R4gn0r0k

hood5.sc

Feb 4th, 2016
51
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 25.52 KB | None | 0 0
  1. MISSION_START
  2. // *******************************************************************************************
  3. // *******************************************************************************************
  4. // *******************************************************************************************
  5. // *************************************Hood Mission 5****************************************
  6. // ***********************************Baseball Bat Fight**************************************
  7. // *******************************************************************************************
  8. // *******************************************************************************************
  9. // *******************************************************************************************
  10.  
  11. SCRIPT_NAME hood5
  12.  
  13. // Mission start stuff
  14.  
  15. GOSUB mission_start_hood5
  16.  
  17. IF HAS_DEATHARREST_BEEN_EXECUTED
  18. GOSUB mission_hood5_failed
  19. ENDIF
  20.  
  21. GOSUB mission_cleanup_hood5
  22.  
  23. MISSION_END
  24.  
  25.  
  26. // Variables for mission
  27.  
  28. VAR_INT baddie1_hm5
  29.  
  30. VAR_INT baddie2_hm5
  31.  
  32. VAR_INT baddie3_hm5
  33.  
  34. VAR_INT baddie4_hm5
  35.  
  36. VAR_INT baddie5_hm5
  37.  
  38. VAR_INT baddie6_hm5
  39.  
  40. VAR_INT baddie7_hm5
  41.  
  42. VAR_INT baddie8_hm5
  43.  
  44. VAR_INT baddie9_hm5
  45.  
  46. VAR_INT radar_blip_ped1_hm5 // Radar blip for baddie 1
  47.  
  48. VAR_INT radar_blip_ped2_hm5 // Radar blip for baddie 2
  49.  
  50. VAR_INT radar_blip_ped3_hm5 // Radar blip for baddie 3
  51.  
  52. VAR_INT radar_blip_ped4_hm5 // Radar blip for baddie 4
  53.  
  54. VAR_INT radar_blip_ped5_hm5 // Radar blip for baddie 5
  55.  
  56. VAR_INT radar_blip_ped6_hm5 // Radar blip for baddie 6
  57.  
  58. VAR_INT radar_blip_ped7_hm5 // Radar blip for baddie 7
  59.  
  60. VAR_INT radar_blip_ped8_hm5 // Radar blip for baddie 8
  61.  
  62. VAR_INT radar_blip_ped9_hm5 // Radar blip for baddie 9
  63.  
  64. VAR_INT flag_baddie1_dead_hm5
  65.  
  66. VAR_INT flag_baddie2_dead_hm5
  67.  
  68. VAR_INT flag_baddie3_dead_hm5
  69.  
  70. VAR_INT flag_baddie4_dead_hm5
  71.  
  72. VAR_INT flag_baddie5_dead_hm5
  73.  
  74. VAR_INT flag_baddie6_dead_hm5
  75.  
  76. VAR_INT flag_baddie7_dead_hm5
  77.  
  78. VAR_INT flag_baddie8_dead_hm5
  79.  
  80. VAR_INT flag_baddie9_dead_hm5
  81.  
  82. VAR_INT counter_no_of_baddies_dead_hm5
  83.  
  84. VAR_INT radar_blip_goodie_hm5
  85.  
  86. VAR_INT goodie_hm5
  87.  
  88. VAR_INT bat_hm5
  89.  
  90. VAR_INT flag_players_buddy_normal
  91.  
  92. VAR_INT flag_goodie_hm5_dead_hm5
  93.  
  94. VAR_INT car_hm5
  95.  
  96. VAR_INT flag_goodie_message_hm5
  97.  
  98. VAR_INT flag_bat_created_hm5
  99.  
  100. VAR_INT flag_bat_collected_hm5
  101.  
  102. VAR_INT flag_player_in_area_hm5
  103.  
  104. VAR_INT flag_baddie1_mad_hm5
  105.  
  106. VAR_INT flag_baddie2_mad_hm5
  107.  
  108. VAR_INT flag_baddie3_mad_hm5
  109.  
  110. VAR_INT flag_baddie4_mad_hm5
  111.  
  112. VAR_INT flag_baddie5_mad_hm5
  113.  
  114. VAR_INT flag_baddie6_mad_hm5
  115.  
  116. VAR_INT flag_baddie7_mad_hm5
  117.  
  118. VAR_INT flag_baddie8_mad_hm5
  119.  
  120. VAR_INT flag_baddie9_mad_hm5
  121.  
  122.  
  123. // ***************************************Mission Start*************************************
  124.  
