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asusb1.sc

Feb 3rd, 2016
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  1. MISSION_START
  2. // *****************************************************************************************
  3. // *****************************************************************************************
  4. // *****************************************************************************************
  5. // ***********************************ASUKA SUBURBAN MISSION 1******************************
  6. // *****************************************************************************************
  7. // ******************************************'BAIT'*****************************************
  8. // *****************************************************************************************
  9.  
  10. // Mission start stuff
  11.  
  12. GOSUB mission_start_as1
  13. IF HAS_DEATHARREST_BEEN_EXECUTED
  14. GOSUB mission_as1_failed
  15. ENDIF
  16. GOSUB mission_cleanup_as1
  17.  
  18. MISSION_END
  19.  
  20. // Variables for mission
  21.  
  22. VAR_INT cartel_car_a_as1 cartel_car_b_as1 cartel_car_d_as1 //cartel_car_c_as1
  23. VAR_INT cartel1_as1 cartel2_as1 cartel3_as1 cartel4_as1
  24. VAR_INT cartel5_as1 cartel6_as1 cartel7_as1 cartel8_as1
  25. //VAR_INT cartel9_as1 cartel10_as1 cartel11_as1 cartel12_as1
  26. VAR_INT cartel13_as1 cartel14_as1 cartel15_as1 cartel16_as1
  27.  
  28.  
  29. VAR_INT blip_cartel1 blip_cartel2 blip_cartel3 blip_cartel4
  30. VAR_INT blip_cartel5 blip_cartel6 blip_cartel7 blip_cartel8
  31. //VAR_INT blip_cartel9 blip_cartel10 blip_cartel11 blip_cartel12
  32. VAR_INT blip_cartel13 blip_cartel14 blip_cartel15 blip_cartel16
  33.  
  34. VAR_INT blip_cartelcar_a blip_cartelcar_b blip_cartelcar_d //blip_cartelcar_c
  35.  
  36. VAR_INT cartel1_as1_dead cartel2_as1_dead cartel3_as1_dead cartel4_as1_dead
  37. VAR_INT cartel5_as1_dead cartel6_as1_dead cartel7_as1_dead cartel8_as1_dead
  38. //VAR_INT cartel9_as1_dead cartel10_as1_dead cartel11_as1_dead cartel12_as1_dead
  39. VAR_INT cartel13_as1_dead cartel14_as1_dead cartel15_as1_dead cartel16_as1_dead
  40.  
  41.  
  42. VAR_INT yakuza1_as1 yakuza2_as1 yakuza3_as1 yakuza4_as1
  43. VAR_INT yakuza5_as1 yakuza6_as1 yakuza7_as1 yakuza8_as1
  44.  
  45. VAR_INT flag_yak1_dead flag_yak2_dead flag_yak3_dead flag_yak4_dead
  46. VAR_INT flag_yak5_dead flag_yak6_dead //flag_yak7_dead flag_yak8_dead
  47.  
  48. VAR_INT yak1_mission //yak4_mission
  49.  
  50. VAR_INT flag_yakuza_created_as1
  51. VAR_INT counter_yakuza_killed_as1
  52. VAR_INT flag_wellybob //flag_all_yak_dead
  53.  
  54. VAR_INT yaks_a_killed_by_player yaks_b_killed_by_player yaks_killed_by_player
  55. VAR_INT flag_a_attack flag_b_attack flag_d_attack //flag_c_attack
  56.  
  57. VAR_INT blip_cartel_a_as1 blip_cartel_b_as1 blip_cartel_d_as1 //blip_cartel_c_as1
  58. VAR_INT blip_killzone
  59.  
  60. VAR_INT flag_cartel_a_created
  61. VAR_INT flag_cartel_b_created
  62. //VAR_INT flag_cartel_c_created
  63. VAR_INT flag_cartel_d_created
  64. VAR_INT counter_cartels_killed_as1 counter_asukas_revenge counter_bailouts //counter_yak_ammo
  65. //VAR_INT flag_cartelcar_a_dead flag_cartelcar_b_dead flag_cartelcar_c_dead flag_cartelcar_d_dead
  66.  
  67. //VAR_INT flag_blip_removed_a flag_blip_removed_b flag_blip_removed_c flag_blip_removed_d
  68. //VAR_INT flag_car_a_blip flag_car_b_blip flag_car_c_blip flag_car_d_blip
  69.  
  70. VAR_INT flag_bailout_a flag_bailout_b flag_bailout_d //flag_bailout_c
  71.  
  72. VAR_FLOAT cartel_heading
  73.  
  74. VAR_FLOAT killzone_cent_x killzone_cent_y
  75. VAR_FLOAT killzone_min_x killzone_min_y killzone_max_x killzone_max_y
  76. VAR_FLOAT cartel_a_x cartel_a_y
  77. VAR_FLOAT cartel_b_x cartel_b_y
  78. //VAR_FLOAT cartel_c_x cartel_c_y
  79. VAR_FLOAT cartel_d_x cartel_d_y
  80. VAR_FLOAT yak1_x yak1_y
  81. VAR_FLOAT yak2_x yak2_y
  82. VAR_FLOAT yak3_x yak3_y
  83. VAR_FLOAT yak4_x yak4_y
  84. VAR_FLOAT yak5_x yak5_y
  85. VAR_FLOAT yak6_x yak6_y
  86. /*
  87. VAR_INT timer_reset_car_a timer_reset_car_b timer_reset_car_c timer_reset_car_d
  88. VAR_INT timer_start_car_a timer_start_car_b timer_start_car_c timer_start_car_d
  89. VAR_INT timer_current_car_a timer_current_car_b timer_current_car_c timer_current_car_d
  90. VAR_INT car_a_time_dif car_b_time_dif car_c_time_dif car_d_time_dif
  91. */
  92. VAR_FLOAT car_a_x_old car_a_y_old car_a_z_old car_a_as1_x car_a_as1_y car_a_as1_z
  93. VAR_FLOAT car_b_x_old car_b_y_old car_b_z_old car_b_as1_x car_b_as1_y car_b_as1_z
  94. //VAR_FLOAT car_c_x_old car_c_y_old car_c_z_old car_c_as1_x car_c_as1_y car_c_as1_z
  95. VAR_FLOAT car_d_x_old car_d_y_old car_d_z_old car_d_as1_x car_d_as1_y car_d_as1_z
  96.  
  97.  
  98. VAR_FLOAT cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z
  99. VAR_FLOAT cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z
  100. //VAR_FLOAT cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z
  101. VAR_FLOAT cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z
  102.  
  103. //VAR_FLOAT player_x player_y player_z
  104.  
  105.  
  106.  
  107. // ****************************************Mission Start************************************
  108.  
  109. mission_start_as1:
  110. REGISTER_MISSION_GIVEN
  111. SCRIPT_NAME asusb1
  112. flag_player_on_mission = 1
  113. flag_player_on_asuka_suburban_mission = 1
  114.  
  115. WAIT 0
  116.  
  117. /*
  118. IF CAN_PLAYER_START_MISSION Player
  119. MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
  120. ELSE
  121. GOTO mission_as1_failed
  122. ENDIF
  123.  
  124. SET_FADING_COLOUR 0 0 0
  125.  
  126. DO_FADE 1500 FADE_OUT
  127.  
  128. SWITCH_STREAMING OFF
  129.  
  130. PRINT_BIG ( AS1 ) 15000 2
  131. */
  132.  
  133. // ******************************************* START OF CUTSCENE ***************************
  134.  
  135. REQUEST_MODEL csitecutscene
  136.  
  137. LOAD_SPECIAL_CHARACTER 1 asuka
  138. LOAD_SPECIAL_CHARACTER 2 miguel
  139.  
  140. LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
  141. LOAD_SPECIAL_MODEL cut_obj2 ASUKAH
  142. LOAD_SPECIAL_MODEL cut_obj3 WHIP
  143.  
  144. /*
  145. WHILE GET_FADING_STATUS
  146. WAIT 0
  147. ENDWHILE
  148. */
  149.  
  150. LOAD_ALL_MODELS_NOW
  151.  
  152. WHILE NOT HAS_MODEL_LOADED csitecutscene
  153. WAIT 0
  154. ENDWHILE
  155.  
  156. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
  157. OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
  158. WAIT 0
  159. ENDWHILE
  160.  
  161. WHILE NOT HAS_MODEL_LOADED cut_obj1
  162. OR NOT HAS_MODEL_LOADED cut_obj2
  163. OR NOT HAS_MODEL_LOADED cut_obj3
  164. WAIT 0
  165. ENDWHILE
  166.  
  167. LOAD_CUTSCENE a6_bait
  168.  
  169. SWITCH_STREAMING ON
  170.  
  171. SET_CUTSCENE_OFFSET 369.02 -327.5 18.46
  172.  
  173. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  174. SET_CUTSCENE_ANIM cs_player player
  175.  
  176. CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_asuka
  177. SET_CUTSCENE_ANIM cs_asuka asuka
  178.  
  179. CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_miguel
  180. SET_CUTSCENE_ANIM cs_miguel miguel
  181.  
  182. CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
  183. SET_CUTSCENE_HEAD_ANIM cs_playerhead player
  184.  
  185. CREATE_CUTSCENE_HEAD cs_asuka CUT_OBJ2 cs_asukahead
  186. SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka
  187.  
  188. CREATE_CUTSCENE_OBJECT cut_obj3 cs_whip
  189. SET_CUTSCENE_ANIM cs_whip WHIP
  190.  
  191. //CREATE_CUTSCENE_HEAD cs_miguel CUT_OBJ3 cs_miguelhead
  192. //SET_CUTSCENE_HEAD_ANIM cs_miguelhead miguel
  193.  
  194. SET_PLAYER_COORDINATES player 373.7523 -327.2676 17.1950
  195.  
  196. SET_PLAYER_HEADING player 270.0
  197.  
  198. DO_FADE 1500 FADE_IN
  199.  
  200. SWITCH_RUBBISH OFF
  201.  
  202. START_CUTSCENE
  203.  
  204. //------CUTSCENE TEXT-----------------------------
  205. GET_CUTSCENE_TIME cs_time
  206.  
  207. WHILE cs_time < 3598
  208. WAIT 0
  209. GET_CUTSCENE_TIME cs_time
  210. ENDWHILE
  211.  
  212. PRINT_NOW (AS1_A) 10000 1
  213.  
  214. WHILE cs_time < 6277
  215. WAIT 0
  216. GET_CUTSCENE_TIME cs_time
  217. ENDWHILE
  218.  
  219. PRINT_NOW (AS1_B) 10000 1
  220.  
  221. WHILE cs_time < 12209
  222. WAIT 0
  223. GET_CUTSCENE_TIME cs_time
  224. ENDWHILE
  225.  
  226. PRINT_NOW (AS1_C) 10000 1
  227.  
  228. WHILE cs_time < 17758
  229. WAIT 0
  230. GET_CUTSCENE_TIME cs_time
  231. ENDWHILE
  232.  
  233. PRINT_NOW (AS1_D) 10000 1
  234.  
  235. WHILE cs_time < 22581
  236. WAIT 0
  237. GET_CUTSCENE_TIME cs_time
  238. ENDWHILE
  239.  
  240. PRINT_NOW (AS1_E) 10000 1
  241.  
  242. WHILE cs_time < 29000
  243. WAIT 0
  244. GET_CUTSCENE_TIME cs_time
  245. ENDWHILE
  246.  
  247. DO_FADE 1500 FADE_OUT
  248.  
  249. WHILE NOT HAS_CUTSCENE_FINISHED
  250. WAIT 0
  251. ENDWHILE
  252.  
  253. CLEAR_PRINTS
  254.  
  255. WHILE GET_FADING_STATUS
  256. WAIT 0
  257. ENDWHILE
  258.  
  259. CLEAR_CUTSCENE
  260.  
  261. DO_FADE 0 FADE_OUT
  262.  
  263. SET_CAMERA_BEHIND_PLAYER
  264.  
  265. WAIT 500
  266.  
  267. DO_FADE 1500 FADE_IN
  268.  
  269. UNLOAD_SPECIAL_CHARACTER 1
  270. UNLOAD_SPECIAL_CHARACTER 2
  271. MARK_MODEL_AS_NO_LONGER_NEEDED csitecutscene
  272.  
  273. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
  274. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
  275. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
  276.  
  277. SWITCH_RUBBISH ON
  278. SWITCH_STREAMING ON
  279. SWITCH_WORLD_PROCESSING ON
  280. // ******************************************END OF CUTSCENE********************************
  281.  
  282. //---------------------------------SET FLAGS & VARIABLES-------------------------------------------
  283.  
  284.  
  285.  
  286. flag_yak1_dead = 0
  287. flag_yak2_dead = 0
  288. flag_yak3_dead = 0
  289. flag_yak4_dead = 0
  290. flag_yak5_dead = 0
  291. flag_yak6_dead = 0
  292. //flag_all_yak_dead = 0
  293.  
  294. counter_yakuza_killed_as1 = 0
  295. /*
  296. flag_blip_removed_a = 0
  297. flag_blip_removed_b = 0
  298. flag_blip_removed_c = 0
  299. flag_blip_removed_d = 0
  300.  
  301. flag_car_a_blip = 0
  302. flag_car_b_blip = 0
  303. flag_car_c_blip = 0
  304. flag_car_d_blip = 0
  305. */
  306.  
  307. yak1_mission = 0
  308. //yak4_mission = 0
  309.  
  310. flag_cartel_a_created = 0
  311. flag_cartel_b_created = 0
  312. //flag_cartel_c_created = 0
  313. flag_cartel_d_created = 0
  314. flag_yakuza_created_as1 = 0
  315.  
  316. //flag_cartelcar_a_dead = 0
  317. //flag_cartelcar_b_dead = 0
  318. //flag_cartelcar_c_dead = 0
  319. //flag_cartelcar_d_dead = 0
  320.  
  321. cartel1_as1_dead = 0
  322. cartel2_as1_dead = 0
  323. cartel3_as1_dead = 0
  324. cartel4_as1_dead = 0
  325. cartel5_as1_dead = 0
  326. cartel6_as1_dead = 0
  327. cartel7_as1_dead = 0
  328. cartel8_as1_dead = 0
  329. /*
  330. cartel9_as1_dead = 0
  331. cartel10_as1_dead = 0
  332. cartel11_as1_dead = 0
  333. cartel12_as1_dead = 0
  334. */
  335. cartel13_as1_dead = 0
  336. cartel14_as1_dead = 0
  337. cartel15_as1_dead = 0
  338. cartel16_as1_dead = 0
  339.  
  340. counter_cartels_killed_as1 = 0
  341. counter_asukas_revenge = 0
  342. counter_bailouts = 0
  343. //counter_yak_ammo = 0
  344.  
  345. flag_bailout_a = 0
  346. flag_bailout_b = 0
  347. //flag_bailout_c = 0
  348. flag_bailout_d = 0
  349.  
