF injured_ped_14_flag = 2
  1747. // IF IS_CHAR_IN_ANY_CAR injured_ped_14
  1748. // REMOVE_BLIP injured_ped_14_blip
  1749. // GOSUB chunk3_ambulance
  1750. // injured_ped_14_flag = 3
  1751. // ENDIF
  1752. // ENDIF
  1753. //
  1754. // IF injured_ped_14_flag = 3
  1755. // IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  1756. // SET_CHAR_OBJ_LEAVE_CAR injured_ped_14 players_ambulance
  1757. // injured_ped_14_flag = 4
  1758. // ENDIF
  1759. // ENDIF
  1760. //
  1761. // IF injured_ped_14_flag = 4
  1762. // IF NOT IS_CHAR_IN_ANY_CAR injured_ped_14
  1763. // SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_14 hospital_door_x hospital_door_y
  1764. // MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_14
  1765. // GOSUB chunk4_ambulance
  1766. // injured_ped_14_flag = 0
  1767. // ENDIF
  1768. // ENDIF
  1769. //ENDIF
  1770.  
  1771. ////////////////
  1772.  
  1773. //IF injured_ped_15_flag > 0
  1774. // IF IS_CHAR_DEAD injured_ped_15
  1775. // PRINT_NOW A_FAIL3 3000 1
  1776. // GOTO ambulance_failed
  1777. // ENDIF
  1778. //
  1779. // IF ped_time_limit = 0
  1780. // EXPLODE_CHAR_HEAD injured_ped_15
  1781. // REMOVE_CHAR_ELEGANTLY injured_ped_15
  1782. // PRINT_NOW A_FAIL2 3000 1
  1783. // GOTO ambulance_failed
  1784. // ENDIF
  1785. //
  1786. // IF injured_ped_15_flag = 3
  1787. // IF IS_CHAR_MALE injured_ped_15
  1788. // ped_sex_flag = 0
  1789. // ELSE
  1790. // ped_sex_flag = 1
  1791. // ENDIF
  1792. // GET_CHAR_COORDINATES injured_ped_15 sound_x sound_y sound_z
  1793. // GOSUB chunk1_ambulance
  1794. // ENDIF
  1795. //
  1796. // IF injured_ped_15_flag = 1
  1797. // IF LOCATE_PLAYER_IN_CAR_CHAR_3D player injured_ped_15 10.0 10.0 2.0 0
  1798. // GOSUB chunk2_ambulance
  1799. // IF car_full_flag = 0
  1800. // SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER injured_ped_15 players_ambulance
  1801. // injured_ped_15_flag = 2
  1802. // ENDIF
  1803. // ENDIF
  1804. // ENDIF
  1805. //
  1806. // IF injured_ped_15_flag = 2
  1807. // IF NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player injured_ped_15 25.0 25.0 0
  1808. // injured_ped_15_flag = 1
  1809. // ENDIF
  1810. // ENDIF
  1811. //
  1812. // IF injured_ped_15_flag = 2
  1813. // IF IS_CHAR_IN_ANY_CAR injured_ped_15
  1814. // REMOVE_BLIP injured_ped_15_blip
  1815. // GOSUB chunk3_ambulance
  1816. // injured_ped_15_flag = 3
  1817. // ENDIF
  1818. // ENDIF
  1819. //
  1820. // IF injured_ped_15_flag = 3
  1821. // IF LOCATE_STOPPED_PLAYER_IN_CAR_3D player hospital_x hospital_y hospital_z 6.0 6.0 2.0 1
  1822. // SET_CHAR_OBJ_LEAVE_CAR injured_ped_15 players_ambulance
  1823. // injured_ped_15_flag = 4
  1824. // ENDIF
  1825. // ENDIF
  1826. //
  1827. // IF injured_ped_15_flag = 4
  1828. // IF NOT IS_CHAR_IN_ANY_CAR injured_ped_15
  1829. // SET_CHAR_OBJ_GOTO_COORD_ON_FOOT injured_ped_15 hospital_door_x hospital_door_y
  1830. // MARK_CHAR_AS_NO_LONGER_NEEDED injured_ped_15
  1831. // GOSUB chunk4_ambulance
  1832. // injured_ped_15_flag = 0
  1833. // ENDIF
  1834. // ENDIF
  1835. //ENDIF
  1836.  
  1837. /////////////////
  1838.  