  125.  
  126. mission_start_hood5:
  127.  
  128. flag_player_on_mission = 1
  129.  
  130. flag_player_on_hood_mission = 1
  131.  
  132. REGISTER_MISSION_GIVEN
  133.  
  134. WAIT 0
  135.  
  136. flag_baddie1_dead_hm5 = 0
  137.  
  138. flag_baddie2_dead_hm5 = 0
  139.  
  140. flag_baddie3_dead_hm5 = 0
  141.  
  142. flag_baddie4_dead_hm5 = 0
  143.  
  144. flag_baddie5_dead_hm5 = 0
  145.  
  146. flag_baddie6_dead_hm5 = 0
  147.  
  148. flag_baddie7_dead_hm5 = 0
  149.  
  150. flag_baddie8_dead_hm5 = 0
  151.  
  152. flag_baddie9_dead_hm5 = 0
  153.  
  154. counter_no_of_baddies_dead_hm5 = 0
  155.  
  156. flag_players_buddy_normal = 0
  157.  
  158. flag_goodie_hm5_dead_hm5 = 0
  159.  
  160. flag_goodie_message_hm5 = 0
  161.  
  162. flag_bat_created_hm5 = 0
  163.  
  164. flag_bat_collected_hm5 = 0
  165.  
  166. flag_player_in_area_hm5 = 0
  167.  
  168. flag_baddie1_mad_hm5 = 0
  169.  
  170. flag_baddie2_mad_hm5 = 0
  171.  
  172. flag_baddie3_mad_hm5 = 0
  173.  
  174. flag_baddie4_mad_hm5 = 0
  175.  
  176. flag_baddie5_mad_hm5 = 0
  177.  
  178. flag_baddie6_mad_hm5 = 0
  179.  
  180. flag_baddie7_mad_hm5 = 0
  181.  
  182. flag_baddie8_mad_hm5 = 0
  183.  
  184. flag_baddie9_mad_hm5 = 0
  185.  
  186. {
  187.  
  188. // ****************************************START OF CUTSCENE********************************
  189.  
  190. /*
  191. IF CAN_PLAYER_START_MISSION Player
  192. MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
  193. ELSE
  194. GOTO mission_hood5_failed
  195. ENDIF
  196.  
  197. SET_FADING_COLOUR 0 0 0
  198.  
  199. DO_FADE 1500 FADE_OUT
  200.  
  201. PRINT_BIG ( HM_5 ) 15000 2 //"RUMBLE BLUES"
  202.  
  203. SWITCH_STREAMING OFF
  204.  
  205. //LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
  206.  
  207. WHILE GET_FADING_STATUS
  208.  
  209. WAIT 0
  210.  
  211. ENDWHILE
  212. */
  213.  
  214. SET_PED_DENSITY_MULTIPLIER 0.0
  215.  
  216. CLEAR_AREA_OF_CHARS -414.57 97.73 1.0 -589.29 -101.77 20.0
  217.  
  218. //LOAD_ALL_MODELS_NOW
  219.  
  220. //WHILE NOT HAS_MODEL_LOADED cut_obj1
  221.  
  222. // WAIT 0
  223.  
  224. //ENDWHILE
  225.  
  226. LOAD_CUTSCENE hd_ph5
  227. SET_CUTSCENE_OFFSET -444.714 -6.321 2.9
  228.  
  229. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  230. SET_CUTSCENE_ANIM cs_player player
  231.  
  232. //CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
  233. //SET_CUTSCENE_HEAD_ANIM cs_playerhead player
  234.  
  235.  
  236. DO_FADE 1500 FADE_IN
  237.  
  238. SWITCH_STREAMING ON
  239.  
  240. START_CUTSCENE
  241.  
  242. // Displays cutscene text
  243.  
  244.  
  245. GET_CUTSCENE_TIME cs_time
  246.  
  247. WHILE cs_time < 2190
  248. WAIT 0
  249. GET_CUTSCENE_TIME cs_time
  250. ENDWHILE
  251. PRINT_NOW ( HM5_A ) 10000 1 //"Them Nines..."
  252.  
  253. WHILE cs_time < 4403
  254. WAIT 0
  255. GET_CUTSCENE_TIME cs_time
  256. ENDWHILE
  257.  
  258. PRINT_NOW ( HM5_B ) 10000 1 //"But they still..."
  259.  
  260. WHILE cs_time < 6287
  261. WAIT 0
  262. GET_CUTSCENE_TIME cs_time
  263. ENDWHILE
  264.  
