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- // This file was decompiled using SASCM.ini published on 2022-03-20
- {$CLEO .cs}
- script_name 'ULICA'
- :ULICA_11
- wait 0
- if
- Player.Defined($PLAYER_CHAR)
- jf @ULICA_11
- wait 0
- if
- $ONMISSION == 0
- jf @ULICA_11
- wait 0
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2463.156 -1666.988 13.4768 radius 100.0 100.0 100.0
- jf @ULICA_11
- Model.Load(427)
- Model.Load(596)
- Model.Load(482)
- Model.Load(560)
- Model.Load(437)
- Model.Load(582)
- Model.Load(475)
- Model.Load(1520)
- Model.Load(1512)
- Model.Load(1544)
- Model.Load(2229)
- Model.Load(1349)
- Model.Load(2677)
- Model.Load(2099)
- Model.Load(2232)
- Model.Load(1481)
- Model.Load(643)
- Model.Load(2839)
- Model.Load(12)
- Model.Load(19)
- Model.Load(20)
- Model.Load(23)
- Model.Load(29)
- Model.Load(34)
- Model.Load(40)
- Model.Load(46)
- Model.Load(47)
- Model.Load(48)
- Model.Load(49)
- Model.Load(55)
- Model.Load(56)
- Model.Load(59)
- Model.Load(60)
- Model.Load(62)
- Model.Load(72)
- Model.Load(82)
- Model.Load(91)
- Model.Load(93)
- Model.Load(98)
- Model.Load(101)
- Model.Load(141)
- Model.Load(154)
- Model.Load(164)
- Model.Load(169)
- Model.Load(170)
- Model.Load(172)
- Model.Load(180)
- Model.Load(181)
- Model.Load(185)
- Model.Load(192)
- Model.Load(193)
- Model.Load(194)
- Model.Load(211)
- Model.Load(216)
- Model.Load(217)
- Model.Load(226)
- Model.Load(233)
- Model.Load(241)
- Model.Load(280)
- Model.Load(281)
- Model.Load(282)
- Model.Load(283)
- Model.Load(284)
- Model.Load(285)
- 04ED: load_animation "DANCING"
- 04ED: load_animation "BLOWJOBZ"
- 04ED: load_animation "GANGS"
- 04ED: load_animation "CRACK"
- 04ED: load_animation "STRIP"
- 04ED: load_animation "WUZI"
- 04ED: load_animation "SCRATCHING"
- 04ED: load_animation "RIOT"
- 04ED: load_animation "RAPPING"
- 04ED: load_animation "OTB"
- 04ED: load_animation "ON_LOOKERS"
- 04ED: load_animation "FOOD"
- 04ED: load_animation "COP_AMBIENT"
- 04ED: load_animation "BSKTBALL"
- $SOM4 = Audiostream.Load("CLEO\MUZLO\TRACK2.MP3")
- Audiostream.PerformAction($SOM4, AudioStreamState.Play)
- 038B: load_requested_models
- :ULICA_587
- wait 0
- if and
- Model.Available(427)
- Model.Available(596)
- Model.Available(482)
- Model.Available(560)
- Model.Available(437)
- Model.Available(1520)
- Model.Available(1512)
- Model.Available(1544)
- jf @ULICA_587
- :ULICA_642
- wait 0
- if and
- Model.Available(2229)
- Model.Available(1349)
- Model.Available(2677)
- Model.Available(2099)
- Model.Available(12)
- Model.Available(19)
- Model.Available(20)
- Model.Available(23)
- jf @ULICA_642
- :ULICA_693
- wait 0
- if and
- Model.Available(29)
- Model.Available(34)
- Model.Available(40)
- Model.Available(46)
- Model.Available(47)
- Model.Available(48)
- Model.Available(49)
- Model.Available(55)
- jf @ULICA_693
- :ULICA_740
- wait 0
- if and
- Model.Available(56)
- Model.Available(59)
- Model.Available(60)
- Model.Available(62)
- Model.Available(72)
- Model.Available(82)
- Model.Available(91)
- Model.Available(93)
- jf @ULICA_740
- :ULICA_787
- wait 0
- if and
- Model.Available(98)
- Model.Available(101)
- Model.Available(141)
- Model.Available(154)