  350. yaks_a_killed_by_player = 0
  351. yaks_b_killed_by_player = 0
  352. yaks_killed_by_player = 0
  353.  
  354. //timer_as3_start = 0
  355. timer_as3_now = 0
  356. //timer_as3_dif = 0
  357. particle_time = 0
  358. flag_particle = 0
  359.  
  360. flag_a_attack = 0
  361. flag_b_attack = 0
  362. flag_d_attack = 0
  363. //flag_c_attack = 0
  364.  
  365. flag_wellybob = 0
  366. // ****************************************LOCATION COORDS**************************************
  367.  
  368. killzone_cent_x = -1185.0
  369. killzone_cent_y = 105.0
  370. killzone_min_x = -1254.0
  371. killzone_min_y = 85.0
  372. killzone_max_x = -1178.0
  373. killzone_max_y = 160.0
  374.  
  375. cartel_a_x = -996.85// Punk Noodles
  376. cartel_a_y = -247.5
  377.  
  378. cartel_b_x = -877.0// Dam (east end)
  379. cartel_b_y = 562.0
  380.  
  381. //cartel_c_x = -714.0// AIRPORT
  382. //cartel_c_y = -722.0
  383.  
  384. cartel_d_x = -459.0// Cedar Grove
  385. cartel_d_y = 251.5
  386.  
  387. yak1_x = -1168.0
  388. yak1_y = 110.26
  389. yak2_x = -1185.0
  390. yak2_y = 90.4
  391. yak3_x = -1205.24
  392. yak3_y = 94.11
  393. yak4_x = -1160.0
  394. yak4_y = 119.57
  395. yak5_x = -1173.3
  396. yak5_y = 95.5
  397. yak6_x = -1184.5
  398. yak6_y = 122.6
  399.  
  400. car_a_as1_x = 0.0
  401. car_a_as1_y = 0.0
  402. car_a_as1_z = 0.0
  403. car_b_as1_x = 0.0
  404. car_b_as1_y = 0.0
  405. car_b_as1_z = 0.0
  406. //car_c_as1_x = 0.0
  407. //car_c_as1_y = 0.0
  408. //car_c_as1_z = 0.0
  409. car_d_as1_x = 0.0
  410. car_d_as1_y = 0.0
  411. car_d_as1_z = 0.0
  412.  
  413. ADD_BLIP_FOR_COORD cartel_a_x cartel_a_y -100.0 blip_cartel_a_as1
  414. ADD_BLIP_FOR_COORD cartel_b_x cartel_b_y -100.0 blip_cartel_b_as1
  415. //ADD_BLIP_FOR_COORD cartel_c_x cartel_c_y -100.0 blip_cartel_c_as1
  416. ADD_BLIP_FOR_COORD cartel_d_x cartel_d_y -100.0 blip_cartel_d_as1
  417. ADD_BLIP_FOR_COORD killzone_cent_x killzone_cent_y -100.0 blip_killzone
  418. CHANGE_BLIP_COLOUR blip_killzone 4
  419.  
  420. DISPLAY_ONSCREEN_COUNTER_WITH_STRING counter_cartels_killed_as1 COUNTER_DISPLAY_NUMBER KILLS
  421.  
  422. SWITCH_ROADS_OFF killzone_min_x killzone_min_y 65.0 -1170.0 killzone_max_y 85.0
  423.  
  424.  
  425. // Mission stuff goes here
  426. /*
  427. REQUEST_MODEL PED_FEMALE1
  428. WHILE NOT HAS_MODEL_LOADED PED_FEMALE1
  429. WAIT 0
  430. ENDWHILE
  431.  
  432. REQUEST_MODEL PED_FEMALE2
  433. WHILE NOT HAS_MODEL_LOADED PED_FEMALE2
  434. WAIT 0
  435. ENDWHILE
  436. */
  437. REQUEST_MODEL PED_GANG_YAKUZA_A
  438. WHILE NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_A
  439. WAIT 0
  440. ENDWHILE
  441.  
  442. REQUEST_MODEL PED_GANG_YAKUZA_B
  443. WHILE NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_B
  444. WAIT 0
  445. ENDWHILE
  446.  
  447. REQUEST_MODEL PED_GANG_COLOMBIAN_A
  448. WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A
  449. WAIT 0
  450. ENDWHILE
  451.  
  452. REQUEST_MODEL PED_GANG_COLOMBIAN_B
  453. WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_B
  454. WAIT 0
  455. ENDWHILE
  456.  
  457. REQUEST_MODEL CAR_SENTINEL
  458. WHILE NOT HAS_MODEL_LOADED CAR_SENTINEL
  459. WAIT 0
  460. ENDWHILE
  461.  
  462. /*
  463. REQUEST_MODEL PED_MALE3
  464. WHILE NOT HAS_MODEL_LOADED PED_MALE3
  465. WAIT 0
  466. ENDWHILE
  467.  
  468. REQUEST_MODEL PED_MALE4
  469. WHILE NOT HAS_MODEL_LOADED PED_MALE4
  470. WAIT 0
  471. ENDWHILE
  472.  
  473.  
  474.  
  475. PRINT_NOW ( AS1_A ) 4000 1 //"Go and find the Colombian death squads and lead them to the Kill Zone."
  476. WAIT 4000
  477. PRINT_NOW ( AS1_B ) 4000 1 //"But be careful! They are professionals and they're being paid to kill you!"
  478. WAIT 4000
  479. */
  480.  
  481. RESET_NUM_OF_MODELS_KILLED_BY_PLAYER
  482.  
  483.  
  484. WHILE counter_cartels_killed_as1 < 12
  485.  
  486. WAIT 0
  487.  
  488. GET_PLAYER_COORDINATES player player_x player_y player_z
  489.  
  490. IF LOCATE_PLAYER_ANY_MEANS_3D player killzone_min_x killzone_min_y 65.0 killzone_max_x killzone_max_y 75.0 false
  491. flag_wellybob = 1
  492. ELSE
  493. flag_wellybob = 0
  494. ENDIF
  495.  
  496. GOSUB yak_deaths
  497.  
  498. IF counter_bailouts > counter_asukas_revenge
  499. PRINT_NOW (AS1_H) 3000 1 //you failed to lead the Deathsquad into the Yakuza trap!!
  500. GOTO mission_as1_failed
  501. ENDIF
  502.  
  503.  
  504. IF counter_yakuza_killed_as1 > 5
  505. PRINT_NOW ( AS1_G ) 3000 1 //Too many Yakuza are dead!!
  506. GOTO mission_as1_failed
  507. ENDIF
  508.  
  509. GOSUB cartel_deaths
  510.  
  511. GOSUB vegetables
  512.  
  513. GOSUB unhappy_car_check
  514.  
  515. //---------------------------------YAKUZA KILLZONE GENERATION-----------------------------------------------------------
  516.  
  517. IF flag_yakuza_created_as1 = 0
  518. IF IS_PLAYER_IN_ZONE player SUB_IND
  519. OR IS_PLAYER_IN_ZONE player BIG_DAM
  520. IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
  521.  
  522. IF flag_yak1_dead = 0
  523. CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A yak1_x yak1_y 70.0 yakuza1_as1
  524. SET_CHAR_HEADING yakuza1_as1 130.0
  525. CLEAR_CHAR_THREAT_SEARCH yakuza1_as1
  526. SET_CHAR_THREAT_SEARCH yakuza1_as1 THREAT_GANG_COLOMBIAN
  527. SET_CHAR_THREAT_SEARCH yakuza1_as1 THREAT_COP
  528. ADD_ARMOUR_TO_CHAR yakuza1_as1 100
  529. GIVE_WEAPON_TO_CHAR yakuza1_as1 WEAPONTYPE_CHAINGUN 999
  530. SET_CHAR_STAY_IN_SAME_PLACE yakuza1_as1 true
  531. ENDIF
  532.  
  533. IF flag_yak2_dead = 0
  534. CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B yak2_x yak2_y 72.06 yakuza2_as1
  535. SET_CHAR_HEADING yakuza2_as1 45.0
  536. CLEAR_CHAR_THREAT_SEARCH yakuza2_as1
  537. SET_CHAR_THREAT_SEARCH yakuza2_as1 THREAT_GANG_COLOMBIAN
  538. SET_CHAR_THREAT_SEARCH yakuza2_as1 THREAT_COP
  539. ADD_ARMOUR_TO_CHAR yakuza2_as1 100
  540. GIVE_WEAPON_TO_CHAR yakuza2_as1 WEAPONTYPE_SHOTGUN 999
  541. SET_CHAR_STAY_IN_SAME_PLACE yakuza2_as1 true
  542. ENDIF
  543.  
  544. IF flag_yak3_dead = 0
  545. CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B yak3_x yak3_y 72.06 yakuza3_as1
  546. SET_CHAR_HEADING yakuza3_as1 295.0
  547. CLEAR_CHAR_THREAT_SEARCH yakuza3_as1
  548. SET_CHAR_THREAT_SEARCH yakuza3_as1 THREAT_GANG_COLOMBIAN
  549. SET_CHAR_THREAT_SEARCH yakuza3_as1 THREAT_COP
  550. ADD_ARMOUR_TO_CHAR yakuza3_as1 100
  551. GIVE_WEAPON_TO_CHAR yakuza3_as1 WEAPONTYPE_CHAINGUN 999
  552. SET_CHAR_STAY_IN_SAME_PLACE yakuza3_as1 true
  553. ENDIF
  554.  
  555. IF flag_yak4_dead = 0
  556. CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A yak4_x yak4_y 72.06 yakuza4_as1
  557. SET_CHAR_HEADING yakuza4_as1 130.0
  558. CLEAR_CHAR_THREAT_SEARCH yakuza4_as1
  559. SET_CHAR_THREAT_SEARCH yakuza4_as1 THREAT_GANG_COLOMBIAN
  560. SET_CHAR_THREAT_SEARCH yakuza4_as1 THREAT_COP
  561. ADD_ARMOUR_TO_CHAR yakuza4_as1 100
  562. GIVE_WEAPON_TO_CHAR yakuza4_as1 WEAPONTYPE_CHAINGUN 999
  563. SET_CHAR_STAY_IN_SAME_PLACE yakuza4_as1 true
  564. ENDIF
  565.  
  566. IF flag_yak5_dead = 0
  567. CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A yak5_x yak5_y 72.44 yakuza5_as1
  568. SET_CHAR_HEADING yakuza5_as1 60.0
  569. CLEAR_CHAR_THREAT_SEARCH yakuza5_as1
  570. SET_CHAR_THREAT_SEARCH yakuza5_as1 THREAT_GANG_COLOMBIAN
  571. SET_CHAR_THREAT_SEARCH yakuza5_as1 THREAT_COP_CAR
  572. ADD_ARMOUR_TO_CHAR yakuza5_as1 100
  573. GIVE_WEAPON_TO_CHAR yakuza5_as1 WEAPONTYPE_CHAINGUN 999
  574. SET_CHAR_STAY_IN_SAME_PLACE yakuza5_as1 true
  575. ENDIF
  576.  
  577. IF flag_yak6_dead = 0
  578. CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B yak6_x yak6_y 68.76 yakuza6_as1
  579. SET_CHAR_HEADING yakuza6_as1 180.0
  580. CLEAR_CHAR_THREAT_SEARCH yakuza6_as1
  581. SET_CHAR_THREAT_SEARCH yakuza6_as1 THREAT_GANG_COLOMBIAN
  582. SET_CHAR_THREAT_SEARCH yakuza6_as1 THREAT_COP_CAR
  583. ADD_ARMOUR_TO_CHAR yakuza6_as1 100
  584. GIVE_WEAPON_TO_CHAR yakuza6_as1 WEAPONTYPE_SHOTGUN 999
  585. SET_CHAR_STAY_IN_SAME_PLACE yakuza6_as1 true
  586. ENDIF
  587.  
  588.  
  589. flag_yakuza_created_as1 = 1
  590. ENDIF
  591. ENDIF
  592. ENDIF
  593.  
  594. IF flag_yakuza_created_as1 = 1
  595. IF NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
  596. DELETE_CHAR yakuza1_as1
  597. DELETE_CHAR yakuza2_as1
  598. DELETE_CHAR yakuza3_as1
  599. DELETE_CHAR yakuza4_as1
  600. DELETE_CHAR yakuza5_as1
  601. DELETE_CHAR yakuza6_as1
  602. flag_yakuza_created_as1 = 0
  603. ENDIF
  604. /*
  605. IF counter_yak_ammo = 0
  606. IF counter_asukas_revenge = 1
  607. IF NOT IS_CHAR_DEAD yakuza1_as1
  608. ADD_AMMO_TO_CHAR yakuza1_as1 WEAPONTYPE_CHAINGUN 30
  609. ENDIF
  610. IF NOT IS_CHAR_DEAD yakuza2_as1
  611. ADD_AMMO_TO_CHAR yakuza2_as1 WEAPONTYPE_SHOTGUN 7
  612. ENDIF
  613. IF NOT IS_CHAR_DEAD yakuza3_as1
  614. ADD_AMMO_TO_CHAR yakuza3_as1 WEAPONTYPE_CHAINGUN 30
  615. ENDIF
  616. IF NOT IS_CHAR_DEAD yakuza4_as1
  617. ADD_AMMO_TO_CHAR yakuza4_as1 WEAPONTYPE_M16 60
  618. ENDIF
  619. IF NOT IS_CHAR_DEAD yakuza5_as1
  620. ADD_AMMO_TO_CHAR yakuza5_as1 WEAPONTYPE_M16 60
  621. ENDIF
  622. IF NOT IS_CHAR_DEAD yakuza6_as1
  623. ADD_AMMO_TO_CHAR yakuza6_as1 WEAPONTYPE_SHOTGUN 7
  624. ENDIF
  625. ++ counter_yak_ammo
  626. ENDIF
  627. ENDIF
  628. IF counter_yak_ammo = 1
  629. IF counter_asukas_revenge = 2
  630. IF NOT IS_CHAR_DEAD yakuza1_as1
  631. ADD_AMMO_TO_CHAR yakuza1_as1 WEAPONTYPE_CHAINGUN 30
  632. ENDIF
  633. IF NOT IS_CHAR_DEAD yakuza2_as1
  634. ADD_AMMO_TO_CHAR yakuza2_as1 WEAPONTYPE_SHOTGUN 7
  635. ENDIF
  636. IF NOT IS_CHAR_DEAD yakuza3_as1
  637. ADD_AMMO_TO_CHAR yakuza3_as1 WEAPONTYPE_CHAINGUN 30
  638. ENDIF
  639. IF NOT IS_CHAR_DEAD yakuza4_as1
  640. ADD_AMMO_TO_CHAR yakuza4_as1 WEAPONTYPE_M16 60
  641. ENDIF
  642. IF NOT IS_CHAR_DEAD yakuza5_as1
  643. ADD_AMMO_TO_CHAR yakuza5_as1 WEAPONTYPE_M16 60
  644. ENDIF
  645. IF NOT IS_CHAR_DEAD yakuza6_as1
  646. ADD_AMMO_TO_CHAR yakuza6_as1 WEAPONTYPE_SHOTGUN 7
  647. ENDIF
  648. ++ counter_yak_ammo
  649. ENDIF
  650. ENDIF
  651. */
  652. ENDIF
  653.  
