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- :DARKEL2
- thread 'DARKEL2'
- gosub @DARKEL2_MAIN
- if wasted_or_busted
- then
- gosub @DARKEL2_FAIL
- end
- gosub @DARKEL2_CLEANUP
- end_thread
- :DARKEL2_MAIN
- $ONMISSION = 1 // integer values
- $DARKEL2_FLAG = 0
- increment_mission_attempts
- 0247: request_model #CAS_MAN
- 0247: request_model #COP
- 023C: load_special_actor 1 'EIGHT2'
- 038B: load_requested_models
- while 8248: not model #CAS_MAN available
- wait 0
- end
- 01B4: set_player $PLAYER_CHAR frozen_state 0
- 0169: set_fade_color 1 1 1
- fade 0 2000
- while 016B: fading
- wait 0
- end
- 02A3: toggle_widescreen 1
- 0171: set_player $PLAYER_CHAR z_angle_to 180.0
- 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
- 0373: set_camera_directly_behind_player
- 00BA: text_styled 'DARKST2' 15000 ms 2
- 0395: clear_area 1 at 1311.813 -154.5 15.25 range 5.0 5.0
- 009A: $DARKEL = create_actor 4 #CAS_MAN at 1311.813 -154.5 15.25
- 01ED: reset_actor $DARKEL flags
- 0350: unknown_actor $DARKEL not_scared_flag 1
- 0192: set_actor $DARKEL objective_to_stand_still
- wait 500
- 0169: set_fade_color 1 1 1
- fade 1 2000
- wait 5000
- 015F: set_camera_position 1317.563 -150.6875 17.0 0.0 0.0 0.0
- 0159: camera_on_ped $DARKEL 15 2
- 0239: actor $PLAYER_ACTOR run_to 1311.8481 -152.2677
- while 80F6: not player $PLAYER_CHAR 0 1311.8481 -152.2677 15.2721 radius 1.0 1.0 2.0
- wait 1000
- end
- 0171: set_player $PLAYER_CHAR z_angle_to 180.0
- 00BB: text_lowpriority 'DARK2A' 5000 ms 1
- wait 5000
- 00BB: text_lowpriority 'DARK2B' 5000 ms 1
- wait 5000
- 00BB: text_lowpriority 'DARK2C' 5000 ms 1
- wait 5000
- 0169: set_fade_color 1 1 1
- fade 0 2000
- while 016B: fading
- wait 0
- end
- 02EB: restore_camera_with_jumpcut
- 0373: set_camera_directly_behind_player
- 02A3: toggle_widescreen 0
- 01B4: set_player $PLAYER_CHAR frozen_state 1
- 009B: destroy_actor_instantly $DARKEL
- 0249: release_model #CAS_MAN
- 03BC: $DARKEL2_SPHERE = create_sphere 1271.985 -92.7429 14.8724 2.0 //sphere gdzie odbieramy 8balla
- 018A: $DARKEL2_MARKER = create_checkpoint_at 1271.985 -92.7429 14.8724 //marker gdzie odbieramy 8balla
- 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
- fade 1 2000
- while true
- wait 0
- if and
- 0248: model #COP available
- 00F6: player $PLAYER_CHAR 0 1271.985 -92.7429 14.8724 radius 1.0 1.0 2.0
- then
- 01B4: set_player $PLAYER_CHAR frozen_state 0
- 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
- 0169: set_fade_color 1 1 1
- fade 0 2000
- while 016B: fading
- wait 0
- end
- 0164: disable_marker $DARKEL2_MARKER
- 03BD: destroy_sphere $DARKEL2_SPHERE
- 0395: clear_area 1 at 1269.4438 -92.417 14.8458 range 2.5 2.5
- 0395: clear_area 1 at 1002.6217 -886.6196 15.3549 range 5.0 5.0
- 0395: clear_area 1 at 997.3705 -886.6196 15.3599 range 5.0 5.0
- 009A: $DARKEL2_8BALL = create_actor 21 #SPECIAL01 at 1269.4438 -92.417 14.8458 //8ball
- 0173: set_actor $DARKEL2_8BALL z_angle_to 180.0
- 0245: set_actor $DARKEL2_8BALL walk_style_to 9
- 01ED: reset_actor $DARKEL2_8BALL flags
- 01DF: tie_actor $DARKEL2_8BALL to_player $PLAYER_CHAR
- 009A: $DARKEL2_COP1 = create_actor 4 #COP at 1002.6217 -886.6196 15.3549
- 0350: unknown_actor $DARKEL2_COP1 not_scared_flag 1
- 01B2: give_actor $DARKEL2_COP1 weapon 2 ammo 999
