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Viniciaao1

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Jan 11th, 2023
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  1. // This file was decompiled using SASCM.ini published on 2022-03-20
  2. {$CLEO .cs}
  3.  
  4. script_name 'ULICA'
  5.  
  6. :ULICA_11
  7. wait 0
  8. if
  9. Player.Defined($PLAYER_CHAR)
  10. jf @ULICA_11
  11. wait 0
  12. if
  13. $ONMISSION == 0
  14. jf @ULICA_11
  15. wait 0
  16. if
  17. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2463.156 -1666.988 13.4768 radius 100.0 100.0 100.0
  18. jf @ULICA_11
  19. Model.Load(427)
  20. Model.Load(596)
  21. Model.Load(482)
  22. Model.Load(560)
  23. Model.Load(437)
  24. Model.Load(582)
  25. Model.Load(475)
  26. Model.Load(1520)
  27. Model.Load(1512)
  28. Model.Load(1544)
  29. Model.Load(2229)
  30. Model.Load(1349)
  31. Model.Load(2677)
  32. Model.Load(2099)
  33. Model.Load(2232)
  34. Model.Load(1481)
  35. Model.Load(643)
  36. Model.Load(2839)
  37. Model.Load(12)
  38. Model.Load(19)
  39. Model.Load(20)
  40. Model.Load(23)
  41. Model.Load(29)
  42. Model.Load(34)
  43. Model.Load(40)
  44. Model.Load(46)
  45. Model.Load(47)
  46. Model.Load(48)
  47. Model.Load(49)
  48. Model.Load(55)
  49. Model.Load(56)
  50. Model.Load(59)
  51. Model.Load(60)
  52. Model.Load(62)
  53. Model.Load(72)
  54. Model.Load(82)
  55. Model.Load(91)
  56. Model.Load(93)
  57. Model.Load(98)
  58. Model.Load(101)
  59. Model.Load(141)
  60. Model.Load(154)
  61. Model.Load(164)
  62. Model.Load(169)
  63. Model.Load(170)
  64. Model.Load(172)
  65. Model.Load(180)
  66. Model.Load(181)
  67. Model.Load(185)
  68. Model.Load(192)
  69. Model.Load(193)
  70. Model.Load(194)
  71. Model.Load(211)
  72. Model.Load(216)
  73. Model.Load(217)
  74. Model.Load(226)
  75. Model.Load(233)
  76. Model.Load(241)
  77. Model.Load(280)
  78. Model.Load(281)
  79. Model.Load(282)
  80. Model.Load(283)
  81. Model.Load(284)
  82. Model.Load(285)
  83. 04ED: load_animation "DANCING"
  84. 04ED: load_animation "BLOWJOBZ"
  85. 04ED: load_animation "GANGS"
  86. 04ED: load_animation "CRACK"
  87. 04ED: load_animation "STRIP"
  88. 04ED: load_animation "WUZI"
  89. 04ED: load_animation "SCRATCHING"
  90. 04ED: load_animation "RIOT"
  91. 04ED: load_animation "RAPPING"
  92. 04ED: load_animation "OTB"
  93. 04ED: load_animation "ON_LOOKERS"
  94. 04ED: load_animation "FOOD"
  95. 04ED: load_animation "COP_AMBIENT"
  96. 04ED: load_animation "BSKTBALL"
  97. $SOM4 = Audiostream.Load("CLEO\MUZLO\TRACK2.MP3")
  98. Audiostream.PerformAction($SOM4, AudioStreamState.Play)
  99. 038B: load_requested_models
  100.  
  101. :ULICA_587
  102. wait 0
  103. if and
  104. Model.Available(427)
  105. Model.Available(596)
  106. Model.Available(482)
  107. Model.Available(560)
  108. Model.Available(437)
  109. Model.Available(1520)
  110. Model.Available(1512)
  111. Model.Available(1544)
  112. jf @ULICA_587
  113.  
  114. :ULICA_642
  115. wait 0
  116. if and
  117. Model.Available(2229)
  118. Model.Available(1349)
  119. Model.Available(2677)
  120. Model.Available(2099)
  121. Model.Available(12)
  122. Model.Available(19)
  123. Model.Available(20)
  124. Model.Available(23)
  125. jf @ULICA_642
  126.  
  127. :ULICA_693
  128. wait 0
  129. if and
  130. Model.Available(29)
  131. Model.Available(34)
  132. Model.Available(40)
  133. Model.Available(46)
  134. Model.Available(47)
  135. Model.Available(48)
  136. Model.Available(49)
  137. Model.Available(55)
  138. jf @ULICA_693
  139.  