  654.  
  655.  
  656. //--------------------------------CARTEL DEATH SQUAD 1 GENERATOR----------------------------------------
  657.  
  658.  
  659.  
  660. IF flag_cartel_a_created = 0
  661. IF IS_PLAYER_IN_ZONE player SUB_IND
  662. OR IS_PLAYER_IN_ZONE player AIRPORT
  663. CREATE_CAR CAR_SENTINEL cartel_a_x cartel_a_y 34.0 cartel_car_a_as1
  664. SET_CAR_HEADING cartel_car_a_as1 270.0
  665. SET_UPSIDEDOWN_CAR_NOT_DAMAGED cartel_car_a_as1 true
  666. CREATE_CHAR_INSIDE_CAR cartel_car_a_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B cartel1_as1
  667. CREATE_CHAR_AS_PASSENGER cartel_car_a_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 0 cartel2_as1
  668. CREATE_CHAR_AS_PASSENGER cartel_car_a_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 1 cartel3_as1
  669. CREATE_CHAR_AS_PASSENGER cartel_car_a_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 2 cartel4_as1
  670. CAR_SET_IDLE cartel_car_a_as1
  671.  
  672. flag_cartel_a_created = 1
  673. ENDIF
  674. ENDIF
  675.  
  676.  
  677. //-----------------------------------CARTEL DEATH SQUAD 1 ATTACK-----------------------------------------
  678.  
  679.  
  680. IF flag_cartel_a_created = 1
  681.  
  682. IF flag_a_attack = 0
  683. IF LOCATE_PLAYER_ANY_MEANS_2D player cartel_a_x cartel_a_y 30.0 30.0 false
  684. IF NOT IS_CAR_DEAD cartel_car_a_as1
  685. SET_CAR_STRONG cartel_car_a_as1 TRUE
  686. LOCK_CAR_DOORS cartel_car_a_as1 CARLOCK_LOCKED
  687. SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_a_as1 True
  688. REMOVE_BLIP blip_cartel_a_as1
  689. SET_CAR_CRUISE_SPEED cartel_car_a_as1 50.0
  690. SET_CAR_MISSION cartel_car_a_as1 MISSION_RAMPLAYER_FARAWAY
  691. SET_CAR_DRIVING_STYLE cartel_car_a_as1 2
  692. ADD_BLIP_FOR_CAR cartel_car_a_as1 blip_cartelcar_a
  693. SET_CAR_STAYS_IN_CURRENT_LEVEL cartel_car_a_as1 FALSE
  694. //SET_CAR_WATERTIGHT cartel_car_a_as1 TRUE
  695. flag_a_attack = 1
  696. ENDIF
  697. ELSE
  698. IF IS_CAR_DEAD cartel_car_a_as1
  699. REMOVE_BLIP blip_cartel_a_as1
  700. ENDIF
  701. ENDIF
  702. ENDIF
  703.  
  704. IF IS_CAR_DEAD cartel_car_a_as1
  705. AND flag_a_attack = 0
  706. PRINT_NOW (AS1_H) 3000 1 //you failed to lead the Deathsquad into the Yakuza trap!!
  707. GOTO mission_as1_failed
  708. ENDIF
  709.  
  710.  
  711. IF NOT IS_CAR_DEAD cartel_car_a_as1
  712. IF flag_bailout_a = 0
  713. AND flag_a_attack = 1
  714. IF NOT LOCATE_CAR_2D cartel_car_a_as1 player_x player_y 40.0 40.0 false
  715. SET_CAR_CRUISE_SPEED cartel_car_a_as1 30.0
  716. //CAR_WANDER_RANDOMLY cartel_car_a_as1
  717. //SET_CAR_MISSION cartel_car_a_as1 MISSION_NONE
  718. //CAR_GOTO_COORDINATES cartel_car_a_as1 player_x player_y player_z
  719. //SET_CAR_DRIVING_STYLE cartel_car_a_as1 2
  720. ELSE
  721. SET_CAR_CRUISE_SPEED cartel_car_a_as1 60.0
  722. //SET_CAR_MISSION cartel_car_a_as1 MISSION_RAMPLAYER_FARAWAY
  723. //SET_CAR_DRIVING_STYLE cartel_car_a_as1 2
  724. ENDIF
  725.  
  726. IF NOT IS_CAR_HEALTH_GREATER cartel_car_a_as1 250
  727. GOSUB bailout_a
  728. ENDIF
  729.  
  730. IF NOT IS_PLAYER_IN_ANY_CAR player
  731. AND flag_bailout_a = 0
  732. AND NOT IS_CAR_DEAD cartel_car_a_as1
  733. IF flag_wellybob = 0
  734. GET_PLAYER_COORDINATES player player_x player_y player_z
  735. IF LOCATE_CAR_3D cartel_car_a_as1 player_x player_y player_z 10.0 10.0 5.0 false
  736. GOSUB bailout_a
  737. ENDIF
  738. ENDIF
  739. ENDIF
  740. IF NOT IS_CAR_DEAD cartel_car_a_as1
  741. IF LOCATE_CAR_3D cartel_car_a_as1 killzone_cent_x killzone_cent_y 70.0 17.0 30.0 3.0 false
  742. AND flag_bailout_a = 0
  743. SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_a_as1 false
  744. ++ counter_asukas_revenge
  745. GOSUB bailout_a
  746. ENDIF
  747. ENDIF
  748. ENDIF
  749. ENDIF
  750.  
  751.  
  752. IF flag_bailout_a = 1
  753. IF NOT IS_CHAR_DEAD cartel1_as1
  754. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel1_as1 player
  755. ENDIF
  756. IF NOT IS_CHAR_DEAD cartel2_as1
  757. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel2_as1 player
  758. ENDIF
  759. IF NOT IS_CHAR_DEAD cartel3_as1
  760. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel3_as1 player
  761. ENDIF
  762. IF NOT IS_CHAR_DEAD cartel4_as1
  763. IF LOCATE_CHAR_ON_FOOT_2D cartel4_as1 killzone_cent_x killzone_cent_y 15.0 15.0 false
  764. AND NOT IS_CHAR_DEAD yakuza1_as1
  765. SET_CHAR_OBJ_KILL_CHAR_ANY_MEANS cartel4_as1 yakuza1_as1
  766. ELSE
  767. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel4_as1 player
  768. ENDIF
  769. ENDIF
  770. ENDIF
  771.  
  772.  
  773. ENDIF
  774.  
  775.  
  776. //--------------------------------CARTEL DEATH SQUAD 2 GENERATOR-----------------------------------
  777.  
  778.  
  779.  
  780. IF flag_cartel_b_created = 0
  781. IF IS_PLAYER_IN_ZONE player BIG_DAM
  782. CREATE_CAR CAR_SENTINEL cartel_b_x cartel_b_y 74.2 cartel_car_b_as1
  783. SET_UPSIDEDOWN_CAR_NOT_DAMAGED cartel_car_b_as1 true
  784. SET_CAR_HEADING cartel_car_b_as1 180.0
  785. CREATE_CHAR_INSIDE_CAR cartel_car_b_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A cartel5_as1
  786. CREATE_CHAR_AS_PASSENGER cartel_car_b_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 0 cartel6_as1
  787. CREATE_CHAR_AS_PASSENGER cartel_car_b_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 1 cartel7_as1
  788. CREATE_CHAR_AS_PASSENGER cartel_car_b_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 2 cartel8_as1
  789. CAR_SET_IDLE cartel_car_b_as1
  790.  
  791. flag_cartel_b_created = 1
  792. ENDIF
  793. ENDIF
  794.  
  795.  
  796. //-----------------------------------CARTEL DEATH SQUAD 2 ATTACK----------------------------------
  797.  
  798.  
  799. IF flag_cartel_b_created = 1
  800.  
  801. IF flag_b_attack = 0
  802. IF LOCATE_PLAYER_ANY_MEANS_2D player cartel_b_x cartel_b_y 40.0 40.0 false
  803. IF NOT IS_CAR_DEAD cartel_car_b_as1
  804. SET_CAR_STRONG cartel_car_b_as1 TRUE
  805. LOCK_CAR_DOORS cartel_car_b_as1 CARLOCK_LOCKED
  806. SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_b_as1 True
  807. REMOVE_BLIP blip_cartel_b_as1
  808. SET_CAR_CRUISE_SPEED cartel_car_b_as1 50.0
  809. SET_CAR_MISSION cartel_car_b_as1 MISSION_RAMPLAYER_FARAWAY
  810. SET_CAR_DRIVING_STYLE cartel_car_b_as1 2
  811. ADD_BLIP_FOR_CAR cartel_car_b_as1 blip_cartelcar_b
  812. SET_CAR_STAYS_IN_CURRENT_LEVEL cartel_car_b_as1 FALSE
  813. //SET_CAR_WATERTIGHT cartel_car_b_as1 TRUE
  814. flag_b_attack = 1
  815. ENDIF
  816. ELSE
  817. IF IS_CAR_DEAD cartel_car_b_as1
  818. REMOVE_BLIP blip_cartel_b_as1
  819. ENDIF
  820. ENDIF
  821. ENDIF
  822.  
  823. IF IS_CAR_DEAD cartel_car_b_as1
  824. AND flag_b_attack = 0
  825. PRINT_NOW (AS1_H) 3000 1 //you failed to lead the Deathsquad into the Yakuza trap!!
  826. GOTO mission_as1_failed
  827. ENDIF
  828.  
  829. IF NOT IS_CAR_DEAD cartel_car_b_as1
  830. IF flag_bailout_b = 0
  831. AND flag_b_attack = 1
  832. IF NOT LOCATE_CAR_2D cartel_car_b_as1 player_x player_y 40.0 40.0 false
  833. SET_CAR_CRUISE_SPEED cartel_car_b_as1 30.0
  834. //CAR_WANDER_RANDOMLY cartel_car_b_as1
  835. //SET_CAR_MISSION cartel_car_b_as1 MISSION_NONE
  836. //CAR_GOTO_COORDINATES cartel_car_b_as1 player_x player_y player_z
  837. //SET_CAR_DRIVING_STYLE cartel_car_b_as1 2
  838. ELSE
  839. SET_CAR_CRUISE_SPEED cartel_car_b_as1 60.0
  840. //SET_CAR_MISSION cartel_car_b_as1 MISSION_RAMPLAYER_FARAWAY
  841. //SET_CAR_DRIVING_STYLE cartel_car_b_as1 2
  842. ENDIF
  843. /*
  844. IF IS_CAR_IN_AREA_2D cartel_car_b_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false
  845. CAR_GOTO_COORDINATES cartel_car_b_as1 killzone_cent_x killzone_cent_y 70.0
  846. ENDIF
  847. */
  848. IF NOT IS_CAR_HEALTH_GREATER cartel_car_b_as1 250
  849. GOSUB bailout_b
  850. ENDIF
  851.  
  852.  
  853. IF NOT IS_PLAYER_IN_ANY_CAR player
  854. AND flag_bailout_b = 0
  855. AND NOT IS_CAR_DEAD cartel_car_b_as1
  856. IF flag_wellybob = 0
  857. GET_PLAYER_COORDINATES player player_x player_y player_z
  858. IF LOCATE_CAR_3D cartel_car_b_as1 player_x player_y player_z 10.0 10.0 5.0 false
  859. GOSUB bailout_b
  860. ENDIF
  861. ENDIF
  862. ENDIF
  863. IF NOT IS_CAR_DEAD cartel_car_b_as1
  864. IF LOCATE_CAR_3D cartel_car_b_as1 killzone_cent_x killzone_cent_y 70.0 17.0 30.0 3.0 false
  865. AND flag_bailout_b = 0
  866. SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_b_as1 false
  867. ++ counter_asukas_revenge
  868. GOSUB bailout_b
  869. ENDIF
  870. ENDIF
  871. ENDIF
  872. ENDIF
  873.  
  874.  
  875. IF flag_bailout_b = 1
  876. IF NOT IS_CHAR_DEAD cartel5_as1
  877. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel5_as1 player
  878. ENDIF
  879. IF NOT IS_CHAR_DEAD cartel6_as1
  880. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel6_as1 player
  881. ENDIF
  882. IF NOT IS_CHAR_DEAD cartel7_as1
  883. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel7_as1 player
  884. ENDIF
  885. IF NOT IS_CHAR_DEAD cartel8_as1
  886. IF LOCATE_CHAR_ON_FOOT_2D cartel8_as1 killzone_cent_x killzone_cent_y 15.0 15.0 false
  887. AND NOT IS_CHAR_DEAD yakuza4_as1
  888. SET_CHAR_OBJ_KILL_CHAR_ANY_MEANS cartel8_as1 yakuza4_as1
  889. ELSE
  890. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel8_as1 player
  891. ENDIF
  892. ENDIF
  893. ENDIF
  894.  
  895.  
  896. ENDIF
  897.  
  898. /*
  899. //--------------------------------CARTEL DEATH SQUAD 3 GENERATOR-----------------------------------
  900.  
  901.  
  902.  
  903. IF flag_cartel_c_created = 0
  904. IF IS_PLAYER_IN_ZONE player AIRPORT
  905. CREATE_CAR CAR_SENTINEL cartel_c_x cartel_c_y 9.0 cartel_car_c_as1
  906. SET_UPSIDEDOWN_CAR_NOT_DAMAGED cartel_car_c_as1 true
  907. SET_CAR_HEADING cartel_car_c_as1 55.0
  908. CREATE_CHAR_INSIDE_CAR cartel_car_c_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A cartel9_as1
  909. CREATE_CHAR_AS_PASSENGER cartel_car_c_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 0 cartel10_as1
  910. CREATE_CHAR_AS_PASSENGER cartel_car_c_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 1 cartel11_as1
  911. CREATE_CHAR_AS_PASSENGER cartel_car_c_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 2 cartel12_as1
  912. CAR_SET_IDLE cartel_car_c_as1
  913.  
  914. flag_cartel_c_created = 1
  915. ENDIF
  916. ENDIF
  917.  
  918.  
  919. //-----------------------------------CARTEL DEATH SQUAD 3 ATTACK----------------------------------
  920.  
  921.  
  922. IF flag_cartel_c_created = 1
  923.  