  265. PRINT_NOW ( HM5_C ) 10000 1 //"They agreed to..."
  266.  
  267. WHILE cs_time < 7888
  268. WAIT 0
  269. GET_CUTSCENE_TIME cs_time
  270. ENDWHILE
  271.  
  272. PRINT_NOW ( HM5_D ) 10000 1 //"A gang of them..."
  273.  
  274. WHILE cs_time < 9678
  275. WAIT 0
  276. GET_CUTSCENE_TIME cs_time
  277. ENDWHILE
  278.  
  279. PRINT_NOW ( HM5_E ) 10000 1 //"Two of yaw"
  280.  
  281. WHILE cs_time < 11491
  282. WAIT 0
  283. GET_CUTSCENE_TIME cs_time
  284. ENDWHILE
  285.  
  286. PRINT_NOW ( HM5_F ) 10000 1 //"I'd join you..."
  287.  
  288. WHILE cs_time < 12974
  289. WAIT 0
  290. GET_CUTSCENE_TIME cs_time
  291. ENDWHILE
  292.  
  293. PRINT_NOW ( HM5_G ) 10000 1 //"I ain't due my..."
  294.  
  295. WHILE cs_time < 14952
  296. WAIT 0
  297. GET_CUTSCENE_TIME cs_time
  298. ENDWHILE
  299.  
  300. PRINT_NOW ( HM5_H ) 10000 1 //"Y'kmow what..."
  301.  
  302. WHILE cs_time < 16068
  303. WAIT 0
  304. GET_CUTSCENE_TIME cs_time
  305. ENDWHILE
  306.  
  307. PRINT_NOW ( HM5_I ) 10000 1 //"Go and meet..."
  308.  
  309. WHILE cs_time < 17531
  310. WAIT 0
  311. GET_CUTSCENE_TIME cs_time
  312. ENDWHILE
  313.  
  314. PRINT_NOW ( HM5_J ) 10000 1 //"He'll show..."
  315.  
  316. WHILE cs_time < 19234
  317. WAIT 0
  318. GET_CUTSCENE_TIME cs_time
  319. ENDWHILE
  320.  
  321. CLEAR_THIS_PRINT ( HM5_J )
  322.  
  323. WHILE cs_time < 20166
  324. WAIT 0
  325. GET_CUTSCENE_TIME cs_time
  326. ENDWHILE
  327.  
  328. DO_FADE 1500 FADE_OUT
  329.  
  330. WHILE NOT HAS_CUTSCENE_FINISHED
  331. WAIT 0
  332.  
  333. ENDWHILE
  334.  
  335. CLEAR_PRINTS
  336.  
  337. WHILE GET_FADING_STATUS
  338. WAIT 0
  339. ENDWHILE
  340.  
  341. CLEAR_CUTSCENE
  342.  
  343. //SWITCH_STREAMING ON
  344.  
  345. WAIT 500
  346.  
  347. DO_FADE 1500 FADE_IN
  348.  
  349. //MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
  350.  
  351. SET_PED_DENSITY_MULTIPLIER 1.0
  352.  
  353. // *****************************************END OF CUTSCENE**********************************
  354.  
  355.  
  356. REQUEST_MODEL PED_GANG_HOOD_A
  357.  
  358. REQUEST_MODEL PED_GANG_HOOD_B
  359.  
  360. WHILE NOT HAS_MODEL_LOADED PED_GANG_HOOD_A
  361. OR NOT HAS_MODEL_LOADED PED_GANG_HOOD_B
  362.  
  363. WAIT 0
  364.  
  365. ENDWHILE
  366.  
  367. SWITCH_ROADS_OFF -414.997 77.799 2.5 -267.467 103.23 10.0
  368.  
  369. SWITCH_ROADS_OFF -286.387 77.799 2.5 -215.814 272.287 10.0
  370.  
  371. CREATE_PICKUP WEAPON_BAT pickup_once -637.0 -28.5 -100.0 bat_hm5
  372.  
  373. flag_bat_created_hm5 = 1
  374.  
  375. // Creates players helper ped
  376.  
  377. CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_HOOD_A -640.9 -28.8 18.8 goodie_hm5
  378.  
  379. SET_CHAR_HEADING goodie_hm5 180.0
  380.  
  381. GIVE_WEAPON_TO_CHAR goodie_hm5 WEAPONTYPE_BASEBALLBAT 1
  382.  
  383. ADD_BLIP_FOR_CHAR goodie_hm5 radar_blip_goodie_hm5
  384.  