  140. :ULICA_740
  141. wait 0
  142. if and
  143. Model.Available(56)
  144. Model.Available(59)
  145. Model.Available(60)
  146. Model.Available(62)
  147. Model.Available(72)
  148. Model.Available(82)
  149. Model.Available(91)
  150. Model.Available(93)
  151. jf @ULICA_740
  152.  
  153. :ULICA_787
  154. wait 0
  155. if and
  156. Model.Available(98)
  157. Model.Available(101)
  158. Model.Available(141)
  159. Model.Available(154)
  160. Model.Available(164)
  161. Model.Available(169)
  162. Model.Available(170)
  163. Model.Available(172)
  164. jf @ULICA_787
  165.  
  166. :ULICA_840
  167. wait 0
  168. if and
  169. Model.Available(98)
  170. Model.Available(101)
  171. Model.Available(141)
  172. Model.Available(154)
  173. Model.Available(164)
  174. Model.Available(169)
  175. Model.Available(170)
  176. Model.Available(172)
  177. jf @ULICA_840
  178.  
  179. :ULICA_893
  180. wait 0
  181. if and
  182. Model.Available(180)
  183. Model.Available(181)
  184. Model.Available(185)
  185. Model.Available(192)
  186. Model.Available(193)
  187. Model.Available(194)
  188. Model.Available(211)
  189. Model.Available(216)
  190. jf @ULICA_893
  191.  
  192. :ULICA_948
  193. wait 0
  194. if and
  195. Model.Available(211)
  196. Model.Available(216)
  197. Model.Available(217)
  198. Model.Available(226)
  199. Model.Available(233)
  200. Model.Available(241)
  201. Model.Available(280)
  202. Model.Available(281)
  203. jf @ULICA_948
  204.  
  205. :ULICA_1003
  206. wait 0
  207. if and
  208. Model.Available(282)
  209. Model.Available(283)
  210. Model.Available(284)
  211. Model.Available(285)
  212. 04ED: load_animation "DANCING"
  213. 04ED: load_animation "BLOWJOBZ"
  214. 04ED: load_animation "GANGS"
  215. 04ED: load_animation "CRACK"
  216. jf @ULICA_1003
  217.  
  218. :ULICA_1079
  219. wait 0
  220. if and
  221. 04ED: load_animation "STRIP"
  222. 04ED: load_animation "WUZI"
  223. 04ED: load_animation "SCRATCHING"
  224. 04ED: load_animation "RIOT"
  225. 04ED: load_animation "RAPPING"
  226. 04ED: load_animation "OTB"
  227. 04ED: load_animation "ON_LOOKERS"
  228. 04ED: load_animation "FOOD"
  229. jf @ULICA_1079
  230.  
  231. :ULICA_1173
  232. wait 0
  233. if and
  234. 04ED: load_animation "COP_AMBIENT"
  235. 04ED: load_animation "BSKTBALL"
  236. Model.Available(582)
  237. Model.Available(475)
  238. Model.Available(2232)
  239. Model.Available(1481)
  240. Model.Available(643)
  241. Model.Available(2839)
  242. jf @ULICA_1173
  243. wait 100
  244. Car.Create($CAR1, 596, 2452.01, -1660.946, 13.3047)
  245. Car.Angle($CAR1) = 267.7759
  246. Car.DoorStatus($CAR1, 3)
  247. Car.SetImmunities($CAR1, True, True, True, True, True)
  248. Car.LockInCurrentPosition($CAR1, True)
  249. 0397: enable_car $CAR1 siren 1
  250. Car.Create($CAR2, 596, 2451.733, -1656.208, 13.3047)
  251. Car.Angle($CAR2) = 268.2394
  252. Car.DoorStatus($CAR2, 3)
  253. Car.SetImmunities($CAR2, True, True, True, True, True)
  254. Car.LockInCurrentPosition($CAR2, True)
  255. 0397: enable_car $CAR2 siren 1
  256. Car.Create($CAR3, 427, 2442.888, -1656.152, 13.3079)
  257. Car.Angle($CAR3) = 308.9499
  258. Car.DoorStatus($CAR3, 3)
  259. Car.SetImmunities($CAR3, True, True, True, True, True)
  260. Car.LockInCurrentPosition($CAR3, True)
  261. 0397: enable_car $CAR3 siren 1
  262. Car.Create($CAR4, 582, 2444.243, -1665.31, 13.4719)
  263. Car.Angle($CAR4) = 223.0957
  264. Car.DoorStatus($CAR4, 3)
  265. Car.SetImmunities($CAR4, True, True, True, True, True)
  266. Car.LockInCurrentPosition($CAR4, True)
  267. 0229: set_car $CAR4 primary_color_to 61 secondary_color_to 53
  268. Car.Create($CAR5, 437, 2471.525, -1655.645, 13.339)
  269. Car.Angle($CAR5) = 267.9023
  270. Car.DoorStatus($CAR5, 3)
  271. Car.SetImmunities($CAR5, True, True, True, True, True)