  924. IF flag_c_attack = 0
  925. IF LOCATE_PLAYER_ANY_MEANS_2D player cartel_c_x cartel_c_y 30.0 30.0 false
  926. IF NOT IS_CAR_DEAD cartel_car_c_as1
  927. SET_CAR_STRONG cartel_car_c_as1 TRUE
  928. LOCK_CAR_DOORS cartel_car_c_as1 CARLOCK_LOCKED
  929. SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_c_as1 True
  930. REMOVE_BLIP blip_cartel_c_as1
  931. SET_CAR_CRUISE_SPEED cartel_car_c_as1 50.0
  932. SET_CAR_MISSION cartel_car_c_as1 MISSION_RAMPLAYER_FARAWAY
  933. SET_CAR_DRIVING_STYLE cartel_car_c_as1 2
  934. ADD_BLIP_FOR_CAR cartel_car_c_as1 blip_cartelcar_c
  935. SET_CAR_STAYS_IN_CURRENT_LEVEL cartel_car_c_as1 FALSE
  936. flag_c_attack = 1
  937. ENDIF
  938. ELSE
  939. IF IS_CAR_DEAD cartel_car_c_as1
  940. REMOVE_BLIP blip_cartel_c_as1
  941. ENDIF
  942. ENDIF
  943. ENDIF
  944.  
  945.  
  946. IF NOT IS_CAR_DEAD cartel_car_c_as1
  947. IF flag_bailout_c = 0
  948. AND flag_c_attack = 1
  949. IF NOT LOCATE_CAR_2D cartel_car_c_as1 player_x player_y 40.0 40.0 false
  950. SET_CAR_CRUISE_SPEED cartel_car_c_as1 30.0
  951. //SET_CAR_MISSION cartel_car_c_as1 MISSION_NONE
  952. //CAR_GOTO_COORDINATES cartel_car_c_as1 player_x player_y player_z
  953. //SET_CAR_DRIVING_STYLE cartel_car_c_as1 2
  954. ELSE
  955. SET_CAR_CRUISE_SPEED cartel_car_c_as1 50.0
  956. //SET_CAR_MISSION cartel_car_c_as1 MISSION_RAMPLAYER_FARAWAY
  957. //SET_CAR_DRIVING_STYLE cartel_car_c_as1 2
  958. ENDIF
  959.  
  960. IF NOT IS_CAR_HEALTH_GREATER cartel_car_c_as1 250
  961. GOSUB bailout_c
  962. ENDIF
  963.  
  964.  
  965. IF NOT IS_PLAYER_IN_ANY_CAR player
  966. AND flag_bailout_c = 0
  967. AND NOT IS_CAR_DEAD cartel_car_c_as1
  968. IF flag_wellybob = 0
  969. GET_PLAYER_COORDINATES player player_x player_y player_z
  970. IF LOCATE_CAR_3D cartel_car_c_as1 player_x player_y player_z 10.0 10.0 5.0 false
  971. GOSUB bailout_c
  972. ENDIF
  973. ENDIF
  974. ENDIF
  975. IF NOT IS_CAR_DEAD cartel_car_c_as1
  976. IF LOCATE_CAR_2D cartel_car_c_as1 killzone_cent_x killzone_cent_y 15.0 15.0 false
  977. AND flag_bailout_c = 0
  978. SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_c_as1 false
  979. ++ counter_asukas_revenge
  980. GOSUB bailout_c
  981. ENDIF
  982. ENDIF
  983. ENDIF
  984. ENDIF
  985.  
  986.  
  987. IF flag_bailout_c = 1
  988. IF NOT IS_CHAR_DEAD cartel9_as1
  989. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel9_as1 player
  990. ENDIF
  991. IF NOT IS_CHAR_DEAD cartel10_as1
  992. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel10_as1 player
  993. ENDIF
  994. IF NOT IS_CHAR_DEAD cartel11_as1
  995. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel11_as1 player
  996. ENDIF
  997. IF NOT IS_CHAR_DEAD cartel12_as1
  998. IF LOCATE_CHAR_ON_FOOT_2D cartel12_as1 killzone_cent_x killzone_cent_y 15.0 15.0 false
  999. AND NOT IS_CHAR_DEAD yakuza1_as1
  1000. SET_CHAR_OBJ_KILL_CHAR_ANY_MEANS cartel12_as1 yakuza1_as1
  1001. ELSE
  1002. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel12_as1 player
  1003. ENDIF
  1004. ENDIF
  1005. ENDIF
  1006.  
  1007.  
  1008. ENDIF
  1009.  
  1010. */
  1011. //--------------------------------CARTEL DEATH SQUAD 4 GENERATOR-----------------------------------
  1012.  
  1013.  
  1014.  
  1015. IF flag_cartel_d_created = 0
  1016. IF LOCATE_PLAYER_ANY_MEANS_3D player cartel_d_x cartel_d_y 70.0 70.0 70.0 20.0 false
  1017. CREATE_CAR CAR_SENTINEL cartel_d_x cartel_d_y 70.0 cartel_car_d_as1
  1018. SET_UPSIDEDOWN_CAR_NOT_DAMAGED cartel_car_d_as1 true
  1019. SET_CAR_HEADING cartel_car_d_as1 180.0
  1020. CAR_SET_IDLE cartel_car_d_as1
  1021. CREATE_CHAR_INSIDE_CAR cartel_car_d_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A cartel13_as1
  1022. CREATE_CHAR_AS_PASSENGER cartel_car_d_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 0 cartel14_as1
  1023. CREATE_CHAR_AS_PASSENGER cartel_car_d_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 1 cartel15_as1
  1024. CREATE_CHAR_AS_PASSENGER cartel_car_d_as1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_B 2 cartel16_as1
  1025. CAR_SET_IDLE cartel_car_d_as1
  1026.  
  1027. flag_cartel_d_created = 1
  1028. ENDIF
  1029. ENDIF
  1030.  
  1031.  
  1032. //-----------------------------------CARTEL DEATH SQUAD 4 ATTACK----------------------------------
  1033.  
  1034.  
  1035. IF flag_cartel_d_created = 1
  1036.  
  1037. IF flag_d_attack = 0
  1038. IF LOCATE_PLAYER_ANY_MEANS_3D player cartel_d_x cartel_d_y 70.0 30.0 30.0 20.0 false
  1039. IF NOT IS_CAR_DEAD cartel_car_d_as1
  1040. SET_CAR_STRONG cartel_car_d_as1 TRUE
  1041. LOCK_CAR_DOORS cartel_car_d_as1 CARLOCK_LOCKED
  1042. SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_d_as1 True
  1043. REMOVE_BLIP blip_cartel_d_as1
  1044. SET_CAR_CRUISE_SPEED cartel_car_d_as1 50.0
  1045. SET_CAR_MISSION cartel_car_d_as1 MISSION_RAMPLAYER_FARAWAY
  1046. SET_CAR_DRIVING_STYLE cartel_car_d_as1 2
  1047. ADD_BLIP_FOR_CAR cartel_car_d_as1 blip_cartelcar_d
  1048. SET_CAR_STAYS_IN_CURRENT_LEVEL cartel_car_d_as1 FALSE
  1049. //SET_CAR_WATERTIGHT cartel_car_d_as1 TRUE
  1050. flag_d_attack = 1
  1051. ENDIF
  1052. ELSE
  1053. IF IS_CAR_DEAD cartel_car_d_as1
  1054. REMOVE_BLIP blip_cartel_d_as1
  1055. ENDIF
  1056. ENDIF
  1057. ENDIF
  1058.  
  1059. IF IS_CAR_DEAD cartel_car_d_as1
  1060. AND flag_d_attack = 0
  1061. PRINT_NOW (AS1_H) 3000 1 //you failed to lead the Deathsquad into the Yakuza trap!!
  1062. GOTO mission_as1_failed
  1063. ENDIF
  1064.  
  1065. IF NOT IS_CAR_DEAD cartel_car_d_as1
  1066. IF flag_bailout_d = 0
  1067. AND flag_d_attack = 1
  1068. IF NOT LOCATE_CAR_2D cartel_car_d_as1 player_x player_y 40.0 40.0 false
  1069. SET_CAR_CRUISE_SPEED cartel_car_d_as1 30.0
  1070. //CAR_WANDER_RANDOMLY cartel_car_d_as1
  1071. //SET_CAR_MISSION cartel_car_d_as1 MISSION_NONE
  1072. //CAR_GOTO_COORDINATES cartel_car_d_as1 player_x player_y player_z
  1073. //SET_CAR_DRIVING_STYLE cartel_car_d_as1 2
  1074. ELSE
  1075. SET_CAR_CRUISE_SPEED cartel_car_d_as1 60.0
  1076. //SET_CAR_MISSION cartel_car_d_as1 MISSION_RAMPLAYER_FARAWAY
  1077. //SET_CAR_DRIVING_STYLE cartel_car_d_as1 2
  1078. ENDIF
  1079. /*
  1080. IF IS_CAR_IN_AREA_2D cartel_car_d_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false
  1081. CAR_GOTO_COORDINATES cartel_car_d_as1 killzone_cent_x killzone_cent_y 70.0
  1082. ENDIF
  1083. */
  1084. IF NOT IS_CAR_HEALTH_GREATER cartel_car_d_as1 250
  1085. //OR IS_CAR_UPSIDEDOWN cartel_car_d_as1
  1086. GOSUB bailout_d
  1087. ENDIF
  1088.  
  1089.  
  1090. IF NOT IS_PLAYER_IN_ANY_CAR player
  1091. AND flag_bailout_d = 0
  1092. AND NOT IS_CAR_DEAD cartel_car_d_as1
  1093. IF flag_wellybob = 0
  1094. GET_PLAYER_COORDINATES player player_x player_y player_z
  1095. IF LOCATE_CAR_3D cartel_car_d_as1 player_x player_y player_z 10.0 10.0 5.0 false
  1096. GOSUB bailout_d
  1097. ENDIF
  1098. ENDIF
  1099. ENDIF
  1100. IF NOT IS_CAR_DEAD cartel_car_d_as1
  1101. IF LOCATE_CAR_3D cartel_car_d_as1 killzone_cent_x killzone_cent_y 70.0 17.0 30.0 3.0 false
  1102. AND flag_bailout_d = 0
  1103. SET_CAR_ONLY_DAMAGED_BY_PLAYER cartel_car_d_as1 false
  1104. ++ counter_asukas_revenge
  1105. GOSUB bailout_d
  1106. ENDIF
  1107. ENDIF
  1108. ENDIF
  1109. ENDIF
  1110.  
  1111.  
  1112. IF flag_bailout_d = 1
  1113. IF NOT IS_CHAR_DEAD cartel13_as1
  1114. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel13_as1 player
  1115. ENDIF
  1116. IF NOT IS_CHAR_DEAD cartel14_as1
  1117. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel14_as1 player
  1118. ENDIF
  1119. IF NOT IS_CHAR_DEAD cartel15_as1
  1120. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel15_as1 player
  1121. ENDIF
  1122. IF NOT IS_CHAR_DEAD cartel16_as1
  1123. IF LOCATE_CHAR_ON_FOOT_2D cartel16_as1 killzone_cent_x killzone_cent_y 15.0 15.0 false
  1124. AND NOT IS_CHAR_DEAD yakuza4_as1
  1125. SET_CHAR_OBJ_KILL_CHAR_ANY_MEANS cartel16_as1 yakuza4_as1
  1126. ELSE
  1127. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS cartel16_as1 player
  1128. ENDIF
  1129. ENDIF
  1130. ENDIF
  1131.  
  1132.  
  1133. ENDIF
  1134.  
  1135.  
  1136. //----------------------------------------------YAK1 MISSIONS------------------------------------------------------
  1137.  
  1138. /*
  1139. IF flag_yakuza_created_as1 = 1
  1140. IF NOT IS_CHAR_DEAD yakuza1_as1
  1141. IF flag_cartel_a_created = 1
  1142. IF NOT IS_CHAR_DEAD cartel3_as1
  1143. AND yak1_mission = 0
  1144. IF IS_CHAR_IN_AREA_2D cartel3_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false
  1145. SET_CHAR_OBJ_KILL_CHAR_ON_FOOT yakuza1_as1 cartel3_as1
  1146. yak1_mission = 1
  1147. ENDIF
  1148. ENDIF
  1149. ENDIF
  1150.  
  1151. IF flag_cartel_b_created = 1
  1152. IF NOT IS_CHAR_DEAD cartel8_as1
  1153. AND yak1_mission = 0
  1154. IF IS_CHAR_IN_AREA_2D cartel8_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false
  1155. SET_CHAR_OBJ_KILL_CHAR_ON_FOOT yakuza1_as1 cartel8_as1
  1156. yak1_mission = 2
  1157. ENDIF
  1158. ENDIF
  1159. ENDIF
  1160.  
  1161. IF flag_cartel_c_created = 1
  1162. IF NOT IS_CHAR_DEAD cartel9_as1
  1163. AND yak1_mission = 0
  1164. IF IS_CHAR_IN_AREA_2D cartel9_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false
  1165. SET_CHAR_OBJ_KILL_CHAR_ON_FOOT yakuza1_as1 cartel9_as1
  1166. yak1_mission = 3
  1167. ENDIF
  1168. ENDIF
  1169. IF NOT IS_CHAR_DEAD cartel10_as1
  1170. AND yak1_mission = 0
  1171. IF IS_CHAR_IN_AREA_2D cartel10_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false
  1172. SET_CHAR_OBJ_KILL_CHAR_ON_FOOT yakuza1_as1 cartel10_as1
  1173. yak1_mission = 4
  1174. ENDIF
  1175. ENDIF
  1176. IF NOT IS_CHAR_DEAD cartel11_as1
  1177. AND yak1_mission = 0
  1178. IF IS_CHAR_IN_AREA_2D cartel11_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false
  1179. SET_CHAR_OBJ_KILL_CHAR_ON_FOOT yakuza1_as1 cartel11_as1
  1180. yak1_mission = 5
  1181. ENDIF
  1182. ENDIF
  1183. IF NOT IS_CHAR_DEAD cartel12_as1
  1184. AND yak1_mission = 0
  1185. IF IS_CHAR_IN_AREA_2D cartel12_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false
  1186. SET_CHAR_OBJ_KILL_CHAR_ON_FOOT yakuza1_as1 cartel12_as1
  1187. yak1_mission = 6
  1188. ENDIF
  1189. ENDIF
  1190. ENDIF
  1191.  
  1192. IF flag_cartel_d_created = 1
  1193. IF NOT IS_CHAR_DEAD cartel16_as1
  1194. AND yak1_mission = 0
  1195. IF IS_CHAR_IN_AREA_2D cartel16_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false
  1196. SET_CHAR_OBJ_KILL_CHAR_ON_FOOT yakuza1_as1 cartel16_as1
  1197. yak1_mission = 7
  1198. ENDIF
  1199. ENDIF
  1200. ENDIF
  1201.  