- 01B9: set_actor $DARKEL2_COP1 armed_weapon_to 2
- 009A: $DARKEL2_COP2 = create_actor 4 #COP at 997.3705 -886.6196 15.3599
- 0350: unknown_actor $DARKEL2_COP2 not_scared_flag 1
- 01B2: give_actor $DARKEL2_COP2 weapon 2 ammo 999
- 01B9: set_actor $DARKEL2_COP1 armed_weapon_to 2
- 018A: $DARKEL2_MARKER2 = create_checkpoint_at 1001.3197 -868.717 14.9552 //marker pod szkołą
- wait 500
- 0169: set_fade_color 1 1 1
- fade 1 2000
- 01B4: set_player $PLAYER_CHAR frozen_state 1
- 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
- 01B1: give_player $PLAYER_CHAR weapon 2 ammo 36
- 01B8: set_player $PLAYER_CHAR armed_weapon_to 2
- 00BB: text_lowpriority 'DARK2D' 5000 ms 1
- break
- end
- end
- while true
- wait 0
- if and
- 00E3: player $PLAYER_CHAR 0 1001.3197 -868.717 14.9552 radius 15.0 15.0
- 00E9: player $PLAYER_CHAR 0 $DARKEL2_8BALL radius 15.0 15.0
- $DARKEL2_FLAG == 0
- then
- 0187: $DARKEL2_COP1_MARKER = create_marker_above_actor $DARKEL2_COP1 //marker policjanta #1
- 0187: $DARKEL2_COP2_MARKER = create_marker_above_actor $DARKEL2_COP2 //marker policjanta #2
- 0164: disable_marker $DARKEL2_MARKER2
- 00BB: text_lowpriority 'DARK2E' 5000 ms 1
- break
- end
- if and
- 0118: actor $DARKEL2_COP1 dead
- 0118: actor $DARKEL2_COP2 dead
- 00E3: player $PLAYER_CHAR 0 1001.3197 -868.717 radius 15.0 15.0
- 00E9: player $PLAYER_CHAR 0 $DARKEL2_8BALL radius 15.0 15.0
- $DARKEL2_FLAG == 0
- then
- 0164: disable_marker $DARKEL2_MARKER2
- break
- end
- if and
- 8320: not actor $DARKEL2_8BALL in_range_of_player $PLAYER_CHAR
- $DARKEL2_FLAG == 0
- then
- $DARKEL2_FLAG = 1
- 0164: disable_marker $DARKEL2_MARKER2
- 0187: $DARKEL2_8BALL_MARKER = create_marker_above_actor $DARKEL2_8BALL //marker 8balla gdy gracz jest od niego za bardzo oddalony
- 00BC: text_highpriority '8BNIR' 5000 ms 1
- end
- if and
- 00E9: player $PLAYER_CHAR 0 $DARKEL2_8BALL radius 15.0 15.0
- $DARKEL2_FLAG == 1
- then
- 0164: disable_marker $DARKEL2_8BALL_MARKER
- 018A: $DARKEL2_MARKER2 = create_checkpoint_at 1001.3197 -868.717 14.9552 //marker pod szkołą
- 01DF: tie_actor $DARKEL2_8BALL to_player $PLAYER_CHAR
- $DARKEL2_FLAG = 0
- end
- if 0118: actor $DARKEL2_8BALL dead
- then
- 00BC: text_highpriority 'EBAL_4' 5000 ms 1
- gosub @DARKEL2_FAIL
- return
- end
- end
- while true
- wait 0
- if and
- 0118: actor $DARKEL2_COP1 dead
- 0118: actor $DARKEL2_COP2 dead
- 00E3: player $PLAYER_CHAR 0 1001.3197 -868.717 radius 15.0 15.0
- 00E9: player $PLAYER_CHAR 0 $DARKEL2_8BALL radius 15.0 15.0
- $DARKEL2_FLAG == 0
- then
- 0164: disable_marker $DARKEL2_COP1_MARKER
- 0164: disable_marker $DARKEL2_COP2_MARKER
- 01B4: set_player $PLAYER_CHAR frozen_state 0
- 0169: set_fade_color 1 1 1
- fade 0 2000
- while 016B: fading
- wait 0
- end
- 0249: release_model #COP
- 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
- 02A3: toggle_widescreen 1
- 0395: clear_area 1 at 1001.0668 -867.2028 14.9552 range 5.0 5.0
- 0171: set_player $PLAYER_CHAR z_angle_to 180.0
- 012A: put_player $PLAYER_CHAR at 1001.0668 -867.2028 14.9552 and_remove_from_car
- 009B: destroy_actor_instantly $DARKEL2_8BALL
- 009A: $DARKEL2_8BALL = create_actor 21 #SPECIAL01 at 1002.4529 -867.3378 14.9552 //8ball
- 0173: set_actor $DARKEL2_8BALL z_angle_to 180.0
- 0245: set_actor $DARKEL2_8BALL walk_style_to 9