- Model.Available(164)
- Model.Available(169)
- Model.Available(170)
- Model.Available(172)
- jf @ULICA_787
- :ULICA_840
- wait 0
- if and
- Model.Available(98)
- Model.Available(101)
- Model.Available(141)
- Model.Available(154)
- Model.Available(164)
- Model.Available(169)
- Model.Available(170)
- Model.Available(172)
- jf @ULICA_840
- :ULICA_893
- wait 0
- if and
- Model.Available(180)
- Model.Available(181)
- Model.Available(185)
- Model.Available(192)
- Model.Available(193)
- Model.Available(194)
- Model.Available(211)
- Model.Available(216)
- jf @ULICA_893
- :ULICA_948
- wait 0
- if and
- Model.Available(211)
- Model.Available(216)
- Model.Available(217)
- Model.Available(226)
- Model.Available(233)
- Model.Available(241)
- Model.Available(280)
- Model.Available(281)
- jf @ULICA_948
- :ULICA_1003
- wait 0
- if and
- Model.Available(282)
- Model.Available(283)
- Model.Available(284)
- Model.Available(285)
- 04ED: load_animation "DANCING"
- 04ED: load_animation "BLOWJOBZ"
- 04ED: load_animation "GANGS"
- 04ED: load_animation "CRACK"
- jf @ULICA_1003
- :ULICA_1079
- wait 0
- if and
- 04ED: load_animation "STRIP"
- 04ED: load_animation "WUZI"
- 04ED: load_animation "SCRATCHING"
- 04ED: load_animation "RIOT"
- 04ED: load_animation "RAPPING"
- 04ED: load_animation "OTB"
- 04ED: load_animation "ON_LOOKERS"
- 04ED: load_animation "FOOD"
- jf @ULICA_1079
- :ULICA_1173
- wait 0
- if and
- 04ED: load_animation "COP_AMBIENT"
- 04ED: load_animation "BSKTBALL"
- Model.Available(582)
- Model.Available(475)
- Model.Available(2232)
- Model.Available(1481)
- Model.Available(643)
- Model.Available(2839)
- jf @ULICA_1173
- wait 100
- Car.Create($CAR1, 596, 2452.01, -1660.946, 13.3047)
- Car.Angle($CAR1) = 267.7759
- Car.DoorStatus($CAR1, 3)
- Car.SetImmunities($CAR1, True, True, True, True, True)
- Car.LockInCurrentPosition($CAR1, True)
- 0397: enable_car $CAR1 siren 1
- Car.Create($CAR2, 596, 2451.733, -1656.208, 13.3047)
- Car.Angle($CAR2) = 268.2394
- Car.DoorStatus($CAR2, 3)
- Car.SetImmunities($CAR2, True, True, True, True, True)
- Car.LockInCurrentPosition($CAR2, True)
- 0397: enable_car $CAR2 siren 1
- Car.Create($CAR3, 427, 2442.888, -1656.152, 13.3079)
- Car.Angle($CAR3) = 308.9499
- Car.DoorStatus($CAR3, 3)
- Car.SetImmunities($CAR3, True, True, True, True, True)
- Car.LockInCurrentPosition($CAR3, True)
- 0397: enable_car $CAR3 siren 1
- Car.Create($CAR4, 582, 2444.243, -1665.31, 13.4719)
- Car.Angle($CAR4) = 223.0957
- Car.DoorStatus($CAR4, 3)
- Car.SetImmunities($CAR4, True, True, True, True, True)
- Car.LockInCurrentPosition($CAR4, True)
- 0229: set_car $CAR4 primary_color_to 61 secondary_color_to 53
- Car.Create($CAR5, 437, 2471.525, -1655.645, 13.339)
- Car.Angle($CAR5) = 267.9023
- Car.DoorStatus($CAR5, 3)
- Car.SetImmunities($CAR5, True, True, True, True, True)
- Car.LockInCurrentPosition($CAR5, True)
- Car.Create($CAR6, 560, 2471.082, -1660.473, 13.3376)
- Car.Angle($CAR6) = 264.4324
- Car.DoorStatus($CAR6, 3)
- Car.SetImmunities($CAR6, True, True, True, True, True)
- Car.LockInCurrentPosition($CAR6, True)
- 0229: set_car $CAR6 primary_color_to 37 secondary_color_to 0
- Car.Create($CAR7, 482, 2470.979, -1669.743, 13.316)
