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//-------------Mission 11--------------- // Originally: Big Smoke :INTRO1 {455277} 03A4: name_thread 'INTRO1' {455288} 0050: gosub @INTRO1_914 {455295} 00D6: if {455299} 0112: wasted_or_busted // mission only {455301} 004D: jump_if_false @INTRO1_38 {455308} 0050: gosub @INTRO1_18170 :INTRO1_38 {455315} 0050: gosub @INTRO1_18300 {455322} 004E: end_thread :INTRO1_47 {455324} 0871: init_jump_table 46@ total_jumps 7 default_jump 0 @INTRO1_912 jumps 0 @INTRO1_110 1 @INTRO1_212 2 @INTRO1_314 3 @INTRO1_570 4 @INTRO1_628 5 @INTRO1_774 6 @INTRO1_854 :INTRO1_110 {455387} 05A9: s$6475[0] = 'INT1_AB' // s$ // ~z~You want to drive? {455401} 05A9: s$6475[1] = 'INT1_AC' // s$ // ~z~Yeah, that's cool. {455415} 05A9: s$6475[2] = 'INT1_AR' // s$ // ~z~Nice car, Smoke. {455429} 05A9: s$6475[3] = 'INT1_AA' // s$ // ~z~You know me. It's not cut. Keep the value in it. Keep it real. {455443} 04AF: 93@ = 20001 // = constant {455451} 04AF: 94@ = 20002 // = constant {455459} 04AF: 95@ = 20016 // = constant {455467} 04AF: 96@ = 20000 // = constant {455475} 0006: 63@ = 3 {455482} 0002: jump @INTRO1_912 :INTRO1_212 {455489} 05A9: s$6475[0] = 'INT1_AI' // s$ // ~z~Ballas! Drive by! Incoming! {455503} 05A9: s$6475[1] = 'INT1_AJ' // s$ // ~z~Awww, motherfucker, my car!! {455517} 05A9: s$6475[2] = 'INT1_AK' // s$ // ~z~We gotta get back to the hood, man, it's too crazy round here! {455531} 05A9: s$6475[3] = 'INT1_AQ' // s$ // ~z~Follow my lead! {455545} 04AF: 93@ = 20008 // = constant {455553} 04AF: 94@ = 20009 // = constant {455561} 04AF: 95@ = 20010 // = constant {455569} 04AF: 96@ = 20015 // = constant {455577} 0006: 63@ = 3 {455584} 0002: jump @INTRO1_912 :INTRO1_314 {455591} 05A9: s$6475[0] = 'INT1_GN' // s$ // ~z~I got with them motherfuckers though - showed them niggaz who's gangsta. Ryder, nigga! {455605} 05A9: s$6475[1] = 'INT1_GA' // s$ // ~z~So when you leaving, Carl? {455619} 05A9: s$6475[2] = 'INT1_GB' // s$ // ~z~I ain't sure. Thought I might stay. {455633} 05A9: s$6475[3] = 'INT1_GC' // s$ // ~z~Things is fucked up. {455647} 05A9: s$6475[4] = 'INT1_GD' // s$ // ~z~Well, the last thing we need is your help. {455661} 05A9: s$6475[5] = 'INT1_GE' // s$ // ~z~Aw man, I won't let you down, I swear. {455675} 05A9: s$6475[6] = 'INT1_GH' // s$ // ~z~Hey, we're gonna call up some hood rats and chill the hell out. You want some? {455689} 05A9: s$6475[7] = 'INT1_GI' // s$ // ~z~I gotta whole lot going on, and I'm tired. I'll catch y'all later. {455703} 05A9: s$6475[8] = 'INT1_GJ' // s$ // ~z~Hey yo, just drop in. We all hangin' out. {455717} 05A9: s$6475[9] = 'INT1_GL' // s$ // ~z~Yeah, and get yourself some colors, fool. {455731} 05A9: s$6475[10] = 'INT1_GM' // s$ // ~z~And a haircut - it's embarrassing to be seen with you! {455745} 04AF: 93@ = 20072 // = constant {455753} 04AF: 94@ = 20059 // = constant {455761} 04AF: 95@ = 20060 // = constant {455769} 04AF: 96@ = 20061 // = constant {455777} 04AF: 97@ = 20062 // = constant {455785} 04AF: 98@ = 20063 // = constant {455793} 04AF: 99@ = 20066 // = constant {455801} 04AF: 100@ = 20067 // = constant {455809} 04AF: 101@ = 20068 // = constant {455817} 04AF: 102@ = 20070 // = constant {455825} 04AF: 103@ = 20071 // = constant {455833} 0006: 63@ = 10 {455840} 0002: jump @INTRO1_912 :INTRO1_570 {455847} 05A9: s$6475[0] = 'INT1_CA' // s$ // ~z~Shit! A Ballas car is onto us! Split up! {455861} 05A9: s$6475[1] = 'INT1_EI' // s$ // ~z~Keep up, motherfucker! {455875} 04AF: 93@ = 20028 // = constant {455883} 04AF: 94@ = 20048 // = constant {455891} 0006: 63@ = 1 {455898} 0002: jump @INTRO1_912 :INTRO1_628 {455905} 05A9: s$6475[0] = 'INT1_BA' // s$ // ~z~Takes you back some, huh, CJ? Yeah! {455919} 05A9: s$6475[1] = 'INT1_BC' // s$ // ~z~Things has changed round here! {455933} 05A9: s$6475[2] = 'INT1_BB' // s$ // ~z~CJ, watch your back 'round here, man. {455947} 05A9: s$6475[3] = 'INT1_BD' // s$ // ~z~How'd it get so bad? {455961} 05A9: s$6475[4] = 'INT1_AM' // s$ // ~z~I thought this was Families Turf? {455975} 05A9: s$6475[5] = 'INT1_AN' // s$ // ~z~Yeah, it's Temple Drive Families - we don't roll with them no more. {455989} 04AF: 93@ = 20017 // = constant {455997} 04AF: 94@ = 20019 // = constant {456005} 04AF: 95@ = 20018 // = constant {456013} 04AF: 96@ = 20020 // = constant {456021} 04AF: 97@ = 20011 // = constant {456029} 04AF: 98@ = 20012 // = constant {456037} 0006: 63@ = 5 {456044} 0002: jump @INTRO1_912 :INTRO1_774 {456051} 05A9: s$6475[0] = 'INT1_BF' // s$ // ~z~Straight back into the game, right dog? {456065} 05A9: s$6475[1] = 'INT1_BG' // s$ // ~z~Was it this bad before you left? {456079} 05A9: s$6475[2] = 'INT1_BH' // s$ // ~z~East Coast got you all thinned out, home. {456093} 04AF: 93@ = 20022 // = constant {456101} 04AF: 94@ = 20023 // = constant {456109} 04AF: 95@ = 20024 // = constant {456117} 0006: 63@ = 2 {456124} 0002: jump @INTRO1_912 :INTRO1_854 {456131} 05A9: s$6475[0] = 'INT1_BI' // s$ // ~z~You're just a liability, CJ! {456145} 05A9: s$6475[1] = 'INT1_BK' // s$ // ~z~Why'd you bother coming back? {456159} 04AF: 93@ = 20025 // = constant {456167} 04AF: 94@ = 20027 // = constant {456175} 0006: 63@ = 1 {456182} 0002: jump @INTRO1_912 :INTRO1_912 {456189} 0051: return :INTRO1_914 {456191} 0004: $ONMISSION = 1 {456198} 008B: 65@ = $ACTOR_SMOKE // (int) {456206} 008B: 66@ = $ACTOR_RYDER // (int) {456214} 008B: 67@ = $ACTOR_SWEET // (int) {456222} 0085: 76@ = 34@ // (int) {456230} 0085: 77@ = 36@ // (int) {456238} 0085: 78@ = 35@ // (int) {456246} 0006: 79@ = 0 {456253} 0006: 80@ = 0 {456260} 0006: 81@ = 0 {456267} 0006: 83@ = 0 {456274} 0006: 84@ = 0 {456281} 0006: 85@ = 0 {456288} 0006: 58@ = 0 {456295} 0006: 59@ = 0 {456302} 0006: 60@ = 0 {456309} 0006: 86@ = 0 {456316} 0006: 48@ = 0 {456323} 0006: 49@ = 0 {456330} 0004: $HELP_BICYCLE_1_SHOWN = 0 {456337} 0006: 68@ = 0 {456344} 0006: 55@ = 0 {456351} 0006: 57@ = 0 {456358} 0006: 61@ = 0 {456365} 0006: 62@ = 0 {456372} 0006: 74@ = 0 {456379} 0006: 92@ = 0 {456386} 0006: 45@ = 0 {456393} 0006: 54@ = 0 {456400} 0006: 107@ = 3 {456407} 0006: 115@ = 1 {456414} 0006: 108@ = 1 {456421} 0006: 87@ = 0 {456428} 0317: increment_mission_attempts {456430} 054C: use_GXT_table 'INTRO1' {456441} 00C0: set_current_time_hours_to 9 minutes_to 0 {456447} 0792: disembark_instantly_actor $PLAYER_ACTOR {456452} 04BB: select_interior 3 {456456} 02E4: load_cutscene_data 'INTRO1A' :INTRO1_1190 {456467} 00D6: if {456471} 86B9: not cutscene_data_loaded {456473} 004D: jump_if_false @INTRO1_1214 {456480} 0001: wait 0 ms {456484} 0002: jump @INTRO1_1190 :INTRO1_1214 {456491} 02E7: start_cutscene {456493} 016A: fade 1 time 1000 :INTRO1_1223 {456500} 00D6: if {456504} 82E9: not cutscene_reached_end {456506} 004D: jump_if_false @INTRO1_1247 {456513} 0001: wait 0 ms {456517} 0002: jump @INTRO1_1223 :INTRO1_1247 {456524} 01B4: set_player $PLAYER_CHAR can_move 0 {456531} 016A: fade 0 time 0 :INTRO1_1260 {456537} 00D6: if {456541} 016B: fading {456543} 004D: jump_if_false @INTRO1_1284 {456550} 0001: wait 0 ms {456554} 0002: jump @INTRO1_1260 :INTRO1_1284 {456561} 02EA: end_cutscene {456563} 04BB: select_interior 0 {456567} 01EB: set_traffic_density_multiplier_to 0.0 {456574} 03DE: set_pedestrians_density_multiplier_to 0.2 {456581} 09D2: set_cops_chase_criminals 0 {456585} 023C: load_special_actor 'SMOKE' as 10 // models 290-299 {456598} 0247: load_model #PEREN {456603} 038B: load_requested_models :INTRO1_1328 {456605} 00D6: if or {456609} 8248: not model #PEREN available {456614} 823D: not special_actor 10 loaded {456618} 004D: jump_if_false @INTRO1_1359 {456625} 0001: wait 0 ms {456629} 0002: jump @INTRO1_1328 :INTRO1_1359 {456636} 02A3: enable_widescreen 1 {456640} 01B4: set_player $PLAYER_CHAR can_move 0 {456647} 0687: clear_actor $PLAYER_ACTOR task {456652} 0792: disembark_instantly_actor $PLAYER_ACTOR {456657} 009A: $ACTOR_SMOKE = create_actor_pedtype 24 model #SPECIAL10 at 2498.91 -1680.5 12.37 {456682} 0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" {456695} 0173: set_actor $ACTOR_SMOKE Z_angle_to 90.0 {456705} 00A5: 41@ = create_car #PEREN at 2494.91 -1682.17 12.32 {456728} 0249: release_model #PEREN {456733} 0229: set_car 41@ primary_color_to 0 secondary_color_to 0 {456742} 0175: set_car 41@ Z_angle_to 90.0 {456752} 00A1: put_actor $PLAYER_ACTOR at 2495.59 -1686.96 12.51 {456772} 05BA: AS_actor $PLAYER_ACTOR move_mouth 1 ms {456779} 0173: set_actor $PLAYER_ACTOR Z_angle_to 32.0 {456789} 0792: disembark_instantly_actor $PLAYER_ACTOR {456794} 07A1: set_walk_speed 4 {456798} 05CA: AS_actor $ACTOR_SMOKE enter_car 41@ passenger_seat 0 time 10000 {456811} 07A1: set_walk_speed 4 {456815} 05CB: AS_actor $PLAYER_ACTOR enter_car 41@ as_driver 10000 ms {456826} 0395: clear_area 1 at 2494.91 -1682.17 12.32 radius 50.0 {456850} 0A0B: set_rendering_origin_at_3D_coord 2495.59 -1686.96 12.51 angle 32.2 {456872} 04BB: select_interior 0 {456876} 041E: set_radio_station 3 {456880} 0006: 86@ = 0 {456887} 0006: 75@ = 0 {456894} 0006: 109@ = 0 {456901} 0006: 46@ = 0 {456908} 0050: gosub @INTRO1_47 {456915} 016A: fade 1 time 1500 {456922} 015F: set_camera_position 2498.947 -1690.0 14.4011 rotation 0.0 0.0 0.0 {456954} 0160: set_camera_point_at 2498.405 -1689.177 14.2309 switchstyle 2 {456973} 0707: start_scene_skip_to @INTRO1_2033 :INTRO1_1703 {456980} 00D6: if {456984} 8039: not 86@ == 2 {456991} 004D: jump_if_false @INTRO1_1739 {456998} 0001: wait 0 ms {457002} 0050: gosub @INTRO1_20464 {457009} 0002: jump @INTRO1_1703 :INTRO1_1739 {457016} 0925: restore_camera_to_user_defined {457018} 092F: lock_camera_target_point 1 {457022} 0930: lock_camera_position 1 {457026} 0936: set_camera 2498.947 -1690.0 14.4011 position_to 2501.236 -1678.23 17.5252 time 9000 smooth_transition 1 {457063} 0920: point_camera 2498.405 -1689.177 14.2309 transverse_to 2500.238 -1678.188 17.4907 time 9000 smooth_transition 1 {457100} 00D6: if {457104} 8119: not car 41@ wrecked {457109} 004D: jump_if_false @INTRO1_1946 {457116} 00D6: if {457120} 8118: not actor $ACTOR_SMOKE dead {457125} 004D: jump_if_false @INTRO1_1946 :INTRO1_1855 {457132} 00D6: if or {457136} 80DB: not actor $PLAYER_ACTOR in_car 41@ {457144} 80DB: not actor $ACTOR_SMOKE in_car 41@ {457152} 004D: jump_if_false @INTRO1_1946 {457159} 0001: wait 0 ms {457163} 00D6: if {457167} 0119: car 41@ wrecked {457172} 004D: jump_if_false @INTRO1_1909 {457179} 0002: jump @INTRO1_18170 :INTRO1_1909 {457186} 00D6: if {457190} 0118: actor $ACTOR_SMOKE dead {457195} 004D: jump_if_false @INTRO1_1932 {457202} 0002: jump @INTRO1_18170 :INTRO1_1932 {457209} 0050: gosub @INTRO1_20464 {457216} 0002: jump @INTRO1_1855 :INTRO1_1946 {457223} 00D6: if {457227} 8119: not car 41@ wrecked {457232} 004D: jump_if_false @INTRO1_1997 {457239} 05D1: AS_actor $PLAYER_ACTOR drive_car 41@ to 2414.68 -1656.38 12.38 speed 10.0 0 model #PEREN 2 :INTRO1_1997 {457274} 00D6: if {457278} 8039: not 86@ == 4 {457285} 004D: jump_if_false @INTRO1_2033 {457292} 0001: wait 0 ms {457296} 0050: gosub @INTRO1_20464 {457303} 0002: jump @INTRO1_1997 :INTRO1_2033 {457310} 0701: end_scene_skip {457312} 00BE: text_clear_all {457314} 0169: set_fade_color_RGB 0 0 0 {457322} 016A: fade 0 time 1000 {457329} 00BA: show_text_styled GXT 'FUNERAL' time 1000 style 2 // Sweet & Kendl :INTRO1_2068 {457345} 00D6: if {457349} 016B: fading {457351} 004D: jump_if_false @INTRO1_2092 {457358} 0001: wait 0 ms {457362} 0002: jump @INTRO1_2068 :INTRO1_2092 {457369} 0925: restore_camera_to_user_defined {457371} 009B: destroy_actor $ACTOR_SMOKE {457376} 0296: unload_special_actor 10 {457380} 00D6: if {457384} 8119: not car 41@ wrecked {457389} 004D: jump_if_false @INTRO1_2227 {457396} 0792: disembark_instantly_actor $PLAYER_ACTOR {457401} 00AB: put_car 41@ at 956.6 -1099.47 22.73 {457421} 0175: set_car 41@ Z_angle_to 0.0 {457431} 00D6: if {457435} 00DF: actor $PLAYER_ACTOR driving {457440} 004D: jump_if_false @INTRO1_2197 {457447} 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 910.78 -1075.26 23.29 {457467} 0002: jump @INTRO1_2217 :INTRO1_2197 {457474} 00A1: put_actor $PLAYER_ACTOR at 910.78 -1075.26 23.29 :INTRO1_2217 {457494} 0173: set_actor $PLAYER_ACTOR Z_angle_to 265.0 :INTRO1_2227 {457504} 03EF: player $PLAYER_CHAR make_safe {457509} 0A0B: set_rendering_origin_at_3D_coord 910.78 -1075.26 23.29 angle 265.0 {457531} 02E4: load_cutscene_data 'INTRO1B' :INTRO1_2265 {457542} 00D6: if {457546} 86B9: not cutscene_data_loaded {457548} 004D: jump_if_false @INTRO1_2289 {457555} 0001: wait 0 ms {457559} 0002: jump @INTRO1_2265 :INTRO1_2289 {457566} 02E7: start_cutscene {457568} 016A: fade 1 time 1000 :INTRO1_2298 {457575} 00D6: if {457579} 82E9: not cutscene_reached_end {457581} 004D: jump_if_false @INTRO1_2322 {457588} 0001: wait 0 ms {457592} 0002: jump @INTRO1_2298 :INTRO1_2322 {457599} 01B4: set_player $PLAYER_CHAR can_move 0 {457606} 016A: fade 0 time 0 :INTRO1_2335 {457612} 00D6: if {457616} 016B: fading {457618} 004D: jump_if_false @INTRO1_2359 {457625} 0001: wait 0 ms {457629} 0002: jump @INTRO1_2335 :INTRO1_2359 {457636} 02EA: end_cutscene {457638} 01EB: set_traffic_density_multiplier_to 0.0 {457645} 03DE: set_pedestrians_density_multiplier_to 0.2 {457652} 023C: load_special_actor 'SWEET' as 1 // models 290-299 {457665} 023C: load_special_actor 'RYDER2' as 3 // models 290-299 {457678} 023C: load_special_actor 'SMOKE' as 10 // models 290-299 {457691} 0247: load_model #PEREN {457696} 0247: load_model #BMX {457701} 0247: load_model #MICRO_UZI {457706} 0247: load_model #VOODOO {457711} 0247: load_model #BALLAS1 {457715} 0247: load_model #COLT45 {457720} 07C0: load_path 201 {457725} 038B: load_requested_models :INTRO1_2450 {457727} 00D6: if or {457731} 823D: not special_actor 1 loaded {457735} 823D: not special_actor 3 loaded {457739} 823D: not special_actor 10 loaded {457743} 8248: not model #PEREN available {457748} 8248: not model #BMX available {457753} 8248: not model #VOODOO available {457758} 004D: jump_if_false @INTRO1_2499 {457765} 0001: wait 0 ms {457769} 0002: jump @INTRO1_2450 :INTRO1_2499 {457776} 00D6: if or {457780} 8248: not model #MICRO_UZI available {457785} 8248: not model #BALLAS1 available {457789} 8248: not model #COLT45 available {457794} 87C1: not path 201 available {457799} 004D: jump_if_false @INTRO1_2540 {457806} 0001: wait 0 ms {457810} 0002: jump @INTRO1_2499 :INTRO1_2540 {457817} 02A3: enable_widescreen 1 {457821} 01B4: set_player $PLAYER_CHAR can_move 0 {457828} 041D: set_camera_near_clip 0.2 {457835} 01EB: set_traffic_density_multiplier_to 0.0 {457842} 03DE: set_pedestrians_density_multiplier_to 0.0 {457849} 0395: clear_area 1 at 