  1202. ENDIF
  1203. ENDIF
  1204. */
  1205. //------------------------------------------YAK4 MISSIONS---------------------------------------------
  1206. /*
  1207. IF flag_yakuza_created_as1 = 1
  1208. IF NOT IS_CHAR_DEAD yakuza4_as1
  1209. IF flag_cartel_a_created = 1
  1210. IF NOT IS_CAR_DEAD cartel_car_a_as1
  1211. AND yak4_mission = 0
  1212. IF IS_CAR_IN_AREA_2D cartel_car_a_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false
  1213. SET_CHAR_OBJ_DESTROY_CAR yakuza4_as1 cartel_car_a_as1
  1214. yak4_mission = 1
  1215. ENDIF
  1216. ENDIF
  1217. ENDIF
  1218. IF flag_cartel_b_created = 1
  1219. IF NOT IS_CAR_DEAD cartel_car_b_as1
  1220. AND yak4_mission = 0
  1221. IF IS_CAR_IN_AREA_2D cartel_car_b_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false
  1222. SET_CHAR_OBJ_DESTROY_CAR yakuza4_as1 cartel_car_b_as1
  1223. yak4_mission = 2
  1224. ENDIF
  1225. ENDIF
  1226. ENDIF
  1227.  
  1228. IF flag_cartel_c_created = 1
  1229. IF NOT IS_CAR_DEAD cartel_car_c_as1
  1230. AND yak4_mission = 0
  1231. IF IS_CAR_IN_AREA_2D cartel_car_c_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false
  1232. SET_CHAR_OBJ_DESTROY_CAR yakuza4_as1 cartel_car_c_as1
  1233. yak4_mission = 3
  1234. ENDIF
  1235. ENDIF
  1236. ENDIF
  1237.  
  1238. IF flag_cartel_d_created = 1
  1239. IF NOT IS_CAR_DEAD cartel_car_d_as1
  1240. AND yak4_mission = 0
  1241. IF IS_CAR_IN_AREA_2D cartel_car_d_as1 killzone_min_x killzone_min_y killzone_max_x killzone_max_y false
  1242. SET_CHAR_OBJ_DESTROY_CAR yakuza4_as1 cartel_car_d_as1
  1243. yak4_mission = 4
  1244. ENDIF
  1245. ENDIF
  1246. ENDIF
  1247.  
  1248. ENDIF
  1249. ENDIF
  1250. */
  1251.  
  1252.  
  1253. ENDWHILE
  1254.  
  1255.  
  1256. IF counter_asukas_revenge > 2
  1257. GOTO mission_as1_passed
  1258. ELSE
  1259. PRINT_NOW (AS1_H) 3000 1
  1260. ENDIF
  1261.  
  1262.  
  1263.  
  1264. // Mission Asuka Sub1 failed
  1265.  
  1266. mission_as1_failed:
  1267. PRINT_BIG ( M_FAIL ) 2000 1
  1268.  
  1269. IF HAS_PLAYER_BEEN_ARRESTED player
  1270. OVERRIDE_POLICE_STATION_LEVEL LEVEL_COMMERCIAL
  1271. ENDIF
  1272.  
  1273. IF IS_PLAYER_DEAD player
  1274. OVERRIDE_HOSPITAL_LEVEL LEVEL_COMMERCIAL
  1275. ENDIF
  1276.  
  1277. RETURN
  1278.  
  1279.  
  1280.  
  1281. // mission Asuka Sub1 passed
  1282.  
  1283. mission_as1_passed:
  1284.  
  1285. flag_asuka_suburban_mission1_passed = 1
  1286. PRINT_WITH_NUMBER_BIG ( M_PASS ) 35000 5000 1 //"Mission Passed!"
  1287. PLAY_MISSION_PASSED_TUNE 1
  1288. CLEAR_WANTED_LEVEL player
  1289. ADD_SCORE player 35000
  1290. REGISTER_MISSION_PASSED AS1
  1291. PLAYER_MADE_PROGRESS 1
  1292. START_NEW_SCRIPT asuka_suburban_mission2_loop
  1293. RETURN
  1294.  
  1295.  
  1296.  
  1297. // mission cleanup
  1298.  
  1299. mission_cleanup_as1:
  1300.  
  1301. flag_player_on_mission = 0
  1302. flag_player_on_asuka_suburban_mission = 0
  1303.  
  1304. CLEAR_ONSCREEN_COUNTER counter_cartels_killed_as1
  1305.  
  1306. GOSUB blip_removal
  1307.  
  1308. REMOVE_BLIP blip_cartel_a_as1
  1309. REMOVE_BLIP blip_cartel_b_as1
  1310. //REMOVE_BLIP blip_cartel_c_as1
  1311. REMOVE_BLIP blip_cartel_d_as1
  1312. REMOVE_BLIP blip_killzone
  1313. REMOVE_BLIP blip_cartelcar_a
  1314. REMOVE_BLIP blip_cartelcar_b
  1315. //REMOVE_BLIP blip_cartelcar_c
  1316. REMOVE_BLIP blip_cartelcar_d
  1317.  
  1318. MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_a_as1
  1319. MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_b_as1
  1320. //MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_c_as1
  1321. MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_d_as1
  1322.  
  1323. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_A
  1324. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_B
  1325. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A
  1326. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_B
  1327. //MARK_MODEL_AS_NO_LONGER_NEEDED PED_FEMALE1
  1328. //MARK_MODEL_AS_NO_LONGER_NEEDED PED_FEMALE2
  1329. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SENTINEL
  1330.  
  1331. //SWITCH_ROADS_ON killzone_min_x killzone_min_y 65.0 -1170.0 killzone_max_y 85.0
  1332.  
  1333.  
  1334. MISSION_HAS_FINISHED
  1335. RETURN
  1336.  
  1337.  
  1338. ///________________________________GOSUBS_______GOSUBS________________________________BYTHEWAY
  1339.  
  1340.  
  1341. //-----------------------------------------CHECK FOR YAK DEATHS-------------------------------
  1342.  
  1343. yak_deaths:
  1344.  
  1345.  
  1346. IF flag_yakuza_created_as1 = 1
  1347. IF IS_CHAR_DEAD yakuza1_as1
  1348. IF flag_yak1_dead = 0
  1349. ++ counter_yakuza_killed_as1
  1350. flag_yak1_dead = 1
  1351. ENDIF
  1352. ENDIF
  1353.  
  1354. IF IS_CHAR_DEAD yakuza2_as1
  1355. IF flag_yak2_dead = 0
  1356. ++ counter_yakuza_killed_as1
  1357. flag_yak2_dead = 1
  1358. ENDIF
  1359. ENDIF
  1360.  
  1361. IF IS_CHAR_DEAD yakuza3_as1
  1362. IF flag_yak3_dead = 0
  1363. ++ counter_yakuza_killed_as1
  1364. flag_yak3_dead = 1
  1365. ENDIF
  1366. ENDIF
  1367.  
  1368. IF IS_CHAR_DEAD yakuza4_as1
  1369. IF flag_yak4_dead = 0
  1370. ++ counter_yakuza_killed_as1
  1371. flag_yak4_dead = 1
  1372. ENDIF
  1373. ENDIF
  1374.  
  1375. IF IS_CHAR_DEAD yakuza5_as1
  1376. IF flag_yak5_dead = 0
  1377. ++ counter_yakuza_killed_as1
  1378. flag_yak5_dead = 1
  1379. ENDIF
  1380. ENDIF
  1381.  
  1382. IF IS_CHAR_DEAD yakuza6_as1
  1383. IF flag_yak6_dead = 0
  1384. ++ counter_yakuza_killed_as1
  1385. flag_yak6_dead = 1
  1386. ENDIF
  1387. ENDIF
  1388.  
  1389. GET_NUM_OF_MODELS_KILLED_BY_PLAYER PED_GANG_YAKUZA_A yaks_a_killed_by_player
  1390. GET_NUM_OF_MODELS_KILLED_BY_PLAYER PED_GANG_YAKUZA_B yaks_b_killed_by_player
  1391. yaks_killed_by_player = yaks_a_killed_by_player + yaks_b_killed_by_player
  1392.  
  1393. IF yaks_killed_by_player > 2
  1394. IF NOT IS_CHAR_DEAD yakuza1_as1
  1395. SET_CHAR_THREAT_SEARCH yakuza1_as1 THREAT_PLAYER1
  1396. ENDIF
  1397. IF NOT IS_CHAR_DEAD yakuza2_as1
  1398. SET_CHAR_THREAT_SEARCH yakuza2_as1 THREAT_PLAYER1
  1399. ENDIF
  1400. IF NOT IS_CHAR_DEAD yakuza3_as1
  1401. SET_CHAR_THREAT_SEARCH yakuza3_as1 THREAT_PLAYER1
  1402. ENDIF
  1403. IF NOT IS_CHAR_DEAD yakuza4_as1
  1404. SET_CHAR_THREAT_SEARCH yakuza4_as1 THREAT_PLAYER1
  1405. ENDIF
  1406. IF NOT IS_CHAR_DEAD yakuza5_as1
  1407. SET_CHAR_THREAT_SEARCH yakuza5_as1 THREAT_PLAYER1
  1408. ENDIF
  1409. IF NOT IS_CHAR_DEAD yakuza6_as1
  1410. SET_CHAR_THREAT_SEARCH yakuza6_as1 THREAT_PLAYER1
  1411. ENDIF
  1412. ENDIF
  1413. ENDIF
  1414. RETURN
  1415.  
  1416.  
  1417. //-----------------------------------------------------'BAILOUTS'----------------
  1418.  
  1419. bailout_a:
  1420.  
  1421. IF flag_bailout_a = 0
  1422. //flag_cartelcar_a_dead = 1
  1423. flag_bailout_a = 1
  1424. ++ counter_bailouts
  1425.  
  1426. REMOVE_BLIP blip_cartelcar_a
  1427. LOCK_CAR_DOORS cartel_car_a_as1 CARLOCK_UNLOCKED
  1428. IF NOT IS_CHAR_DEAD cartel1_as1
  1429. AND NOT IS_CAR_DEAD cartel_car_a_as1
  1430. SET_CHAR_OBJ_LEAVE_CAR cartel1_as1 cartel_car_a_as1
  1431. WHILE IS_CHAR_IN_CAR cartel1_as1 cartel_car_a_as1
  1432. WAIT 0
  1433. IF IS_CHAR_DEAD cartel1_as1
  1434. GOTO c_a_2
  1435. ENDIF
  1436. IF IS_CAR_DEAD cartel_car_a_as1
  1437. GOTO c_a_2
  1438. ENDIF
  1439. ENDWHILE
  1440. //CLEAR_CHAR_THREAT_SEARCH cartel1_as1
  1441. SET_CHAR_THREAT_SEARCH cartel1_as1 THREAT_PLAYER1
  1442. GIVE_WEAPON_TO_CHAR cartel1_as1 WEAPONTYPE_M16 100
  1443. ADD_BLIP_FOR_CHAR cartel1_as1 blip_cartel1
  1444. ENDIF
  1445.  
  1446. c_a_2:
  1447. IF NOT IS_CHAR_DEAD cartel2_as1
  1448. AND NOT IS_CAR_DEAD cartel_car_a_as1
  1449. SET_CHAR_OBJ_LEAVE_CAR cartel2_as1 cartel_car_a_as1
  1450. WHILE IS_CHAR_IN_CAR cartel2_as1 cartel_car_a_as1
  1451. WAIT 0
  1452. IF IS_CHAR_DEAD cartel2_as1
  1453. GOTO c_a_3
  1454. ENDIF
  1455. IF IS_CAR_DEAD cartel_car_a_as1
  1456. GOTO c_a_3
  1457. ENDIF
  1458. ENDWHILE
  1459. //CLEAR_CHAR_THREAT_SEARCH cartel2_as1
  1460. SET_CHAR_THREAT_SEARCH cartel2_as1 THREAT_PLAYER1
  1461. GIVE_WEAPON_TO_CHAR cartel2_as1 WEAPONTYPE_M16 100
  1462. ADD_BLIP_FOR_CHAR cartel2_as1 blip_cartel2
  1463. ENDIF
  1464.  
  1465. c_a_3:
  1466. IF NOT IS_CHAR_DEAD cartel3_as1
  1467. AND NOT IS_CAR_DEAD cartel_car_a_as1
  1468. SET_CHAR_OBJ_LEAVE_CAR cartel3_as1 cartel_car_a_as1
  1469. WHILE IS_CHAR_IN_CAR cartel3_as1 cartel_car_a_as1
  1470. WAIT 0
  1471. IF IS_CHAR_DEAD cartel3_as1
  1472. GOTO c_a_4
  1473. ENDIF
  1474. IF IS_CAR_DEAD cartel_car_a_as1
  1475. GOTO c_a_4
  1476. ENDIF
  1477. ENDWHILE
  1478. //CLEAR_CHAR_THREAT_SEARCH cartel3_as1
  1479. SET_CHAR_THREAT_SEARCH cartel3_as1 THREAT_PLAYER1
  1480. GIVE_WEAPON_TO_CHAR cartel3_as1 WEAPONTYPE_SHOTGUN 15
  1481. ADD_BLIP_FOR_CHAR cartel3_as1 blip_cartel3
  1482. ENDIF
  1483.  
  1484. c_a_4:
  1485. IF NOT IS_CHAR_DEAD cartel4_as1
  1486. AND NOT IS_CAR_DEAD cartel_car_a_as1
  1487. SET_CHAR_OBJ_LEAVE_CAR cartel4_as1 cartel_car_a_as1
  1488. WHILE IS_CHAR_IN_CAR cartel4_as1 cartel_car_a_as1
  1489. WAIT 0
  1490. IF IS_CHAR_DEAD cartel4_as1
  1491. GOTO c_a_5
  1492. ENDIF
  1493. IF IS_CAR_DEAD cartel_car_a_as1
  1494. GOTO c_a_5
  1495. ENDIF
  1496. ENDWHILE
  1497. //CLEAR_CHAR_THREAT_SEARCH cartel4_as1
  1498. SET_CHAR_THREAT_SEARCH cartel4_as1 THREAT_PLAYER1
  1499. GIVE_WEAPON_TO_CHAR cartel4_as1 WEAPONTYPE_SHOTGUN 15
  1500. ADD_BLIP_FOR_CHAR cartel4_as1 blip_cartel4
  1501. ENDIF
  1502.  
  1503. c_a_5:
  1504. //MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_a_as1
  1505. ENDIF
  1506. RETURN
  1507.  
  1508.  
  1509. bailout_b:
  1510. IF flag_bailout_b = 0
  1511. //flag_cartelcar_b_dead = 1
  1512. flag_bailout_b = 1
  1513. ++ counter_bailouts
  1514.  
  1515. REMOVE_BLIP blip_cartelcar_b
  1516. LOCK_CAR_DOORS cartel_car_b_as1 CARLOCK_UNLOCKED
  1517. IF NOT IS_CHAR_DEAD cartel5_as1
  1518. AND NOT IS_CAR_DEAD cartel_car_b_as1
  1519. SET_CHAR_OBJ_LEAVE_CAR cartel5_as1 cartel_car_b_as1
  1520. WHILE IS_CHAR_IN_CAR cartel5_as1 cartel_car_b_as1
  1521. WAIT 0
  1522. IF IS_CHAR_DEAD cartel5_as1
  1523. GOTO c_b_2
  1524. ENDIF
  1525. IF IS_CAR_DEAD cartel_car_b_as1
  1526. GOTO c_b_2
  1527. ENDIF
  1528. ENDWHILE
  1529. //CLEAR_CHAR_THREAT_SEARCH cartel5_as1
  1530. SET_CHAR_THREAT_SEARCH cartel5_as1 THREAT_PLAYER1
  1531. GIVE_WEAPON_TO_CHAR cartel5_as1 WEAPONTYPE_UZI 90
  1532. ADD_BLIP_FOR_CHAR cartel5_as1 blip_cartel5
  1533. ENDIF
  1534.  