- 01ED: reset_actor $DARKEL2_8BALL flags
- wait 500
- fade 1 2000
- 00BB: text_lowpriority 'DARK2F' 5000 ms 1
- wait 5000
- 00BB: text_lowpriority 'DARK2G' 5000 ms 1
- wait 5000
- 015F: set_camera_position 1006.1841 -884.4553 20.0 0.0 0.0 0.0
- 0160: point_camera 999.512 -875.0303 14.9552 2
- 0239: actor $DARKEL2_8BALL run_to 1000.162 -887.278
- break
- end
- if 0118: actor $DARKEL2_COP1 dead
- then
- 0164: disable_marker $DARKEL2_COP1_MARKER
- end
- if 0118: actor $DARKEL2_COP2 dead
- then
- 0164: disable_marker $DARKEL2_COP2_MARKER
- end
- if 0118: actor $DARKEL2_8BALL dead
- then
- 00BC: text_highpriority 'EBAL_4' 5000 ms 1
- gosub @DARKEL2_FAIL
- return
- end
- end
- while 80FF: not actor $DARKEL2_8BALL 0 1000.162 -887.278 15.365 radius 2.0 2.0 2.0
- wait 0
- end
- 0169: set_fade_color 1 1 1
- fade 0 2000
- while 016B: fading
- wait 0
- end
- 009B: destroy_actor_instantly $DARKEL2_8BALL
- 01B4: set_player $PLAYER_CHAR frozen_state 1
- 02A3: toggle_widescreen 0
- 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
- 02EB: restore_camera_with_jumpcut
- 0373: set_camera_directly_behind_player
- 00BB: text_lowpriority 'DARK2H' 5000 ms 1
- 0169: set_fade_color 1 1 1
- fade 1 2000
- wait 15000
- 01B4: set_player $PLAYER_CHAR frozen_state 0
- 02A3: toggle_widescreen 1
- 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
- 015F: set_camera_position 1006.1841 -884.4553 20.0 0.0 0.0 0.0
- 0160: point_camera 999.512 -875.0303 14.9552 2
- 009A: $DARKEL2_8BALL = create_actor 21 #SPECIAL01 at 1000.9454 -884.3353 15.2762 //8ball
- 0245: set_actor $DARKEL2_8BALL walk_style_to 9
- 01ED: reset_actor $DARKEL2_8BALL flags
- 0239: actor $DARKEL2_8BALL run_to 1008.6143 -842.4811
- wait 5000
- 00BB: text_lowpriority 'DARK2I' 3000 ms 1
- 01B4: set_player $PLAYER_CHAR frozen_state 1
- 02A3: toggle_widescreen 0
- 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
- 02EB: restore_camera_with_jumpcut
- 0373: set_camera_directly_behind_player
- if 0118: actor $DARKEL2_8BALL dead
- then
- 00BC: text_highpriority 'EBAL_4' 5000 ms 1
- gosub @DARKEL2_FAIL
- return
- end
- while 80FF: not actor $DARKEL2_8BALL 0 1008.6143 -842.4811 14.964 radius 3.0 3.0 3.0
- wait 0
- end
- 01B4: set_player $PLAYER_CHAR frozen_state 0
- 02A3: toggle_widescreen 1
- 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
- 015F: set_camera_position 1046.56 -836.397 40.0 0.0 0.0 0.0
- 0160: point_camera 1014.59 -885.365 20.0 2
- wait 300
- shake_camera 300
- 020C: create_explosion 5 at 1000.0 -886.122 15.361
- 02CF: $DARKEL2_FIRE = create_fire_at 1000.0 -886.122 15.361
- 020C: create_explosion 5 at 995.669 -885.658 22.561
- wait 300
- shake_camera 300
- 020C: create_explosion 5 at 1005.67 -885.658 23.461
- wait 300
- shake_camera 500
- 020C: create_explosion 5 at 1015.67 -885.658 21.761
- wait 300
- shake_camera 300
- 020C: create_explosion 5 at 1027.37 -885.658 23.061
- wait 300
- shake_camera 500
- 020C: create_explosion 5 at 1020.44 -892.939 28.961
- wait 300
- shake_camera 600
- 020C: create_explosion 5 at 1004.72 -894.25 29.261
- wait 500
- shake_camera 500
- 020C: create_explosion 5 at 997.399 -885.746 29.761
- wait 400
- shake_camera 700
- 020C: create_explosion 5 at 996.847 -897.27 32.161
- wait 400
- shake_camera 300