  385. CLEAR_CHAR_THREAT_SEARCH goodie_hm5
  386.  
  387. WHILE NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player goodie_hm5 8.0 8.0 FALSE
  388.  
  389. WAIT 0
  390.  
  391. IF IS_CHAR_DEAD goodie_hm5
  392. PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!"
  393. GOTO mission_hood5_failed
  394. flag_goodie_hm5_dead_hm5 = 1
  395. ENDIF
  396.  
  397. IF flag_bat_created_hm5 = 1
  398.  
  399. IF flag_bat_collected_hm5 = 0
  400.  
  401. IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
  402. flag_bat_collected_hm5 = 1
  403. ENDIF
  404.  
  405. ENDIF
  406.  
  407. ENDIF
  408.  
  409. ENDWHILE
  410.  
  411. TURN_CHAR_TO_FACE_PLAYER goodie_hm5 player
  412. SET_PLAYER_AS_LEADER goodie_hm5 player
  413. REMOVE_BLIP radar_blip_goodie_hm5
  414.  
  415. LOAD_MISSION_AUDIO H5_A
  416.  
  417. WHILE NOT HAS_MISSION_AUDIO_LOADED
  418.  
  419. WAIT 0
  420.  
  421. IF IS_CHAR_DEAD goodie_hm5
  422. PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!"
  423. GOTO mission_hood5_failed
  424. flag_goodie_hm5_dead_hm5 = 1
  425. ENDIF
  426.  
  427. IF NOT IS_CHAR_IN_PLAYERS_GROUP goodie_hm5 player
  428. AND flag_goodie_message_hm5 = 0
  429. PRINT_NOW ( HEY9 ) 5000 1 //"You have not got the information from the contact go back and get it."
  430. ADD_BLIP_FOR_CHAR goodie_hm5 radar_blip_goodie_hm5
  431. flag_goodie_message_hm5 = 1
  432. ENDIF
  433.  
  434. IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player goodie_hm5 8.0 8.0 FALSE
  435. AND flag_goodie_message_hm5 = 1
  436. SET_PLAYER_AS_LEADER goodie_hm5 player
  437. REMOVE_BLIP radar_blip_goodie_hm5
  438. flag_goodie_message_hm5 = 0
  439. ENDIF
  440.  
  441. IF flag_bat_created_hm5 = 1
  442.  
  443. IF flag_bat_collected_hm5 = 0
  444.  
  445. IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
  446. flag_bat_collected_hm5 = 1
  447. ENDIF
  448.  
  449. ENDIF
  450.  
  451. ENDIF
  452.  
  453. ENDWHILE
  454.  
  455. REMOVE_BLIP radar_blip_goodie_hm5
  456.  
  457. PLAY_MISSION_AUDIO
  458.  
  459. PRINT_NOW ( HM5_1 ) 7000 1 //"Yo, Ice setyou was comin'. There are rules, bats only, no guns, no cars
  460.  
  461. WHILE NOT HAS_MISSION_AUDIO_FINISHED
  462.  
  463. WAIT 0
  464.  
  465. IF IS_CHAR_DEAD goodie_hm5
  466. PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!"
  467. GOTO mission_hood5_failed
  468. flag_goodie_hm5_dead_hm5 = 1
  469. ENDIF
  470.  
  471. IF flag_bat_created_hm5 = 1
  472.  
  473. IF flag_bat_collected_hm5 = 0
  474.  
  475. IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
  476. flag_bat_collected_hm5 = 1
  477. ENDIF
  478.  
  479. ENDIF
  480.  
  481. ENDIF
  482.  
  483. ENDWHILE
  484.  
  485. CLEAR_THIS_PRINT ( HM5_1 )
  486.  
  487. LOAD_MISSION_AUDIO H5_B
  488.  
  489. WHILE NOT HAS_MISSION_AUDIO_LOADED
  490.  
  491. WAIT 0
  492.  
  493. IF IS_CHAR_DEAD goodie_hm5
  494. PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!"
  495. GOTO mission_hood5_failed
  496. flag_goodie_hm5_dead_hm5 = 1
  497. ENDIF
  498.  
  499. IF flag_bat_created_hm5 = 1
  500.  
  501. IF flag_bat_collected_hm5 = 0
  502.  
  503. IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
  504. flag_bat_collected_hm5 = 1
  505. ENDIF
  506.  
  507. ENDIF
  508.  
  509. ENDIF
  510.  