943.71 -1103.5 22.85 radius 70.0 {457873} 0A0B: set_rendering_origin_at_3D_coord 943.71 -1103.5 22.85 angle 90.0 {457895} 00A5: 51@ = create_car #VOODOO at 1038.5 -954.9 41.5 {457918} 0732: random_car_generator_disable_model #VOODOO {457923} 0229: set_car 51@ primary_color_to 22 secondary_color_to 22 {457932} 0587: enable_car 51@ validate_position 0 {457939} 0129: 50@ = create_actor_pedtype 25 model #BALLAS1 in_car 51@ driverseat {457951} 01C8: 52@ = create_actor_pedtype 25 model #BALLAS1 in_car 51@ passenger_seat 0 {457965} 060A: create_decision_maker_type 0 store_to 110@ // decision\allowed\m_.ped files {457972} 02E2: set_actor 50@ weapon_accuracy_to 25 {457979} 02E2: set_actor 52@ weapon_accuracy_to 25 {457986} 07DD: set_actor 50@ attack_rate 30 // previously known as temper_to {457993} 07DD: set_actor 52@ attack_rate 30 // previously known as temper_to {458000} 077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat {458009} 077A: set_actor 52@ acquaintance 4 to_actors_pedtype 0 // see ped.dat {458018} 0249: release_model #BALLAS1 {458022} 01B2: give_actor 52@ weapon 28 ammo 30000 // Load the weapon model before using this {458032} 01B9: set_actor 52@ armed_weapon_to 28 {458039} 01B2: give_actor 50@ weapon 28 ammo 30000 // Load the weapon model before using this {458049} 0249: release_model #MICRO_UZI {458054} 01B9: set_actor 50@ armed_weapon_to 28 {458061} 020A: set_car 51@ door_status_to 2 {458068} 0175: set_car 51@ Z_angle_to 100.8 {458078} 0224: set_car 51@ health_to 2000 {458086} 00A5: 37@ = create_car #BMX at 971.8 -1108.0 23.1 {458109} 0224: set_car 37@ health_to 2000 {458117} 0175: set_car 37@ Z_angle_to 140.0 {458127} 053F: set_car 37@ tires_vulnerability 0 {458134} 00A5: 76@ = create_car #BMX at 971.4 -1110.5 23.3 {458157} 0224: set_car 76@ health_to 2000 {458165} 0175: set_car 76@ Z_angle_to 110.0 {458175} 053F: set_car 76@ tires_vulnerability 0 {458182} 04E0: car 76@ abandon_path_radius 30 {458189} 00A5: 77@ = create_car #BMX at 971.8 -1115.5 23.1 {458212} 0224: set_car 77@ health_to 2000 {458220} 0175: set_car 77@ Z_angle_to 140.0 {458230} 053F: set_car 77@ tires_vulnerability 0 {458237} 04E0: car 77@ abandon_path_radius 30 {458244} 00A5: 78@ = create_car #BMX at 971.8 -1113.0 23.1 {458267} 0224: set_car 78@ health_to 2000 {458275} 0175: set_car 78@ Z_angle_to 140.0 {458285} 053F: set_car 78@ tires_vulnerability 0 {458292} 04E0: car 78@ abandon_path_radius 30 {458299} 0249: release_model #BMX {458304} 00D6: if {458308} 8119: not car 41@ wrecked {458313} 004D: jump_if_false @INTRO1_3087 {458320} 01B4: set_player $PLAYER_CHAR can_move 0 {458327} 03F5: set_car 41@ apply_damage_rules 1 {458334} 00AB: put_car 41@ at 956.6 -1099.47 22.73 {458354} 0175: set_car 41@ Z_angle_to 0.0 :INTRO1_3087 {458364} 0792: disembark_instantly_actor $PLAYER_ACTOR {458369} 00D6: if {458373} 00DF: actor $PLAYER_ACTOR driving {458378} 004D: jump_if_false @INTRO1_3135 {458385} 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 940.0 -1103.5 22.85 {458405} 0002: jump @INTRO1_3155 :INTRO1_3135 {458412} 00A1: put_actor $PLAYER_ACTOR at 940.0 -1103.5 22.85 :INTRO1_3155 {458432} 0173: set_actor $PLAYER_ACTOR Z_angle_to 272.5 {458442} 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 {458449} 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 {458456} 05D3: AS_actor $PLAYER_ACTOR goto_point 954.0 -1103.5 22.85 mode 4 time 20000 ms // versionA {458481} 009A: 65@ = create_actor_pedtype 24 model #SPECIAL10 at 942.79 -1104.41 22.85 {458506} 0245: set_actor 65@ walk_style_to "FATMAN" {458519} 0223: set_actor 65@ health_to 2000 {458527} 0173: set_actor 65@ Z_angle_to 184.0 {458537} 0568: set_actor 65@ untargetable 1 {458544} 0446: set_actor 65@ dismemberment_possible 0 {458551} 039E: set_actor 65@ locked 1 while_in_car {458558} 0526: set_actor 65@ stay_in_car_when_jacked 1 {458565} 05D3: AS_actor 65@ goto_point 954.0 -1104.41 22.85 mode 4 time 20000 ms // versionA {458590} 060B: set_actor 65@ decision_maker_to 110@ {458598} 08C6: set_actor 65@ stay_on_bike 1 {458605} 009A: 66@ = create_actor_pedtype 24 model #SPECIAL03 at 942.9 -1105.79 22.85 {458630} 0245: set_actor 66@ walk_style_to "GANG1" {458642} 0223: set_actor 66@ health_to 2000 {458650} 0173: set_actor 66@ Z_angle_to 50.0 {458660} 0568: set_actor 66@ untargetable 1 {458667} 0446: set_actor 66@ dismemberment_possible 0 {458674} 039E: set_actor 66@ locked 1 while_in_car {458681} 0526: set_actor 66@ stay_in_car_when_jacked 1 {458688} 05D3: AS_actor 66@ goto_point 954.0 -1105.79 22.85 mode 4 time 25000 ms // versionA {458713} 060B: set_actor 66@ decision_maker_to 110@ {458721} 08C6: set_actor 66@ stay_on_bike 1 {458728} 009A: 67@ = create_actor_pedtype 24 model #SPECIAL01 at 942.96 -1102.0 22.85 {458753} 0245: set_actor 67@ walk_style_to "GANG2" {458765} 0223: set_actor 67@ health_to 2000 {458773} 0173: set_actor 67@ Z_angle_to 96.0 {458783} 0568: set_actor 67@ untargetable 1 {458790} 0446: set_actor 67@ dismemberment_possible 0 {458797} 039E: set_actor 67@ locked 1 while_in_car {458804} 0526: set_actor 67@ stay_in_car_when_jacked 1 {458811} 05D3: AS_actor 67@ goto_point 954.0 -1102.0 22.85 mode 4 time 20000 ms // versionA {458836} 060B: set_actor 67@ decision_maker_to 110@ {458844} 08C6: set_actor 67@ stay_on_bike 1 {458851} 0187: 39@ = create_marker_above_actor 67@ {458859} 07E0: set_marker 39@ type_to 1 {458866} 0164: disable_marker 39@ {458871} 0006: 33@ = 0 :INTRO1_3601 {458878} 00D6: if {458882} 001B: 900 > 33@ {458890} 004D: jump_if_false @INTRO1_3631 {458897} 0001: wait 0 ms {458901} 0002: jump @INTRO1_3601 :INTRO1_3631 {458908} 0A0B: set_rendering_origin_at_3D_coord 940.0 -1103.5 22.85 angle 272.5 {458930} 016A: fade 1 time 500 {458937} 0395: clear_area 1 at 949.8 -1100.3 23.0 radius 500.0 {458961} 015F: set_camera_position 947.9119 -1103.912 23.4476 rotation 0.0 0.0 0.0 {458993} 0160: set_camera_point_at 946.9478 -1103.822 23.6977 switchstyle 2 {459012} 0006: 86@ = 0 {459019} 0006: 75@ = 0 {459026} 0006: 109@ = 0 {459033} 0006: 46@ = 1 {459040} 0050: gosub @INTRO1_47 {459047} 0006: 91@ = 0 {459054} 0707: start_scene_skip_to @INTRO1_5528 {459061} 0006: 33@ = 0 :INTRO1_3791 {459068} 00D6: if {459072} 001B: 3300 > 33@ {459080} 004D: jump_if_false @INTRO1_3821 {459087} 0001: wait 0 ms {459091} 0002: jump @INTRO1_3791 :INTRO1_3821 {459098} 00D6: if {459102} 8119: not car 51@ wrecked {459107} 004D: jump_if_false @INTRO1_3877 {459114} 00D6: if {459118} 8118: not actor 50@ dead {459123} 004D: jump_if_false @INTRO1_3877 {459130} 00D6: if {459134} 07C1: path 201 available {459139} 004D: jump_if_false @INTRO1_3877 {459146} 05EB: assign_car 51@ to_path 201 :INTRO1_3877 {459154} 00D6: if {459158} 8119: not car 41@ wrecked {459163} 004D: jump_if_false @INTRO1_4028 {459170} 00D6: if {459174} 8118: not actor 52@ dead {459179} 004D: jump_if_false @INTRO1_3960 {459186} 00D6: if {459190} 00DF: actor 52@ driving {459195} 004D: jump_if_false @INTRO1_3960 {459202} 0713: actor 52@ driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 :INTRO1_3960 {459237} 00D6: if {459241} 8118: not actor 50@ dead {459246} 004D: jump_if_false @INTRO1_4028 {459253} 00D6: if {459257} 00DF: actor 50@ driving {459262} 004D: jump_if_false @INTRO1_4028 {459269} 0713: actor 50@ driveby_actor -1 car 41@ point 0.0 0.0 0.0 radius 100.0 0 0 firing_rate 90 :INTRO1_4028 {459305} 0006: 33@ = 0 :INTRO1_4035 {459312} 00D6: if {459316} 001B: 1500 > 33@ {459324} 004D: jump_if_false @INTRO1_4065 {459331} 0001: wait 0 ms {459335} 0002: jump @INTRO1_4035 :INTRO1_4065 {459342} 0925: restore_camera_to_user_defined {459344} 015F: set_camera_position 951.3326 -1099.652 25.3079 rotation 0.0 0.0 0.0 {459376} 0160: set_camera_point_at 951.9009 -1100.452 25.1184 switchstyle 2 {459395} 0006: 33@ = 0 :INTRO1_4125 {459402} 00D6: if {459406} 001B: 2500 > 33@ {459414} 004D: jump_if_false @INTRO1_4155 {459421} 0001: wait 0 ms {459425} 0002: jump @INTRO1_4125 :INTRO1_4155 {459432} 00D6: if {459436} 8119: not car 51@ wrecked {459441} 004D: jump_if_false @INTRO1_4203 {459448} 00D6: if {459452} 8118: not actor 66@ dead {459457} 004D: jump_if_false @INTRO1_4203 {459464} 0647: AS_actor 66@ clear_look_task {459469} 05C0: AS_actor 66@ look_at_car 51@ 4000 ms :INTRO1_4203 {459480} 0006: 33@ = 0 :INTRO1_4210 {459487} 00D6: if {459491} 001B: 1000 > 33@ {459499} 004D: jump_if_false @INTRO1_4240 {459506} 0001: wait 0 ms {459510} 0002: jump @INTRO1_4210 :INTRO1_4240 {459517} 00D6: if {459521} 8039: not 86@ == 1 {459528} 004D: jump_if_false @INTRO1_4742 {459535} 0001: wait 0 ms {459539} 0050: gosub @INTRO1_20464 {459546} 00D6: if {459550} 0039: 109@ == 0 {459557} 004D: jump_if_false @INTRO1_4510 {459564} 00D6: if {459568} 0039: 75@ == 2 {459575} 004D: jump_if_false @INTRO1_4510 {459582} 00D6: if {459586} 8119: not car 51@ wrecked {459591} 004D: jump_if_false @INTRO1_4426 {459598} 00D6: if {459602} 8118: not actor 66@ dead {459607} 004D: jump_if_false @INTRO1_4426 {459614} 0006: 33@ = 0 {459621} 05C0: AS_actor $PLAYER_ACTOR look_at_car 51@ 4000 ms {459632} 00D6: if {459636} 8118: not actor 65@ dead {459641} 004D: jump_if_false @INTRO1_4387 {459648} 0647: AS_actor 65@ clear_look_task {459653} 05C0: AS_actor 65@ look_at_car 51@ 4000 ms :INTRO1_4387 {459664} 00D6: if {459668} 8118: not actor 67@ dead {459673} 004D: jump_if_false @INTRO1_4419 {459680} 0647: AS_actor 67@ clear_look_task {459685} 05C0: AS_actor 67@ look_at_car 51@ 4000 ms :INTRO1_4419 {459696} 0006: 109@ = 1 :INTRO1_4426 {459703} 0925: restore_camera_to_user_defined {459705} 092F: lock_camera_target_point 1 {459709} 0930: lock_camera_position 1 {459713} 0936: set_camera 951.3326 -1099.652 25.3079 position_to 951.3326 -1099.652 25.3079 time 7500 smooth_transition 1 {459750} 0920: point_camera 951.9009 -1100.452 25.1184 transverse_to 951.9258 -1098.847 25.3253 time 7500 smooth_transition 1 :INTRO1_4510 {459787} 00D6: if {459791} 0019: 33@ > 1000 {459799} 004D: jump_if_false @INTRO1_4735 {459806} 00D6: if {459810} 0039: 109@ == 1 {459817} 004D: jump_if_false @INTRO1_4735 {459824} 00D6: if {459828} 8118: not actor 66@ dead {459833} 004D: jump_if_false @INTRO1_4728 {459840} 0673: AS_actor 66@ dive_to_offset 1.0 -3.0 time_on_ground 1000 ms {459858} 00D6: if {459862} 8118: not actor 65@ dead {459867} 004D: jump_if_false @INTRO1_4654 {459874} 01B2: give_actor 65@ weapon 22 ammo 50 // Load the weapon model before using this {459883} 0173: set_actor 65@ Z_angle_to 270.0 {459893} 0350: set_actor 65@ maintain_position_when_attacked 1 {459900} 00D6: if {459904} 8118: not actor 50@ dead {459909} 004D: jump_if_false @INTRO1_4654 {459916} 04EB: AS_actor 65@ crouch 1 {459923} 05E2: AS_actor 65@ kill_actor 50@ :INTRO1_4654 {459931} 00D6: if {459935} 8118: not actor 67@ dead {459940} 004D: jump_if_false @INTRO1_4710 {459947} 01B2: give_actor 67@ weapon 22 ammo 50 // Load the weapon model before using this {459956} 00D6: if {459960} 8118: not actor 50@ dead {459965} 004D: jump_if_false @INTRO1_4710 {459972} 0634: AS_actor 67@ attack_using_weapon_actor 50@ flags 4 perform_actions_after_time 2000 chance_of_action 100 :INTRO1_4710 {459987} 0673: AS_actor $PLAYER_ACTOR dive_to_offset -1.5 -1.0 time_on_ground 1000 ms :INTRO1_4728 {460005} 0006: 109@ = 2 :INTRO1_4735 {460012} 0002: jump @INTRO1_4240 :INTRO1_4742 {460019} 0006: 33@ = 0 :INTRO1_4749 {460026} 00D6: if {460030} 001B: 1000 > 33@ {460038} 004D: jump_if_false @INTRO1_4779 {460045} 0001: wait 0 ms {460049} 0002: jump @INTRO1_4749 :INTRO1_4779 {460056} 00D6: if {460060} 8119: not car 41@ wrecked {460065} 004D: jump_if_false @INTRO1_4800 {460072} 070C: explode_car_without_radius_damage 41@ :INTRO1_4800 {460077} 0006: 33@ = 0 {460084} 0006: 109@ = 0 :INTRO1_4814 {460091} 00D6: if {460095} 8039: not 86@ == 2 {460102} 004D: jump_if_false @INTRO1_4876 {460109} 0001: wait 0 ms {460113} 0050: gosub @INTRO1_20464 {460120} 00D6: if {460124} 0019: 33@ > 1600 {460132} 004D: jump_if_false @INTRO1_4869 {460139} 0002: jump @INTRO1_4876 :INTRO1_4869 {460146} 0002: jump @INTRO1_4814 :INTRO1_4876 {460153} 0395: clear_area 1 at 956.09 -1105.68 22.75 radius 50.0 {460177} 00D6: if {460181} 8118: not actor 52@ dead {460186} 004D: jump_if_false @INTRO1_4955 {460193} 0687: clear_actor 52@ task {460198} 0605: actor 52@ perform_animation "CAR_SIT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 :INTRO1_4955 {460232} 0792: disembark_instantly_actor $PLAYER_ACTOR {460237} 00A1: put_actor $PLAYER_ACTOR at 945.7507 -1103.549 23.0477 {460257} 0173: set_actor $PLAYER_ACTOR Z_angle_to 252.8 {460267} 05BA: AS_actor $PLAYER_ACTOR move_mouth 1 ms {460274} 00D6: if {460278} 8118: not actor 65@ dead {460283} 004D: jump_if_false @INTRO1_5095 {460290} 00D6: if {460294} 8119: not car 76@ wrecked {460299} 004D: jump_if_false @INTRO1_5095 {460306} 0350: set_actor 65@ maintain_position_when_attacked 0 {460313} 05BA: AS_actor 65@ move_mouth 1 ms {460320} 0647: AS_actor 65@ clear_look_task {460325} 04EB: AS_actor 65@ crouch 0 {460332} 00A1: put_actor 65@ at 957.0725 -1106.504 22.7146 {460352} 0173: set_actor 65@ Z_angle_to 251.1192 {460362} 05CB: AS_actor 65@ enter_car 76@ as_driver -1 ms :INTRO1_5095 {460372} 00D6: if {460376} 8118: not actor 66@ dead {460381} 004D: jump_if_false @INTRO1_5156 {460388} 00D6: if {460392} 8119: not car 77@ wrecked {460397} 004D: jump_if_false @INTRO1_5156 {460404} 0350: set_actor 66@ maintain_position_when_attacked 0 {460411} 05BA: AS_actor 66@ move_mouth 1 ms {460418} 0647: AS_actor 66@ clear_look_task {460423} 05CB: AS_actor 66@ enter_car 77@ as_driver -1 ms :INTRO1_5156 {460433} 00D6: if {460437} 8118: not actor 67@ dead {460442} 004D: jump_if_false @INTRO1_5237 {460449} 00D6: if {460453} 8119: not car 78@ wrecked {460458} 004D: jump_if_false @INTRO1_5237 {460465} 0350: set_actor 67@ maintain_position_when_attacked 0 {460472} 05BA: AS_actor 67@ move_mouth 1 ms {460479} 0647: AS_actor 67@ clear_look_task {460484} 00A1: put_actor 67@ at 957.12 -1104.4 22.7146 {460504} 05CB: AS_actor 67@ enter_car 78@ as_driver -1 ms :INTRO1_5237 {460514} 0006: 33@ = 0 :INTRO1_5244 {460521} 00D6: if {460525} 001B: 100 > 33@ {460532} 004D: jump_if_false @INTRO1_5273 {460539} 0001: wait 0 ms {460543} 0002: jump @INTRO1_5244 :INTRO1_5273 {460550} 0925: restore_camera_to_user_defined {460552} 015F: set_camera_position 953.489 -1100.465 24.8611 rotation 0.0 0.0 0.0 {460584} 0160: set_camera_point_at 954.1205 -1101.236 24.7823 switchstyle 2 {460603} 03CF: load_wav 20014 as 2 {460610} 0006: 109@ = 0 :INTRO1_5340 {460617} 00D6: if {460621} 8039: not 86@ == 3 {460628} 004D: jump_if_false @INTRO1_5449 {460635} 0001: wait 0 ms {460639} 0050: gosub @INTRO1_20464 {460646} 00D6: if {460650} 