- Car.Angle($CAR7) = 199.5718
- Car.DoorStatus($CAR7, 3)
- Car.SetImmunities($CAR7, True, True, True, True, True)
- Car.LockInCurrentPosition($CAR7, True)
- 0229: set_car $CAR7 primary_color_to 0 secondary_color_to 0
- Car.Create($CAR8, 475, 2470.284, -1664.182, 13.3152)
- Car.Angle($CAR8) = 263.8056
- Car.DoorStatus($CAR8, 3)
- Car.SetImmunities($CAR8, True, True, True, True, True)
- Car.LockInCurrentPosition($CAR8, True)
- 0229: set_car $CAR8 primary_color_to 32 secondary_color_to 32
- Object.Init($POD1, 2099, 2506.383, -1677.524, 12.3815)
- Object.SetImmunities($POD1, True, True, True, True, True)
- Object.Angle($POD1) = 232.7854
- Object.Init($POD2, 2229, 2506.169, -1675.229, 12.3673)
- Object.Angle($POD2) = 255.3221
- Object.SetImmunities($POD2, True, True, True, True, True)
- Object.Init($POD3, 2229, 2503.657, -1678.232, 12.3732)
- Object.Angle($POD3) = 230.2552
- Object.SetImmunities($POD3, True, True, True, True, True)
- Object.Init($POD4, 2677, 2503.442, -1675.793, 12.65)
- Object.Angle($POD4) = 277.8824
- Object.Init($POD5, 2232, 2506.166, -1672.817, 13.0)
- Object.Angle($POD5) = 257.8286
- Object.SetImmunities($POD5, True, True, True, True, True)
- Object.Init($POD6, 2232, 2501.578, -1678.521, 13.0)
- Object.Angle($POD6) = 200.488
- Object.SetImmunities($POD6, True, True, True, True, True)
- Object.Init($POD7, 2677, 2498.365, -1681.1, 12.65)
- Object.Angle($POD4) = 289.8596
- Object.Init($POD8, 2839, 2494.849, -1682.296, 12.373)
- Object.Angle($POD8) = 277.8824
- Object.Init($POD9, 1481, 2497.494, -1665.649, 13.0)
- Object.Angle($POD9) = 352.1664
- Object.SetImmunities($POD9, True, True, True, True, True)
- 064B: $FIRE = create_particle "FIRE" at 2497.494 -1665.649 13.3 type 1
- 064C: make_particle $FIRE visible
- 064B: $SMOKE = create_particle "SMOKE30LIT" at 2488.646 -1689.696 19.9741 type 1
- 064C: make_particle $SMOKE visible
- Object.Init($POD10, 643, 2484.783, -1678.986, 12.65)
- Object.Angle($POD10) = 200.488
- Object.SetImmunities($POD10, True, True, True, True, True)
- Object.Init($POD11, 643, 2488.963, -1658.647, 12.65)
- Object.Angle($POD11) = 200.488
- Object.SetImmunities($POD11, True, True, True, True, True)
- Object.Init($POD12, 2677, 2482.665, -1677.179, 12.65)
- Object.Angle($POD12) = 297.333
- Object.Init($POD13, 2677, 2498.013, -1666.635, 12.65)
- Object.Angle($POD13) = 289.8596
- Object.Init($POD14, 2677, 2478.789, -1661.053, 12.65)
- Object.Angle($POD14) = 289.8596
- Object.Init($POD15, 2839, 2491.461, -1656.647, 12.373)
- Object.Angle($POD15) = 289.8596
- Object.Init($POD16, 2677, 2502.48, -1661.608, 12.65)
- Object.Angle($POD16) = 289.8596
- Object.Init($POD17, 1349, 2506.616, -1662.629, 13.0)
- Object.Angle($POD17) = 194.1981
- Object.Init($POD18, 1349, 2481.304, -1656.902, 13.0)
- Object.Angle($POD18) = 194.1981
- Object.Init($POD19, 1520, 2501.563, -1678.604, 13.6017)
- Object.Angle($POD19) = 200.488
- Object.SetImmunities($POD19, True, True, True, True, True)
- Object.Init($POD20, 1520, 2503.167, -1677.5, 12.3697)
- Object.Angle($POD20) = 200.488
- Object.SetImmunities($POD20, True, True, True, True, True)
- Object.Init($POD21, 1520, 2484.987, -1679.122, 13.1305)