  511. ENDWHILE
  512.  
  513. PLAY_MISSION_AUDIO
  514.  
  515. PRINT ( HM5_5 ) 7000 1 //"This is a battle for respect, you cool?" //Change to print now when audio is there
  516.  
  517. WHILE NOT HAS_MISSION_AUDIO_FINISHED
  518.  
  519. WAIT 0
  520.  
  521. IF IS_CHAR_DEAD goodie_hm5
  522. PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!"
  523. GOTO mission_hood5_failed
  524. flag_goodie_hm5_dead_hm5 = 1
  525. ENDIF
  526.  
  527. IF flag_bat_created_hm5 = 1
  528.  
  529. IF flag_bat_collected_hm5 = 0
  530.  
  531. IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
  532. flag_bat_collected_hm5 = 1
  533. ENDIF
  534.  
  535. ENDIF
  536.  
  537. ENDIF
  538.  
  539. ENDWHILE
  540.  
  541. CLEAR_THIS_PRINT ( HM5_5 )
  542.  
  543. LOAD_MISSION_AUDIO H5_C
  544.  
  545. WHILE NOT HAS_MISSION_AUDIO_LOADED
  546.  
  547. WAIT 0
  548.  
  549. IF IS_CHAR_DEAD goodie_hm5
  550. PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!"
  551. GOTO mission_hood5_failed
  552. flag_goodie_hm5_dead_hm5 = 1
  553. ENDIF
  554.  
  555. IF flag_bat_created_hm5 = 1
  556.  
  557. IF flag_bat_collected_hm5 = 0
  558.  
  559. IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
  560. flag_bat_collected_hm5 = 1
  561. ENDIF
  562.  
  563. ENDIF
  564.  
  565. ENDIF
  566.  
  567. ENDWHILE
  568.  
  569. PLAY_MISSION_AUDIO
  570.  
  571. PRINT ( HM5_6 ) 7000 1 //"Lets go crack some blue skulls ( should be purple )" //Change to print now when audio is there
  572.  
  573. WHILE NOT HAS_MISSION_AUDIO_FINISHED
  574.  
  575. WAIT 0
  576.  
  577. IF IS_CHAR_DEAD goodie_hm5
  578. PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!"
  579. GOTO mission_hood5_failed
  580. flag_goodie_hm5_dead_hm5 = 1
  581. ENDIF
  582.  
  583. IF flag_bat_created_hm5 = 1
  584.  
  585. IF flag_bat_collected_hm5 = 0
  586.  
  587. IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
  588. flag_bat_collected_hm5 = 1
  589. ENDIF
  590.  
  591. ENDIF
  592.  
  593. ENDIF
  594.  
  595. ENDWHILE
  596.  
  597. CLEAR_THIS_PRINT ( HM5_6 )
  598.  
  599. // Creates baddie1
  600.  
  601. CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -237.0 315.5 -100.0 baddie1_hm5
  602.  
  603. SET_CHAR_HEALTH baddie1_hm5 250
  604.  
  605. SET_CHAR_PERSONALITY baddie1_hm5 PEDSTAT_TOUGH_GUY
  606.  
  607. SET_CHAR_THREAT_SEARCH baddie1_hm5 THREAT_PLAYER1
  608.  
  609. GIVE_WEAPON_TO_CHAR baddie1_hm5 WEAPONTYPE_BASEBALLBAT 1
  610.  
  611. ADD_BLIP_FOR_CHAR baddie1_hm5 radar_blip_ped1_hm5
  612.  
  613. SET_CHAR_HEED_THREATS baddie1_hm5 TRUE
  614.  
  615. TURN_CHAR_TO_FACE_COORD baddie1_hm5 -232.0 253.0 -100.0
  616.  
  617. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie1_hm5 TRUE
  618.  
  619. // Creates baddie2
  620.  
  621. CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -234.1 315.5 -100.0 baddie2_hm5
  622.  
  623. SET_CHAR_HEALTH baddie2_hm5 250
  624.  
  625. SET_CHAR_PERSONALITY baddie2_hm5 PEDSTAT_TOUGH_GUY
  626.  
  627. SET_CHAR_THREAT_SEARCH baddie2_hm5 THREAT_PLAYER1
  628.  
  629. GIVE_WEAPON_TO_CHAR baddie2_hm5 WEAPONTYPE_BASEBALLBAT 1
  630.  
  631. ADD_BLIP_FOR_CHAR baddie2_hm5 radar_blip_ped2_hm5
  632.  