  272. Car.LockInCurrentPosition($CAR5, True)
  273. Car.Create($CAR6, 560, 2471.082, -1660.473, 13.3376)
  274. Car.Angle($CAR6) = 264.4324
  275. Car.DoorStatus($CAR6, 3)
  276. Car.SetImmunities($CAR6, True, True, True, True, True)
  277. Car.LockInCurrentPosition($CAR6, True)
  278. 0229: set_car $CAR6 primary_color_to 37 secondary_color_to 0
  279. Car.Create($CAR7, 482, 2470.979, -1669.743, 13.316)
  280. Car.Angle($CAR7) = 199.5718
  281. Car.DoorStatus($CAR7, 3)
  282. Car.SetImmunities($CAR7, True, True, True, True, True)
  283. Car.LockInCurrentPosition($CAR7, True)
  284. 0229: set_car $CAR7 primary_color_to 0 secondary_color_to 0
  285. Car.Create($CAR8, 475, 2470.284, -1664.182, 13.3152)
  286. Car.Angle($CAR8) = 263.8056
  287. Car.DoorStatus($CAR8, 3)
  288. Car.SetImmunities($CAR8, True, True, True, True, True)
  289. Car.LockInCurrentPosition($CAR8, True)
  290. 0229: set_car $CAR8 primary_color_to 32 secondary_color_to 32
  291. Object.Init($POD1, 2099, 2506.383, -1677.524, 12.3815)
  292. Object.SetImmunities($POD1, True, True, True, True, True)
  293. Object.Angle($POD1) = 232.7854
  294. Object.Init($POD2, 2229, 2506.169, -1675.229, 12.3673)
  295. Object.Angle($POD2) = 255.3221
  296. Object.SetImmunities($POD2, True, True, True, True, True)
  297. Object.Init($POD3, 2229, 2503.657, -1678.232, 12.3732)
  298. Object.Angle($POD3) = 230.2552
  299. Object.SetImmunities($POD3, True, True, True, True, True)
  300. Object.Init($POD4, 2677, 2503.442, -1675.793, 12.65)
  301. Object.Angle($POD4) = 277.8824
  302. Object.Init($POD5, 2232, 2506.166, -1672.817, 13.0)
  303. Object.Angle($POD5) = 257.8286
  304. Object.SetImmunities($POD5, True, True, True, True, True)
  305. Object.Init($POD6, 2232, 2501.578, -1678.521, 13.0)
  306. Object.Angle($POD6) = 200.488
  307. Object.SetImmunities($POD6, True, True, True, True, True)
  308. Object.Init($POD7, 2677, 2498.365, -1681.1, 12.65)
  309. Object.Angle($POD4) = 289.8596
  310. Object.Init($POD8, 2839, 2494.849, -1682.296, 12.373)
  311. Object.Angle($POD8) = 277.8824
  312. Object.Init($POD9, 1481, 2497.494, -1665.649, 13.0)
  313. Object.Angle($POD9) = 352.1664
  314. Object.SetImmunities($POD9, True, True, True, True, True)
  315. 064B: $FIRE = create_particle "FIRE" at 2497.494 -1665.649 13.3 type 1
  316. 064C: make_particle $FIRE visible
  317. 064B: $SMOKE = create_particle "SMOKE30LIT" at 2488.646 -1689.696 19.9741 type 1
  318. 064C: make_particle $SMOKE visible
  319. Object.Init($POD10, 643, 2484.783, -1678.986, 12.65)
  320. Object.Angle($POD10) = 200.488
  321. Object.SetImmunities($POD10, True, True, True, True, True)
  322. Object.Init($POD11, 643, 2488.963, -1658.647, 12.65)
  323. Object.Angle($POD11) = 200.488
  324. Object.SetImmunities($POD11, True, True, True, True, True)
  325. Object.Init($POD12, 2677, 2482.665, -1677.179, 12.65)
  326. Object.Angle($POD12) = 297.333
  327. Object.Init($POD13, 2677, 2498.013, -1666.635, 12.65)
  328. Object.Angle($POD13) = 289.8596
  329. Object.Init($POD14, 2677, 2478.789, -1661.053, 12.65)
  330. Object.Angle($POD14) = 289.8596
  331. Object.Init($POD15, 2839, 2491.461, -1656.647, 12.373)
  332. Object.Angle($POD15) = 289.8596
  333. Object.Init($POD16, 2677, 2502.48, -1661.608, 12.65)
  334. Object.Angle($POD16) = 289.8596
  335. Object.Init($POD17, 1349, 2506.616, -1662.629, 13.0)
  336. Object.Angle($POD17) = 194.1981
  337. Object.Init($POD18, 1349, 2481.304, -1656.902, 13.0)
  338. Object.Angle($POD18) = 194.1981
  339. Object.Init($POD19, 1520, 2501.563, -1678.604, 13.6017)
  340. Object.Angle($POD19) = 200.488
  341. Object.SetImmunities($POD19, True, True, True, True, True)
  342. Object.Init($POD20, 1520, 2503.167, -1677.5, 12.3697)
  343. Object.Angle($POD20) = 200.488
  344. Object.SetImmunities($POD20, True, True, True, True, True)