- Object.Angle($POD21) = 200.488
- Object.SetImmunities($POD21, True, True, True, True, True)
- Object.Init($POD22, 1520, 2484.382, -1678.832, 13.1294)
- Object.Angle($POD22) = 200.488
- Object.SetImmunities($POD22, True, True, True, True, True)
- Object.Init($POD23, 1520, 2498.811, -1668.004, 12.3474)
- Object.Angle($POD23) = 200.488
- Object.SetImmunities($POD23, True, True, True, True, True)
- Object.Init($POD24, 1520, 2471.521, -1664.38, 13.3586)
- Object.Angle($POD24) = 200.488
- Object.SetImmunities($POD24, True, True, True, True, True)
- Object.Init($POD25, 1544, 2488.886, -1658.827, 13.0501)
- Object.Angle($POD25) = 200.488
- Object.SetImmunities($POD25, True, True, True, True, True)
- Object.Init($POD26, 1544, 2484.86, -1678.666, 13.0501)
- Object.Angle($POD26) = 200.488
- Object.SetImmunities($POD26, True, True, True, True, True)
- Object.Init($POD27, 1544, 2497.081, -1667.855, 12.3437)
- Object.Angle($POD27) = 200.488
- Object.SetImmunities($POD27, True, True, True, True, True)
- Object.Init($POD28, 1544, 2497.342, -1653.584, 12.4272)
- Object.Angle($POD28) = 200.488
- Object.SetImmunities($POD28, True, True, True, True, True)
- Object.Init($POD29, 1544, 2478.916, -1688.438, 14.4453)
- Object.Angle($POD29) = 200.488
- Object.SetImmunities($POD29, True, True, True, True, True)
- Object.Init($POD30, 1544, 2488.589, -1660.274, 12.3359)
- Object.Angle($POD30) = 200.488
- Object.SetImmunities($POD30, True, True, True, True, True)
- Actor.Create($LUD1, PedType.CivFemale, 12, 2502.232, -1671.092, 13.3567)
- Actor.Health($LUD1) = 250
- Actor.Angle($LUD1) = 210.2254
- 0812: AS_actor $LUD1 perform_animation "DAN_LEFT_A" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD2, PedType.CivMale, 19, 2505.575, -1669.761, 13.3712)
- Actor.Health($LUD2) = 250
- Actor.Angle($LUD2) = 129.698
- 0812: AS_actor $LUD2 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD3, PedType.CivMale, 20, 2498.971, -1687.421, 13.5091)
- Actor.Health($LUD3) = 250
- Actor.Angle($LUD3) = 7.1838
- 0812: AS_actor $LUD3 perform_animation "CRCKIDLE2" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD4, PedType.CivMale, 23, 2489.146, -1676.534, 13.3379)
- Actor.Health($LUD4) = 250
- Actor.Angle($LUD4) = 295.6957
- 0812: AS_actor $LUD4 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD5, PedType.CivMale, 29, 2502.209, -1681.937, 13.3797)
- Actor.Health($LUD5) = 250
- Actor.Angle($LUD5) = 46.9301
- 0812: AS_actor $LUD5 perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD6, PedType.CivMale, 34, 2503.359, -1668.122, 13.364)
- Actor.Health($LUD6) = 250
- Actor.Angle($LUD6) = 26.2967
- 0812: AS_actor $LUD6 perform_animation "RAP_C_LOOP" IFP "RAPPING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD7, PedType.CivMale, 154, 2512.348, -1682.443, 13.4426)
- Actor.Health($LUD7) = 250
- Actor.Angle($LUD7) = 39.4334
- 0812: AS_actor $LUD7 perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD8, PedType.CivFemale, 40, 2511.491, -1681.586, 13.5011)
- Actor.Health($LUD8) = 250
- Actor.Angle($LUD8) = 225.2652
- 0812: AS_actor $LUD8 perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD9, PedType.CivMale, 46, 2493.745, -1689.753, 21.6327)