0039: 109@ == 0 {460657} 004D: jump_if_false @INTRO1_5442 {460664} 00D6: if {460668} 0039: 75@ == 2 {460675} 004D: jump_if_false @INTRO1_5442 {460682} 0792: disembark_instantly_actor $PLAYER_ACTOR {460687} 05D3: AS_actor $PLAYER_ACTOR goto_point 971.181 -1108.193 22.8672 mode 6 time 10000 ms // versionA {460712} 0006: 109@ = 1 :INTRO1_5442 {460719} 0002: jump @INTRO1_5340 :INTRO1_5449 {460726} 00D6: if {460730} 83D0: not wav 2 loaded {460734} 004D: jump_if_false @INTRO1_5475 {460741} 0001: wait 0 ms {460745} 0002: jump @INTRO1_5449 :INTRO1_5475 {460752} 03D1: play_wav 2 {460756} 00BC: show_text_highpriority GXT 'INT1_AP' time 10000 flag 1 // ~z~Grab a bike and pedal. Even you ain't forgotten that. :INTRO1_5495 {460772} 00D6: if {460776} 83D2: not wav 2 ended {460780} 004D: jump_if_false @INTRO1_5521 {460787} 0001: wait 0 ms {460791} 0002: jump @INTRO1_5495 :INTRO1_5521 {460798} 0006: 91@ = 1 :INTRO1_5528 {460805} 0701: end_scene_skip {460807} 00D6: if {460811} 0039: 91@ == 0 {460818} 004D: jump_if_false @INTRO1_5817 {460825} 00BE: text_clear_all {460827} 0169: set_fade_color_RGB 0 0 0 {460835} 016A: fade 0 time 1000 :INTRO1_5565 {460842} 00D6: if {460846} 016B: fading {460848} 004D: jump_if_false @INTRO1_5589 {460855} 0001: wait 0 ms {460859} 0002: jump @INTRO1_5565 :INTRO1_5589 {460866} 01B4: set_player $PLAYER_CHAR can_move 0 {460873} 00D6: if {460877} 8118: not actor 65@ dead {460882} 004D: jump_if_false @INTRO1_5665 {460889} 00D6: if {460893} 8119: not car 76@ wrecked {460898} 004D: jump_if_false @INTRO1_5665 {460905} 00A1: put_actor 65@ at 969.2067 -1110.3 22.8672 {460925} 0173: set_actor 65@ Z_angle_to 273.1099 {460935} 04EB: AS_actor 65@ crouch 0 :INTRO1_5665 {460942} 00D6: if {460946} 8118: not actor 66@ dead {460951} 004D: jump_if_false @INTRO1_5727 {460958} 00D6: if {460962} 8119: not car 77@ wrecked {460967} 004D: jump_if_false @INTRO1_5727 {460974} 00A1: put_actor 66@ at 969.1187 -1116.561 22.8552 {460994} 0173: set_actor 66@ Z_angle_to 298.5085 :INTRO1_5727 {461004} 00D6: if {461008} 8118: not actor 67@ dead {461013} 004D: jump_if_false @INTRO1_5794 {461020} 00D6: if {461024} 8119: not car 78@ wrecked {461029} 004D: jump_if_false @INTRO1_5794 {461036} 0647: AS_actor 67@ clear_look_task {461041} 00A1: put_actor 67@ at 969.436 -1113.775 22.8593 {461061} 0173: set_actor 67@ Z_angle_to 267.2885 :INTRO1_5794 {461071} 0925: restore_camera_to_user_defined {461073} 00D6: if {461077} 8119: not car 41@ wrecked {461082} 004D: jump_if_false @INTRO1_5817 {461089} 070C: explode_car_without_radius_damage 41@ :INTRO1_5817 {461094} 00D6: if {461098} 8118: not actor 65@ dead {461103} 004D: jump_if_false @INTRO1_5866 {461110} 00D6: if {461114} 8119: not car 76@ wrecked {461119} 004D: jump_if_false @INTRO1_5866 {461126} 04EB: AS_actor 65@ crouch 0 {461133} 05CB: AS_actor 65@ enter_car 76@ as_driver -1 ms :INTRO1_5866 {461143} 00D6: if {461147} 8118: not actor 66@ dead {461152} 004D: jump_if_false @INTRO1_5908 {461159} 00D6: if {461163} 8119: not car 77@ wrecked {461168} 004D: jump_if_false @INTRO1_5908 {461175} 05CB: AS_actor 66@ enter_car 77@ as_driver -1 ms :INTRO1_5908 {461185} 00D6: if {461189} 8118: not actor 67@ dead {461194} 004D: jump_if_false @INTRO1_5955 {461201} 00D6: if {461205} 8119: not car 78@ wrecked {461210} 004D: jump_if_false @INTRO1_5955 {461217} 0647: AS_actor 67@ clear_look_task {461222} 05CB: AS_actor 67@ enter_car 78@ as_driver -1 ms :INTRO1_5955 {461232} 01C3: remove_references_to_car 41@ {461237} 0249: release_model #PEREN {461242} 00D6: if {461246} 8118: not actor 65@ dead {461251} 004D: jump_if_false @INTRO1_5988 {461258} 0555: remove_weapon 22 from_actor 65@ :INTRO1_5988 {461265} 00D6: if {461269} 8118: not actor 67@ dead {461274} 004D: jump_if_false @INTRO1_6011 {461281} 0555: remove_weapon 22 from_actor 67@ :INTRO1_6011 {461288} 0249: release_model #COLT45 {461293} 00D6: if {461297} 8119: not car 51@ wrecked {461302} 004D: jump_if_false @INTRO1_6044 {461309} 05EC: release_car 51@ from_path {461314} 0002: jump @INTRO1_6049 :INTRO1_6044 {461321} 05EC: release_car 51@ from_path :INTRO1_6049 {461326} 0873: release_path 201 {461331} 0006: 33@ = 0 :INTRO1_6061 {461338} 00D6: if {461342} 001B: 100 > 33@ {461349} 004D: jump_if_false @INTRO1_6090 {461356} 0001: wait 0 ms {461360} 0002: jump @INTRO1_6061 :INTRO1_6090 {461367} 0373: set_camera_directly_behind_player {461369} 02A3: enable_widescreen 0 {461373} 01B4: set_player $PLAYER_CHAR can_move 1 {461380} 02EB: restore_camera_with_jumpcut {461382} 0647: AS_actor $PLAYER_ACTOR clear_look_task {461387} 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 {461394} 00D6: if {461398} 8119: not car 37@ wrecked {461403} 004D: jump_if_false @INTRO1_6148 {461410} 0186: 43@ = create_marker_above_car 37@ {461418} 07E0: set_marker 43@ type_to 1 :INTRO1_6148 {461425} 00D6: if {461429} 8119: not car 51@ wrecked {461434} 004D: jump_if_false @INTRO1_6209 {461441} 00AA: store_car 51@ position_to 116@ 117@ 118@ {461455} 000F: 118@ -= 50.0 {461465} 00AB: put_car 51@ at 116@ 117@ 118@ {461479} 0574: set_car 51@ keep_position 1 :INTRO1_6209 {461486} 00D6: if {461490} 0039: 91@ == 0 {461497} 004D: jump_if_false @INTRO1_6352 {461504} 0169: set_fade_color_RGB 0 0 0 {461512} 0792: disembark_instantly_actor $PLAYER_ACTOR {461517} 00A1: put_actor $PLAYER_ACTOR at 970.0873 -1107.776 22.8672 {461537} 0173: set_actor $PLAYER_ACTOR Z_angle_to 254.4577 {461547} 0006: 33@ = 0 {461554} 01B4: set_player $PLAYER_CHAR can_move 0 :INTRO1_6284 {461561} 00D6: if {461565} 001B: 1000 > 33@ {461573} 004D: jump_if_false @INTRO1_6314 {461580} 0001: wait 0 ms {461584} 0002: jump @INTRO1_6284 :INTRO1_6314 {461591} 016A: fade 1 time 500 :INTRO1_6321 {461598} 00D6: if {461602} 016B: fading {461604} 004D: jump_if_false @INTRO1_6345 {461611} 0001: wait 0 ms {461615} 0002: jump @INTRO1_6321 :INTRO1_6345 {461622} 01B4: set_player $PLAYER_CHAR can_move 1 :INTRO1_6352 {461629} 0615: define_AS_pack_begin 82@ {461634} 05D1: AS_actor -1 drive_car -1 to 962.5424 -1128.6 22.6656 speed 8.0 0 model #BMX 2 {461667} 05D1: AS_actor -1 drive_car -1 to 1036.603 -1148.943 22.6562 speed 16.0 0 model #BMX 2 {461700} 05D1: AS_actor -1 drive_car -1 to 1325.583 -1150.183 22.6484 speed 23.0 0 model #BMX 2 {461733} 05D1: AS_actor -1 drive_car -1 to 1644.773 -1051.334 22.8984 speed 23.0 0 model #BMX 2 {461766} 0616: define_AS_pack_end 82@ {461771} 0615: define_AS_pack_begin 72@ {461776} 05D1: AS_actor -1 drive_car -1 to 1780.85 -1111.48 23.08 speed 21.0 0 model #BMX 2 {461809} 05D1: AS_actor -1 drive_car -1 to 1786.54 -1191.3 22.95 speed 20.0 0 model #BMX 2 {461842} 05D1: AS_actor -1 drive_car -1 to 1798.67 -1270.41 12.47 speed 19.0 0 model #BMX 2 {461875} 05D1: AS_actor -1 drive_car -1 to 1891.0 -1347.78 12.54 speed 21.0 0 model #BMX 2 {461908} 05D1: AS_actor -1 drive_car -1 to 1959.12 -1450.1 12.45 speed 21.0 0 model #BMX 2 {461941} 05D1: AS_actor -1 drive_car -1 to 1987.61 -1516.69 2.39 speed 21.0 0 model #BMX 2 {461974} 05D1: AS_actor -1 drive_car -1 to 2493.82 -1669.91 12.8 speed 25.0 0 model #BMX 2 {462007} 0616: define_AS_pack_end 72@ {462012} 0615: define_AS_pack_begin 111@ {462017} 05D1: AS_actor -1 drive_car -1 to 1780.85 -1111.48 23.08 speed 20.0 0 model #BMX 2 {462050} 05D1: AS_actor -1 drive_car -1 to 1784.54 -1191.3 22.95 speed 19.0 0 model #BMX 2 {462083} 05D1: AS_actor -1 drive_car -1 to 1798.67 -1270.41 12.47 speed 19.0 0 model #BMX 2 {462116} 05D1: AS_actor -1 drive_car -1 to 1891.0 -1347.78 12.54 speed 20.0 0 model #BMX 2 {462149} 05D1: AS_actor -1 drive_car -1 to 1959.12 -1450.1 12.45 speed 20.0 0 model #BMX 2 {462182} 05D1: AS_actor -1 drive_car -1 to 1987.61 -1516.69 2.39 speed 20.0 0 model #BMX 2 {462215} 05D1: AS_actor -1 drive_car -1 to 2493.82 -1669.91 12.8 speed 24.0 0 model #BMX 2 {462248} 0616: define_AS_pack_end 111@ {462253} 00D6: if {462257} 0119: car 37@ wrecked {462262} 004D: jump_if_false @INTRO1_7015 {462269} 00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1 // ~r~Your BMX is trashed! {462285} 0002: jump @INTRO1_18170 :INTRO1_7015 {462292} 0006: 75@ = 0 {462299} 0006: 86@ = 3 :INTRO1_7029 {462306} 00D6: if {462310} 8039: not 86@ == 4 {462317} 004D: jump_if_false @INTRO1_7104 {462324} 0001: wait 0 ms {462328} 0050: gosub @INTRO1_20464 {462335} 0050: gosub @INTRO1_18572 {462342} 0050: gosub @INTRO1_20140 {462349} 00D6: if {462353} 0039: 45@ == 1 {462360} 004D: jump_if_false @INTRO1_7097 {462367} 0002: jump @INTRO1_18170 :INTRO1_7097 {462374} 0002: jump @INTRO1_7029 :INTRO1_7104 {462381} 00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1 // ~s~Get on the ~b~bike~s~. {462397} 04ED: load_animation "MISC" {462405} 0004: $127 = 1 {462412} 0006: 32@ = 0 {462419} 00D6: if {462423} 0118: actor 67@ dead {462428} 004D: jump_if_false @INTRO1_7181 {462435} 00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1 // ~r~Sweet is dead! {462451} 0002: jump @INTRO1_18170 :INTRO1_7181 {462458} 0006: 92@ = 0 {462465} 0006: 114@ = 0 {462472} 0006: 86@ = 0 {462479} 0006: 75@ = 0 {462486} 0006: 109@ = 0 {462493} 0006: 46@ = 4 {462500} 0050: gosub @INTRO1_47 :INTRO1_7230 {462507} 00D6: if or {462511} 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 {462548} 80FE: not actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 {462585} 004D: jump_if_false @INTRO1_9160 {462592} 0001: wait 0 ms {462596} 00D6: if {462600} 0735: is_keyboard_key_pressed 83 {462604} 004D: jump_if_false @INTRO1_7361 {462611} 00A1: put_actor $PLAYER_ACTOR at 2473.692 -1684.215 12.4625 {462631} 0002: jump @INTRO1_18188 :INTRO1_7361 {462638} 0050: gosub @INTRO1_18572 {462645} 0050: gosub @INTRO1_20140 {462652} 00D6: if {462656} 8119: not car 37@ wrecked {462661} 004D: jump_if_false @INTRO1_7421 {462668} 00D6: if {462672} 00DB: actor $PLAYER_ACTOR in_car 37@ {462680} 004D: jump_if_false @INTRO1_7421 {462687} 03D5: remove_text 'INTRO2E' // ~s~Get on the ~b~bike~s~. :INTRO1_7421 {462698} 00D6: if {462702} 0039: 45@ == 1 {462709} 004D: jump_if_false @INTRO1_7446 {462716} 0002: jump @INTRO1_18170 :INTRO1_7446 {462723} 00D6: if {462727} 0039: 92@ == 0 {462734} 004D: jump_if_false @INTRO1_7504 {462741} 00D6: if {462745} 0019: 32@ > 6000 {462753} 004D: jump_if_false @INTRO1_7504 {462760} 01EB: set_traffic_density_multiplier_to 1.0 {462767} 03DE: set_pedestrians_density_multiplier_to 1.0 {462774} 0006: 92@ = 1 :INTRO1_7504 {462781} 00D6: if {462785} 0039: 68@ == 0 {462792} 004D: jump_if_false @INTRO1_7964 {462799} 00D6: if {462803} 8119: not car 51@ wrecked {462808} 004D: jump_if_false @INTRO1_7957 {462815} 00D6: if {462819} 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 949.4 -1102.1 23.2 radius 50.0 60.0 25.0 {462856} 004D: jump_if_false @INTRO1_7957 {462863} 00AB: put_car 51@ at 1079.15 -1084.73 25.43 {462883} 0175: set_car 51@ Z_angle_to 175.95 {462893} 0574: set_car 51@ keep_position 0 {462900} 00D6: if {462904} 00DF: actor $PLAYER_ACTOR driving {462909} 004D: jump_if_false @INTRO1_7816 {462916} 00D6: if {462920} 8118: not actor 52@ dead {462925} 004D: jump_if_false @INTRO1_7712 {462932} 00D6: if {462936} 00DF: actor 52@ driving {462941} 004D: jump_if_false @INTRO1_7712 {462948} 0687: clear_actor 52@ task {462953} 0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 :INTRO1_7712 {462989} 00D6: if {462993} 00DF: actor $PLAYER_ACTOR driving {462998} 004D: jump_if_false @INTRO1_7809 {463005} 00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup {463013} 00D6: if {463017} 8118: not actor 50@ dead {463022} 004D: jump_if_false @INTRO1_7809 {463029} 00D6: if {463033} 8119: not car 51@ wrecked {463038} 004D: jump_if_false @INTRO1_7809 {463045} 0687: clear_actor 50@ task {463050} 00D6: if {463054} 00DF: actor 50@ driving {463059} 004D: jump_if_false @INTRO1_7809 {463066} 06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 :INTRO1_7809 {463086} 0002: jump @INTRO1_7950 :INTRO1_7816 {463093} 04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 {463122} 00D6: if {463126} 8118: not actor 50@ dead {463131} 004D: jump_if_false @INTRO1_7950 {463138} 062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found {463149} 00D6: if {463153} 04A4: 53@ == 7 // == constant {463160} 004D: jump_if_false @INTRO1_7950 {463167} 00D6: if {463171} 8118: not actor 50@ dead {463176} 004D: jump_if_false @INTRO1_7950 {463183} 00D6: if {463187} 8119: not car 51@ wrecked {463192} 004D: jump_if_false @INTRO1_7950 {463199} 05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 :INTRO1_7950 {463227} 0006: 68@ = 1 :INTRO1_7957 {463234} 0002: jump @INTRO1_8795 :INTRO1_7964 {463241} 00D6: if {463245} 8119: not car 51@ wrecked {463250} 004D: jump_if_false @INTRO1_8717 {463257} 00D6: if {463261} 8118: not actor 50@ dead {463266} 004D: jump_if_false @INTRO1_8658 {463273} 00D6: if {463277} 8118: not actor 52@ dead {463282} 004D: jump_if_false @INTRO1_8592 {463289} 00A0: store_actor $PLAYER_ACTOR position_to 125@ 126@ 127@ {463303} 00D6: if and {463307} 81AD: not car 51@ sphere 0 near_point 125@ 126@ radius 50.0 50.0 {463330} 82CA: not car 51@ bounding_sphere_visible {463335} 004D: jump_if_false @INTRO1_8161 {463342} 0687: clear_actor 50@ task {463347} 04C4: store_coords_to 116@ 117@ 118@ from_actor $PLAYER_ACTOR with_offset 0.0 -40.0 0.0 {463376} 02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@ {463396} 00AB: put_car 51@ at 119@ 120@ 121@ {463410} 039F: set_car 51@ race_to 116@ 117@ {463421} 04BA: set_car 51@ speed_to 20.0 {463431} 0002: jump @INTRO1_8585 :INTRO1_8161 {463438} 00D6: if {463442} 00DF: actor $PLAYER_ACTOR driving {463447} 004D: jump_if_false @INTRO1_8370 {463454} 062E: get_actor 50@ task 1761 status_store_to 53@ // ret 7 if not found {463465} 00D6: if {463469} 04A4: 53@ == 7 // == constant {463476} 004D: jump_if_false @INTRO1_8266 {463483} 00D6: if {463487} 00DF: actor $PLAYER_ACTOR driving {463492} 004D: jump_if_false @INTRO1_8266 {463499} 00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup {463507} 00D6: if {463511} 00DF: actor 50@ driving {463516} 004D: jump_if_false @INTRO1_8266 {463523} 06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 :INTRO1_8266 {463543} 00D6: if {463547} 8118: not actor 52@ dead {463552} 004D: jump_if_false @INTRO1_8363 {463559} 00D6: if {463563} 00DF: actor 52@ driving {463568} 004D: jump_if_false @INTRO1_8363 {463575} 062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found {463586} 00D6: if {463590} 04A4: 53@ == 7 // == constant {463597} 004D: jump_if_false @INTRO1_8363 {463604} 0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 :INTRO1_8363 {463640} 0002: jump @INTRO1_8585 :INTRO1_8370 {463647} 04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 {463676} 