  345. Object.Init($POD21, 1520, 2484.987, -1679.122, 13.1305)
  346. Object.Angle($POD21) = 200.488
  347. Object.SetImmunities($POD21, True, True, True, True, True)
  348. Object.Init($POD22, 1520, 2484.382, -1678.832, 13.1294)
  349. Object.Angle($POD22) = 200.488
  350. Object.SetImmunities($POD22, True, True, True, True, True)
  351. Object.Init($POD23, 1520, 2498.811, -1668.004, 12.3474)
  352. Object.Angle($POD23) = 200.488
  353. Object.SetImmunities($POD23, True, True, True, True, True)
  354. Object.Init($POD24, 1520, 2471.521, -1664.38, 13.3586)
  355. Object.Angle($POD24) = 200.488
  356. Object.SetImmunities($POD24, True, True, True, True, True)
  357. Object.Init($POD25, 1544, 2488.886, -1658.827, 13.0501)
  358. Object.Angle($POD25) = 200.488
  359. Object.SetImmunities($POD25, True, True, True, True, True)
  360. Object.Init($POD26, 1544, 2484.86, -1678.666, 13.0501)
  361. Object.Angle($POD26) = 200.488
  362. Object.SetImmunities($POD26, True, True, True, True, True)
  363. Object.Init($POD27, 1544, 2497.081, -1667.855, 12.3437)
  364. Object.Angle($POD27) = 200.488
  365. Object.SetImmunities($POD27, True, True, True, True, True)
  366. Object.Init($POD28, 1544, 2497.342, -1653.584, 12.4272)
  367. Object.Angle($POD28) = 200.488
  368. Object.SetImmunities($POD28, True, True, True, True, True)
  369. Object.Init($POD29, 1544, 2478.916, -1688.438, 14.4453)
  370. Object.Angle($POD29) = 200.488
  371. Object.SetImmunities($POD29, True, True, True, True, True)
  372. Object.Init($POD30, 1544, 2488.589, -1660.274, 12.3359)
  373. Object.Angle($POD30) = 200.488
  374. Object.SetImmunities($POD30, True, True, True, True, True)
  375. Actor.Create($LUD1, PedType.CivFemale, 12, 2502.232, -1671.092, 13.3567)
  376. Actor.Health($LUD1) = 250
  377. Actor.Angle($LUD1) = 210.2254
  378. 0812: AS_actor $LUD1 perform_animation "DAN_LEFT_A" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  379. Actor.Create($LUD2, PedType.CivMale, 19, 2505.575, -1669.761, 13.3712)
  380. Actor.Health($LUD2) = 250
  381. Actor.Angle($LUD2) = 129.698
  382. 0812: AS_actor $LUD2 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  383. Actor.Create($LUD3, PedType.CivMale, 20, 2498.971, -1687.421, 13.5091)
  384. Actor.Health($LUD3) = 250
  385. Actor.Angle($LUD3) = 7.1838
  386. 0812: AS_actor $LUD3 perform_animation "CRCKIDLE2" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  387. Actor.Create($LUD4, PedType.CivMale, 23, 2489.146, -1676.534, 13.3379)
  388. Actor.Health($LUD4) = 250
  389. Actor.Angle($LUD4) = 295.6957
  390. 0812: AS_actor $LUD4 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  391. Actor.Create($LUD5, PedType.CivMale, 29, 2502.209, -1681.937, 13.3797)
  392. Actor.Health($LUD5) = 250
  393. Actor.Angle($LUD5) = 46.9301
  394. 0812: AS_actor $LUD5 perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  395. Actor.Create($LUD6, PedType.CivMale, 34, 2503.359, -1668.122, 13.364)
  396. Actor.Health($LUD6) = 250
  397. Actor.Angle($LUD6) = 26.2967
  398. 0812: AS_actor $LUD6 perform_animation "RAP_C_LOOP" IFP "RAPPING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  399. Actor.Create($LUD7, PedType.CivMale, 154, 2512.348, -1682.443, 13.4426)
  400. Actor.Health($LUD7) = 250
  401. Actor.Angle($LUD7) = 39.4334
  402. 0812: AS_actor $LUD7 perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  403. Actor.Create($LUD8, PedType.CivFemale, 40, 2511.491, -1681.586, 13.5011)
  404. Actor.Health($LUD8) = 250
  405. Actor.Angle($LUD8) = 225.2652
  406. 0812: AS_actor $LUD8 perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  407. Actor.Create($LUD9, PedType.CivMale, 46, 2493.745, -1689.753, 21.6327)
  408. Actor.Health($LUD9) = 250
  409. Actor.Angle($LUD9) = 349.3461