  633. SET_CHAR_HEED_THREATS baddie2_hm5 TRUE
  634.  
  635. TURN_CHAR_TO_FACE_COORD baddie2_hm5 -232.0 253.0 -100.0
  636.  
  637. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie2_hm5 TRUE
  638.  
  639. // Creates baddie3
  640.  
  641. CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -229.3 315.5 -100.0 baddie3_hm5
  642.  
  643. SET_CHAR_HEALTH baddie3_hm5 250
  644.  
  645. SET_CHAR_PERSONALITY baddie3_hm5 PEDSTAT_TOUGH_GUY
  646.  
  647. SET_CHAR_THREAT_SEARCH baddie3_hm5 THREAT_PLAYER1
  648.  
  649. GIVE_WEAPON_TO_CHAR baddie3_hm5 WEAPONTYPE_BASEBALLBAT 1
  650.  
  651. ADD_BLIP_FOR_CHAR baddie3_hm5 radar_blip_ped3_hm5
  652.  
  653. SET_CHAR_HEED_THREATS baddie3_hm5 TRUE
  654.  
  655. TURN_CHAR_TO_FACE_COORD baddie3_hm5 -232.0 253.0 -100.0
  656.  
  657. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie3_hm5 TRUE
  658.  
  659. // Creates baddie4
  660.  
  661. CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -222.5 298.4 -100.0 baddie4_hm5 //281.5
  662.  
  663. SET_CHAR_HEALTH baddie4_hm5 250
  664.  
  665. SET_CHAR_PERSONALITY baddie4_hm5 PEDSTAT_TOUGH_GUY
  666.  
  667. SET_CHAR_THREAT_SEARCH baddie4_hm5 THREAT_PLAYER1
  668.  
  669. GIVE_WEAPON_TO_CHAR baddie4_hm5 WEAPONTYPE_BASEBALLBAT 1
  670.  
  671. ADD_BLIP_FOR_CHAR baddie4_hm5 radar_blip_ped4_hm5
  672.  
  673. SET_CHAR_HEED_THREATS baddie4_hm5 TRUE
  674.  
  675. TURN_CHAR_TO_FACE_COORD baddie4_hm5 -226.1 280.8 -100.0
  676.  
  677. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie4_hm5 TRUE
  678.  
  679. // Creates baddie5
  680.  
  681. CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -222.5 287.6 -100.0 baddie5_hm5
  682.  
  683. SET_CHAR_HEALTH baddie5_hm5 250
  684.  
  685. SET_CHAR_PERSONALITY baddie5_hm5 PEDSTAT_TOUGH_GUY
  686.  
  687. SET_CHAR_THREAT_SEARCH baddie5_hm5 THREAT_PLAYER1
  688.  
  689. GIVE_WEAPON_TO_CHAR baddie5_hm5 WEAPONTYPE_BASEBALLBAT 1
  690.  
  691. ADD_BLIP_FOR_CHAR baddie5_hm5 radar_blip_ped5_hm5
  692.  
  693. SET_CHAR_HEED_THREATS baddie5_hm5 TRUE
  694.  
  695. TURN_CHAR_TO_FACE_COORD baddie5_hm5 -226.1 280.8 -100.0
  696.  
  697. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie5_hm5 TRUE
  698.  
  699. // Creates baddie6
  700.  
  701. CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -222.5 275.9 -100.0 baddie6_hm5
  702.  
  703. SET_CHAR_HEALTH baddie6_hm5 250
  704.  
  705. SET_CHAR_PERSONALITY baddie6_hm5 PEDSTAT_TOUGH_GUY
  706.  
  707. SET_CHAR_THREAT_SEARCH baddie6_hm5 THREAT_PLAYER1
  708.  
  709. GIVE_WEAPON_TO_CHAR baddie6_hm5 WEAPONTYPE_BASEBALLBAT 1
  710.  
  711. ADD_BLIP_FOR_CHAR baddie6_hm5 radar_blip_ped6_hm5
  712.  
  713. SET_CHAR_HEED_THREATS baddie6_hm5 TRUE
  714.  
  715. TURN_CHAR_TO_FACE_COORD baddie6_hm5 -226.1 280.8 -100.0
  716.  
  717. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie6_hm5 TRUE
  718.  
  719. // Creates baddie7
  720.  
  721. CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -239.8 287.6 -100.0 baddie7_hm5
  722.  
  723. SET_CHAR_HEALTH baddie7_hm5 250
  724.  