062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found {463687} 00D6: if {463691} 04A4: 53@ == 7 // == constant {463698} 004D: jump_if_false @INTRO1_8488 {463705} 00D6: if {463709} 8118: not actor 50@ dead {463714} 004D: jump_if_false @INTRO1_8488 {463721} 00D6: if {463725} 8119: not car 51@ wrecked {463730} 004D: jump_if_false @INTRO1_8488 {463737} 05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 :INTRO1_8488 {463765} 00D6: if {463769} 8118: not actor 52@ dead {463774} 004D: jump_if_false @INTRO1_8585 {463781} 00D6: if {463785} 00DF: actor 52@ driving {463790} 004D: jump_if_false @INTRO1_8585 {463797} 062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found {463808} 00D6: if {463812} 04A4: 53@ == 7 // == constant {463819} 004D: jump_if_false @INTRO1_8585 {463826} 0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 :INTRO1_8585 {463862} 0002: jump @INTRO1_8651 :INTRO1_8592 {463869} 00D6: if {463873} 0039: 114@ == 0 {463880} 004D: jump_if_false @INTRO1_8651 {463887} 00D6: if {463891} 8118: not actor 50@ dead {463896} 004D: jump_if_false @INTRO1_8651 {463903} 0687: clear_actor 50@ task {463908} 0633: AS_actor 50@ exit_car {463913} 05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR {463921} 0006: 114@ = 1 :INTRO1_8651 {463928} 0002: jump @INTRO1_8717 :INTRO1_8658 {463935} 00D6: if {463939} 0039: 114@ == 0 {463946} 004D: jump_if_false @INTRO1_8717 {463953} 00D6: if {463957} 8118: not actor 52@ dead {463962} 004D: jump_if_false @INTRO1_8717 {463969} 0687: clear_actor 52@ task {463974} 0633: AS_actor 52@ exit_car {463979} 05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR {463987} 0006: 114@ = 1 :INTRO1_8717 {463994} 00D6: if {463998} 00DB: actor $PLAYER_ACTOR in_car 37@ {464006} 004D: jump_if_false @INTRO1_8795 {464013} 00D6: if {464017} 8118: not actor 67@ dead {464022} 004D: jump_if_false @INTRO1_8795 {464029} 00D6: if {464033} 0104: actor $PLAYER_ACTOR near_actor 67@ radius 20.0 20.0 10.0 sphere 0 {464058} 004D: jump_if_false @INTRO1_8795 {464065} 0050: gosub @INTRO1_20464 :INTRO1_8795 {464072} 00D6: if {464076} 00DD: actor $PLAYER_ACTOR driving_car_with_model #BMX {464084} 004D: jump_if_false @INTRO1_9036 {464091} 00D6: if {464095} 0038: $HELP_BICYCLE_1_SHOWN == 0 {464102} 004D: jump_if_false @INTRO1_8864 {464109} 03E5: show_text_box 'INTRO2C' // To pedal the bike faster repeatedly tap ~k~~VEHICLE_ACCELERATE~. {464120} 0006: 32@ = 0 {464127} 0004: $HELP_BICYCLE_1_SHOWN = 1 {464134} 0002: jump @INTRO1_9036 :INTRO1_8864 {464141} 00D6: if {464145} 0038: $HELP_BICYCLE_1_SHOWN == 1 {464152} 004D: jump_if_false @INTRO1_8926 {464159} 00D6: if {464163} 0019: 32@ > 10000 {464171} 004D: jump_if_false @INTRO1_8926 {464178} 03E5: show_text_box 'INTRO2D' // You can do a bunny hop by holding down ~k~~VEHICLE_FIREWEAPON_ALT~ then releasing it. The longer you hold the button the higher the jump. {464189} 0006: 32@ = 0 {464196} 0004: $HELP_BICYCLE_1_SHOWN = 2 :INTRO1_8926 {464203} 00D6: if {464207} 0038: $HELP_BICYCLE_1_SHOWN == 2 {464214} 004D: jump_if_false @INTRO1_8981 {464221} 00D6: if {464225} 0019: 32@ > 20000 {464233} 004D: jump_if_false @INTRO1_8981 {464240} 03E5: show_text_box 'HELP3B' // You can only cycle fast or sprint for a limited amount of time. {464251} 0004: $HELP_BICYCLE_1_SHOWN = 3 :INTRO1_8981 {464258} 00D6: if {464262} 0038: $HELP_BICYCLE_1_SHOWN == 3 {464269} 004D: jump_if_false @INTRO1_9036 {464276} 00D6: if {464280} 0019: 32@ > 28000 {464288} 004D: jump_if_false @INTRO1_9036 {464295} 03E5: show_text_box 'HELP3B2' // The more exercise you get the higher your ~h~stamina~w~ will become, allowing you to exert yourself for longer. {464306} 0004: $HELP_BICYCLE_1_SHOWN = 4 :INTRO1_9036 {464313} 00D6: if {464317} 0118: actor 65@ dead {464322} 004D: jump_if_false @INTRO1_9075 {464329} 00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1 // ~r~Smoke is dead! {464345} 0002: jump @INTRO1_18170 :INTRO1_9075 {464352} 00D6: if {464356} 0118: actor 66@ dead {464361} 004D: jump_if_false @INTRO1_9114 {464368} 00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1 // ~r~Ryder is dead! {464384} 0002: jump @INTRO1_18170 :INTRO1_9114 {464391} 00D6: if {464395} 0118: actor 67@ dead {464400} 004D: jump_if_false @INTRO1_9153 {464407} 00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1 // ~r~Sweet is dead! {464423} 0002: jump @INTRO1_18170 :INTRO1_9153 {464430} 0002: jump @INTRO1_7230 :INTRO1_9160 {464437} 0006: 113@ = 0 {464444} 016A: fade 0 time 500 :INTRO1_9174 {464451} 00D6: if {464455} 016B: fading {464457} 004D: jump_if_false @INTRO1_9198 {464464} 0001: wait 0 ms {464468} 0002: jump @INTRO1_9174 :INTRO1_9198 {464475} 015F: set_camera_position 1647.208 -1085.232 24.1633 rotation 0.0 0.0 0.0 {464507} 0160: set_camera_point_at 1646.354 -1084.712 24.164 switchstyle 2 {464526} 01B4: set_player $PLAYER_CHAR can_move 0 {464533} 0A0B: set_rendering_origin_at_3D_coord 1637.642 -1063.702 22.8984 angle 152.0807 {464555} 040D: unload_wav 1 {464559} 040D: unload_wav 2 :INTRO1_9286 {464563} 00D6: if {464567} 84EE: not animation "MISC" loaded {464575} 004D: jump_if_false @INTRO1_9330 {464582} 0001: wait 0 ms {464586} 04ED: load_animation "MISC" {464594} 016A: fade 0 time 0 {464600} 0002: jump @INTRO1_9286 :INTRO1_9330 {464607} 0006: 107@ = 2 {464614} 00D6: if {464618} 0119: car 51@ wrecked {464623} 004D: jump_if_false @INTRO1_9374 {464630} 0006: 113@ = 1 {464637} 0006: 107@ = 3 {464644} 0002: jump @INTRO1_9414 :INTRO1_9374 {464651} 00D6: if or {464655} 02BF: car 51@ sunk {464660} 0118: actor 50@ dead {464665} 0118: actor 52@ dead {464670} 004D: jump_if_false @INTRO1_9414 {464677} 0006: 113@ = 1 {464684} 0006: 107@ = 3 :INTRO1_9414 {464691} 022B: create_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0 {464723} 041D: set_camera_near_clip 0.2 {464730} 0006: 86@ = 0 {464737} 0006: 75@ = 0 {464744} 0006: 109@ = 0 {464751} 0006: 46@ = 3 {464758} 0050: gosub @INTRO1_47 {464765} 00D6: if {464769} 8119: not car 78@ wrecked {464774} 004D: jump_if_false @INTRO1_9862 {464781} 00D6: if {464785} 8118: not actor 67@ dead {464790} 004D: jump_if_false @INTRO1_9862 {464797} 0575: set_actor 67@ keep_position 0 {464804} 0574: set_car 78@ keep_position 0 {464811} 00D6: if {464815} 80DB: not actor 67@ in_car 78@ {464823} 004D: jump_if_false @INTRO1_9561 {464830} 036A: put_actor 67@ in_car 78@ :INTRO1_9561 {464838} 0395: clear_area 1 at 1644.47 -1072.658 22.9062 radius 4.0 {464862} 00D6: if {464866} 0039: 113@ == 0 {464873} 004D: jump_if_false @INTRO1_9827 {464880} 00AB: put_car 78@ at 1644.47 -1072.658 22.9062 {464900} 0175: set_car 78@ Z_angle_to 170.0 {464910} 05D1: AS_actor 67@ drive_car 78@ to 1540.298 -1159.188 22.9062 speed 20.0 0 model #BMX 2 {464945} 04BA: set_car 78@ speed_to 10.0 {464955} 00D6: if {464959} 8119: not car 51@ wrecked {464964} 004D: jump_if_false @INTRO1_9820 {464971} 0395: clear_area 1 at 1637.08 -1061.001 22.9114 radius 4.0 {464995} 00AB: put_car 51@ at 1637.08 -1061.001 22.9114 {465015} 0175: set_car 51@ Z_angle_to 182.2789 {465025} 04BA: set_car 51@ speed_to 5.0 {465035} 00D6: if {465039} 8118: not actor 52@ dead {465044} 004D: jump_if_false @INTRO1_9779 {465051} 0687: clear_actor 52@ task :INTRO1_9779 {465056} 00D6: if {465060} 8118: not actor 50@ dead {465065} 004D: jump_if_false @INTRO1_9820 {465072} 0687: clear_actor 50@ task {465077} 06E1: AS_actor 50@ using_car 51@ target_car 78@ with_order 29 max_speed 40.0 traffic_flag 2 :INTRO1_9820 {465097} 0002: jump @INTRO1_9857 :INTRO1_9827 {465104} 00AB: put_car 78@ at 1638.166 -1056.298 22.9062 {465124} 0175: set_car 78@ Z_angle_to 272.6299 :INTRO1_9857 {465134} 0164: disable_marker 39@ :INTRO1_9862 {465139} 0395: clear_area 1 at 1638.712 -1050.319 22.8984 radius 4.0 {465163} 00D6: if {465167} 8118: not actor 65@ dead {465172} 004D: jump_if_false @INTRO1_10013 {465179} 00D6: if {465183} 8119: not car 76@ wrecked {465188} 004D: jump_if_false @INTRO1_10013 {465195} 0575: set_actor 65@ keep_position 0 {465202} 0574: set_car 76@ keep_position 0 {465209} 00D6: if {465213} 80DB: not actor 65@ in_car 76@ {465221} 004D: jump_if_false @INTRO1_9959 {465228} 036A: put_actor 65@ in_car 76@ :INTRO1_9959 {465236} 0395: clear_area 1 at 1640.649 -1055.473 22.9062 radius 4.0 {465260} 00AB: put_car 76@ at 1640.649 -1055.473 22.9062 {465280} 0175: set_car 76@ Z_angle_to 260.0 :INTRO1_10013 {465290} 00D6: if {465294} 8118: not actor 66@ dead {465299} 004D: jump_if_false @INTRO1_10140 {465306} 00D6: if {465310} 8119: not car 77@ wrecked {465315} 004D: jump_if_false @INTRO1_10140 {465322} 0575: set_actor 66@ keep_position 0 {465329} 0574: set_car 77@ keep_position 0 {465336} 00D6: if {465340} 80DB: not actor 66@ in_car 77@ {465348} 004D: jump_if_false @INTRO1_10086 {465355} 036A: put_actor 66@ in_car 77@ :INTRO1_10086 {465363} 0395: clear_area 1 at 1644.913 -1050.538 22.8984 radius 4.0 {465387} 00AB: put_car 77@ at 1644.913 -1050.538 22.8984 {465407} 0175: set_car 77@ Z_angle_to 270.0 :INTRO1_10140 {465417} 02A3: enable_widescreen 1 {465421} 0001: wait 100 ms {465425} 00D6: if or {465429} 00DF: actor $PLAYER_ACTOR driving {465434} 047A: actor $PLAYER_ACTOR driving_bike {465439} 004D: jump_if_false @INTRO1_10214 {465446} 00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup {465454} 00AB: put_car 69@ at 1638.712 -1050.319 22.8984 {465474} 0175: set_car 69@ Z_angle_to 252.8 {465484} 0002: jump @INTRO1_10244 :INTRO1_10214 {465491} 00A1: put_actor $PLAYER_ACTOR at 1638.712 -1050.319 22.8984 {465511} 0173: set_actor $PLAYER_ACTOR Z_angle_to 252.8 :INTRO1_10244 {465521} 0395: clear_area 1 at 1636.084 -1093.459 23.7139 radius 100.0 {465545} 00D6: if {465549} 0039: 113@ == 1 {465556} 004D: jump_if_false @INTRO1_10293 {465563} 0002: jump @INTRO1_10494 :INTRO1_10293 {465570} 0925: restore_camera_to_user_defined {465572} 092F: lock_camera_target_point 1 {465576} 0930: lock_camera_position 1 {465580} 0936: set_camera 1647.208 -1085.232 24.1633 position_to 1647.969 -1098.429 24.1724 time 4100 smooth_transition 1 {465617} 0920: point_camera 1646.354 -1084.712 24.164 transverse_to 1647.523 -1099.323 24.1731 time 4100 smooth_transition 1 {465654} 016A: fade 1 time 500 {465661} 0006: 32@ = 0 :INTRO1_10391 {465668} 00D6: if {465672} 001B: 500 > 32@ {465680} 004D: jump_if_false @INTRO1_10421 {465687} 0001: wait 0 ms {465691} 0002: jump @INTRO1_10391 :INTRO1_10421 {465698} 00D6: if {465702} 8039: not 86@ == 1 {465709} 004D: jump_if_false @INTRO1_10457 {465716} 0001: wait 0 ms {465720} 0050: gosub @INTRO1_20464 {465727} 0002: jump @INTRO1_10421 :INTRO1_10457 {465734} 0006: 32@ = 0 :INTRO1_10464 {465741} 00D6: if {465745} 001B: 1000 > 32@ {465753} 004D: jump_if_false @INTRO1_10494 {465760} 0001: wait 0 ms {465764} 0002: jump @INTRO1_10464 :INTRO1_10494 {465771} 00D6: if {465775} 0039: 113@ == 1 {465782} 004D: jump_if_false @INTRO1_10526 {465789} 0006: 86@ = 1 {465796} 016A: fade 1 time 500 :INTRO1_10526 {465803} 0925: restore_camera_to_user_defined {465805} 015F: set_camera_position 1646.476 -1049.43 23.0659 rotation 0.0 0.0 0.0 {465837} 0160: set_camera_point_at 1645.693 -1049.997 23.3176 switchstyle 2 :INTRO1_10579 {465856} 00D6: if {465860} 8039: not 86@ == 2 {465867} 004D: jump_if_false @INTRO1_10723 {465874} 0001: wait 0 ms {465878} 0050: gosub @INTRO1_20464 {465885} 00D6: if {465889} 0039: 109@ == 0 {465896} 004D: jump_if_false @INTRO1_10716 {465903} 00D6: if {465907} 0039: 75@ == 2 {465914} 004D: jump_if_false @INTRO1_10716 {465921} 00D6: if {465925} 8118: not actor 66@ dead {465930} 004D: jump_if_false @INTRO1_10709 {465937} 0605: actor 66@ perform_animation "BMX_COMEON" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 {465975} 062E: get_actor 66@ task 1541 status_store_to 53@ // ret 7 if not found :INTRO1_10709 {465986} 0006: 109@ = 1 :INTRO1_10716 {465993} 0002: jump @INTRO1_10579 :INTRO1_10723 {466000} 00D6: if {466004} 8118: not actor 66@ dead {466009} 004D: jump_if_false @INTRO1_10797 {466016} 00D6: if {466020} 8119: not car 37@ wrecked {466025} 004D: jump_if_false @INTRO1_10789 {466032} 00D6: if {466036} 00DB: actor $PLAYER_ACTOR in_car 37@ {466044} 004D: jump_if_false @INTRO1_10789 {466051} 0187: 40@ = create_marker_above_actor 66@ {466059} 07E0: set_marker 40@ type_to 1 :INTRO1_10789 {466066} 0618: assign_actor 66@ to_AS_pack 72@ :INTRO1_10797 {466074} 00D6: if {466078} 8118: not actor 65@ dead {466083} 004D: jump_if_false @INTRO1_10842 {466090} 00D6: if {466094} 8119: not car 76@ wrecked {466099} 004D: jump_if_false @INTRO1_10842 {466106} 0618: assign_actor 65@ to_AS_pack 111@ {466114} 061B: remove_references_to_AS_pack 111@ :INTRO1_10842 {466119} 00D6: if {466123} 0039: 113@ == 0 {466130} 004D: jump_if_false @INTRO1_11149 {466137} 00D6: if {466141} 8118: not actor 67@ dead {466146} 004D: jump_if_false @INTRO1_10991 {466153} 00D6: if {466157} 8119: not car 78@ wrecked {466162} 004D: jump_if_false @INTRO1_10991 {466169} 0792: disembark_instantly_actor 67@ {466174} 00AB: put_car 78@ at 1540.298 -1159.188 -50.3438 {466194} 0001: wait 0 ms {466198} 00D6: if {466202} 8118: not actor 67@ dead {466207} 004D: jump_if_false @INTRO1_10991 {466214} 00D6: if {466218} 8119: not car 78@ wrecked {466223} 004D: jump_if_false @INTRO1_10991 {466230} 00D6: if {466234} 80DF: not actor 67@ driving {466239} 004D: jump_if_false @INTRO1_10977 {466246} 036A: put_actor 67@ in_car 78@ :INTRO1_10977 {466254} 0575: set_actor 67@ keep_position 1 {466261} 0574: set_car 78@ keep_position 1 :INTRO1_10991 {466268} 00D6: if {466272} 8118: not actor 50@ dead {466277} 004D: jump_if_false @INTRO1_11142 {466284} 00D6: if {466288} 8118: not actor 52@ dead {466293} 004D: jump_if_false @INTRO1_11142 {466300} 00D6: if {466304} 8119: not car 51@ wrecked {466309} 004D: jump_if_false @INTRO1_11142 {466316} 0792: disembark_instantly_actor 50@ {466321} 0792: disembark_instantly_actor 52@ {466326} 00AB: put_car 51@ at 1540.298 -1171.188 -50.3438 {466346} 0001: wait 0 ms {466350} 00D6: if {466354} 8118: not actor 50@ dead {466359} 004D: jump_if_false @INTRO1_11142 {466366} 00D6: if {466370} 8118: not actor 52@ dead {466375} 004D: jump_if_false @INTRO1_11142 {466382} 00D6: if {466386} 8119: not car 51@ wrecked {466391} 004D: jump_if_false @INTRO1_11142 {466398} 0575: set_actor 50@ keep_position 1 {466405} 0575: set_actor 52@ keep_position 1 {466412} 0574: set_car 51@ keep_position 1 :INTRO1_11142 {466419} 0002: jump @INTRO1_11189 :INTRO1_11149 {466426} 00D6: if {466430} 8118: not actor 67@ dead {466435} 004D: jump_if_false @INTRO1_11189 {466442} 00D6: if {466446} 8119: not car 78@ wrecked {466451} 004D: jump_if_false @INTRO1_11189 {466458} 0618: assign_actor 67@ to_AS_pack 72@ :INTRO1_11189 {466466} 061B: remove_references_to_AS_pack 