- Actor.Health($LUD9) = 250
- Actor.Angle($LUD9) = 349.3461
- 0812: AS_actor $LUD9 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD10, PedType.CivMale, 47, 2497.781, -1691.293, 22.3048)
- Actor.Health($LUD10) = 250
- Actor.Angle($LUD10) = 359.0827
- Object.Init($POD31, 1544, 1@, 2@, 3@)
- 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
- 0812: AS_actor $LUD10 perform_animation "DRNKBR_PRTL" IFP "GANGS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD11, PedType.CivMale, 48, 2499.038, -1674.936, 13.3458)
- Actor.Health($LUD11) = 250
- Actor.Angle($LUD11) = 265.0829
- 0812: AS_actor $LUD11 perform_animation "DNCE_M_E" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD12, PedType.CivMale, 49, 2518.964, -1661.854, 14.3322)
- Actor.Health($LUD12) = 250
- Actor.Angle($LUD12) = 114.3915
- 0812: AS_actor $LUD12 perform_animation "PANIC_SHOUT" IFP "ON_LOOKERS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD13, PedType.CivFemale, 55, 2498.635, -1671.178, 13.3444)
- Actor.Health($LUD13) = 250
- Actor.Angle($LUD13) = 144.9787
- 0812: AS_actor $LUD13 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD14, PedType.CivFemale, 141, 2491.955, -1666.835, 13.3437)
- Actor.Health($LUD14) = 250
- Actor.Angle($LUD14) = 183.8815
- 0812: AS_actor $LUD14 perform_animation "DAN_LEFT_A" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD15, PedType.CivFemale, 56, 2500.661, -1662.358, 13.3668)
- Actor.Health($LUD15) = 250
- Actor.Angle($LUD15) = 182.6516
- 0812: AS_actor $LUD15 perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD16, PedType.CivMale, 59, 2494.738, -1672.188, 13.3359)
- Actor.Health($LUD16) = 250
- Actor.Angle($LUD16) = 177.9516
- 0812: AS_actor $LUD16 perform_animation "WUZI_STAND_LOOP" IFP "WUZI" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD17, PedType.CivMale, 60, 2485.021, -1676.346, 13.338)
- Actor.Health($LUD17) = 250
- Actor.Angle($LUD17) = 337.8023
- 0812: AS_actor $LUD17 perform_animation "CS_DEAD_GUY" IFP "WUZI" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD18, PedType.CivMale, 72, 2492.807, -1679.109, 13.3377)
- Actor.Health($LUD18) = 250
- Actor.Angle($LUD18) = 8.7965
- 0812: AS_actor $LUD18 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD19, PedType.CivMale, 62, 2486.197, -1647.538, 14.0703)
- Actor.Health($LUD19) = 250
- Actor.Angle($LUD19) = 192.968
- 0812: AS_actor $LUD19 perform_animation "RIOT_FUKU" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD20, PedType.CivMale, 82, 2507.031, -1678.122, 13.5469)
- Actor.Health($LUD20) = 250
- Actor.Angle($LUD20) = 56.0401
- 0812: AS_actor $LUD20 perform_animation "SCDLULP" IFP "SCRATCHING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD21, PedType.CivFemale, 91, 2495.444, -1663.076, 13.3359)
- Actor.Health($LUD21) = 250
- Actor.Angle($LUD21) = 65.6341
- 0812: AS_actor $LUD21 perform_animation "RAP_B_LOOP" IFP "RAPPING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD22, PedType.CivFemale, 93, 2487.752, -1665.841, 13.3437)
- Actor.Health($LUD22) = 250
- Actor.Angle($LUD22) = 237.368
- 0812: AS_actor $LUD22 perform_animation "DANCE_LOOP" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD23, PedType.CivMale, 98, 2497.577, -1666.928, 13.3437)