  725. SET_CHAR_PERSONALITY baddie7_hm5 PEDSTAT_TOUGH_GUY
  726.  
  727. SET_CHAR_THREAT_SEARCH baddie7_hm5 THREAT_PLAYER1
  728.  
  729. GIVE_WEAPON_TO_CHAR baddie7_hm5 WEAPONTYPE_BASEBALLBAT 1
  730.  
  731. ADD_BLIP_FOR_CHAR baddie7_hm5 radar_blip_ped7_hm5
  732.  
  733. SET_CHAR_HEED_THREATS baddie7_hm5 TRUE
  734.  
  735. TURN_CHAR_TO_FACE_COORD baddie7_hm5 -226.1 280.8 -100.0
  736.  
  737. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie7_hm5 TRUE
  738.  
  739. // Creates baddie8
  740.  
  741. CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -239.8 298.4 -100.0 baddie8_hm5
  742.  
  743. SET_CHAR_HEALTH baddie8_hm5 250
  744.  
  745. SET_CHAR_PERSONALITY baddie8_hm5 PEDSTAT_TOUGH_GUY
  746.  
  747. SET_CHAR_THREAT_SEARCH baddie8_hm5 THREAT_PLAYER1
  748.  
  749. GIVE_WEAPON_TO_CHAR baddie8_hm5 WEAPONTYPE_BASEBALLBAT 1
  750.  
  751. ADD_BLIP_FOR_CHAR baddie8_hm5 radar_blip_ped8_hm5
  752.  
  753. SET_CHAR_HEED_THREATS baddie8_hm5 TRUE
  754.  
  755. TURN_CHAR_TO_FACE_COORD baddie8_hm5 -226.1 280.8 -100.0
  756.  
  757. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie8_hm5 TRUE
  758.  
  759. // Creates baddie9
  760.  
  761. CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -239.8 275.9 -100.0 baddie9_hm5
  762.  
  763. SET_CHAR_HEALTH baddie9_hm5 250
  764.  
  765. SET_CHAR_PERSONALITY baddie9_hm5 PEDSTAT_TOUGH_GUY
  766.  
  767. SET_CHAR_THREAT_SEARCH baddie9_hm5 THREAT_PLAYER1
  768.  
  769. GIVE_WEAPON_TO_CHAR baddie9_hm5 WEAPONTYPE_BASEBALLBAT 1
  770.  
  771. ADD_BLIP_FOR_CHAR baddie9_hm5 radar_blip_ped9_hm5
  772.  
  773. SET_CHAR_HEED_THREATS baddie9_hm5 TRUE
  774.  
  775. TURN_CHAR_TO_FACE_COORD baddie9_hm5 -226.1 280.8 -100.0
  776.  
  777. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie9_hm5 TRUE
  778.  
  779. // waiting for all the guys to be dead
  780.  
  781. WHILE NOT counter_no_of_baddies_dead_hm5 = 9
  782.  
  783. WAIT 0
  784.  
  785. IF IS_CHAR_DEAD goodie_hm5
  786. flag_goodie_hm5_dead_hm5 = 1
  787. ENDIF
  788.  
  789. IF IS_PLAYER_IN_AREA_3D player -247.3 333.9 2.0 -209.5 250.2 15.0 FALSE
  790.  
  791. flag_player_in_area_hm5 = 1
  792.  
  793. IF flag_goodie_hm5_dead_hm5 = 0
  794.  
  795. IF NOT IS_CHAR_IN_ANY_CAR goodie_hm5
  796.  
  797. IF flag_players_buddy_normal = 0
  798. LEAVE_GROUP goodie_hm5
  799. SET_CHAR_THREAT_SEARCH goodie_hm5 THREAT_GANG_HOOD
  800. SET_CHAR_PERSONALITY goodie_hm5 PEDSTAT_TOUGH_GUY
  801. flag_players_buddy_normal = 1
  802. ENDIF
  803.  
  804. ENDIF
  805.  
  806. ENDIF
  807.  
  808. ENDIF
  809.  
  810. IF flag_player_in_area_hm5 = 1
  811.  
  812. IF flag_baddie1_mad_hm5 = 0
  813.  
  814. IF NOT IS_CHAR_DEAD baddie1_hm5
  815. TURN_CHAR_TO_FACE_PLAYER baddie1_hm5 player
  816. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie1_hm5 player
  817. flag_baddie1_mad_hm5 = 1
  818. ENDIF
  819.  
  820. ENDIF
  821.  