72@ {466471} 0001: wait 1000 ms {466476} 0373: set_camera_directly_behind_player {466478} 02A3: enable_widescreen 0 {466482} 01B4: set_player $PLAYER_CHAR can_move 1 {466489} 02EB: restore_camera_with_jumpcut {466491} 0006: 74@ = 1 {466498} 00D6: if {466502} 8119: not car 37@ wrecked {466507} 004D: jump_if_false @INTRO1_11295 {466514} 00D6: if {466518} 00DB: actor $PLAYER_ACTOR in_car 37@ {466526} 004D: jump_if_false @INTRO1_11279 {466533} 00BC: show_text_highpriority GXT 'INTRO2K' time 1000 flag 1 // ~s~Follow ~b~Ryder~s~. {466549} 0002: jump @INTRO1_11295 :INTRO1_11279 {466556} 00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1 // ~s~Get on the ~b~bike~s~. :INTRO1_11295 {466572} 0006: 92@ = 2 {466579} 00D6: if {466583} 0119: car 37@ wrecked {466588} 004D: jump_if_false @INTRO1_11341 {466595} 00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1 // ~r~Your BMX is trashed! {466611} 0002: jump @INTRO1_18170 :INTRO1_11341 {466618} 00D6: if {466622} 0118: actor 66@ dead {466627} 004D: jump_if_false @INTRO1_11364 {466634} 0002: jump @INTRO1_18170 :INTRO1_11364 {466641} 00D6: if {466645} 8119: not car 37@ wrecked {466650} 004D: jump_if_false @INTRO1_11420 {466657} 00D6: if {466661} 00DB: actor $PLAYER_ACTOR in_car 37@ {466669} 004D: jump_if_false @INTRO1_11413 {466676} 0004: $127 = 1 {466683} 0002: jump @INTRO1_11420 :INTRO1_11413 {466690} 0004: $127 = 0 :INTRO1_11420 {466697} 0006: 68@ = 0 {466704} 0006: 57@ = 0 {466711} 0006: 86@ = 0 {466718} 0006: 75@ = 0 {466725} 0006: 109@ = 0 {466732} 0006: 46@ = 6 {466739} 0006: 64@ = 0 {466746} 0050: gosub @INTRO1_47 {466753} 0006: 32@ = 0 {466760} 0006: 112@ = 0 :INTRO1_11490 {466767} 00D6: if or {466771} 80FE: not actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 {466808} 8104: not actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 {466833} 004D: jump_if_false @INTRO1_13589 {466840} 0001: wait 0 ms {466844} 0050: gosub @INTRO1_18572 {466851} 0050: gosub @INTRO1_20140 {466858} 00D6: if {466862} 0039: 45@ == 1 {466869} 004D: jump_if_false @INTRO1_11606 {466876} 0002: jump @INTRO1_18170 :INTRO1_11606 {466883} 00D6: if {466887} 0039: 57@ == 0 {466894} 004D: jump_if_false @INTRO1_13040 {466901} 00D6: if {466905} 0039: 68@ == 0 {466912} 004D: jump_if_false @INTRO1_12164 {466919} 00D6: if {466923} 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1981.292 -1510.219 2.3844 radius 40.0 40.0 15.0 {466960} 004D: jump_if_false @INTRO1_12157 {466967} 00D6: if {466971} 8118: not actor 50@ dead {466976} 004D: jump_if_false @INTRO1_12157 {466983} 00D6: if {466987} 8118: not actor 52@ dead {466992} 004D: jump_if_false @INTRO1_12157 {466999} 00D6: if {467003} 8119: not car 51@ wrecked {467008} 004D: jump_if_false @INTRO1_11896 {467015} 0575: set_actor 50@ keep_position 0 {467022} 0575: set_actor 52@ keep_position 0 {467029} 0574: set_car 51@ keep_position 0 {467036} 00AB: put_car 51@ at 1809.0 -1519.0 7.0 {467056} 0175: set_car 51@ Z_angle_to 270.0 {467066} 00D6: if {467070} 80DF: not actor 50@ driving {467075} 004D: jump_if_false @INTRO1_11813 {467082} 036A: put_actor 50@ in_car 51@ :INTRO1_11813 {467090} 00D6: if {467094} 80DF: not actor 52@ driving {467099} 004D: jump_if_false @INTRO1_11839 {467106} 0430: put_actor 52@ into_car 51@ passenger_seat 0 :INTRO1_11839 {467116} 0687: clear_actor 52@ task {467121} 00D6: if {467125} 00DF: actor 52@ driving {467130} 004D: jump_if_false @INTRO1_11896 {467137} 0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 :INTRO1_11896 {467173} 00D6: if {467177} 00DF: actor $PLAYER_ACTOR driving {467182} 004D: jump_if_false @INTRO1_12000 {467189} 00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup {467197} 00D6: if {467201} 8118: not actor 50@ dead {467206} 004D: jump_if_false @INTRO1_11993 {467213} 00D6: if {467217} 8119: not car 51@ wrecked {467222} 004D: jump_if_false @INTRO1_11993 {467229} 0687: clear_actor 50@ task {467234} 00D6: if {467238} 00DF: actor 50@ driving {467243} 004D: jump_if_false @INTRO1_11993 {467250} 06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 :INTRO1_11993 {467270} 0002: jump @INTRO1_12150 :INTRO1_12000 {467277} 04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 {467306} 00D6: if {467310} 8118: not actor 50@ dead {467315} 004D: jump_if_false @INTRO1_12150 {467322} 062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found {467333} 00D6: if {467337} 04A4: 53@ == 7 // == constant {467344} 004D: jump_if_false @INTRO1_12150 {467351} 00D6: if {467355} 8118: not actor 50@ dead {467360} 004D: jump_if_false @INTRO1_12150 {467367} 00D6: if {467371} 8119: not car 51@ wrecked {467376} 004D: jump_if_false @INTRO1_12150 {467383} 00D6: if {467387} 00DF: actor 50@ driving {467392} 004D: jump_if_false @INTRO1_12150 {467399} 05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 :INTRO1_12150 {467427} 0006: 68@ = 1 :INTRO1_12157 {467434} 0002: jump @INTRO1_12933 :INTRO1_12164 {467441} 00D6: if {467445} 8119: not car 51@ wrecked {467450} 004D: jump_if_false @INTRO1_12933 {467457} 00D6: if {467461} 8118: not actor 50@ dead {467466} 004D: jump_if_false @INTRO1_12874 {467473} 00D6: if {467477} 8118: not actor 52@ dead {467482} 004D: jump_if_false @INTRO1_12808 {467489} 00A0: store_actor $PLAYER_ACTOR position_to 125@ 126@ 127@ {467503} 00D6: if and {467507} 81AD: not car 51@ sphere 0 near_point 125@ 126@ radius 50.0 50.0 {467530} 82CA: not car 51@ bounding_sphere_visible {467535} 004D: jump_if_false @INTRO1_12361 {467542} 0687: clear_actor 50@ task {467547} 04C4: store_coords_to 116@ 117@ 118@ from_actor $PLAYER_ACTOR with_offset 0.0 -40.0 0.0 {467576} 02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@ {467596} 00AB: put_car 51@ at 119@ 120@ 121@ {467610} 039F: set_car 51@ race_to 116@ 117@ {467621} 04BA: set_car 51@ speed_to 20.0 {467631} 0002: jump @INTRO1_12801 :INTRO1_12361 {467638} 00D6: if {467642} 00DF: actor $PLAYER_ACTOR driving {467647} 004D: jump_if_false @INTRO1_12570 {467654} 062E: get_actor 50@ task 1761 status_store_to 53@ // ret 7 if not found {467665} 00D6: if {467669} 04A4: 53@ == 7 // == constant {467676} 004D: jump_if_false @INTRO1_12466 {467683} 00D6: if {467687} 00DF: actor $PLAYER_ACTOR driving {467692} 004D: jump_if_false @INTRO1_12466 {467699} 00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup {467707} 00D6: if {467711} 00DF: actor 50@ driving {467716} 004D: jump_if_false @INTRO1_12466 {467723} 06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 :INTRO1_12466 {467743} 00D6: if {467747} 8118: not actor 52@ dead {467752} 004D: jump_if_false @INTRO1_12563 {467759} 00D6: if {467763} 00DF: actor 52@ driving {467768} 004D: jump_if_false @INTRO1_12563 {467775} 062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found {467786} 00D6: if {467790} 04A4: 53@ == 7 // == constant {467797} 004D: jump_if_false @INTRO1_12563 {467804} 0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 :INTRO1_12563 {467840} 0002: jump @INTRO1_12801 :INTRO1_12570 {467847} 04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 {467876} 062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found {467887} 00D6: if {467891} 04A4: 53@ == 7 // == constant {467898} 004D: jump_if_false @INTRO1_12704 {467905} 00D6: if {467909} 8118: not actor 50@ dead {467914} 004D: jump_if_false @INTRO1_12704 {467921} 00D6: if {467925} 8119: not car 51@ wrecked {467930} 004D: jump_if_false @INTRO1_12704 {467937} 00D6: if {467941} 00DF: actor 50@ driving {467946} 004D: jump_if_false @INTRO1_12704 {467953} 05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 :INTRO1_12704 {467981} 00D6: if {467985} 8118: not actor 52@ dead {467990} 004D: jump_if_false @INTRO1_12801 {467997} 00D6: if {468001} 00DF: actor 52@ driving {468006} 004D: jump_if_false @INTRO1_12801 {468013} 062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found {468024} 00D6: if {468028} 04A4: 53@ == 7 // == constant {468035} 004D: jump_if_false @INTRO1_12801 {468042} 0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 :INTRO1_12801 {468078} 0002: jump @INTRO1_12867 :INTRO1_12808 {468085} 00D6: if {468089} 0039: 114@ == 0 {468096} 004D: jump_if_false @INTRO1_12867 {468103} 00D6: if {468107} 8118: not actor 50@ dead {468112} 004D: jump_if_false @INTRO1_12867 {468119} 0687: clear_actor 50@ task {468124} 0633: AS_actor 50@ exit_car {468129} 05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR {468137} 0006: 114@ = 1 :INTRO1_12867 {468144} 0002: jump @INTRO1_12933 :INTRO1_12874 {468151} 00D6: if {468155} 0039: 114@ == 0 {468162} 004D: jump_if_false @INTRO1_12933 {468169} 00D6: if {468173} 8118: not actor 52@ dead {468178} 004D: jump_if_false @INTRO1_12933 {468185} 0687: clear_actor 52@ task {468190} 0633: AS_actor 52@ exit_car {468195} 05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR {468203} 0006: 114@ = 1 :INTRO1_12933 {468210} 00D6: if {468214} 8118: not actor 50@ dead {468219} 004D: jump_if_false @INTRO1_13040 {468226} 00D6: if {468230} 8119: not car 51@ wrecked {468235} 004D: jump_if_false @INTRO1_13040 {468242} 00D6: if {468246} 00FE: actor 50@ sphere 0 in_sphere 2341.85 -1658.92 12.39 radius 30.0 30.0 30.0 {468283} 004D: jump_if_false @INTRO1_13040 {468290} 0687: clear_actor 50@ task {468295} 05D2: AS_actor 50@ run_to_and_hijack_car 51@ max_search_radius 20.0 traffic_behavior 2 {468310} 0006: 57@ = 1 :INTRO1_13040 {468317} 00D6: if {468321} 0039: 112@ == 0 {468328} 004D: jump_if_false @INTRO1_13210 {468335} 00D6: if {468339} 0019: 32@ > 1500 {468347} 004D: jump_if_false @INTRO1_13178 {468354} 00D6: if {468358} 8118: not actor 66@ dead {468363} 004D: jump_if_false @INTRO1_13178 {468370} 00D6: if {468374} 8119: not car 77@ wrecked {468379} 004D: jump_if_false @INTRO1_13178 {468386} 00D6: if {468390} 00DB: actor $PLAYER_ACTOR in_car 37@ {468398} 004D: jump_if_false @INTRO1_13178 {468405} 00D6: if {468409} 0104: actor $PLAYER_ACTOR near_actor 66@ radius 20.0 20.0 10.0 sphere 0 {468434} 004D: jump_if_false @INTRO1_13178 {468441} 0050: gosub @INTRO1_20464 {468448} 0006: 115@ = 1 :INTRO1_13178 {468455} 00D6: if {468459} 0019: 86@ > 1 {468466} 004D: jump_if_false @INTRO1_13203 {468473} 0006: 112@ = 1 :INTRO1_13203 {468480} 0002: jump @INTRO1_13447 :INTRO1_13210 {468487} 00D6: if {468491} 0039: 112@ == 1 {468498} 004D: jump_if_false @INTRO1_13284 {468505} 0006: 86@ = 0 {468512} 0006: 75@ = 0 {468519} 0006: 109@ = 0 {468526} 0006: 46@ = 5 {468533} 0006: 64@ = 0 {468540} 0050: gosub @INTRO1_47 {468547} 0006: 32@ = 0 {468554} 0006: 112@ = 2 :INTRO1_13284 {468561} 00D6: if {468565} 0039: 112@ == 2 {468572} 004D: jump_if_false @INTRO1_13447 {468579} 00D6: if {468583} 0019: 32@ > 1500 {468591} 004D: jump_if_false @INTRO1_13422 {468598} 00D6: if {468602} 8118: not actor 65@ dead {468607} 004D: jump_if_false @INTRO1_13422 {468614} 00D6: if {468618} 8119: not car 76@ wrecked {468623} 004D: jump_if_false @INTRO1_13422 {468630} 00D6: if {468634} 00DB: actor $PLAYER_ACTOR in_car 37@ {468642} 004D: jump_if_false @INTRO1_13422 {468649} 00D6: if {468653} 0104: actor $PLAYER_ACTOR near_actor 65@ radius 20.0 20.0 10.0 sphere 0 {468678} 004D: jump_if_false @INTRO1_13422 {468685} 0050: gosub @INTRO1_20464 {468692} 0006: 108@ = 1 :INTRO1_13422 {468699} 00D6: if {468703} 0019: 86@ > 2 {468710} 004D: jump_if_false @INTRO1_13447 {468717} 0006: 112@ = 3 :INTRO1_13447 {468724} 00D6: if {468728} 0118: actor 65@ dead {468733} 004D: jump_if_false @INTRO1_13486 {468740} 00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1 // ~r~Smoke is dead! {468756} 0002: jump @INTRO1_18170 :INTRO1_13486 {468763} 00D6: if {468767} 0118: actor 66@ dead {468772} 004D: jump_if_false @INTRO1_13525 {468779} 00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1 // ~r~Ryder is dead! {468795} 0002: jump @INTRO1_18170 :INTRO1_13525 {468802} 00D6: if {468806} 0039: 113@ == 1 {468813} 004D: jump_if_false @INTRO1_13582 {468820} 00D6: if {468824} 0118: actor 67@ dead {468829} 004D: jump_if_false @INTRO1_13582 {468836} 00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1 // ~r~Sweet is dead! {468852} 0002: jump @INTRO1_18170 :INTRO1_13582 {468859} 0002: jump @INTRO1_11490 :INTRO1_13589 {468866} 01B4: set_player $PLAYER_CHAR can_move 0 {468873} 0006: 113@ = 0 {468880} 00D6: if {468884} 8119: not car 37@ wrecked {468889} 004D: jump_if_false @INTRO1_13679 {468896} 00D6: if {468900} 00DB: actor $PLAYER_ACTOR in_car 37@ {468908} 004D: jump_if_false @INTRO1_13679 {468915} 0605: actor $PLAYER_ACTOR perform_animation "BMX_CELEBRATE" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 :INTRO1_13679 {468956} 0001: wait 1000 ms {468961} 016A: fade 0 time 1500 :INTRO1_13691 {468968} 00D6: if {468972} 016B: fading {468974} 004D: jump_if_false @INTRO1_13715 {468981} 0001: wait 0 ms {468985} 0002: jump @INTRO1_13691 :INTRO1_13715 {468992} 040D: unload_wav 1 {468996} 040D: unload_wav 2 {469000} 0110: clear_player $PLAYER_CHAR wanted_level {469005} 07C0: load_path 205 {469010} 07C0: load_path 206 {469015} 04ED: load_animation "MISC" {469023} 04ED: load_animation "GANGS" {469032} 038B: load_requested_models :INTRO1_13757 {469034} 00D6: if or {469038} 87C1: not path 205 available {469043} 87C1: not path 206 available {469048} 84EE: not animation "MISC" loaded {469056} 84EE: not animation "GANGS" loaded {469065} 004D: jump_if_false @INTRO1_13806 {469072} 0001: wait 0 ms {469076} 0002: jump @INTRO1_13757 :INTRO1_13806 {469083} 02A3: enable_widescreen 1 {469087} 041D: set_camera_near_clip 0.2 {469094} 0006: 86@ = 0 {469101} 0006: 75@ = 0 {469108} 0006: 109@ = 0 {469115} 0006: 46@ = 2 {469122} 0050: gosub @INTRO1_47 {469129} 00D6: if {469133} 8119: not car 37@ wrecked {469138} 004D: jump_if_false @INTRO1_14035 {469145} 00D6: if {469149} 80DB: not actor $PLAYER_ACTOR in_car 37@ {469157} 004D: jump_if_false @INTRO1_14005 {469164} 00D6: if {469168} 00DF: actor $PLAYER_ACTOR driving {469173} 004D: jump_if_false @INTRO1_13954 {469180} 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2487.309 -1668.372 12.3438 {469200} 0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 {469210} 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 {469217} 0006: 113@ = 1 {469224} 0002: jump @INTRO1_13998 :INTRO1_13954 {469231} 00A1: put_actor $PLAYER_ACTOR at 2487.309 -1668.372 12.3438 {469251} 0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 {469261} 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 {469268} 0006: 113@ = 1 :INTRO1_13998 {469275} 0002: jump @INTRO1_14035 :INTRO1_14005 {469282} 00AB: put_car 37@ at 2487.309 -1668.372 12.3438 {469302} 0175: set_car 37@ Z_angle_to 80.0 :INTRO1_14035 {469312} 0395: clear_area 1 at 2487.309 -1668.372 12.3438 radius 50.0 {469336} 00D6: if {469340} 8118: not