- Actor.Health($LUD23) = 250
- Actor.Angle($LUD23) = 4.2457
- 0812: AS_actor $LUD23 perform_animation "CRCKIDLE2" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD24, PedType.CivMale, 101, 2482.531, -1670.681, 13.3405)
- Actor.Health($LUD24) = 250
- Actor.Angle($LUD24) = 248.9612
- 0812: AS_actor $LUD24 perform_animation "WTCHRACE_CMON" IFP "OTB" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD25, PedType.CivFemale, 169, 2489.814, -1672.899, 13.3359)
- Actor.Health($LUD25) = 250
- Actor.Angle($LUD25) = 229.6518
- 0812: AS_actor $LUD25 perform_animation "STRIP_G" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD26, PedType.CivMale, 180, 2496.486, -1677.159, 13.3395)
- Actor.Health($LUD26) = 250
- Actor.Angle($LUD26) = 36.9731
- 0812: AS_actor $LUD26 perform_animation "PUN_CASH" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD27, PedType.CivMale, 181, 2485.903, -1681.112, 13.3345)
- Actor.Health($LUD27) = 250
- Actor.Angle($LUD27) = 320.519
- 0812: AS_actor $LUD27 perform_animation "PUN_HOLLER" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD28, PedType.CivMale, 185, 2498.231, -1657.945, 13.3662)
- Actor.Health($LUD28) = 250
- Actor.Angle($LUD28) = 182.0243
- 0812: AS_actor $LUD28 perform_animation "PLY_CASH" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD29, PedType.CivFemale, 192, 2503.744, -1664.921, 13.3801)
- Actor.Health($LUD29) = 250
- Actor.Angle($LUD29) = 355.7578
- 0812: AS_actor $LUD29 perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD30, PedType.CivFemale, 193, 2485.109, -1670.018, 13.3359)
- Actor.Health($LUD30) = 250
- Actor.Angle($LUD30) = 242.8123
- 0812: AS_actor $LUD30 perform_animation "BBALL_DEF_JUMP_SHOT" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD31, PedType.CivFemale, 211, 2482.085, -1674.871, 13.3402)
- Actor.Health($LUD31) = 250
- Actor.Angle($LUD31) = 262.5524
- 0812: AS_actor $LUD31 perform_animation "SCDRULP" IFP "SCRATCHING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD32, PedType.CivFemale, 216, 2500.59, -1674.449, 13.3511)
- Actor.Health($LUD32) = 250
- Actor.Angle($LUD32) = 113.091
- 0812: AS_actor $LUD32 perform_animation "DAN_LEFT_A" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD33, PedType.CivFemale, 226, 2493.197, -1672.916, 13.3359)
- Actor.Health($LUD33) = 250
- Actor.Angle($LUD33) = 183.9049
- 0812: AS_actor $LUD33 perform_animation "RAP_A_LOOP" IFP "RAPPING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD34, PedType.CivFemale, 233, 2492.798, -1660.682, 13.3359)
- Actor.Health($LUD34) = 250
- Actor.Angle($LUD34) = 195.4985
- 0812: AS_actor $LUD34 perform_animation "STR_C2" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD35, PedType.CivMale, 241, 2490.16, -1682.521, 13.3364)
- Actor.Health($LUD35) = 250
- Actor.Angle($LUD35) = 359.6867
- 0812: AS_actor $LUD35 perform_animation "WTCHRACE_WIN" IFP "OTB" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD36, PedType.CivMale, 170, 2465.793, -1661.175, 13.2885)
- Actor.Health($LUD36) = 250
- Actor.Angle($LUD36) = 91.1573