  410. 0812: AS_actor $LUD9 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  411. Actor.Create($LUD10, PedType.CivMale, 47, 2497.781, -1691.293, 22.3048)
  412. Actor.Health($LUD10) = 250
  413. Actor.Angle($LUD10) = 359.0827
  414. Object.Init($POD31, 1544, 1@, 2@, 3@)
  415. 070A: AS_actor $LUD10 attach_to_object $POD31 offset 0.1 0.01 -0.24 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1
  416. 0812: AS_actor $LUD10 perform_animation "DRNKBR_PRTL" IFP "GANGS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  417. Actor.Create($LUD11, PedType.CivMale, 48, 2499.038, -1674.936, 13.3458)
  418. Actor.Health($LUD11) = 250
  419. Actor.Angle($LUD11) = 265.0829
  420. 0812: AS_actor $LUD11 perform_animation "DNCE_M_E" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  421. Actor.Create($LUD12, PedType.CivMale, 49, 2518.964, -1661.854, 14.3322)
  422. Actor.Health($LUD12) = 250
  423. Actor.Angle($LUD12) = 114.3915
  424. 0812: AS_actor $LUD12 perform_animation "PANIC_SHOUT" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  425. Actor.Create($LUD13, PedType.CivFemale, 55, 2498.635, -1671.178, 13.3444)
  426. Actor.Health($LUD13) = 250
  427. Actor.Angle($LUD13) = 144.9787
  428. 0812: AS_actor $LUD13 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  429. Actor.Create($LUD14, PedType.CivFemale, 141, 2491.955, -1666.835, 13.3437)
  430. Actor.Health($LUD14) = 250
  431. Actor.Angle($LUD14) = 183.8815
  432. 0812: AS_actor $LUD14 perform_animation "DAN_LEFT_A" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  433. Actor.Create($LUD15, PedType.CivFemale, 56, 2500.661, -1662.358, 13.3668)
  434. Actor.Health($LUD15) = 250
  435. Actor.Angle($LUD15) = 182.6516
  436. 0812: AS_actor $LUD15 perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  437. Actor.Create($LUD16, PedType.CivMale, 59, 2494.738, -1672.188, 13.3359)
  438. Actor.Health($LUD16) = 250
  439. Actor.Angle($LUD16) = 177.9516
  440. 0812: AS_actor $LUD16 perform_animation "WUZI_STAND_LOOP" IFP "WUZI" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  441. Actor.Create($LUD17, PedType.CivMale, 60, 2485.021, -1676.346, 13.338)
  442. Actor.Health($LUD17) = 250
  443. Actor.Angle($LUD17) = 337.8023
  444. 0812: AS_actor $LUD17 perform_animation "CS_DEAD_GUY" IFP "WUZI" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  445. Actor.Create($LUD18, PedType.CivMale, 72, 2492.807, -1679.109, 13.3377)
  446. Actor.Health($LUD18) = 250
  447. Actor.Angle($LUD18) = 8.7965
  448. 0812: AS_actor $LUD18 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  449. Actor.Create($LUD19, PedType.CivMale, 62, 2486.197, -1647.538, 14.0703)
  450. Actor.Health($LUD19) = 250
  451. Actor.Angle($LUD19) = 192.968
  452. 0812: AS_actor $LUD19 perform_animation "RIOT_FUKU" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  453. Actor.Create($LUD20, PedType.CivMale, 82, 2507.031, -1678.122, 13.5469)
  454. Actor.Health($LUD20) = 250
  455. Actor.Angle($LUD20) = 56.0401
  456. 0812: AS_actor $LUD20 perform_animation "SCDLULP" IFP "SCRATCHING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  457. Actor.Create($LUD21, PedType.CivFemale, 91, 2495.444, -1663.076, 13.3359)
  458. Actor.Health($LUD21) = 250
  459. Actor.Angle($LUD21) = 65.6341
  460. 0812: AS_actor $LUD21 perform_animation "RAP_B_LOOP" IFP "RAPPING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  461. Actor.Create($LUD22, PedType.CivFemale, 93, 2487.752, -1665.841, 13.3437)
  462. Actor.Health($LUD22) = 250
  463. Actor.Angle($LUD22) = 237.368
  464. 0812: AS_actor $LUD22 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  465. Actor.Create($LUD23, PedType.CivMale, 98, 2497.577, -1666.928, 13.3437)
  466. Actor.Health($LUD23) = 250
  467. Actor.Angle($LUD23) = 4.2457