actor 65@ dead {469345} 004D: jump_if_false @INTRO1_14164 {469352} 00D6: if {469356} 8119: not car 76@ wrecked {469361} 004D: jump_if_false @INTRO1_14164 {469368} 0792: disembark_instantly_actor 65@ {469373} 0575: set_actor 65@ keep_position 0 {469380} 0574: set_car 76@ keep_position 0 {469387} 00D6: if {469391} 80DF: not actor 65@ driving {469396} 004D: jump_if_false @INTRO1_14134 {469403} 036A: put_actor 65@ in_car 76@ :INTRO1_14134 {469411} 00AB: put_car 76@ at 2487.172 -1666.301 12.3438 {469431} 0175: set_car 76@ Z_angle_to 124.2698 :INTRO1_14164 {469441} 00D6: if {469445} 8118: not actor 66@ dead {469450} 004D: jump_if_false @INTRO1_14239 {469457} 00D6: if {469461} 8119: not car 77@ wrecked {469466} 004D: jump_if_false @INTRO1_14239 {469473} 0792: disembark_instantly_actor 66@ {469478} 0575: set_actor 66@ keep_position 0 {469485} 0574: set_car 77@ keep_position 0 {469492} 00D6: if {469496} 80DF: not actor 66@ driving {469501} 004D: jump_if_false @INTRO1_14239 {469508} 036A: put_actor 66@ in_car 77@ :INTRO1_14239 {469516} 00D6: if {469520} 8118: not actor 67@ dead {469525} 004D: jump_if_false @INTRO1_14334 {469532} 00D6: if {469536} 8119: not car 78@ wrecked {469541} 004D: jump_if_false @INTRO1_14334 {469548} 0792: disembark_instantly_actor 67@ {469553} 0575: set_actor 67@ keep_position 0 {469560} 0574: set_car 78@ keep_position 0 {469567} 00D6: if {469571} 80DF: not actor 67@ driving {469576} 004D: jump_if_false @INTRO1_14314 {469583} 036A: put_actor 67@ in_car 78@ :INTRO1_14314 {469591} 00AB: put_car 78@ at 2371.5 -1654.895 12.3826 :INTRO1_14334 {469611} 009B: destroy_actor 50@ {469616} 009B: destroy_actor 52@ {469621} 00A6: destroy_car 51@ {469626} 015F: set_camera_position 2409.037 -1672.324 18.3556 rotation 0.0 0.0 0.0 {469658} 0160: set_camera_point_at 2409.954 -1671.944 18.2334 switchstyle 2 {469677} 03CB: set_rendering_origin_at 2480.689 -1670.006 13.0061 {469694} 015F: set_camera_position 2479.827 -1670.506 12.9206 rotation 0.0 0.0 0.0 {469726} 0160: set_camera_point_at 2480.689 -1670.006 13.0061 switchstyle 2 {469745} 0001: wait 1000 ms {469750} 016A: fade 1 time 1000 {469757} 00D6: if {469761} 8118: not actor 66@ dead {469766} 004D: jump_if_false @INTRO1_14530 {469773} 00D6: if {469777} 8119: not car 77@ wrecked {469782} 004D: jump_if_false @INTRO1_14530 {469789} 05EB: assign_car 77@ to_path 206 {469797} 06FD: set_car 77@ speed_on_path_to 1.0 :INTRO1_14530 {469807} 0006: 109@ = 0 :INTRO1_14537 {469814} 00D6: if {469818} 8039: not 86@ == 1 {469825} 004D: jump_if_false @INTRO1_14842 {469832} 0001: wait 0 ms {469836} 0050: gosub @INTRO1_20464 {469843} 00D6: if {469847} 0039: 109@ == 0 {469854} 004D: jump_if_false @INTRO1_14835 {469861} 00D6: if {469865} 0039: 75@ == 2 {469872} 004D: jump_if_false @INTRO1_14835 {469879} 00D6: if {469883} 8118: not actor 66@ dead {469888} 004D: jump_if_false @INTRO1_14828 {469895} 0647: AS_actor 66@ clear_look_task {469900} 05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 30000 ms {469911} 0967: actor 66@ move_mouth 20000 ms {469919} 0647: AS_actor $PLAYER_ACTOR clear_look_task {469924} 05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 30000 ms {469935} 00D6: if {469939} 8118: not actor 65@ dead {469944} 004D: jump_if_false @INTRO1_14717 {469951} 0605: actor 65@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 :INTRO1_14717 {469994} 00D6: if {469998} 0039: 113@ == 0 {470005} 004D: jump_if_false @INTRO1_14778 {470012} 0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 :INTRO1_14778 {470055} 00D6: if {470059} 8118: not actor 67@ dead {470064} 004D: jump_if_false @INTRO1_14828 {470071} 00D6: if {470075} 8119: not car 78@ wrecked {470080} 004D: jump_if_false @INTRO1_14828 {470087} 05EB: assign_car 78@ to_path 205 {470095} 06FD: set_car 78@ speed_on_path_to 0.8 :INTRO1_14828 {470105} 0006: 109@ = 1 :INTRO1_14835 {470112} 0002: jump @INTRO1_14537 :INTRO1_14842 {470119} 0006: 33@ = 0 :INTRO1_14849 {470126} 00D6: if {470130} 001B: 200 > 33@ {470138} 004D: jump_if_false @INTRO1_14879 {470145} 0001: wait 0 ms {470149} 0002: jump @INTRO1_14849 :INTRO1_14879 {470156} 0707: start_scene_skip_to @INTRO1_17756 {470163} 0006: 109@ = 0 :INTRO1_14893 {470170} 00D6: if {470174} 8039: not 86@ == 2 {470181} 004D: jump_if_false @INTRO1_15191 {470188} 0001: wait 0 ms {470192} 0050: gosub @INTRO1_20464 {470199} 00D6: if {470203} 0039: 109@ == 0 {470210} 004D: jump_if_false @INTRO1_15184 {470217} 00D6: if {470221} 0039: 75@ == 2 {470228} 004D: jump_if_false @INTRO1_15184 {470235} 00D6: if {470239} 8118: not actor 67@ dead {470244} 004D: jump_if_false @INTRO1_15177 {470251} 0647: AS_actor 67@ clear_look_task {470256} 05BF: AS_actor 67@ look_at_actor $PLAYER_ACTOR 30000 ms {470267} 0967: actor 67@ move_mouth 20000 ms {470275} 0647: AS_actor $PLAYER_ACTOR clear_look_task {470280} 05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ 30000 ms {470291} 0605: actor 67@ perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 {470334} 00D6: if {470338} 0039: 113@ == 0 {470345} 004D: jump_if_false @INTRO1_15118 {470352} 0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 :INTRO1_15118 {470395} 00D6: if {470399} 8118: not actor 65@ dead {470404} 004D: jump_if_false @INTRO1_15177 {470411} 0605: actor 65@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 :INTRO1_15177 {470454} 0006: 109@ = 1 :INTRO1_15184 {470461} 0002: jump @INTRO1_14893 :INTRO1_15191 {470468} 00D6: if {470472} 8118: not actor 67@ dead {470477} 004D: jump_if_false @INTRO1_15212 {470484} 0968: actor 67@ stop_mouth :INTRO1_15212 {470489} 015F: set_camera_position 2488.323 -1669.926 13.3261 rotation 0.0 0.0 0.0 {470521} 0160: set_camera_point_at 2487.485 -1669.385 13.2679 switchstyle 2 {470540} 0006: 109@ = 0 :INTRO1_15270 {470547} 00D6: if {470551} 8039: not 86@ == 3 {470558} 004D: jump_if_false @INTRO1_15535 {470565} 0001: wait 0 ms {470569} 0050: gosub @INTRO1_20464 {470576} 00D6: if {470580} 0039: 109@ == 0 {470587} 004D: jump_if_false @INTRO1_15528 {470594} 00D6: if {470598} 0039: 75@ == 2 {470605} 004D: jump_if_false @INTRO1_15528 {470612} 00D6: if {470616} 8118: not actor 65@ dead {470621} 004D: jump_if_false @INTRO1_15521 {470628} 0647: AS_actor 65@ clear_look_task {470633} 05BF: AS_actor 65@ look_at_actor $PLAYER_ACTOR 15000 ms {470644} 00D6: if {470648} 8118: not actor 67@ dead {470653} 004D: jump_if_false @INTRO1_15399 {470660} 0647: AS_actor $PLAYER_ACTOR clear_look_task {470665} 05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ 30000 ms :INTRO1_15399 {470676} 0967: actor $PLAYER_ACTOR move_mouth 20000 ms {470684} 00D6: if {470688} 0039: 113@ == 0 {470695} 004D: jump_if_false @INTRO1_15478 {470702} 0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 {470748} 0002: jump @INTRO1_15521 :INTRO1_15478 {470755} 0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 :INTRO1_15521 {470798} 0006: 109@ = 1 :INTRO1_15528 {470805} 0002: jump @INTRO1_15270 :INTRO1_15535 {470812} 0968: actor $PLAYER_ACTOR stop_mouth {470817} 0006: 109@ = 0 :INTRO1_15547 {470824} 00D6: if {470828} 8039: not 86@ == 4 {470835} 004D: jump_if_false @INTRO1_15634 {470842} 0001: wait 0 ms {470846} 0050: gosub @INTRO1_20464 {470853} 00D6: if {470857} 0039: 109@ == 0 {470864} 004D: jump_if_false @INTRO1_15627 {470871} 00D6: if {470875} 0039: 75@ == 2 {470882} 004D: jump_if_false @INTRO1_15627 {470889} 0006: 109@ = 1 {470896} 0967: actor $PLAYER_ACTOR move_mouth 20000 ms :INTRO1_15627 {470904} 0002: jump @INTRO1_15547 :INTRO1_15634 {470911} 015F: set_camera_position 2482.804 -1666.785 13.785 rotation 0.0 0.0 0.0 {470943} 0160: set_camera_point_at 2483.778 -1666.774 13.5566 switchstyle 2 {470962} 0687: clear_actor $PLAYER_ACTOR task {470967} 00D6: if {470971} 0039: 113@ == 0 {470978} 004D: jump_if_false @INTRO1_15751 {470985} 0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 :INTRO1_15751 {471028} 0968: actor $PLAYER_ACTOR stop_mouth {471033} 0006: 109@ = 0 :INTRO1_15763 {471040} 00D6: if {471044} 8039: not 86@ == 5 {471051} 004D: jump_if_false @INTRO1_15898 {471058} 0001: wait 0 ms {471062} 0050: gosub @INTRO1_20464 {471069} 00D6: if {471073} 0039: 109@ == 0 {471080} 004D: jump_if_false @INTRO1_15891 {471087} 00D6: if {471091} 0039: 75@ == 2 {471098} 004D: jump_if_false @INTRO1_15891 {471105} 00D6: if {471109} 8118: not actor 67@ dead {471114} 004D: jump_if_false @INTRO1_15884 {471121} 0967: actor 67@ move_mouth 20000 ms {471129} 00D6: if {471133} 8118: not actor 65@ dead {471138} 004D: jump_if_false @INTRO1_15884 {471145} 0647: AS_actor 65@ clear_look_task {471150} 05BF: AS_actor 65@ look_at_actor 67@ 15000 ms :INTRO1_15884 {471161} 0006: 109@ = 1 :INTRO1_15891 {471168} 0002: jump @INTRO1_15763 :INTRO1_15898 {471175} 00D6: if {471179} 8118: not actor 67@ dead {471184} 004D: jump_if_false @INTRO1_15919 {471191} 0968: actor 67@ stop_mouth :INTRO1_15919 {471196} 0006: 109@ = 0 :INTRO1_15926 {471203} 00D6: if {471207} 8039: not 86@ == 6 {471214} 004D: jump_if_false @INTRO1_16121 {471221} 0001: wait 0 ms {471225} 0050: gosub @INTRO1_20464 {471232} 00D6: if {471236} 0039: 109@ == 0 {471243} 004D: jump_if_false @INTRO1_16114 {471250} 00D6: if {471254} 0039: 75@ == 2 {471261} 004D: jump_if_false @INTRO1_16114 {471268} 0006: 109@ = 1 {471275} 0967: actor $PLAYER_ACTOR move_mouth 20000 ms {471283} 00D6: if {471287} 0039: 113@ == 0 {471294} 004D: jump_if_false @INTRO1_16077 {471301} 0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 {471347} 0002: jump @INTRO1_16114 :INTRO1_16077 {471354} 0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 :INTRO1_16114 {471391} 0002: jump @INTRO1_15926 :INTRO1_16121 {471398} 0968: actor $PLAYER_ACTOR stop_mouth {471403} 00D6: if {471407} 0039: 113@ == 0 {471414} 004D: jump_if_false @INTRO1_16194 {471421} 0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 {471464} 0002: jump @INTRO1_16199 :INTRO1_16194 {471471} 0687: clear_actor $PLAYER_ACTOR task :INTRO1_16199 {471476} 015F: set_camera_position 2482.911 -1662.575 14.0425 rotation 0.0 0.0 0.0 {471508} 0160: set_camera_point_at 2483.366 -1663.456 13.914 switchstyle 2 {471527} 0006: 109@ = 0 :INTRO1_16257 {471534} 00D6: if {471538} 8039: not 86@ == 7 {471545} 004D: jump_if_false @INTRO1_16392 {471552} 0001: wait 0 ms {471556} 0050: gosub @INTRO1_20464 {471563} 00D6: if {471567} 0039: 109@ == 0 {471574} 004D: jump_if_false @INTRO1_16385 {471581} 00D6: if {471585} 0039: 75@ == 2 {471592} 004D: jump_if_false @INTRO1_16385 {471599} 00D6: if {471603} 8118: not actor 67@ dead {471608} 004D: jump_if_false @INTRO1_16378 {471615} 0967: actor 67@ move_mouth 20000 ms {471623} 00D6: if {471627} 8118: not actor 65@ dead {471632} 004D: jump_if_false @INTRO1_16378 {471639} 0647: AS_actor 65@ clear_look_task {471644} 05BF: AS_actor 65@ look_at_actor 67@ 15000 ms :INTRO1_16378 {471655} 0006: 109@ = 1 :INTRO1_16385 {471662} 0002: jump @INTRO1_16257 :INTRO1_16392 {471669} 00D6: if {471673} 8118: not actor 67@ dead {471678} 004D: jump_if_false @INTRO1_16413 {471685} 0968: actor 67@ stop_mouth :INTRO1_16413 {471690} 0006: 109@ = 0 :INTRO1_16420 {471697} 00D6: if {471701} 8039: not 86@ == 8 {471708} 004D: jump_if_false @INTRO1_16625 {471715} 0001: wait 0 ms {471719} 0050: gosub @INTRO1_20464 {471726} 00D6: if {471730} 0039: 109@ == 0 {471737} 004D: jump_if_false @INTRO1_16618 {471744} 00D6: if {471748} 0039: 75@ == 2 {471755} 004D: jump_if_false @INTRO1_16618 {471762} 0006: 109@ = 1 {471769} 0687: clear_actor $PLAYER_ACTOR task {471774} 0968: actor $PLAYER_ACTOR stop_mouth {471779} 0967: actor $PLAYER_ACTOR move_mouth 20000 ms {471787} 00D6: if {471791} 0039: 113@ == 0 {471798} 004D: jump_if_false @INTRO1_16581 {471805} 0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 {471851} 0002: jump @INTRO1_16618 :INTRO1_16581 {471858} 0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 :INTRO1_16618 {471895} 0002: jump @INTRO1_16420 :INTRO1_16625 {471902} 0968: actor $PLAYER_ACTOR stop_mouth {471907} 00D6: if {471911} 0039: 113@ == 0 {471918} 004D: jump_if_false @INTRO1_16698 {471925} 0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 {471968} 0002: jump @INTRO1_16703 :INTRO1_16698 {471975} 0687: clear_actor $PLAYER_ACTOR task :INTRO1_16703 {471980} 015F: set_camera_position 2490.0 -1667.537 13.7938 rotation 0.0 0.0 0.0 {472012} 0160: set_camera_point_at 2489.044 -1667.497 13.5038 switchstyle 2 {472031} 0006: 109@ = 0 :INTRO1_16761 {472038} 00D6: if {472042} 8039: not 86@ == 9 {472049} 004D: jump_if_false @INTRO1_16941 {472056} 0001: wait 0 ms {472060} 0050: gosub @INTRO1_20464 {472067} 00D6: if {472071} 0039: 109@ == 0 {472078} 004D: jump_if_false @INTRO1_16934 {472085} 00D6: if {472089} 0039: 75@ == 2 {472096} 004D: jump_if_false @INTRO1_16934 {472103} 00D6: if {472107} 8118: not actor 65@ dead {472112} 004D: jump_if_false @INTRO1_16927 {472119} 0647: AS_actor 65@ clear_look_task {472124} 05BF: AS_actor 65@ look_at_actor $PLAYER_ACTOR 15000 ms {472135} 0647: AS_actor $PLAYER_ACTOR clear_look_task {472140} 05BF: AS_actor $PLAYER_ACTOR look_at_actor 65@ 15000 ms {472151} 0967: actor 65@ move_mouth 20000 ms {472159} 0605: actor 65@ perform_animation "BMX_TALKLEFT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 :INTRO1_16927 {472204} 0006: 109@ = 1 :INTRO1_16934 {472211} 0002: jump @INTRO1_16761 :INTRO1_16941 {472218} 00D6: if {472222} 8118: not actor 65@ dead {472227} 004D: jump_if_false @INTRO1_17000 {472234} 0605: actor 65@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 :INTRO1_17000 {472277} 00D6: if {472281} 8118: not actor 65@ dead {472286} 004D: jump_if_false @INTRO1_17021 {472293} 0968: actor 65@ stop_mouth :INTRO1_17021 {472298} 0006: 33@ = 0 :INTRO1_17028 {472305} 00D6: if {472309} 001B: 1500 > 33@ {472317} 004D: jump_if_false @INTRO1_17058 {472324} 0001: wait 0 ms {472328} 0002: jump @INTRO1_17028 :INTRO1_17058 {472335} 015F: set_camera_position 2474.306 -1668.478 13.4599 rotation 0.0 0.0 0.0 {472367} 0160: set_camera_point_at 2475.302 -1668.458 13.5477 switchstyle 2 {472386} 00D6: if {472390} 8119: not car 76@ wrecked {472395} 004D: jump_if_false @INTRO1_17135 {472402} 0175: set_car 76@ Z_angle_to 0.0 :INTRO1_17135 {472412} 0006: 109@ = 0 :INTRO1_17142 {472419} 00D6: if {472423} 8039: not 86@ == 10 {472430} 004D: jump_if_false @INTRO1_17277 {472437} 0001: wait 0 ms {472441} 0050: gosub @INTRO1_20464 {472448} 00D6: if {472452} 0039: 109@ == 0 {472459} 004D: jump_if_false @INTRO1_17270 {472466} 00D6: if {472470} 0039: 75@ == 2 {472477} 004D: jump_if_false @INTRO1_17270 {472484} 00D6: if {472488} 8118: not actor 66@ dead {472493} 004D: jump_if_false @INTRO1_17263 {472500} 0647: AS_actor 66@ clear_look_task {472505} 05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 