- 0812: AS_actor $LUD36 perform_animation "RIOT_ANGRY_B" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD37, PedType.CivMale, 217, 2471.112, -1660.503, 14.846)
- Actor.Health($LUD37) = 250
- Actor.Angle($LUD37) = 84.2405
- 0812: AS_actor $LUD37 perform_animation "RIOT_FUKU" IFP "RIOT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD38, PedType.Cop, 280, 2455.271, -1660.91, 13.3047)
- Actor.Health($LUD38) = 250
- Actor.Angle($LUD38) = 265.0356
- 0812: AS_actor $LUD38 perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD39, PedType.Cop, 281, 2451.076, -1658.237, 13.3047)
- Actor.Health($LUD39) = 250
- Actor.Angle($LUD39) = 264.4327
- 0812: AS_actor $LUD39 perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD40, PedType.Cop, 284, 2446.624, -1655.399, 13.3047)
- Actor.Health($LUD40) = 250
- Actor.Angle($LUD40) = 129.3847
- 0812: AS_actor $LUD40 perform_animation "INVITE_NO" IFP "GANGS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD41, PedType.Cop, 283, 2447.941, -1660.532, 13.3047)
- Actor.Health($LUD41) = 250
- Actor.Angle($LUD41) = 177.0118
- 0812: AS_actor $LUD41 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD42, PedType.CivMale, 164, 2444.896, -1656.733, 13.3047)
- Actor.Health($LUD42) = 250
- Actor.Angle($LUD42) = 310.1792
- 0812: AS_actor $LUD42 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD43, PedType.CivFemale, 172, 2447.927, -1662.387, 13.3047)
- Actor.Health($LUD43) = 250
- Actor.Angle($LUD43) = 357.83
- 0812: AS_actor $LUD43 perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
- Actor.Create($LUD44, PedType.CivFemale, 194, 2447.519, -1665.052, 13.4711)
- Actor.Health($LUD44) = 250
- Actor.Angle($LUD44) = 268.866
- 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
- Model.Destroy(427)
- Model.Destroy(596)
- Model.Destroy(482)
- Model.Destroy(560)
- Model.Destroy(437)
- Model.Destroy(582)
- Model.Destroy(475)
- Model.Destroy(1520)
- Model.Destroy(1512)
- Model.Destroy(1544)
- Model.Destroy(2229)
- Model.Destroy(1349)
- Model.Destroy(2677)
- Model.Destroy(2099)
- Model.Destroy(2232)
- Model.Destroy(1481)
- Model.Destroy(643)
- Model.Destroy(2839)
- Model.Destroy(12)
- Model.Destroy(19)
- Model.Destroy(20)
- Model.Destroy(23)
- Model.Destroy(29)
- Model.Destroy(34)
- Model.Destroy(40)
- Model.Destroy(46)
- Model.Destroy(47)
- Model.Destroy(48)
- Model.Destroy(49)
- Model.Destroy(55)
- Model.Destroy(56)
- Model.Destroy(59)
- Model.Destroy(60)
- Model.Destroy(62)
- Model.Destroy(72)
- Model.Destroy(82)
- Model.Destroy(91)
- Model.Destroy(93)
- Model.Destroy(98)
- Model.Destroy(101)
- Model.Destroy(141)
- Model.Destroy(154)
- Model.Destroy(164)
- Model.Destroy(169)
- Model.Destroy(170)
- Model.Destroy(172)
- Model.Destroy(180)
- Model.Destroy(181)
- Model.Destroy(185)
- Model.Destroy(192)
- Model.Destroy(193)
- Model.Destroy(194)
- Model.Destroy(211)
- Model.Destroy(216)
- Model.Destroy(217)
- Model.Destroy(226)
- Model.Destroy(233)
- Model.Destroy(241)
- Model.Destroy(280)
- Model.Destroy(281)
- Model.Destroy(282)
- Model.Destroy(283)
- Model.Destroy(284)
- Model.Destroy(285)
- 04EF: release_animation "DANCING"
- 04EF: release_animation "BLOWJOBZ"
- 04EF: release_animation "GANGS"
- 04EF: release_animation "CRACK"
- 04EF: release_animation "STRIP"