  468. 0812: AS_actor $LUD23 perform_animation "CRCKIDLE2" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  469. Actor.Create($LUD24, PedType.CivMale, 101, 2482.531, -1670.681, 13.3405)
  470. Actor.Health($LUD24) = 250
  471. Actor.Angle($LUD24) = 248.9612
  472. 0812: AS_actor $LUD24 perform_animation "WTCHRACE_CMON" IFP "OTB" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  473. Actor.Create($LUD25, PedType.CivFemale, 169, 2489.814, -1672.899, 13.3359)
  474. Actor.Health($LUD25) = 250
  475. Actor.Angle($LUD25) = 229.6518
  476. 0812: AS_actor $LUD25 perform_animation "STRIP_G" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  477. Actor.Create($LUD26, PedType.CivMale, 180, 2496.486, -1677.159, 13.3395)
  478. Actor.Health($LUD26) = 250
  479. Actor.Angle($LUD26) = 36.9731
  480. 0812: AS_actor $LUD26 perform_animation "PUN_CASH" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  481. Actor.Create($LUD27, PedType.CivMale, 181, 2485.903, -1681.112, 13.3345)
  482. Actor.Health($LUD27) = 250
  483. Actor.Angle($LUD27) = 320.519
  484. 0812: AS_actor $LUD27 perform_animation "PUN_HOLLER" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  485. Actor.Create($LUD28, PedType.CivMale, 185, 2498.231, -1657.945, 13.3662)
  486. Actor.Health($LUD28) = 250
  487. Actor.Angle($LUD28) = 182.0243
  488. 0812: AS_actor $LUD28 perform_animation "PLY_CASH" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  489. Actor.Create($LUD29, PedType.CivFemale, 192, 2503.744, -1664.921, 13.3801)
  490. Actor.Health($LUD29) = 250
  491. Actor.Angle($LUD29) = 355.7578
  492. 0812: AS_actor $LUD29 perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  493. Actor.Create($LUD30, PedType.CivFemale, 193, 2485.109, -1670.018, 13.3359)
  494. Actor.Health($LUD30) = 250
  495. Actor.Angle($LUD30) = 242.8123
  496. 0812: AS_actor $LUD30 perform_animation "BBALL_DEF_JUMP_SHOT" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  497. Actor.Create($LUD31, PedType.CivFemale, 211, 2482.085, -1674.871, 13.3402)
  498. Actor.Health($LUD31) = 250
  499. Actor.Angle($LUD31) = 262.5524
  500. 0812: AS_actor $LUD31 perform_animation "SCDRULP" IFP "SCRATCHING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  501. Actor.Create($LUD32, PedType.CivFemale, 216, 2500.59, -1674.449, 13.3511)
  502. Actor.Health($LUD32) = 250
  503. Actor.Angle($LUD32) = 113.091
  504. 0812: AS_actor $LUD32 perform_animation "DAN_LEFT_A" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  505. Actor.Create($LUD33, PedType.CivFemale, 226, 2493.197, -1672.916, 13.3359)
  506. Actor.Health($LUD33) = 250
  507. Actor.Angle($LUD33) = 183.9049
  508. 0812: AS_actor $LUD33 perform_animation "RAP_A_LOOP" IFP "RAPPING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  509. Actor.Create($LUD34, PedType.CivFemale, 233, 2492.798, -1660.682, 13.3359)
  510. Actor.Health($LUD34) = 250
  511. Actor.Angle($LUD34) = 195.4985
  512. 0812: AS_actor $LUD34 perform_animation "STR_C2" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  513. Actor.Create($LUD35, PedType.CivMale, 241, 2490.16, -1682.521, 13.3364)
  514. Actor.Health($LUD35) = 250
  515. Actor.Angle($LUD35) = 359.6867
  516. 0812: AS_actor $LUD35 perform_animation "WTCHRACE_WIN" IFP "OTB" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  517. Actor.Create($LUD36, PedType.CivMale, 170, 2465.793, -1661.175, 13.2885)
  518. Actor.Health($LUD36) = 250
  519. Actor.Angle($LUD36) = 91.1573
  520. 0812: AS_actor $LUD36 perform_animation "RIOT_ANGRY_B" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  521. Actor.Create($LUD37, PedType.CivMale, 217, 2471.112, -1660.503, 14.846)
  522. Actor.Health($LUD37) = 250
  523. Actor.Angle($LUD37) = 84.2405
  524. 0812: AS_actor $LUD37 perform_animation "RIOT_FUKU" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  525. Actor.Create($LUD38, PedType.Cop, 280, 2455.271, -1660.91, 13.3047)