  1535. c_b_2:
  1536. IF NOT IS_CHAR_DEAD cartel6_as1
  1537. AND NOT IS_CAR_DEAD cartel_car_b_as1
  1538. SET_CHAR_OBJ_LEAVE_CAR cartel6_as1 cartel_car_b_as1
  1539. WHILE IS_CHAR_IN_CAR cartel6_as1 cartel_car_b_as1
  1540. WAIT 0
  1541. IF IS_CHAR_DEAD cartel6_as1
  1542. GOTO c_b_3
  1543. ENDIF
  1544. IF IS_CAR_DEAD cartel_car_b_as1
  1545. GOTO c_b_3
  1546. ENDIF
  1547. ENDWHILE
  1548. //CLEAR_CHAR_THREAT_SEARCH cartel6_as1
  1549. SET_CHAR_THREAT_SEARCH cartel6_as1 THREAT_PLAYER1
  1550. GIVE_WEAPON_TO_CHAR cartel6_as1 WEAPONTYPE_UZI 90
  1551. ADD_BLIP_FOR_CHAR cartel6_as1 blip_cartel6
  1552. ENDIF
  1553.  
  1554. c_b_3:
  1555. IF NOT IS_CHAR_DEAD cartel7_as1
  1556. AND NOT IS_CAR_DEAD cartel_car_b_as1
  1557. SET_CHAR_OBJ_LEAVE_CAR cartel7_as1 cartel_car_b_as1
  1558. WHILE IS_CHAR_IN_CAR cartel7_as1 cartel_car_b_as1
  1559. WAIT 0
  1560. IF IS_CHAR_DEAD cartel7_as1
  1561. GOTO c_b_4
  1562. ENDIF
  1563. IF IS_CAR_DEAD cartel_car_b_as1
  1564. GOTO c_b_4
  1565. ENDIF
  1566. ENDWHILE
  1567. //CLEAR_CHAR_THREAT_SEARCH cartel7_as1
  1568. SET_CHAR_THREAT_SEARCH cartel7_as1 THREAT_PLAYER1
  1569. GIVE_WEAPON_TO_CHAR cartel7_as1 WEAPONTYPE_UZI 90
  1570. ADD_BLIP_FOR_CHAR cartel7_as1 blip_cartel7
  1571. ENDIF
  1572.  
  1573. c_b_4:
  1574. IF NOT IS_CHAR_DEAD cartel8_as1
  1575. AND NOT IS_CAR_DEAD cartel_car_b_as1
  1576. SET_CHAR_OBJ_LEAVE_CAR cartel8_as1 cartel_car_b_as1
  1577. WHILE IS_CHAR_IN_CAR cartel8_as1 cartel_car_b_as1
  1578. WAIT 0
  1579. IF IS_CHAR_DEAD cartel8_as1
  1580. GOTO c_b_5
  1581. ENDIF
  1582. IF IS_CAR_DEAD cartel_car_b_as1
  1583. GOTO c_b_5
  1584. ENDIF
  1585. ENDWHILE
  1586. //CLEAR_CHAR_THREAT_SEARCH cartel8_as1
  1587. SET_CHAR_THREAT_SEARCH cartel8_as1 THREAT_PLAYER1
  1588. GIVE_WEAPON_TO_CHAR cartel8_as1 WEAPONTYPE_M16 100
  1589. ADD_BLIP_FOR_CHAR cartel8_as1 blip_cartel8
  1590. ENDIF
  1591.  
  1592. c_b_5:
  1593. //MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_b_as1
  1594. ENDIF
  1595. RETURN
  1596. /*
  1597. bailout_c:
  1598. IF flag_bailout_c = 0
  1599. REMOVE_BLIP blip_cartelcar_c
  1600. LOCK_CAR_DOORS cartel_car_c_as1 CARLOCK_UNLOCKED
  1601. IF NOT IS_CHAR_DEAD cartel9_as1
  1602. AND NOT IS_CAR_DEAD cartel_car_c_as1
  1603. SET_CHAR_OBJ_LEAVE_CAR cartel9_as1 cartel_car_c_as1
  1604. WHILE IS_CHAR_IN_CAR cartel9_as1 cartel_car_c_as1
  1605. WAIT 0
  1606. IF IS_CHAR_DEAD cartel9_as1
  1607. GOTO c_c_2
  1608. ENDIF
  1609. IF IS_CAR_DEAD cartel_car_c_as1
  1610. GOTO c_c_2
  1611. ENDIF
  1612. ENDWHILE
  1613. SET_CHAR_THREAT_SEARCH cartel9_as1 THREAT_PLAYER1
  1614. GIVE_WEAPON_TO_CHAR cartel9_as1 WEAPONTYPE_SHOTGUN 10
  1615. ADD_BLIP_FOR_CHAR cartel9_as1 blip_cartel9
  1616. ENDIF
  1617.  
  1618. c_c_2:
  1619. IF NOT IS_CHAR_DEAD cartel10_as1
  1620. AND NOT IS_CAR_DEAD cartel_car_c_as1
  1621. SET_CHAR_OBJ_LEAVE_CAR cartel10_as1 cartel_car_c_as1
  1622. WHILE IS_CHAR_IN_CAR cartel10_as1 cartel_car_c_as1
  1623. WAIT 0
  1624. IF IS_CHAR_DEAD cartel10_as1
  1625. GOTO c_c_3
  1626. ENDIF
  1627. IF IS_CAR_DEAD cartel_car_c_as1
  1628. GOTO c_c_3
  1629. ENDIF
  1630. ENDWHILE
  1631. SET_CHAR_THREAT_SEARCH cartel10_as1 THREAT_PLAYER1
  1632. GIVE_WEAPON_TO_CHAR cartel10_as1 WEAPONTYPE_M16 100
  1633. ADD_BLIP_FOR_CHAR cartel10_as1 blip_cartel10
  1634. ENDIF
  1635.  
  1636. c_c_3:
  1637. IF NOT IS_CHAR_DEAD cartel11_as1
  1638. AND NOT IS_CAR_DEAD cartel_car_c_as1
  1639. SET_CHAR_OBJ_LEAVE_CAR cartel11_as1 cartel_car_c_as1
  1640. WHILE IS_CHAR_IN_CAR cartel11_as1 cartel_car_c_as1
  1641. WAIT 0
  1642. IF IS_CHAR_DEAD cartel11_as1
  1643. GOTO c_c_4
  1644. ENDIF
  1645. IF IS_CAR_DEAD cartel_car_c_as1
  1646. GOTO c_c_4
  1647. ENDIF
  1648. ENDWHILE
  1649. SET_CHAR_THREAT_SEARCH cartel11_as1 THREAT_PLAYER1
  1650. GIVE_WEAPON_TO_CHAR cartel11_as1 WEAPONTYPE_M16 100
  1651. ADD_BLIP_FOR_CHAR cartel11_as1 blip_cartel11
  1652. ENDIF
  1653.  
  1654. c_c_4:
  1655. IF NOT IS_CHAR_DEAD cartel12_as1
  1656. AND NOT IS_CAR_DEAD cartel_car_c_as1
  1657. SET_CHAR_OBJ_LEAVE_CAR cartel12_as1 cartel_car_c_as1
  1658. WHILE IS_CHAR_IN_CAR cartel12_as1 cartel_car_c_as1
  1659. WAIT 0
  1660. IF IS_CHAR_DEAD cartel12_as1
  1661. GOTO c_c_5
  1662. ENDIF
  1663. IF IS_CAR_DEAD cartel_car_c_as1
  1664. GOTO c_c_5
  1665. ENDIF
  1666. ENDWHILE
  1667. SET_CHAR_THREAT_SEARCH cartel12_as1 THREAT_PLAYER1
  1668. GIVE_WEAPON_TO_CHAR cartel12_as1 WEAPONTYPE_SHOTGUN 15
  1669. ADD_BLIP_FOR_CHAR cartel12_as1 blip_cartel12
  1670. ENDIF
  1671.  
  1672. c_c_5:
  1673. flag_cartelcar_c_dead = 1
  1674. flag_bailout_c = 1
  1675. ++ counter_bailouts
  1676. //MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_c_as1
  1677. ENDIF
  1678. RETURN
  1679. */
  1680. bailout_d:
  1681. IF flag_bailout_d = 0
  1682. //flag_cartelcar_d_dead = 1
  1683. flag_bailout_d = 1
  1684. ++ counter_bailouts
  1685.  
  1686. REMOVE_BLIP blip_cartelcar_d
  1687. LOCK_CAR_DOORS cartel_car_d_as1 CARLOCK_UNLOCKED
  1688. IF NOT IS_CHAR_DEAD cartel13_as1
  1689. AND NOT IS_CAR_DEAD cartel_car_d_as1
  1690. SET_CHAR_OBJ_LEAVE_CAR cartel13_as1 cartel_car_d_as1
  1691. WHILE IS_CHAR_IN_CAR cartel13_as1 cartel_car_d_as1
  1692. WAIT 0
  1693. IF IS_CHAR_DEAD cartel13_as1
  1694. GOTO c_d_2
  1695. ENDIF
  1696. IF IS_CAR_DEAD cartel_car_d_as1
  1697. GOTO c_d_2
  1698. ENDIF
  1699. ENDWHILE
  1700. //CLEAR_CHAR_THREAT_SEARCH cartel13_as1
  1701. SET_CHAR_THREAT_SEARCH cartel13_as1 THREAT_PLAYER1
  1702. GIVE_WEAPON_TO_CHAR cartel13_as1 WEAPONTYPE_M16 100
  1703. ADD_BLIP_FOR_CHAR cartel13_as1 blip_cartel13
  1704. ENDIF
  1705.  
  1706. c_d_2:
  1707. IF NOT IS_CHAR_DEAD cartel14_as1
  1708. AND NOT IS_CAR_DEAD cartel_car_d_as1
  1709. SET_CHAR_OBJ_LEAVE_CAR cartel14_as1 cartel_car_d_as1
  1710. WHILE IS_CHAR_IN_CAR cartel14_as1 cartel_car_d_as1
  1711. WAIT 0
  1712. IF IS_CHAR_DEAD cartel14_as1
  1713. GOTO c_d_3
  1714. ENDIF
  1715. IF IS_CAR_DEAD cartel_car_d_as1
  1716. GOTO c_d_3
  1717. ENDIF
  1718. ENDWHILE
  1719. //CLEAR_CHAR_THREAT_SEARCH cartel14_as1
  1720. SET_CHAR_THREAT_SEARCH cartel14_as1 THREAT_PLAYER1
  1721. GIVE_WEAPON_TO_CHAR cartel14_as1 WEAPONTYPE_M16 100
  1722. ADD_BLIP_FOR_CHAR cartel14_as1 blip_cartel14
  1723. ENDIF
  1724.  
  1725. c_d_3:
  1726. IF NOT IS_CHAR_DEAD cartel15_as1
  1727. AND NOT IS_CAR_DEAD cartel_car_d_as1
  1728. SET_CHAR_OBJ_LEAVE_CAR cartel15_as1 cartel_car_d_as1
  1729. WHILE IS_CHAR_IN_CAR cartel15_as1 cartel_car_d_as1
  1730. WAIT 0
  1731. IF IS_CHAR_DEAD cartel15_as1
  1732. GOTO c_d_4
  1733. ENDIF
  1734. IF IS_CAR_DEAD cartel_car_d_as1
  1735. GOTO c_d_4
  1736. ENDIF
  1737. ENDWHILE
  1738. //CLEAR_CHAR_THREAT_SEARCH cartel15_as1
  1739. SET_CHAR_THREAT_SEARCH cartel15_as1 THREAT_PLAYER1
  1740. GIVE_WEAPON_TO_CHAR cartel15_as1 WEAPONTYPE_SHOTGUN 15
  1741. ADD_BLIP_FOR_CHAR cartel15_as1 blip_cartel15
  1742. ENDIF
  1743.  
  1744. c_d_4:
  1745. IF NOT IS_CHAR_DEAD cartel16_as1
  1746. AND NOT IS_CAR_DEAD cartel_car_d_as1
  1747. SET_CHAR_OBJ_LEAVE_CAR cartel16_as1 cartel_car_d_as1
  1748. WHILE IS_CHAR_IN_CAR cartel16_as1 cartel_car_d_as1
  1749. WAIT 0
  1750. IF IS_CHAR_DEAD cartel16_as1
  1751. GOTO c_d_5
  1752. ENDIF
  1753. IF IS_CAR_DEAD cartel_car_d_as1
  1754. GOTO c_d_5
  1755. ENDIF
  1756. ENDWHILE
  1757. //CLEAR_CHAR_THREAT_SEARCH cartel16_as1
  1758. SET_CHAR_THREAT_SEARCH cartel16_as1 THREAT_PLAYER1
  1759. GIVE_WEAPON_TO_CHAR cartel16_as1 WEAPONTYPE_M16 100
  1760. ADD_BLIP_FOR_CHAR cartel16_as1 blip_cartel16
  1761. ENDIF
  1762.  
  1763. c_d_5:
  1764. //MARK_CAR_AS_NO_LONGER_NEEDED cartel_car_d_as1
  1765. ENDIF
  1766. RETURN
  1767.  
  1768. //-----------------------------------------------CARTEL DEATHS-----------------------------
  1769. cartel_deaths:
  1770.  
  1771. IF flag_cartel_a_created = 1
  1772.  
  1773. IF cartel1_as1_dead = 0
  1774. IF IS_CHAR_DEAD cartel1_as1
  1775. IF cartel1_as1_dead = 0
  1776. cartel1_as1_dead = 1
  1777. ++ counter_cartels_killed_as1
  1778. REMOVE_BLIP blip_cartel1
  1779. ENDIF
  1780. ENDIF
  1781. ENDIF
  1782.  
  1783.  
  1784. IF cartel2_as1_dead = 0
  1785. IF IS_CHAR_DEAD cartel2_as1
  1786. IF cartel2_as1_dead = 0
  1787. cartel2_as1_dead = 1
  1788. ++ counter_cartels_killed_as1
  1789. REMOVE_BLIP blip_cartel2
  1790. ENDIF
  1791. ENDIF
  1792. ENDIF
  1793.  
  1794.  