  1839. IF saved_peds = number_of_injured_peds
  1840. score_am = saved_peds * ambulance_level
  1841. score_am *= 100
  1842. PRINT_WITH_NUMBER_BIG REWARD score_am 6000 6
  1843. total_saved_peds += saved_peds
  1844. IF ambulance_pager_flag = 0
  1845. IF total_saved_peds > 34
  1846. ADD_PAGER_MESSAGE PAGEB13 140 100 1 //"Health delivered to hideout"
  1847. GOSUB progress_counter1
  1848. ambulance_pager_flag = 1
  1849. ENDIF
  1850. ENDIF
  1851. IF ambulance_pager_flag = 1
  1852. IF total_saved_peds > 69
  1853. ADD_PAGER_MESSAGE PAGEB14 140 100 1 //"Adrenaline delivered to hideout"
  1854. GOSUB progress_counter2
  1855. ambulance_pager_flag = 2
  1856. ENDIF
  1857. ENDIF
  1858. saved_peds_this_go += saved_peds
  1859. ++ number_of_injured_peds
  1860. saved_peds = 0
  1861. ped_counter = 0
  1862. ADD_SCORE player score_am
  1863. hospital_blip_flag = 0
  1864. REMOVE_BLIP hospital_blip
  1865. REMOVE_BLIP injured_ped_1_blip
  1866. REMOVE_BLIP injured_ped_2_blip
  1867. REMOVE_BLIP injured_ped_3_blip
  1868. REMOVE_BLIP injured_ped_4_blip
  1869. REMOVE_BLIP injured_ped_5_blip
  1870. REMOVE_BLIP injured_ped_6_blip
  1871. REMOVE_BLIP injured_ped_7_blip
  1872. REMOVE_BLIP injured_ped_8_blip
  1873. REMOVE_BLIP injured_ped_9_blip
  1874. REMOVE_BLIP injured_ped_10_blip
  1875. REMOVE_BLIP injured_ped_11_blip
  1876. REMOVE_BLIP injured_ped_12_blip
  1877. // REMOVE_BLIP injured_ped_13_blip
  1878. // REMOVE_BLIP injured_ped_14_blip
  1879. // REMOVE_BLIP injured_ped_15_blip
  1880. REGISTER_AMBULANCE_LEVEL ambulance_level
  1881. ++ ambulance_level
  1882. IF ambulance_level = 13
  1883. PRINT_BIG A_COMP1 5000 5 //"Ambulance missions complete!"
  1884. PRINT_BIG A_COMP2 6000 6 //"You will never get tired!"
  1885. ADD_PAGER_MESSAGE A_COMP3 140 100 1 //"Ambulance missions complete! You will never get tired when running!"
  1886. PLAY_MISSION_PASSED_TUNE 1
  1887. SET_PLAYER_NEVER_GETS_TIRED player TRUE
  1888. PLAYER_MADE_PROGRESS 1
  1889. RETURN
  1890. ENDIF
  1891. GOTO mission_root
  1892. ENDIF
  1893.  
  1894. GOTO ambulance_loop
  1895.  
  1896.  
  1897. ambulance_failed:
  1898.  
  1899. CLEAR_ONSCREEN_TIMER ped_time_limit
  1900. CLEAR_HELP
  1901. PRINT_BIG A_FAIL1 5000 5
  1902. PRINT_WITH_NUMBER_BIG A_SAVES saved_peds_this_go 6000 6//PEOPLE SAVED: ~1~
  1903.  
  1904. hospital_blip_flag = 0
  1905. REMOVE_BLIP hospital_blip
  1906. REMOVE_BLIP injured_ped_1_blip
  1907. REMOVE_BLIP injured_ped_2_blip
  1908. REMOVE_BLIP injured_ped_3_blip
  1909. REMOVE_BLIP injured_ped_4_blip
  1910. REMOVE_BLIP injured_ped_5_blip
  1911. REMOVE_BLIP injured_ped_6_blip
  1912. REMOVE_BLIP injured_ped_7_blip
  1913. REMOVE_BLIP injured_ped_8_blip
  1914. REMOVE_BLIP injured_ped_9_blip
  1915. REMOVE_BLIP injured_ped_10_blip
  1916. REMOVE_BLIP injured_ped_11_blip
  1917. REMOVE_BLIP injured_ped_12_blip
  1918. //REMOVE_BLIP injured_ped_13_blip
  1919. //REMOVE_BLIP injured_ped_14_blip
  1920. //REMOVE_BLIP injured_ped_15_blip
  1921.  
  1922. SET_WANTED_MULTIPLIER 1.0
  1923.  
  1924. flag_player_on_mission = 0
  1925. flag_player_on_ambulance_mission = 0
  1926. MISSION_HAS_FINISHED
  1927. RETURN
  1928.  
  1929.  
  1930.  
  1931. //////////////////////////////////////////////////////////////////////
  1932. chunk1_ambulance:
  1933.  