  526. Actor.Health($LUD38) = 250
  527. Actor.Angle($LUD38) = 265.0356
  528. 0812: AS_actor $LUD38 perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  529. Actor.Create($LUD39, PedType.Cop, 281, 2451.076, -1658.237, 13.3047)
  530. Actor.Health($LUD39) = 250
  531. Actor.Angle($LUD39) = 264.4327
  532. 0812: AS_actor $LUD39 perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  533. Actor.Create($LUD40, PedType.Cop, 284, 2446.624, -1655.399, 13.3047)
  534. Actor.Health($LUD40) = 250
  535. Actor.Angle($LUD40) = 129.3847
  536. 0812: AS_actor $LUD40 perform_animation "INVITE_NO" IFP "GANGS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  537. Actor.Create($LUD41, PedType.Cop, 283, 2447.941, -1660.532, 13.3047)
  538. Actor.Health($LUD41) = 250
  539. Actor.Angle($LUD41) = 177.0118
  540. 0812: AS_actor $LUD41 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  541. Actor.Create($LUD42, PedType.CivMale, 164, 2444.896, -1656.733, 13.3047)
  542. Actor.Health($LUD42) = 250
  543. Actor.Angle($LUD42) = 310.1792
  544. 0812: AS_actor $LUD42 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  545. Actor.Create($LUD43, PedType.CivFemale, 172, 2447.927, -1662.387, 13.3047)
  546. Actor.Health($LUD43) = 250
  547. Actor.Angle($LUD43) = 357.83
  548. 0812: AS_actor $LUD43 perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  549. Actor.Create($LUD44, PedType.CivFemale, 194, 2447.519, -1665.052, 13.4711)
  550. Actor.Health($LUD44) = 250
  551. Actor.Angle($LUD44) = 268.866
  552. 0812: AS_actor $LUD44 perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
  553. Model.Destroy(427)
  554. Model.Destroy(596)
  555. Model.Destroy(482)
  556. Model.Destroy(560)
  557. Model.Destroy(437)
  558. Model.Destroy(582)
  559. Model.Destroy(475)
  560. Model.Destroy(1520)
  561. Model.Destroy(1512)
  562. Model.Destroy(1544)
  563. Model.Destroy(2229)
  564. Model.Destroy(1349)
  565. Model.Destroy(2677)
  566. Model.Destroy(2099)
  567. Model.Destroy(2232)
  568. Model.Destroy(1481)
  569. Model.Destroy(643)
  570. Model.Destroy(2839)
  571. Model.Destroy(12)
  572. Model.Destroy(19)
  573. Model.Destroy(20)
  574. Model.Destroy(23)
  575. Model.Destroy(29)
  576. Model.Destroy(34)
  577. Model.Destroy(40)
  578. Model.Destroy(46)
  579. Model.Destroy(47)
  580. Model.Destroy(48)
  581. Model.Destroy(49)
  582. Model.Destroy(55)
  583. Model.Destroy(56)
  584. Model.Destroy(59)
  585. Model.Destroy(60)
  586. Model.Destroy(62)
  587. Model.Destroy(72)
  588. Model.Destroy(82)
  589. Model.Destroy(91)
  590. Model.Destroy(93)
  591. Model.Destroy(98)
  592. Model.Destroy(101)
  593. Model.Destroy(141)
  594. Model.Destroy(154)
  595. Model.Destroy(164)
  596. Model.Destroy(169)
  597. Model.Destroy(170)
  598. Model.Destroy(172)
  599. Model.Destroy(180)
  600. Model.Destroy(181)
  601. Model.Destroy(185)
  602. Model.Destroy(192)
  603. Model.Destroy(193)
  604. Model.Destroy(194)
  605. Model.Destroy(211)
  606. Model.Destroy(216)
  607. Model.Destroy(217)
  608. Model.Destroy(226)
  609. Model.Destroy(233)
  610. Model.Destroy(241)
  611. Model.Destroy(280)
  612. Model.Destroy(281)
  613. Model.Destroy(282)
  614. Model.Destroy(283)
  615. Model.Destroy(284)
  616. Model.Destroy(285)
  617. 04EF: release_animation "DANCING"
  618. 04EF: release_animation "BLOWJOBZ"
  619. 04EF: release_animation "GANGS"
  620. 04EF: release_animation "CRACK"
  621. 04EF: release_animation "STRIP"
  622. 04EF: release_animation "WUZI"
  623. 04EF: release_animation "SCRATCHING"
  624. 04EF: release_animation "RIOT"
  625. 04EF: release_animation "RAPPING"
  626. 04EF: release_animation "OTB"
  627. 04EF: release_animation "ON_LOOKERS"
  628. 04EF: release_animation "FOOD"
  629. 04EF: release_animation "COP_AMBIENT"
  630. 04EF: release_animation "BSKTBALL"
  631.  