- 04EF: release_animation "WUZI"
- 04EF: release_animation "SCRATCHING"
- 04EF: release_animation "RIOT"
- 04EF: release_animation "RAPPING"
- 04EF: release_animation "OTB"
- 04EF: release_animation "ON_LOOKERS"
- 04EF: release_animation "FOOD"
- 04EF: release_animation "COP_AMBIENT"
- 04EF: release_animation "BSKTBALL"
- :ULICA_7337
- wait 0
- if
- 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2463.156 -1666.988 13.4768 radius 100.0 100.0 100.0
- jf @ULICA_7422
- wait 0
- if
- $ONMISSION == 0
- jf @ULICA_7422
- wait 0
- jump @ULICA_7337
- :ULICA_7422
- Car.Destroy($CAR1)
- Car.Destroy($CAR2)
- Car.Destroy($CAR3)
- Car.Destroy($CAR4)
- Car.Destroy($CAR5)
- Car.Destroy($CAR6)
- Car.Destroy($CAR7)
- Car.Destroy($CAR8)
- Object.Destroy($POD1)
- Object.Destroy($POD2)
- Object.Destroy($POD3)
- Object.Destroy($POD4)
- Object.Destroy($POD5)
- Object.Destroy($POD6)
- Object.Destroy($POD7)
- Object.Destroy($POD8)
- Object.Destroy($POD9)
- Object.Destroy($POD10)
- Object.Destroy($POD11)
- Object.Destroy($POD12)
- Object.Destroy($POD13)
- Object.Destroy($POD14)
- Object.Destroy($POD15)
- Object.Destroy($POD16)
- Object.Destroy($POD17)
- Object.Destroy($POD18)
- Object.Destroy($POD19)
- Object.Destroy($POD20)
- Object.Destroy($POD21)
- Object.Destroy($POD22)
- Object.Destroy($POD23)
- Object.Destroy($POD24)
- Object.Destroy($POD25)
- Object.Destroy($POD26)
- Object.Destroy($POD27)
- Object.Destroy($POD28)
- Object.Destroy($POD29)
- Object.Destroy($POD30)
- Object.Destroy($POD31)
- Actor.DestroyInstantly($LUD1)
- Actor.DestroyInstantly($LUD2)
- Actor.DestroyInstantly($LUD3)
- Actor.DestroyInstantly($LUD4)
- Actor.DestroyInstantly($LUD5)
- Actor.DestroyInstantly($LUD6)
- Actor.DestroyInstantly($LUD7)
- Actor.DestroyInstantly($LUD8)
- Actor.DestroyInstantly($LUD9)
- Actor.DestroyInstantly($LUD10)
- Actor.DestroyInstantly($LUD11)
- Actor.DestroyInstantly($LUD12)
- Actor.DestroyInstantly($LUD13)
- Actor.DestroyInstantly($LUD14)
- Actor.DestroyInstantly($LUD15)
- Actor.DestroyInstantly($LUD16)
- Actor.DestroyInstantly($LUD17)
- Actor.DestroyInstantly($LUD18)
- Actor.DestroyInstantly($LUD19)
- Actor.DestroyInstantly($LUD20)
- Actor.DestroyInstantly($LUD21)
- Actor.DestroyInstantly($LUD22)
- Actor.DestroyInstantly($LUD23)
- Actor.DestroyInstantly($LUD24)
- Actor.DestroyInstantly($LUD25)
- Actor.DestroyInstantly($LUD26)
- Actor.DestroyInstantly($LUD27)
- Actor.DestroyInstantly($LUD28)
- Actor.DestroyInstantly($LUD29)
- Actor.DestroyInstantly($LUD30)
- Actor.DestroyInstantly($LUD31)
- Actor.DestroyInstantly($LUD32)
- Actor.DestroyInstantly($LUD33)
- Actor.DestroyInstantly($LUD34)
- Actor.DestroyInstantly($LUD35)
- Actor.DestroyInstantly($LUD36)
- Actor.DestroyInstantly($LUD37)
- Actor.DestroyInstantly($LUD38)
- Actor.DestroyInstantly($LUD39)
- Actor.DestroyInstantly($LUD40)
- Actor.DestroyInstantly($LUD41)
- Actor.DestroyInstantly($LUD42)
- Actor.DestroyInstantly($LUD43)
- Actor.DestroyInstantly($LUD44)
- 064E: stop_particle $FIRE
- 0650: destroy_particle $FIRE
- 064E: stop_particle $SMOKE
- 0650: destroy_particle $SMOKE
- Audiostream.Release($SOM4)
- jump @ULICA_11
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