15000 ms {472516} 0647: AS_actor $PLAYER_ACTOR clear_look_task {472521} 05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 15000 ms {472532} 0967: actor 66@ move_mouth 20000 ms :INTRO1_17263 {472540} 0006: 109@ = 1 :INTRO1_17270 {472547} 0002: jump @INTRO1_17142 :INTRO1_17277 {472554} 00D6: if {472558} 8118: not actor 66@ dead {472563} 004D: jump_if_false @INTRO1_17298 {472570} 0968: actor 66@ stop_mouth :INTRO1_17298 {472575} 0006: 33@ = 0 {472582} 0006: 109@ = 0 :INTRO1_17312 {472589} 00D6: if {472593} 8039: not 86@ == 11 {472600} 004D: jump_if_false @INTRO1_17610 {472607} 0001: wait 0 ms {472611} 0050: gosub @INTRO1_20464 {472618} 00D6: if {472622} 0039: 109@ == 0 {472629} 004D: jump_if_false @INTRO1_17440 {472636} 00D6: if {472640} 0039: 75@ == 2 {472647} 004D: jump_if_false @INTRO1_17440 {472654} 00D6: if {472658} 8118: not actor 66@ dead {472663} 004D: jump_if_false @INTRO1_17440 {472670} 0647: AS_actor 66@ clear_look_task {472675} 05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 12500 ms {472686} 0647: AS_actor $PLAYER_ACTOR clear_look_task {472691} 05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 12500 ms {472702} 0967: actor 66@ move_mouth 20000 ms {472710} 0006: 109@ = 1 :INTRO1_17440 {472717} 00D6: if {472721} 0019: 33@ > 3000 {472729} 004D: jump_if_false @INTRO1_17603 {472736} 00D6: if {472740} 8118: not actor 65@ dead {472745} 004D: jump_if_false @INTRO1_17531 {472752} 00D6: if {472756} 8119: not car 76@ wrecked {472761} 004D: jump_if_false @INTRO1_17531 {472768} 0687: clear_actor 65@ task {472773} 05D1: AS_actor 65@ drive_car 76@ to 2501.244 -1657.769 12.3949 speed 4.0 1 model #BMX 2 :INTRO1_17531 {472808} 00D6: if {472812} 8118: not actor 67@ dead {472817} 004D: jump_if_false @INTRO1_17603 {472824} 00D6: if {472828} 8119: not car 78@ wrecked {472833} 004D: jump_if_false @INTRO1_17603 {472840} 0687: clear_actor 67@ task {472845} 05D1: AS_actor 67@ drive_car 78@ to 2497.169 -1680.446 12.3614 speed 6.0 1 model #BMX 2 :INTRO1_17603 {472880} 0002: jump @INTRO1_17312 :INTRO1_17610 {472887} 00D6: if {472891} 8118: not actor 66@ dead {472896} 004D: jump_if_false @INTRO1_17631 {472903} 0968: actor 66@ stop_mouth :INTRO1_17631 {472908} 00D6: if {472912} 8118: not actor 66@ dead {472917} 004D: jump_if_false @INTRO1_17719 {472924} 00D6: if {472928} 8119: not car 77@ wrecked {472933} 004D: jump_if_false @INTRO1_17719 {472940} 00D6: if {472944} 00DF: actor 66@ driving {472949} 004D: jump_if_false @INTRO1_17719 {472956} 0647: AS_actor 66@ clear_look_task {472961} 05D1: AS_actor 66@ drive_car 77@ to 2466.27 -1690.28 12.51 speed 2.0 1 model #BMX 2 :INTRO1_17719 {472996} 0006: 33@ = 0 :INTRO1_17726 {473003} 00D6: if {473007} 001B: 3000 > 33@ {473015} 004D: jump_if_false @INTRO1_17756 {473022} 0001: wait 0 ms {473026} 0002: jump @INTRO1_17726 :INTRO1_17756 {473033} 0701: end_scene_skip {473035} 0925: restore_camera_to_user_defined {473037} 040D: unload_wav 1 {473041} 040D: unload_wav 2 {473045} 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 {473052} 07FB: set_interior 'CARLS' access 1 // The Johnson House {473065} 0707: start_scene_skip_to @INTRO1_18131 {473072} 00BE: text_clear_all {473074} 015F: set_camera_position 2499.306 -1678.921 13.0313 rotation 0.0 0.0 0.0 {473106} 0160: set_camera_point_at 2499.044 -1679.852 13.2865 switchstyle 2 {473125} 00A6: destroy_car 76@ {473130} 00A6: destroy_car 77@ {473135} 00A6: destroy_car 78@ {473140} 009B: destroy_actor 65@ {473145} 009B: destroy_actor 66@ {473150} 009B: destroy_actor 67@ {473155} 03E5: show_text_box 'SAVE_G' // You can save your progress by entering CJ's house. {473166} 0006: 33@ = 0 :INTRO1_17896 {473173} 00D6: if {473177} 001B: 6000 > 33@ {473185} 004D: jump_if_false @INTRO1_17926 {473192} 0001: wait 0 ms {473196} 0002: jump @INTRO1_17896 :INTRO1_17926 {473203} 015F: set_camera_position 2504.28 -1682.857 15.1427 rotation 0.0 0.0 0.0 {473235} 0160: set_camera_point_at 2504.306 -1683.851 15.0385 switchstyle 2 {473254} 03E5: show_text_box 'SAVE_G2' // You can save a vehicle by parking it in the garage. {473265} 0006: 33@ = 0 :INTRO1_17995 {473272} 00D6: if {473276} 001B: 6000 > 33@ {473284} 004D: jump_if_false @INTRO1_18025 {473291} 0001: wait 0 ms {473295} 0002: jump @INTRO1_17995 :INTRO1_18025 {473302} 015F: set_camera_position 2494.863 -1683.051 13.0207 rotation 0.0 0.0 0.0 {473334} 0160: set_camera_point_at 2494.939 -1684.037 13.1717 switchstyle 2 {473353} 03E5: show_text_box 'SAVE_G3' // Walk into the marker to enter Carl's house. {473364} 01B4: set_player $PLAYER_CHAR can_move 1 {473371} 0006: 33@ = 0 :INTRO1_18101 {473378} 00D6: if {473382} 001B: 6000 > 33@ {473390} 004D: jump_if_false @INTRO1_18131 {473397} 0001: wait 0 ms {473401} 0002: jump @INTRO1_18101 :INTRO1_18131 {473408} 0701: end_scene_skip {473410} 0687: clear_actor $PLAYER_ACTOR task {473415} 0173: set_actor $PLAYER_ACTOR Z_angle_to 82.97 {473425} 0373: set_camera_directly_behind_player {473427} 02A3: enable_widescreen 0 {473431} 01B4: set_player $PLAYER_CHAR can_move 1 {473438} 02EB: restore_camera_with_jumpcut {473440} 0002: jump @INTRO1_18188 :INTRO1_18170 {473447} 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED! {473463} 0051: return :INTRO1_18188 {473465} 0008: $INTRO_TOTAL_PASSED_MISSIONS += 1 {473472} 0318: set_latest_mission_passed 'INTRO_1' // Big Smoke {473483} 01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1 // MISSION PASSED!~n~~w~RESPECT + {473501} 0998: add_respect 3 {473505} 0459: end_thread_named 'INT' {473516} 0164: disable_marker $1717 {473521} 0570: $1717 = create_asset_radar_marker_with_icon 35 at $SAVE_PICKUPS_X[0] $SAVE_PICKUPS_Y[0] $SAVE_PICKUPS_Z[0] {473537} 018B: set_marker $1717 radar_mode 2 {473544} 0110: clear_player $PLAYER_CHAR wanted_level {473549} 0394: play_music 1 {473553} 030C: progress_made = 1 {473557} 0164: disable_marker $439 {473562} 07FB: set_interior 'CARLS' access 1 // The Johnson House {473575} 0051: return :INTRO1_18300 {473577} 0004: $ONMISSION = 0 {473584} 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms {473589} 0249: release_model #PEREN {473594} 0249: release_model #BMX {473599} 0249: release_model #BALLAS1 {473603} 0249: release_model #MICRO_UZI {473608} 0249: release_model #VOODOO {473613} 0733: random_car_generator_enable_model #VOODOO {473618} 0249: release_model #COLT45 {473623} 01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian {473628} 01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian {473633} 01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian {473638} 01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian {473643} 01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian {473648} 01C3: remove_references_to_car 51@ {473653} 01C3: remove_references_to_car 41@ {473658} 01C3: remove_references_to_car 76@ {473663} 01C3: remove_references_to_car 77@ {473668} 01C3: remove_references_to_car 78@ {473673} 0873: release_path 201 {473678} 0873: release_path 205 {473683} 0873: release_path 206 {473688} 04EF: release_animation "MISC" {473696} 04EF: release_animation "GANGS" {473705} 022A: remove_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0 {473737} 00D6: if {473741} 8119: not car 51@ wrecked {473746} 004D: jump_if_false @INTRO1_18488 {473753} 05EC: release_car 51@ from_path {473758} 0002: jump @INTRO1_18493 :INTRO1_18488 {473765} 05EC: release_car 51@ from_path :INTRO1_18493 {473770} 09D2: set_cops_chase_criminals 1 {473774} 00A6: destroy_car 76@ {473779} 00A6: destroy_car 77@ {473784} 00A6: destroy_car 78@ {473789} 034F: destroy_actor_with_fade 65@ {473794} 034F: destroy_actor_with_fade 66@ {473799} 034F: destroy_actor_with_fade 67@ {473804} 01EB: set_traffic_density_multiplier_to 1.0 {473811} 03DE: set_pedestrians_density_multiplier_to 1.0 {473818} 0296: unload_special_actor 1 {473822} 0296: unload_special_actor 10 {473826} 0296: unload_special_actor 3 {473830} 0164: disable_marker 39@ {473835} 0164: disable_marker 40@ {473840} 0164: disable_marker 43@ {473845} 00D8: mission_cleanup {473847} 0051: return :INTRO1_18572 {473849} 00D6: if {473853} 8119: not car 37@ wrecked {473858} 004D: jump_if_false @INTRO1_19627 {473865} 00D6: if {473869} 00DB: actor $PLAYER_ACTOR in_car 37@ {473877} 004D: jump_if_false @INTRO1_19524 {473884} 00D6: if {473888} 0039: 92@ == 1 {473895} 004D: jump_if_false @INTRO1_18865 {473902} 00D6: if {473906} 8118: not actor 67@ dead {473911} 004D: jump_if_false @INTRO1_18865 {473918} 00D6: if {473922} 8104: not actor $PLAYER_ACTOR near_actor 67@ radius 60.0 60.0 20.0 sphere 0 {473947} 004D: jump_if_false @INTRO1_18732 {473954} 00BC: show_text_highpriority GXT 'INTRO2G' time 6000 flag 1 // ~s~You're too far away. Stay with ~b~Sweet~s~. {473970} 00D6: if {473974} 0039: 115@ == 1 {473981} 004D: jump_if_false @INTRO1_18718 {473988} 0006: 115@ = 0 :INTRO1_18718 {473995} 0004: $127 = 0 {474002} 0002: jump @INTRO1_18865 :INTRO1_18732 {474009} 00D6: if {474013} 0039: 115@ == 0 {474020} 004D: jump_if_false @INTRO1_18847 {474027} 00D6: if {474031} 0039: 46@ == 4 {474038} 004D: jump_if_false @INTRO1_18847 {474045} 00D6: if {474049} 0019: 86@ > 5 {474056} 004D: jump_if_false @INTRO1_18847 {474063} 00D6: if {474067} 8118: not actor 67@ dead {474072} 004D: jump_if_false @INTRO1_18847 {474079} 00D6: if {474083} 00F2: actor 67@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 {474103} 004D: jump_if_false @INTRO1_18847 {474110} 0006: 115@ = 1 {474117} 0050: gosub @INTRO1_20695 :INTRO1_18847 {474124} 03D5: remove_text 'INTRO2G' // ~s~You're too far away. Stay with ~b~Sweet~s~. {474135} 0004: $127 = 1 :INTRO1_18865 {474142} 00D6: if {474146} 0039: 92@ == 2 {474153} 004D: jump_if_false @INTRO1_19297 {474160} 00D6: if {474164} 8118: not actor 66@ dead {474169} 004D: jump_if_false @INTRO1_19105 {474176} 00D6: if {474180} 8104: not actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 {474205} 004D: jump_if_false @INTRO1_18990 {474212} 00BC: show_text_highpriority GXT 'INTRO2J' time 6000 flag 1 // ~s~You're too far away. Stay with ~b~Ryder~s~. {474228} 00D6: if {474232} 0039: 115@ == 1 {474239} 004D: jump_if_false @INTRO1_18976 {474246} 0006: 115@ = 0 :INTRO1_18976 {474253} 0004: $127 = 0 {474260} 0002: jump @INTRO1_19105 :INTRO1_18990 {474267} 00D6: if {474271} 0039: 115@ == 0 {474278} 004D: jump_if_false @INTRO1_19087 {474285} 00D6: if {474289} 0019: 86@ > 1 {474296} 004D: jump_if_false @INTRO1_19087 {474303} 00D6: if {474307} 8118: not actor 66@ dead {474312} 004D: jump_if_false @INTRO1_19087 {474319} 00D6: if {474323} 00F2: actor 66@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 {474343} 004D: jump_if_false @INTRO1_19087 {474350} 0006: 115@ = 1 {474357} 0050: gosub @INTRO1_20695 :INTRO1_19087 {474364} 03D5: remove_text 'INTRO2J' // ~s~You're too far away. Stay with ~b~Ryder~s~. {474375} 0004: $127 = 1 :INTRO1_19105 {474382} 00D6: if {474386} 8118: not actor 65@ dead {474391} 004D: jump_if_false @INTRO1_19297 {474398} 00D6: if {474402} 8104: not actor $PLAYER_ACTOR near_actor 65@ radius 60.0 60.0 20.0 sphere 0 {474427} 004D: jump_if_false @INTRO1_19189 {474434} 00D6: if {474438} 0039: 108@ == 1 {474445} 004D: jump_if_false @INTRO1_19182 {474452} 0006: 108@ = 0 :INTRO1_19182 {474459} 0002: jump @INTRO1_19297 :INTRO1_19189 {474466} 00D6: if {474470} 0039: 108@ == 0 {474477} 004D: jump_if_false @INTRO1_19286 {474484} 00D6: if {474488} 0019: 86@ > 2 {474495} 004D: jump_if_false @INTRO1_19286 {474502} 00D6: if {474506} 8118: not actor 65@ dead {474511} 004D: jump_if_false @INTRO1_19286 {474518} 00D6: if {474522} 00F2: actor 65@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 {474542} 004D: jump_if_false @INTRO1_19286 {474549} 0006: 108@ = 1 {474556} 0050: gosub @INTRO1_21390 :INTRO1_19286 {474563} 03D5: remove_text 'INTRO2J' // ~s~You're too far away. Stay with ~b~Ryder~s~. :INTRO1_19297 {474574} 00D6: if {474578} 0039: 54@ == 0 {474585} 004D: jump_if_false @INTRO1_19517 {474592} 0164: disable_marker 43@ {474597} 0004: $127 = 1 {474604} 00D6: if {474608} 0039: 92@ == 0 {474615} 004D: jump_if_false @INTRO1_19402 {474622} 00D6: if {474626} 8118: not actor 67@ dead {474631} 004D: jump_if_false @INTRO1_19381 {474638} 0164: disable_marker 39@ {474643} 0187: 39@ = create_marker_above_actor 67@ {474651} 07E0: set_marker 39@ type_to 1 :INTRO1_19381 {474658} 01EB: set_traffic_density_multiplier_to 1.0 {474665} 03DE: set_pedestrians_density_multiplier_to 1.0 {474672} 0006: 92@ = 1 :INTRO1_19402 {474679} 00D6: if {474683} 0039: 92@ == 1 {474690} 004D: jump_if_false @INTRO1_19456 {474697} 00D6: if {474701} 8118: not actor 67@ dead {474706} 004D: jump_if_false @INTRO1_19456 {474713} 0164: disable_marker 39@ {474718} 0187: 39@ = create_marker_above_actor 67@ {474726} 07E0: set_marker 39@ type_to 1 :INTRO1_19456 {474733} 00D6: if {474737} 0039: 92@ == 2 {474744} 004D: jump_if_false @INTRO1_19510 {474751} 00D6: if {474755} 8118: not actor 66@ dead {474760} 004D: jump_if_false @INTRO1_19510 {474767} 0164: disable_marker 40@ {474772} 0187: 40@ = create_marker_above_actor 66@ {474780} 07E0: set_marker 40@ type_to 1 :INTRO1_19510 {474787} 0006: 54@ = 1 :INTRO1_19517 {474794} 0002: jump @INTRO1_19620 :INTRO1_19524 {474801} 00D6: if {474805} 0039: 54@ == 1 {474812} 004D: jump_if_false @INTRO1_19620 {474819} 0164: disable_marker 43@ {474824} 0164: disable_marker 40@ {474829} 0164: disable_marker 39@ {474834} 0186: 43@ = create_marker_above_car 37@ {474842} 07E0: set_marker 43@ type_to 1 {474849} 00D6: if {474853} 8039: not 92@ == 0 {474860} 004D: jump_if_false @INTRO1_19606 {474867} 00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1 // ~s~Get on the ~b~bike~s~. :INTRO1_19606 {474883} 0004: $127 = 0 {474890} 0006: 54@ = 0 :INTRO1_19620 {474897} 0002: jump @INTRO1_19650 :INTRO1_19627 {474904} 00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1 // ~r~Your BMX is trashed! {474920} 0006: 45@ = 1 :INTRO1_19650 {474927} 00D6: if {474931} 0118: actor 65@ dead {474936} 004D: jump_if_false @INTRO1_19696 {474943} 00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1 // ~r~Smoke is dead! {474959} 0006: 45@ = 1 {474966} 0002: jump @INTRO1_19792 :INTRO1_19696 {474973} 00D6: if {474977} 0039: 83@ == 0 {474984} 004D: jump_if_false @INTRO1_19792 {474991} 00D6: if {474995} 8118: not actor 65@ dead {475000} 004D: jump_if_false @INTRO1_19792 {475007} 00D6: if {475011} 8119: not car 76@ wrecked {475016} 004D: jump_if_false @INTRO1_19792 {475023} 00D6: if {475027} 00DB: actor 65@ in_car 76@ {475035} 004D: jump_if_false @INTRO1_19792 {475042} 0687: clear_actor 65@ task {475047} 0618: assign_actor 65@ to_AS_pack 82@ {475055} 04E0: car 76@ abandon_path_radius 