- 039D: scatter_particles 15 5.0 0 0 0 5000 at 1016.02 -889.506 27.961 0.0 0.0 0.0
- 020C: create_explosion 5 at 1016.02 -889.506 27.961
- 010D: set_player $PLAYER_CHAR wanted_level_to 4
- 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
- 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
- 01B4: set_player $PLAYER_CHAR frozen_state 1
- 02A3: toggle_widescreen 0
- 02EB: restore_camera_with_jumpcut
- 0373: set_camera_directly_behind_player
- 03BC: $DARKEL2_SPHERE3 = create_sphere 1273.48 -95.6274 14.8754 5.0
- 018A: $DARKEL2_MARKER3 = create_checkpoint_at 1273.48 -95.6274 14.8754
- 01DF: tie_actor $DARKEL2_8BALL to_player $PLAYER_CHAR
- 00BB: text_lowpriority 'DARK2J' 5000 ms 1
- if 0118: actor $DARKEL2_8BALL dead
- then
- 00BC: text_highpriority 'EBAL_4' 5000 ms 1
- gosub @DARKEL2_FAIL
- return
- end
- while true
- wait 0
- if and
- 00E3: player $PLAYER_CHAR 0 1273.48 -95.6274 radius 3.0 3.0
- 00E9: player $PLAYER_CHAR 0 $DARKEL2_8BALL radius 15.0 15.0
- then
- 01B4: set_player $PLAYER_CHAR frozen_state 0
- 0169: set_fade_color 1 1 1
- fade 0 2000
- while 016B: fading
- wait 0
- end
- 009B: destroy_actor_instantly $DARKEL2_8BALL
- 0164: disable_marker $DARKEL2_MARKER3
- 03BD: destroy_sphere $DARKEL2_SPHERE3
- 01E3: text_1number_styled 'M_PASS' 3000 5000 ms 1 // MISSION PASSED! $~1~
- 0394: play_music 1
- 0109: player $PLAYER_CHAR money += 3000
- 0164: disable_marker $DARKEL_MISSION_MARKER
- fade 1 2000
- 01B4: set_player $PLAYER_CHAR frozen_state 1
- return
- end
- if and
- 8320: not actor $DARKEL2_8BALL in_range_of_player $PLAYER_CHAR
- $DARKEL2_FLAG == 0
- then
- $DARKEL2_FLAG = 1
- 0187: $DARKEL2_8BALL_MARKER = create_marker_above_actor $DARKEL2_8BALL //marker 8balla gdy gracz jest od niego za bardzo oddalony
- 0164: disable_marker $DARKEL2_MARKER3
- 03BD: destroy_sphere $DARKEL2_SPHERE3
- 00BC: text_highpriority '8BNIR' 5000 ms 1
- end
- if and
- 00E9: player $PLAYER_CHAR 0 $DARKEL2_8BALL radius 15.0 15.0
- $DARKEL2_FLAG == 1
- then
- 0164: disable_marker $DARKEL2_8BALL_MARKER
- $DARKEL2_FLAG = 0
- 03BC: $DARKEL2_SPHERE3 = create_sphere 1273.48 -95.6274 14.8754 5.0
- 018A: $DARKEL2_MARKER3 = create_checkpoint_at 1273.48 -95.6274 14.8754
- 01DF: tie_actor $DARKEL2_8BALL to_player $PLAYER_CHAR
- 00BB: text_lowpriority 'DARK2J' 5000 ms 1
- end
- if 0118: actor $DARKEL2_8BALL dead
- then
- 00BC: text_highpriority 'EBAL_4' 5000 ms 1
- gosub @DARKEL2_FAIL
- return
- end
- end
- :DARKEL2_FAIL
- 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED!
- return
- :DARKEL2_CLEANUP
- mission_cleanup
- $ONMISSION = 0
- 0249: release_model #CAS_MAN
- 0249: release_model #COP
- 0296: unload_special_actor 1
- 0164: disable_marker $DARKEL2_MARKER
- 03BD: destroy_sphere $DARKEL2_SPHERE
- 0164: disable_marker $DARKEL2_MARKER2
- 03BD: destroy_sphere $DARKEL2_SPHERE2
- 0164: disable_marker $DARKEL2_MARKER3
- 03BD: destroy_sphere $DARKEL2_SPHERE3
- 0164: disable_marker $DARKEL2_8BALL_MARKER
- 01C2: remove_references_to_actor $DARKEL2_8BALL // Like turning an actor into a random pedestrian
- 01C2: remove_references_to_actor $DARKEL2_COP1 // Like turning an actor into a random pedestrian
- 01C2: remove_references_to_actor $DARKEL2_COP2 // Like turning an actor into a random pedestrian
- return
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