  632. :ULICA_7337
  633. wait 0
  634. if
  635. 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2463.156 -1666.988 13.4768 radius 100.0 100.0 100.0
  636. jf @ULICA_7422
  637. wait 0
  638. if
  639. $ONMISSION == 0
  640. jf @ULICA_7422
  641. wait 0
  642. jump @ULICA_7337
  643.  
  644. :ULICA_7422
  645. Car.Destroy($CAR1)
  646. Car.Destroy($CAR2)
  647. Car.Destroy($CAR3)
  648. Car.Destroy($CAR4)
  649. Car.Destroy($CAR5)
  650. Car.Destroy($CAR6)
  651. Car.Destroy($CAR7)
  652. Car.Destroy($CAR8)
  653. Object.Destroy($POD1)
  654. Object.Destroy($POD2)
  655. Object.Destroy($POD3)
  656. Object.Destroy($POD4)
  657. Object.Destroy($POD5)
  658. Object.Destroy($POD6)
  659. Object.Destroy($POD7)
  660. Object.Destroy($POD8)
  661. Object.Destroy($POD9)
  662. Object.Destroy($POD10)
  663. Object.Destroy($POD11)
  664. Object.Destroy($POD12)
  665. Object.Destroy($POD13)
  666. Object.Destroy($POD14)
  667. Object.Destroy($POD15)
  668. Object.Destroy($POD16)
  669. Object.Destroy($POD17)
  670. Object.Destroy($POD18)
  671. Object.Destroy($POD19)
  672. Object.Destroy($POD20)
  673. Object.Destroy($POD21)
  674. Object.Destroy($POD22)
  675. Object.Destroy($POD23)
  676. Object.Destroy($POD24)
  677. Object.Destroy($POD25)
  678. Object.Destroy($POD26)
  679. Object.Destroy($POD27)
  680. Object.Destroy($POD28)
  681. Object.Destroy($POD29)
  682. Object.Destroy($POD30)
  683. Object.Destroy($POD31)
  684. Actor.DestroyInstantly($LUD1)
  685. Actor.DestroyInstantly($LUD2)
  686. Actor.DestroyInstantly($LUD3)
  687. Actor.DestroyInstantly($LUD4)
  688. Actor.DestroyInstantly($LUD5)
  689. Actor.DestroyInstantly($LUD6)
  690. Actor.DestroyInstantly($LUD7)
  691. Actor.DestroyInstantly($LUD8)
  692. Actor.DestroyInstantly($LUD9)
  693. Actor.DestroyInstantly($LUD10)
  694. Actor.DestroyInstantly($LUD11)
  695. Actor.DestroyInstantly($LUD12)
  696. Actor.DestroyInstantly($LUD13)
  697. Actor.DestroyInstantly($LUD14)
  698. Actor.DestroyInstantly($LUD15)
  699. Actor.DestroyInstantly($LUD16)
  700. Actor.DestroyInstantly($LUD17)
  701. Actor.DestroyInstantly($LUD18)
  702. Actor.DestroyInstantly($LUD19)
  703. Actor.DestroyInstantly($LUD20)
  704. Actor.DestroyInstantly($LUD21)
  705. Actor.DestroyInstantly($LUD22)
  706. Actor.DestroyInstantly($LUD23)
  707. Actor.DestroyInstantly($LUD24)
  708. Actor.DestroyInstantly($LUD25)
  709. Actor.DestroyInstantly($LUD26)
  710. Actor.DestroyInstantly($LUD27)
  711. Actor.DestroyInstantly($LUD28)
  712. Actor.DestroyInstantly($LUD29)
  713. Actor.DestroyInstantly($LUD30)
  714. Actor.DestroyInstantly($LUD31)
  715. Actor.DestroyInstantly($LUD32)
  716. Actor.DestroyInstantly($LUD33)
  717. Actor.DestroyInstantly($LUD34)
  718. Actor.DestroyInstantly($LUD35)
  719. Actor.DestroyInstantly($LUD36)
  720. Actor.DestroyInstantly($LUD37)
  721. Actor.DestroyInstantly($LUD38)
  722. Actor.DestroyInstantly($LUD39)
  723. Actor.DestroyInstantly($LUD40)
  724. Actor.DestroyInstantly($LUD41)
  725. Actor.DestroyInstantly($LUD42)
  726. Actor.DestroyInstantly($LUD43)
  727. Actor.DestroyInstantly($LUD44)
  728. 064E: stop_particle $FIRE
  729. 0650: destroy_particle $FIRE
  730. 064E: stop_particle $SMOKE
  731. 0650: destroy_particle $SMOKE
  732. Audiostream.Release($SOM4)
  733. jump @ULICA_11
  734.  
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