10 {475062} 0006: 83@ = 1 :INTRO1_19792 {475069} 00D6: if {475073} 0118: actor 66@ dead {475078} 004D: jump_if_false @INTRO1_19838 {475085} 00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1 // ~r~Ryder is dead! {475101} 0006: 45@ = 1 {475108} 0002: jump @INTRO1_19934 :INTRO1_19838 {475115} 00D6: if {475119} 0039: 85@ == 0 {475126} 004D: jump_if_false @INTRO1_19934 {475133} 00D6: if {475137} 8118: not actor 66@ dead {475142} 004D: jump_if_false @INTRO1_19934 {475149} 00D6: if {475153} 8119: not car 77@ wrecked {475158} 004D: jump_if_false @INTRO1_19934 {475165} 00D6: if {475169} 00DB: actor 66@ in_car 77@ {475177} 004D: jump_if_false @INTRO1_19934 {475184} 0687: clear_actor 66@ task {475189} 0618: assign_actor 66@ to_AS_pack 82@ {475197} 04E0: car 77@ abandon_path_radius 10 {475204} 0006: 85@ = 1 :INTRO1_19934 {475211} 00D6: if {475215} 8039: not 92@ == 2 {475222} 004D: jump_if_false @INTRO1_20094 {475229} 00D6: if {475233} 0118: actor 67@ dead {475238} 004D: jump_if_false @INTRO1_19998 {475245} 00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1 // ~r~Sweet is dead! {475261} 0006: 45@ = 1 {475268} 0002: jump @INTRO1_20094 :INTRO1_19998 {475275} 00D6: if {475279} 0039: 84@ == 0 {475286} 004D: jump_if_false @INTRO1_20094 {475293} 00D6: if {475297} 8118: not actor 67@ dead {475302} 004D: jump_if_false @INTRO1_20094 {475309} 00D6: if {475313} 8119: not car 78@ wrecked {475318} 004D: jump_if_false @INTRO1_20094 {475325} 00D6: if {475329} 00DB: actor 67@ in_car 78@ {475337} 004D: jump_if_false @INTRO1_20094 {475344} 0687: clear_actor 67@ task {475349} 0618: assign_actor 67@ to_AS_pack 82@ {475357} 04E0: car 78@ abandon_path_radius 10 {475364} 0006: 84@ = 1 :INTRO1_20094 {475371} 00D6: if and {475375} 0039: 83@ == 1 {475382} 0039: 84@ == 1 {475389} 0039: 85@ == 1 {475396} 004D: jump_if_false @INTRO1_20138 {475403} 061B: remove_references_to_AS_pack 82@ {475408} 0006: 83@ = 2 :INTRO1_20138 {475415} 0051: return :INTRO1_20140 {475417} 00D6: if {475421} 0019: 33@ > 1000 {475429} 004D: jump_if_false @INTRO1_20462 {475436} 00D6: if {475440} 8118: not actor 65@(48@,3i) dead {475449} 004D: jump_if_false @INTRO1_20422 {475456} 00D6: if {475460} 8119: not car 76@(48@,3i) wrecked {475469} 004D: jump_if_false @INTRO1_20385 {475476} 00D6: if {475480} 00DB: actor 65@(48@,3i) in_car 76@(48@,3i) {475496} 004D: jump_if_false @INTRO1_20378 {475503} 00D6: if {475507} 00F2: actor 65@(48@,3i) near_actor $PLAYER_ACTOR radius 130.0 130.0 0 {475531} 004D: jump_if_false @INTRO1_20323 {475538} 00D6: if {475542} 0039: 58@(48@,3i) == 0 {475553} 004D: jump_if_false @INTRO1_20316 {475560} 0575: set_actor 65@(48@,3i) keep_position 0 {475571} 0574: set_car 76@(48@,3i) keep_position 0 {475582} 0006: 58@(48@,3i) = 1 :INTRO1_20316 {475593} 0002: jump @INTRO1_20378 :INTRO1_20323 {475600} 00D6: if {475604} 0039: 58@(48@,3i) == 1 {475615} 004D: jump_if_false @INTRO1_20378 {475622} 0575: set_actor 65@(48@,3i) keep_position 1 {475633} 0574: set_car 76@(48@,3i) keep_position 1 {475644} 0006: 58@(48@,3i) = 0 :INTRO1_20378 {475655} 0002: jump @INTRO1_20422 :INTRO1_20385 {475662} 0687: clear_actor 65@(48@,3i) task {475671} 0603: AS_actor 65@(48@,3i) goto_point_any_means 2493.82 -1669.91 12.8 mode 7 use_car -1 :INTRO1_20422 {475699} 000A: 48@ += 1 {475706} 00D6: if {475710} 002D: 48@ >= 107@ // (int) {475718} 004D: jump_if_false @INTRO1_20455 {475725} 0006: 48@ = 0 :INTRO1_20455 {475732} 0006: 33@ = 0 :INTRO1_20462 {475739} 0051: return :INTRO1_20464 {475741} 00D6: if or {475745} 0039: 75@ == 0 {475752} 0039: 75@ == 1 {475759} 004D: jump_if_false @INTRO1_20534 {475766} 00D6: if {475770} 002D: 63@ >= 86@ // (int) {475778} 004D: jump_if_false @INTRO1_20534 {475785} 00D6: if {475789} 0019: 32@ > 200 {475797} 004D: jump_if_false @INTRO1_20534 {475804} 0050: gosub @INTRO1_20599 :INTRO1_20534 {475811} 00D6: if {475815} 0039: 75@ == 2 {475822} 004D: jump_if_false @INTRO1_20597 {475829} 00D6: if {475833} 03D2: wav 1 ended {475837} 004D: jump_if_false @INTRO1_20597 {475844} 0006: 75@ = 0 {475851} 000A: 86@ += 1 {475858} 0006: 109@ = 0 {475865} 00BE: text_clear_all {475867} 0006: 32@ = 0 :INTRO1_20597 {475874} 0051: return :INTRO1_20599 {475876} 00D6: if {475880} 0039: 75@ == 0 {475887} 004D: jump_if_false @INTRO1_20635 {475894} 03CF: load_wav 93@(86@,14i) as 1 {475905} 0006: 75@ = 1 :INTRO1_20635 {475912} 00D6: if {475916} 0039: 75@ == 1 {475923} 004D: jump_if_false @INTRO1_20693 {475930} 00D6: if {475934} 03D0: wav 1 loaded {475938} 004D: jump_if_false @INTRO1_20693 {475945} 00BC: show_text_highpriority GXT $6475(86@,14s) time 4000 flag 1 {475959} 03D1: play_wav 1 {475963} 0006: 75@ = 2 :INTRO1_20693 {475970} 0051: return :INTRO1_20695 {475972} 040D: unload_wav 2 {475976} 00D6: if {475980} 0039: 92@ == 1 {475987} 004D: jump_if_false @INTRO1_20835 {475994} 00D6: if {475998} 0039: 115@ == 1 {476005} 004D: jump_if_false @INTRO1_20835 {476012} 00D6: if {476016} 0039: 64@ == 0 {476023} 004D: jump_if_false @INTRO1_20760 {476030} 03CF: load_wav 20040 as 2 :INTRO1_20760 {476037} 00D6: if {476041} 0039: 64@ == 1 {476048} 004D: jump_if_false @INTRO1_20785 {476055} 03CF: load_wav 20041 as 2 :INTRO1_20785 {476062} 00D6: if {476066} 0039: 64@ == 2 {476073} 004D: jump_if_false @INTRO1_20810 {476080} 03CF: load_wav 20042 as 2 :INTRO1_20810 {476087} 00D6: if {476091} 0039: 64@ == 3 {476098} 004D: jump_if_false @INTRO1_20835 {476105} 03CF: load_wav 20032 as 2 :INTRO1_20835 {476112} 00D6: if {476116} 0039: 92@ == 2 {476123} 004D: jump_if_false @INTRO1_20971 {476130} 00D6: if {476134} 0039: 115@ == 1 {476141} 004D: jump_if_false @INTRO1_20971 {476148} 00D6: if {476152} 0039: 64@ == 0 {476159} 004D: jump_if_false @INTRO1_20896 {476166} 03CF: load_wav 20047 as 2 :INTRO1_20896 {476173} 00D6: if {476177} 0039: 64@ == 1 {476184} 004D: jump_if_false @INTRO1_20921 {476191} 03CF: load_wav 20046 as 2 :INTRO1_20921 {476198} 00D6: if {476202} 0039: 64@ == 2 {476209} 004D: jump_if_false @INTRO1_20946 {476216} 03CF: load_wav 20048 as 2 :INTRO1_20946 {476223} 00D6: if {476227} 0039: 64@ == 3 {476234} 004D: jump_if_false @INTRO1_20971 {476241} 03CF: load_wav 20056 as 2 :INTRO1_20971 {476248} 0A09: set_actor $PLAYER_ACTOR muted 0 // versionB {476255} 0968: actor $PLAYER_ACTOR stop_mouth {476260} 040D: unload_wav 1 {476264} 0050: gosub @INTRO1_21777 {476271} 03D1: play_wav 2 {476275} 00D6: if {476279} 0039: 92@ == 1 {476286} 004D: jump_if_false @INTRO1_21170 {476293} 00D6: if {476297} 0039: 115@ == 1 {476304} 004D: jump_if_false @INTRO1_21170 {476311} 00D6: if {476315} 0039: 64@ == 0 {476322} 004D: jump_if_false @INTRO1_21068 {476329} 00BC: show_text_highpriority GXT 'INT1_EA' time 3000 flag 1 // ~z~Move it, CJ, move it! :INTRO1_21068 {476345} 00D6: if {476349} 0039: 64@ == 1 {476356} 004D: jump_if_false @INTRO1_21102 {476363} 00BC: show_text_highpriority GXT 'INT1_EB' time 3000 flag 1 // ~z~Keep up, CJ! :INTRO1_21102 {476379} 00D6: if {476383} 0039: 64@ == 2 {476390} 004D: jump_if_false @INTRO1_21136 {476397} 00BC: show_text_highpriority GXT 'INT1_EC' time 3000 flag 1 // ~z~C'mon, CJ. Pedal like a motherfucker! :INTRO1_21136 {476413} 00D6: if {476417} 0039: 64@ == 3 {476424} 004D: jump_if_false @INTRO1_21170 {476431} 00BC: show_text_highpriority GXT 'INT1_BD' time 3000 flag 1 // ~z~How'd it get so bad? :INTRO1_21170 {476447} 00D6: if {476451} 0039: 92@ == 2 {476458} 004D: jump_if_false @INTRO1_21342 {476465} 00D6: if {476469} 0039: 115@ == 1 {476476} 004D: jump_if_false @INTRO1_21342 {476483} 00D6: if {476487} 0039: 64@ == 0 {476494} 004D: jump_if_false @INTRO1_21240 {476501} 00BC: show_text_highpriority GXT 'INT1_EH' time 3000 flag 1 // ~z~Move it, CJ - you're embarrassing us, nigga! :INTRO1_21240 {476517} 00D6: if {476521} 0039: 64@ == 1 {476528} 004D: jump_if_false @INTRO1_21274 {476535} 00BC: show_text_highpriority GXT 'INT1_EG' time 3000 flag 1 // ~z~What's the matter, fool? You tired? :INTRO1_21274 {476551} 00D6: if {476555} 0039: 64@ == 2 {476562} 004D: jump_if_false @INTRO1_21308 {476569} 00BC: show_text_highpriority GXT 'INT1_EI' time 3000 flag 1 // ~z~Keep up, motherfucker! :INTRO1_21308 {476585} 00D6: if {476589} 0039: 64@ == 3 {476596} 004D: jump_if_false @INTRO1_21342 {476603} 00BC: show_text_highpriority GXT 'INT1_FG' time 3000 flag 1 // ~z~Typical, CJ! Leaving the homies behind, huh? :INTRO1_21342 {476619} 0050: gosub @INTRO1_22192 {476626} 000A: 64@ += 1 {476633} 00D6: if {476637} 0019: 64@ > 3 {476644} 004D: jump_if_false @INTRO1_21381 {476651} 0006: 64@ = 0 :INTRO1_21381 {476658} 0006: 32@ = 0 {476665} 0051: return :INTRO1_21390 {476667} 040D: unload_wav 2 {476671} 00D6: if {476675} 0039: 92@ == 2 {476682} 004D: jump_if_false @INTRO1_21530 {476689} 00D6: if {476693} 0039: 108@ == 1 {476700} 004D: jump_if_false @INTRO1_21530 {476707} 00D6: if {476711} 0039: 87@ == 0 {476718} 004D: jump_if_false @INTRO1_21455 {476725} 03CF: load_wav 20049 as 2 :INTRO1_21455 {476732} 00D6: if {476736} 0039: 87@ == 1 {476743} 004D: jump_if_false @INTRO1_21480 {476750} 03CF: load_wav 20043 as 2 :INTRO1_21480 {476757} 00D6: if {476761} 0039: 87@ == 2 {476768} 004D: jump_if_false @INTRO1_21505 {476775} 03CF: load_wav 20044 as 2 :INTRO1_21505 {476782} 00D6: if {476786} 0039: 87@ == 3 {476793} 004D: jump_if_false @INTRO1_21530 {476800} 03CF: load_wav 20045 as 2 :INTRO1_21530 {476807} 0A09: set_actor $PLAYER_ACTOR muted 0 // versionB {476814} 0968: actor $PLAYER_ACTOR stop_mouth {476819} 040D: unload_wav 1 {476823} 0050: gosub @INTRO1_21777 {476830} 03D1: play_wav 2 {476834} 00D6: if {476838} 0039: 92@ == 2 {476845} 004D: jump_if_false @INTRO1_21729 {476852} 00D6: if {476856} 0039: 108@ == 1 {476863} 004D: jump_if_false @INTRO1_21729 {476870} 00D6: if {476874} 0039: 87@ == 0 {476881} 004D: jump_if_false @INTRO1_21627 {476888} 00BC: show_text_highpriority GXT 'INT1_EJ' time 3000 flag 1 // ~z~What's matter, CJ? Can't keep up with the fat man? :INTRO1_21627 {476904} 00D6: if {476908} 0039: 87@ == 1 {476915} 004D: jump_if_false @INTRO1_21661 {476922} 00BC: show_text_highpriority GXT 'INT1_ED' time 3000 flag 1 // ~z~C'mon man, you gotta keep up! :INTRO1_21661 {476938} 00D6: if {476942} 0039: 87@ == 2 {476949} 004D: jump_if_false @INTRO1_21695 {476956} 00BC: show_text_highpriority GXT 'INT1_EE' time 3000 flag 1 // ~z~Keep up, CJ! :INTRO1_21695 {476972} 00D6: if {476976} 0039: 87@ == 3 {476983} 004D: jump_if_false @INTRO1_21729 {476990} 00BC: show_text_highpriority GXT 'INT1_EF' time 3000 flag 1 // ~z~Don't lose us, CJ! :INTRO1_21729 {477006} 0050: gosub @INTRO1_22192 {477013} 000A: 87@ += 1 {477020} 00D6: if {477024} 0019: 87@ > 3 {477031} 004D: jump_if_false @INTRO1_21768 {477038} 0006: 87@ = 0 :INTRO1_21768 {477045} 0006: 32@ = 0 {477052} 0051: return :INTRO1_21777 {477054} 00D6: if {477058} 83D0: not wav 2 loaded {477062} 004D: jump_if_false @INTRO1_22190 {477069} 0001: wait 0 ms {477073} 00D6: if {477077} 0119: car 37@ wrecked {477082} 004D: jump_if_false @INTRO1_21812 :INTRO1_21812 {477089} 00D6: if {477093} 0118: actor 65@ dead {477098} 004D: jump_if_false @INTRO1_21853 {477105} 00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1 // ~r~Smoke is dead! {477121} 0006: 45@ = 1 {477128} 0051: return :INTRO1_21853 {477130} 00D6: if {477134} 0118: actor 66@ dead {477139} 004D: jump_if_false @INTRO1_21894 {477146} 00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1 // ~r~Ryder is dead! {477162} 0006: 45@ = 1 {477169} 0051: return :INTRO1_21894 {477171} 00D6: if {477175} 8039: not 92@ == 2 {477182} 004D: jump_if_false @INTRO1_21953 {477189} 00D6: if {477193} 0118: actor 67@ dead {477198} 004D: jump_if_false @INTRO1_21953 {477205} 00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1 // ~r~Sweet is dead! {477221} 0006: 45@ = 1 {477228} 0051: return :INTRO1_21953 {477230} 00D6: if {477234} 0039: 92@ == 1 {477241} 004D: jump_if_false @INTRO1_22074 {477248} 00D6: if {477252} 8118: not actor 67@ dead {477257} 004D: jump_if_false @INTRO1_22074 {477264} 00D6: if and {477268} 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 {477305} 00FE: actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 {477342} 004D: jump_if_false @INTRO1_22074 {477349} 0051: return :INTRO1_22074 {477351} 00D6: if {477355} 0039: 92@ == 2 {477362} 004D: jump_if_false @INTRO1_22183 {477369} 00D6: if {477373} 8118: not actor 66@ dead {477378} 004D: jump_if_false @INTRO1_22183 {477385} 00D6: if and {477389} 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 {477426} 0104: actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 {477451} 004D: jump_if_false @INTRO1_22183 {477458} 0051: return :INTRO1_22183 {477460} 0002: jump @INTRO1_21777 :INTRO1_22190 {477467} 0051: return :INTRO1_22192 {477469} 00D6: if {477473} 83D2: not wav 2 ended {477477} 004D: jump_if_false @INTRO1_22605 {477484} 0001: wait 0 ms {477488} 00D6: if {477492} 0119: car 37@ wrecked {477497} 004D: jump_if_false @INTRO1_22227 :INTRO1_22227 {477504} 00D6: if {477508} 0118: actor 65@ dead {477513} 004D: jump_if_false @INTRO1_22268 {477520} 00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1 // ~r~Smoke is dead! {477536} 0006: 45@ = 1 {477543} 0051: return :INTRO1_22268 {477545} 00D6: if {477549} 0118: actor 66@ dead {477554} 004D: jump_if_false @INTRO1_22309 {477561} 00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1 // ~r~Ryder is dead! {477577} 0006: 45@ = 1 {477584} 0051: return :INTRO1_22309 {477586} 00D6: if {477590} 8039: not 92@ == 2 {477597} 004D: jump_if_false @INTRO1_22368 {477604} 00D6: if {477608} 0118: actor 67@ dead {477613} 004D: jump_if_false @INTRO1_22368 {477620} 00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1 // ~r~Sweet is dead! {477636} 0006: 45@ = 1 {477643} 0051: return :INTRO1_22368 {477645} 00D6: if {477649} 0039: 92@ == 1 {477656} 004D: jump_if_false @INTRO1_22489 {477663} 00D6: if {477667} 8118: not actor 67@ dead {477672} 004D: jump_if_false @INTRO1_22489 {477679} 00D6: if and {477683} 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 {477720} 00FE: actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 {477757} 004D: jump_if_false @INTRO1_22489 {477764} 0051: return :INTRO1_22489 {477766} 00D6: if {477770} 0039: 92@ == 2 {477777} 004D: jump_if_false @INTRO1_22598 {477784} 00D6: if {477788} 8118: not actor 66@ dead {477793} 004D: jump_if_false @INTRO1_22598 {477800} 00D6: if and {477804} 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 {477841} 0104: actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 {477866} 004D: jump_if_false @INTRO1_22598 {477873} 0051: return :INTRO1_22598 {477875} 0002: jump @INTRO1_22192 :INTRO1_22605 {477882} 0051: return
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