  1795. IF cartel3_as1_dead = 0
  1796. IF IS_CHAR_DEAD cartel3_as1
  1797. IF cartel3_as1_dead = 0
  1798. cartel3_as1_dead = 1
  1799. ++ counter_cartels_killed_as1
  1800. REMOVE_BLIP blip_cartel3
  1801. IF yak1_mission = 1
  1802. yak1_mission = 0
  1803. ENDIF
  1804. ENDIF
  1805. ENDIF
  1806. ENDIF
  1807.  
  1808.  
  1809. IF cartel4_as1_dead = 0
  1810. IF IS_CHAR_DEAD cartel4_as1
  1811. IF cartel4_as1_dead = 0
  1812. cartel4_as1_dead = 1
  1813. ++ counter_cartels_killed_as1
  1814. REMOVE_BLIP blip_cartel4
  1815. ENDIF
  1816. ENDIF
  1817. ENDIF
  1818.  
  1819. IF cartel4_as1_dead = 1
  1820. IF cartel3_as1_dead = 1
  1821. IF cartel2_as1_dead = 1
  1822. IF cartel1_as1_dead = 1
  1823. IF flag_bailout_a =0
  1824. ++ counter_bailouts
  1825. flag_bailout_a = 1
  1826. ENDIF
  1827. ENDIF
  1828. ENDIF
  1829. ENDIF
  1830. ENDIF
  1831.  
  1832. ENDIF
  1833.  
  1834. IF flag_cartel_b_created = 1
  1835. IF cartel5_as1_dead = 0
  1836. IF IS_CHAR_DEAD cartel5_as1
  1837. IF cartel5_as1_dead = 0
  1838. cartel5_as1_dead = 1
  1839. ++ counter_cartels_killed_as1
  1840. REMOVE_BLIP blip_cartel5
  1841. ENDIF
  1842. ENDIF
  1843. ENDIF
  1844.  
  1845.  
  1846.  
  1847. IF cartel6_as1_dead = 0
  1848. IF IS_CHAR_DEAD cartel6_as1
  1849. IF cartel6_as1_dead = 0
  1850. cartel6_as1_dead = 1
  1851. ++ counter_cartels_killed_as1
  1852. REMOVE_BLIP blip_cartel6
  1853. ENDIF
  1854. ENDIF
  1855. ENDIF
  1856.  
  1857.  
  1858.  
  1859. IF cartel7_as1_dead = 0
  1860. IF IS_CHAR_DEAD cartel7_as1
  1861. IF cartel7_as1_dead = 0
  1862. cartel7_as1_dead = 1
  1863. ++ counter_cartels_killed_as1
  1864. REMOVE_BLIP blip_cartel7
  1865. ENDIF
  1866. ENDIF
  1867. ENDIF
  1868.  
  1869.  
  1870.  
  1871. IF cartel8_as1_dead = 0
  1872. IF IS_CHAR_DEAD cartel8_as1
  1873. IF cartel8_as1_dead = 0
  1874. cartel8_as1_dead = 1
  1875. ++ counter_cartels_killed_as1
  1876. REMOVE_BLIP blip_cartel8
  1877. IF yak1_mission = 2
  1878. yak1_mission = 0
  1879. ENDIF
  1880. ENDIF
  1881. ENDIF
  1882. ENDIF
  1883.  
  1884. IF cartel8_as1_dead = 1
  1885. IF cartel7_as1_dead = 1
  1886. IF cartel6_as1_dead = 1
  1887. IF cartel5_as1_dead = 1
  1888. IF flag_bailout_b =0
  1889. ++ counter_bailouts
  1890. flag_bailout_b = 1
  1891. ENDIF
  1892. ENDIF
  1893. ENDIF
  1894. ENDIF
  1895. ENDIF
  1896.  
  1897. ENDIF
  1898. /*
  1899. IF flag_cartel_c_created = 1
  1900. IF cartel9_as1_dead = 0
  1901. IF IS_CHAR_DEAD cartel9_as1
  1902. IF cartel9_as1_dead = 0
  1903. cartel9_as1_dead = 1
  1904. ++ counter_cartels_killed_as1
  1905. REMOVE_BLIP blip_cartel9
  1906. IF yak1_mission = 3
  1907. yak1_mission = 0
  1908. ENDIF
  1909. ENDIF
  1910. ENDIF
  1911. ENDIF
  1912.  
  1913.  
  1914. IF cartel10_as1_dead = 0
  1915. IF IS_CHAR_DEAD cartel10_as1
  1916. IF cartel10_as1_dead = 0
  1917. cartel10_as1_dead = 1
  1918. ++ counter_cartels_killed_as1
  1919. REMOVE_BLIP blip_cartel10
  1920. IF yak1_mission = 4
  1921. yak1_mission = 0
  1922. ENDIF
  1923. ENDIF
  1924. ENDIF
  1925. ENDIF
  1926.  
  1927.  
  1928. IF cartel11_as1_dead = 0
  1929. IF IS_CHAR_DEAD cartel11_as1
  1930. IF cartel11_as1_dead = 0
  1931. cartel11_as1_dead = 1
  1932. ++ counter_cartels_killed_as1
  1933. REMOVE_BLIP blip_cartel11
  1934. IF yak1_mission = 5
  1935. yak1_mission = 0
  1936. ENDIF
  1937. ENDIF
  1938. ENDIF
  1939. ENDIF
  1940.  
  1941.  
  1942. IF cartel12_as1_dead = 0
  1943. IF IS_CHAR_DEAD cartel12_as1
  1944. IF cartel12_as1_dead = 0
  1945. cartel12_as1_dead = 1
  1946. ++ counter_cartels_killed_as1
  1947. REMOVE_BLIP blip_cartel12
  1948. IF yak1_mission = 6
  1949. yak1_mission = 0
  1950. ENDIF
  1951. ENDIF
  1952. ENDIF
  1953. ENDIF
  1954.  
  1955.  
  1956.  
  1957. IF cartel12_as1_dead = 1
  1958. IF cartel11_as1_dead = 1
  1959. IF cartel10_as1_dead = 1
  1960. IF cartel9_as1_dead = 1
  1961. flag_cartel_c_created = 2
  1962. ENDIF
  1963. ENDIF
  1964. ENDIF
  1965. ENDIF
  1966.  
  1967. ENDIF
  1968. */
  1969. IF flag_cartel_d_created = 1
  1970. IF cartel13_as1_dead = 0
  1971. IF IS_CHAR_DEAD cartel13_as1
  1972. IF cartel13_as1_dead = 0
  1973. cartel13_as1_dead = 1
  1974. ++ counter_cartels_killed_as1
  1975. REMOVE_BLIP blip_cartel13
  1976. ENDIF
  1977. ENDIF
  1978. ENDIF
  1979.  
  1980.  
  1981. IF cartel14_as1_dead = 0
  1982. IF IS_CHAR_DEAD cartel14_as1
  1983. IF cartel14_as1_dead = 0
  1984. cartel14_as1_dead = 1
  1985. ++ counter_cartels_killed_as1
  1986. REMOVE_BLIP blip_cartel14
  1987. ENDIF
  1988. ENDIF
  1989. ENDIF
  1990.  
  1991.  
  1992. IF cartel15_as1_dead = 0
  1993. IF IS_CHAR_DEAD cartel15_as1
  1994. IF cartel15_as1_dead = 0
  1995. cartel15_as1_dead = 1
  1996. ++ counter_cartels_killed_as1
  1997. REMOVE_BLIP blip_cartel15
  1998. ENDIF
  1999. ENDIF
  2000. ENDIF
  2001.  
  2002.  
  2003. IF cartel16_as1_dead = 0
  2004. IF IS_CHAR_DEAD cartel16_as1
  2005. IF cartel16_as1_dead = 0
  2006. cartel16_as1_dead = 1
  2007. ++ counter_cartels_killed_as1
  2008. REMOVE_BLIP blip_cartel16
  2009. IF yak1_mission = 7
  2010. yak1_mission = 0
  2011. ENDIF
  2012. ENDIF
  2013. ENDIF
  2014. ENDIF
  2015.  
  2016. IF cartel16_as1_dead = 1
  2017. IF cartel15_as1_dead = 1
  2018. IF cartel14_as1_dead = 1
  2019. IF cartel13_as1_dead = 1
  2020. IF flag_bailout_d =0
  2021. ++ counter_bailouts
  2022. flag_bailout_d = 1
  2023. ENDIF
  2024. ENDIF
  2025. ENDIF
  2026. ENDIF
  2027. ENDIF
  2028.  
  2029. ENDIF
  2030.  
  2031.  
  2032. RETURN
  2033.  
  2034. //------------------------------------STUCK CAR ROUTINES-------------------------------------
  2035.  
  2036. cartel_car_a_stuck:
  2037.  
  2038. IF NOT IS_CAR_DEAD cartel_car_a_as1
  2039.  
  2040. IF IS_CAR_UPSIDEDOWN cartel_car_a_as1
  2041. AND IS_CAR_STOPPED cartel_car_a_as1
  2042. IF NOT IS_CAR_ON_SCREEN cartel_car_a_as1
  2043. GET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z
  2044. GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z cartel_heading
  2045. IF NOT IS_POINT_ON_SCREEN cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z 3.0
  2046. SET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z
  2047. SET_CAR_HEADING cartel_car_a_as1 cartel_heading
  2048. SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_a_as1
  2049. ENDIF
  2050. ELSE
  2051. GOSUB bailout_a
  2052. ENDIF
  2053. ENDIF
  2054.  
  2055. IF IS_CAR_IN_WATER cartel_car_a_as1
  2056. //PRINT_BIG (Y1_TEST) 2000 1//CAR IN WATER!! ---test stuff
  2057. IF NOT IS_CAR_ON_SCREEN cartel_car_a_as1
  2058. GET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z
  2059. GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z cartel_heading
  2060. IF NOT IS_POINT_ON_SCREEN cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z 3.0
  2061. SET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z
  2062. SET_CAR_HEADING cartel_car_a_as1 cartel_heading
  2063. SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_a_as1
  2064. ENDIF
  2065. ELSE
  2066. flag_bailout_a = 1
  2067. ++ counter_bailouts
  2068. REMOVE_BLIP blip_cartelcar_a
  2069. SET_CAR_WATERTIGHT cartel_car_a_as1 FALSE
  2070. GOSUB cartel_deaths
  2071. RETURN
  2072. ENDIF
  2073. ENDIF
  2074. /*
  2075. IF timer_reset_car_a = 1
  2076. IF NOT IS_CAR_STOPPED cartel_car_a_as1
  2077. timer_reset_car_a = 0
  2078. ENDIF
  2079. ENDIF
  2080.  
  2081. IF IS_CAR_STOPPED cartel_car_a_as1
  2082. IF timer_reset_car_a = 0
  2083. GET_GAME_TIMER timer_start_car_a
  2084. timer_reset_car_a = 1
  2085. ENDIF
  2086.  
  2087. IF timer_reset_car_a = 1
  2088. GET_GAME_TIMER timer_current_car_a
  2089. car_a_time_dif = timer_current_car_a - timer_start_car_a
  2090. ENDIF
  2091.  
  2092. IF car_a_time_dif > 4000
  2093. IF NOT IS_CAR_ON_SCREEN cartel_car_a_as1
  2094. GET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z
  2095. GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z cartel_heading
  2096. IF NOT IS_POINT_ON_SCREEN cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z 3.0
  2097. SET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z
  2098. SET_CAR_HEADING cartel_car_a_as1 cartel_heading
  2099. timer_reset_car_a = 0
  2100. ENDIF
  2101. ENDIF
  2102. ENDIF
  2103. ENDIF*/
  2104. ELSE
  2105. REMOVE_BLIP blip_cartelcar_a
  2106. ENDIF
  2107.  
  2108. RETURN
  2109.  
  2110. cartel_car_b_stuck:
  2111.  
  2112. IF NOT IS_CAR_DEAD cartel_car_b_as1
  2113. IF IS_CAR_UPSIDEDOWN cartel_car_b_as1
  2114. AND IS_CAR_STOPPED cartel_car_b_as1
  2115. IF NOT IS_CAR_ON_SCREEN cartel_car_b_as1
  2116. GET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z
  2117. GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z cartel_heading
  2118. IF NOT IS_POINT_ON_SCREEN cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z 3.0
  2119. SET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z
  2120. SET_CAR_HEADING cartel_car_b_as1 cartel_heading
  2121. SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_b_as1
  2122. ENDIF
  2123. ELSE
  2124. GOSUB bailout_b
  2125. ENDIF
  2126. ENDIF
  2127.  
  2128. IF IS_CAR_IN_WATER cartel_car_b_as1
  2129. //PRINT_BIG (Y1_TEST) 2000 1//CAR IN WATER!!----test stuff
  2130. IF NOT IS_CAR_ON_SCREEN cartel_car_b_as1
  2131. GET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z
  2132. GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z cartel_heading
  2133. IF NOT IS_POINT_ON_SCREEN cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z 3.0
  2134. SET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z
  2135. SET_CAR_HEADING cartel_car_b_as1 cartel_heading
  2136. SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_b_as1
  2137. ENDIF
  2138. ELSE
  2139. flag_bailout_b = 1
  2140. SET_CAR_WATERTIGHT cartel_car_b_as1 FALSE
  2141. ++ counter_bailouts
  2142. REMOVE_BLIP blip_cartelcar_b
  2143. GOSUB cartel_deaths
  2144. RETURN
  2145. ENDIF
  2146. ENDIF
  2147. /*
  2148. IF timer_reset_car_b = 1
  2149. IF NOT IS_CAR_STOPPED cartel_car_b_as1
  2150. timer_reset_car_b = 0
  2151. ENDIF
  2152. ENDIF
  2153.  
  2154. IF IS_CAR_STOPPED cartel_car_b_as1
  2155. IF timer_reset_car_b = 0
  2156. GET_GAME_TIMER timer_start_car_b
  2157. timer_reset_car_b = 1
  2158. ENDIF
  2159.  
  2160. IF timer_reset_car_b = 1
  2161. GET_GAME_TIMER timer_current_car_b
  2162. car_b_time_dif = timer_current_car_b - timer_start_car_b
  2163. ENDIF
  2164.  
  2165. IF car_b_time_dif > 4000
  2166. IF NOT IS_CAR_ON_SCREEN cartel_car_b_as1
  2167. GET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z
  2168. GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z cartel_heading
  2169. IF NOT IS_POINT_ON_SCREEN cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z 3.0
  2170. SET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z
  2171. SET_CAR_HEADING cartel_car_b_as1 cartel_heading
  2172. timer_reset_car_b = 0
  2173. ENDIF
  2174. ENDIF
  2175. ENDIF
  2176. ENDIF*/
  2177. ELSE
  2178. REMOVE_BLIP blip_cartelcar_b
  2179. ENDIF
  2180.  
  2181. RETURN
  2182. /*
  2183. cartel_car_c_stuck:
  2184.  