  1934. GET_CAR_HEALTH players_ambulance ambulance_health_now
  1935. IF ambulance_health_now < ambulance_health_last
  1936. time_drop = ambulance_health_last - ambulance_health_now
  1937. time_drop = time_drop * 50
  1938. ped_time_limit = ped_time_limit - time_drop
  1939. GENERATE_RANDOM_INT_IN_RANGE 0 2 random_scream
  1940. IF ped_sex_flag = 0
  1941. IF random_scream = 0
  1942. ADD_ONE_OFF_SOUND sound_x sound_y sound_z SOUND_INJURED_PED_MALE_OUCH_S
  1943. ELSE
  1944. ADD_ONE_OFF_SOUND sound_x sound_y sound_z SOUND_INJURED_PED_MALE_OUCH_L
  1945. ENDIF
  1946. ELSE
  1947. IF random_scream = 0
  1948. ADD_ONE_OFF_SOUND sound_x sound_y sound_z SOUND_INJURED_PED_FEMALE_OUCH_S
  1949. ELSE
  1950. ADD_ONE_OFF_SOUND sound_x sound_y sound_z SOUND_INJURED_PED_FEMALE_OUCH_L
  1951. ENDIF
  1952. ENDIF
  1953. IF ped_time_limit < 0
  1954. ped_time_limit = 0
  1955. ENDIF
  1956. ambulance_health_last = ambulance_health_now
  1957. ENDIF
  1958.  
  1959. RETURN
  1960. //////////////////////////////////////////////////////////////////////
  1961.  
  1962.  
  1963. //////////////////////////////////////////////////////////////////////
  1964. chunk2_ambulance:
  1965.  
  1966. GET_NUMBER_OF_PASSENGERS players_ambulance peds_in_car
  1967. GET_MAXIMUM_NUMBER_OF_PASSENGERS players_ambulance max_peds_in_car
  1968.  
  1969. IF peds_in_car = max_peds_in_car
  1970. PRINT_NOW A_FULL 5000 1 //"I'm not getting in there, its full of injured people."
  1971. car_full_flag = 1
  1972. ELSE
  1973. car_full_flag = 0
  1974. ENDIF
  1975.  
  1976. GET_CAR_HEALTH players_ambulance ambulance_health_last
  1977.  
  1978. RETURN
  1979. //////////////////////////////////////////////////////////////////////
  1980.  
  1981.  
  1982. //////////////////////////////////////////////////////////////////////
  1983. chunk3_ambulance:
  1984.  
  1985. IF hospital_blip_flag = 0
  1986. ADD_BLIP_FOR_COORD hospital_x hospital_y hospital_z hospital_blip
  1987. hospital_blip_flag = 1
  1988. ENDIF
  1989. time_chunk_in_secs = time_chunk / 1000
  1990. PRINT_WITH_NUMBER_BIG A_TIME time_chunk_in_secs 6000 6 //+~1~ Seconds
  1991. ped_time_limit += time_chunk
  1992.  
  1993. RETURN
  1994. //////////////////////////////////////////////////////////////////////
  1995.  
  1996.  
  1997. //////////////////////////////////////////////////////////////////////
  1998. chunk4_ambulance:
  1999.  
  2000. PRINT_BIG A_PASS 3000 5
  2001. IF bonus_time_flag = 1
  2002. time_chunk_in_secs = time_chunk / 1000
  2003. PRINT_WITH_NUMBER_BIG A_TIME time_chunk_in_secs 6000 6 //+~1~ Seconds
  2004. STORE_CAR_PLAYER_IS_IN player players_ambulance
  2005. GET_CAR_HEALTH players_ambulance players_ambulance_health
  2006. players_ambulance_health += 110
  2007. SET_CAR_HEALTH players_ambulance players_ambulance_health
  2008. ped_time_limit += time_chunk
  2009. ++ bonus_time_flag
  2010. ENDIF
  2011. ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_PART_MISSION_COMPLETE
  2012. ++ saved_peds
  2013. REGISTER_LIFE_SAVED
  2014.  
  2015. RETURN
  2016. //////////////////////////////////////////////////////////////////////
  2017.  
  2018.  
  2019. //////////////////////////////////////////////////////////////////////
  2020. progress_counter1:
  2021. PLAYER_MADE_PROGRESS 1
  2022. RETURN
  2023. //////////////////////////////////////////////////////////////////////
  2024.  
  2025. //////////////////////////////////////////////////////////////////////
  2026. progress_counter2:
  2027. PLAYER_MADE_PROGRESS 1
  2028. RETURN
  2029. //////////////////////////////////////////////////////////////////////
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