  2185. IF NOT IS_CAR_DEAD cartel_car_c_as1
  2186. IF IS_CAR_UPSIDEDOWN cartel_car_c_as1
  2187. AND IS_CAR_STOPPED cartel_car_c_as1
  2188. IF NOT IS_CAR_ON_SCREEN cartel_car_c_as1
  2189. GET_CAR_COORDINATES cartel_car_c_as1 cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z
  2190. GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z cartel_heading
  2191. IF NOT IS_POINT_ON_SCREEN cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z 3.0
  2192. SET_CAR_COORDINATES cartel_car_c_as1 cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z
  2193. SET_CAR_HEADING cartel_car_c_as1 cartel_heading
  2194. ENDIF
  2195. ELSE
  2196. GOSUB bailout_c
  2197. ENDIF
  2198. ENDIF
  2199.  
  2200. IF IS_CAR_IN_WATER cartel_car_c_as1
  2201. //PRINT_BIG (Y1_TEST) 2000 1//CAR IN WATER!!----test stuff!!
  2202. IF NOT IS_CAR_ON_SCREEN cartel_car_c_as1
  2203. GET_CAR_COORDINATES cartel_car_c_as1 cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z
  2204. GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z cartel_heading
  2205. IF NOT IS_POINT_ON_SCREEN cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z 3.0
  2206. SET_CAR_COORDINATES cartel_car_c_as1 cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z
  2207. SET_CAR_HEADING cartel_car_c_as1 cartel_heading
  2208. ENDIF
  2209. ELSE
  2210. flag_bailout_c = 1
  2211. REMOVE_BLIP blip_cartelcar_c
  2212. GOSUB cartel_deaths
  2213. RETURN
  2214. ENDIF
  2215. ENDIF
  2216.  
  2217. IF timer_reset_car_c = 1
  2218. IF NOT IS_CAR_STOPPED cartel_car_c_as1
  2219. timer_reset_car_c = 0
  2220. ENDIF
  2221. ENDIF
  2222.  
  2223. IF IS_CAR_STOPPED cartel_car_c_as1
  2224. IF timer_reset_car_c = 0
  2225. GET_GAME_TIMER timer_start_car_c
  2226. timer_reset_car_c = 1
  2227. ENDIF
  2228.  
  2229. IF timer_reset_car_c = 1
  2230. GET_GAME_TIMER timer_current_car_c
  2231. car_c_time_dif = timer_current_car_c - timer_start_car_c
  2232. ENDIF
  2233.  
  2234. IF car_c_time_dif > 4000
  2235. IF NOT IS_CAR_ON_SCREEN cartel_car_c_as1
  2236. GET_CAR_COORDINATES cartel_car_c_as1 cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z
  2237. GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z cartel_heading
  2238. IF NOT IS_POINT_ON_SCREEN cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z 3.0
  2239. SET_CAR_COORDINATES cartel_car_c_as1 cartel_car_c_as1_x cartel_car_c_as1_y cartel_car_c_as1_z
  2240. SET_CAR_HEADING cartel_car_c_as1 cartel_heading
  2241. timer_reset_car_c = 0
  2242. ENDIF
  2243. ENDIF
  2244. ENDIF
  2245. ENDIF
  2246. ELSE
  2247. REMOVE_BLIP blip_cartelcar_c
  2248. ENDIF
  2249.  
  2250. RETURN
  2251. */
  2252. cartel_car_d_stuck:
  2253.  
  2254. IF NOT IS_CAR_DEAD cartel_car_d_as1
  2255. IF IS_CAR_UPSIDEDOWN cartel_car_d_as1
  2256. AND IS_CAR_STOPPED cartel_car_d_as1
  2257. IF NOT IS_CAR_ON_SCREEN cartel_car_d_as1
  2258. GET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z
  2259. GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z cartel_heading
  2260. IF NOT IS_POINT_ON_SCREEN cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z 3.0
  2261. SET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z
  2262. SET_CAR_HEADING cartel_car_d_as1 cartel_heading
  2263. SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_d_as1
  2264. ENDIF
  2265. ELSE
  2266. GOSUB bailout_d
  2267. ENDIF
  2268. ENDIF
  2269.  
  2270. IF IS_CAR_IN_WATER cartel_car_d_as1
  2271. //PRINT_BIG (Y1_TEST) 2000 1//CAR IN WATER!! ---etst stuff!!
  2272. IF NOT IS_CAR_ON_SCREEN cartel_car_d_as1
  2273. GET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z
  2274. GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z cartel_heading
  2275. IF NOT IS_POINT_ON_SCREEN cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z 3.0
  2276. SET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z
  2277. SET_CAR_HEADING cartel_car_d_as1 cartel_heading
  2278. SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_d_as1
  2279. ENDIF
  2280. ELSE
  2281. flag_bailout_d = 1
  2282. SET_CAR_WATERTIGHT cartel_car_d_as1 FALSE
  2283. ++ counter_bailouts
  2284. REMOVE_BLIP blip_cartelcar_d
  2285. GOSUB cartel_deaths
  2286. RETURN
  2287. ENDIF
  2288. ENDIF
  2289. /*
  2290. IF timer_reset_car_d = 1
  2291. IF NOT IS_CAR_STOPPED cartel_car_d_as1
  2292. timer_reset_car_d = 0
  2293. ENDIF
  2294. ENDIF
  2295.  
  2296. IF IS_CAR_STOPPED cartel_car_d_as1
  2297. IF timer_reset_car_d = 0
  2298. GET_GAME_TIMER timer_start_car_d
  2299. timer_reset_car_d = 1
  2300. ENDIF
  2301.  
  2302. IF timer_reset_car_d = 1
  2303. GET_GAME_TIMER timer_current_car_d
  2304. car_d_time_dif = timer_current_car_d - timer_start_car_d
  2305. ENDIF
  2306.  
  2307. IF car_d_time_dif > 4000
  2308. IF NOT IS_CAR_ON_SCREEN cartel_car_d_as1
  2309. GET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z
  2310. GET_CLOSEST_CAR_NODE_WITH_HEADING cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z cartel_heading
  2311. IF NOT IS_POINT_ON_SCREEN cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z 3.0
  2312. SET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z
  2313. SET_CAR_HEADING cartel_car_d_as1 cartel_heading
  2314. timer_reset_car_d = 0
  2315. ENDIF
  2316. ENDIF
  2317. ENDIF
  2318. ENDIF*/
  2319. ELSE
  2320. REMOVE_BLIP blip_cartelcar_d
  2321. ENDIF
  2322.  
  2323. RETURN
  2324.  
  2325.  
  2326. vegetables:
  2327.  
  2328. IF flag_cartel_a_created = 1
  2329. IF NOT IS_CAR_DEAD cartel_car_a_as1
  2330. IF flag_bailout_a = 0
  2331. AND flag_a_attack = 1
  2332. GOSUB cartel_car_a_stuck
  2333. ENDIF
  2334. ELSE
  2335. REMOVE_BLIP blip_cartelcar_a
  2336. //yak4_mission = 0
  2337. ENDIF
  2338. ENDIF
  2339.  
  2340. IF flag_cartel_b_created = 1
  2341. IF NOT IS_CAR_DEAD cartel_car_b_as1
  2342. IF flag_bailout_b = 0
  2343. AND flag_b_attack = 1
  2344. GOSUB cartel_car_b_stuck
  2345. ENDIF
  2346. ELSE
  2347. REMOVE_BLIP blip_cartelcar_b
  2348. //yak4_mission = 0
  2349. ENDIF
  2350. ENDIF
  2351. /*
  2352. IF flag_cartel_c_created = 1
  2353. IF NOT IS_CAR_DEAD cartel_car_c_as1
  2354. IF flag_bailout_c = 0
  2355. AND flag_c_attack = 1
  2356. GOSUB cartel_car_c_stuck
  2357. ENDIF
  2358. ELSE
  2359. REMOVE_BLIP blip_cartelcar_c
  2360. yak4_mission = 0
  2361. ENDIF
  2362. ENDIF
  2363. */
  2364. IF flag_cartel_d_created = 1
  2365. IF NOT IS_CAR_DEAD cartel_car_d_as1
  2366. IF flag_bailout_d = 0
  2367. AND flag_d_attack = 1
  2368. GOSUB cartel_car_d_stuck
  2369. ENDIF
  2370. ELSE
  2371. REMOVE_BLIP blip_cartelcar_d
  2372. //yak4_mission = 0
  2373. ENDIF
  2374. ENDIF
  2375.  
  2376. RETURN
  2377.  
  2378. //------------------------------------CLEAN-UP GOSUBS-----------------------------------------
  2379. blip_removal:
  2380. REMOVE_BLIP blip_cartel1
  2381. REMOVE_BLIP blip_cartel2
  2382. REMOVE_BLIP blip_cartel3
  2383. REMOVE_BLIP blip_cartel4
  2384. REMOVE_BLIP blip_cartel5
  2385. REMOVE_BLIP blip_cartel6
  2386. REMOVE_BLIP blip_cartel7
  2387. REMOVE_BLIP blip_cartel8
  2388. /*
  2389. REMOVE_BLIP blip_cartel9
  2390. REMOVE_BLIP blip_cartel10
  2391. REMOVE_BLIP blip_cartel11
  2392. REMOVE_BLIP blip_cartel12
  2393. */
  2394. REMOVE_BLIP blip_cartel13
  2395. REMOVE_BLIP blip_cartel14
  2396. REMOVE_BLIP blip_cartel15
  2397. REMOVE_BLIP blip_cartel16
  2398.  
  2399. IF flag_yak1_dead = 0
  2400. MARK_CHAR_AS_NO_LONGER_NEEDED yakuza1_as1
  2401. ENDIF
  2402. IF flag_yak2_dead = 0
  2403. MARK_CHAR_AS_NO_LONGER_NEEDED yakuza2_as1
  2404. ENDIF
  2405. IF flag_yak3_dead = 0
  2406. MARK_CHAR_AS_NO_LONGER_NEEDED yakuza3_as1
  2407. ENDIF
  2408. IF flag_yak4_dead = 0
  2409. MARK_CHAR_AS_NO_LONGER_NEEDED yakuza4_as1
  2410. ENDIF
  2411. IF flag_yak5_dead = 0
  2412. MARK_CHAR_AS_NO_LONGER_NEEDED yakuza5_as1
  2413. ENDIF
  2414. IF flag_yak6_dead = 0
  2415. MARK_CHAR_AS_NO_LONGER_NEEDED yakuza6_as1
  2416. ENDIF
  2417.  
  2418. RETURN
  2419.  
  2420. // ***********extrat stuck car gosub*********************
  2421.  
  2422. unhappy_car_check:
  2423.  
  2424. GET_GAME_TIMER timer_as3_now
  2425. // timer_as3_dif = timer_as3_now - timer_as3_start
  2426. IF timer_as3_now > particle_time
  2427. particle_time = timer_as3_now + 6000
  2428. flag_particle = 1
  2429. ENDIF
  2430.  
  2431. IF flag_particle = 1
  2432. IF NOT IS_CAR_DEAD cartel_car_a_as1
  2433. AND flag_a_attack = 1
  2434. AND flag_bailout_a = 0
  2435. car_a_x_old = car_a_as1_x
  2436. car_a_y_old = car_a_as1_y
  2437. car_a_z_old = car_a_as1_z
  2438.  
  2439. GET_CAR_COORDINATES cartel_car_a_as1 car_a_as1_x car_a_as1_y car_a_as1_z
  2440. IF LOCATE_CAR_2D cartel_car_a_as1 car_a_x_old car_a_y_old 3.0 3.0 false
  2441. IF NOT IS_CAR_ON_SCREEN cartel_car_a_as1
  2442. //GET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z
  2443. GET_CLOSEST_CAR_NODE_WITH_HEADING car_a_as1_x car_a_as1_y car_a_as1_z cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z cartel_heading
  2444. IF NOT IS_POINT_ON_SCREEN cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z 3.0
  2445. SET_CAR_COORDINATES cartel_car_a_as1 cartel_car_a_as1_x cartel_car_a_as1_y cartel_car_a_as1_z
  2446. SET_CAR_HEADING cartel_car_a_as1 cartel_heading
  2447. SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_a_as1
  2448. ENDIF
  2449. ENDIF
  2450. ENDIF
  2451. ENDIF
  2452.  
  2453. IF NOT IS_CAR_DEAD cartel_car_b_as1
  2454. AND flag_b_attack = 1
  2455. AND flag_bailout_b = 0
  2456. car_b_x_old = car_b_as1_x
  2457. car_b_y_old = car_b_as1_y
  2458. car_b_z_old = car_b_as1_z
  2459.  
  2460. GET_CAR_COORDINATES cartel_car_b_as1 car_b_as1_x car_b_as1_y car_b_as1_z
  2461. IF LOCATE_CAR_2D cartel_car_b_as1 car_b_x_old car_b_y_old 3.0 3.0 false
  2462. IF NOT IS_CAR_ON_SCREEN cartel_car_b_as1
  2463. //GET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z
  2464. GET_CLOSEST_CAR_NODE_WITH_HEADING car_b_as1_x car_b_as1_y car_b_as1_z cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z cartel_heading
  2465. IF NOT IS_POINT_ON_SCREEN cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z 3.0
  2466. SET_CAR_COORDINATES cartel_car_b_as1 cartel_car_b_as1_x cartel_car_b_as1_y cartel_car_b_as1_z
  2467. SET_CAR_HEADING cartel_car_b_as1 cartel_heading
  2468. SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_b_as1
  2469. ENDIF
  2470. ENDIF
  2471. ENDIF
  2472. ENDIF
  2473.  
  2474. IF NOT IS_CAR_DEAD cartel_car_d_as1
  2475. AND flag_d_attack = 1
  2476. AND flag_bailout_d = 0
  2477. car_d_x_old = car_d_as1_x
  2478. car_d_y_old = car_d_as1_y
  2479. car_d_z_old = car_d_as1_z
  2480.  
  2481. GET_CAR_COORDINATES cartel_car_d_as1 car_d_as1_x car_d_as1_y car_d_as1_z
  2482. IF LOCATE_CAR_2D cartel_car_d_as1 car_d_x_old car_d_y_old 3.0 3.0 false
  2483. IF NOT IS_CAR_ON_SCREEN cartel_car_d_as1
  2484. //GET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z
  2485. GET_CLOSEST_CAR_NODE_WITH_HEADING car_d_as1_x car_d_as1_y car_d_as1_z cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z cartel_heading
  2486. IF NOT IS_POINT_ON_SCREEN cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z 3.0
  2487. SET_CAR_COORDINATES cartel_car_d_as1 cartel_car_d_as1_x cartel_car_d_as1_y cartel_car_d_as1_z
  2488. SET_CAR_HEADING cartel_car_d_as1 cartel_heading
  2489. SET_JAMES_CAR_ON_PATH_TO_PLAYER cartel_car_d_as1
  2490. ENDIF
  2491. ENDIF
  2492. ENDIF
  2493. ENDIF
  2494.  
  2495. flag_particle = 0
  2496. ENDIF
  2497.  
  2498. RETURN
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