  822. IF flag_baddie2_mad_hm5 = 0
  823.  
  824. IF NOT IS_CHAR_DEAD baddie2_hm5
  825. TURN_CHAR_TO_FACE_PLAYER baddie2_hm5 player
  826. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie2_hm5 player
  827. flag_baddie2_mad_hm5 = 1
  828. ENDIF
  829.  
  830. ENDIF
  831.  
  832. IF flag_baddie3_mad_hm5 = 0
  833.  
  834. IF NOT IS_CHAR_DEAD baddie3_hm5
  835. TURN_CHAR_TO_FACE_PLAYER baddie3_hm5 player
  836. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie3_hm5 player
  837. flag_baddie3_mad_hm5 = 1
  838. ENDIF
  839.  
  840. ENDIF
  841.  
  842. IF flag_baddie4_mad_hm5 = 0
  843.  
  844. IF NOT IS_CHAR_DEAD baddie4_hm5
  845. TURN_CHAR_TO_FACE_PLAYER baddie4_hm5 player
  846. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie4_hm5 player
  847. flag_baddie4_mad_hm5 = 1
  848. ENDIF
  849.  
  850. ENDIF
  851.  
  852. IF flag_baddie5_mad_hm5 = 0
  853.  
  854. IF NOT IS_CHAR_DEAD baddie5_hm5
  855. TURN_CHAR_TO_FACE_PLAYER baddie5_hm5 player
  856. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie5_hm5 player
  857. flag_baddie5_mad_hm5 = 1
  858. ENDIF
  859.  
  860. ENDIF
  861.  
  862. IF flag_baddie6_mad_hm5 = 0
  863.  
  864. IF NOT IS_CHAR_DEAD baddie6_hm5
  865. TURN_CHAR_TO_FACE_PLAYER baddie6_hm5 player
  866. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie6_hm5 player
  867. flag_baddie6_mad_hm5 = 1
  868. ENDIF
  869.  
  870. ENDIF
  871.  
  872. IF flag_baddie7_mad_hm5 = 0
  873.  
  874. IF NOT IS_CHAR_DEAD baddie7_hm5
  875. TURN_CHAR_TO_FACE_PLAYER baddie7_hm5 player
  876. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie7_hm5 player
  877. flag_baddie7_mad_hm5 = 1
  878. ENDIF
  879.  
  880. ENDIF
  881.  
  882. IF flag_baddie8_mad_hm5 = 0
  883.  
  884. IF NOT IS_CHAR_DEAD baddie8_hm5
  885. TURN_CHAR_TO_FACE_PLAYER baddie8_hm5 player
  886. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie8_hm5 player
  887. flag_baddie8_mad_hm5 = 1
  888. ENDIF
  889.  
  890. ENDIF
  891.  
  892. IF flag_baddie9_mad_hm5 = 0
  893.  
  894. IF NOT IS_CHAR_DEAD baddie9_hm5
  895. TURN_CHAR_TO_FACE_PLAYER baddie9_hm5 player
  896. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie9_hm5 player
  897. flag_baddie9_mad_hm5 = 1
  898. ENDIF
  899.  
  900. ENDIF
  901.  
  902. ENDIF
  903.  
  904. // Checks for baddie1
  905.  
  906. IF flag_baddie1_dead_hm5 = 0
  907.  
  908. IF IS_CHAR_DEAD baddie1_hm5
  909.  
  910. IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie1_hm5 WEAPONTYPE_BASEBALLBAT
  911. REMOVE_BLIP radar_blip_ped1_hm5
  912. ++ counter_no_of_baddies_dead_hm5
  913. flag_baddie1_dead_hm5 = 1
  914. ELSE
  915. PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
  916. GOTO mission_hood5_failed
  917. ENDIF
  918.  
  919. ENDIF
  920.  
  921. ENDIF
  922.  
  923. // Checks for baddie2
  924.  
  925. IF flag_baddie2_dead_hm5 = 0
  926.  
  927. IF IS_CHAR_DEAD baddie2_hm5
  928.  
  929. IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie2_hm5 WEAPONTYPE_BASEBALLBAT
  930. REMOVE_BLIP radar_blip_ped2_hm5
  931. ++ counter_no_of_baddies_dead_hm5
  932. flag_baddie2_dead_hm5 = 1
  933. ELSE
  934. PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
  935. GOTO mission_hood5_failed
  936. ENDIF
  937.  
  938. ENDIF
  939.  
  940. ENDIF
  941.  
  942. // Checks for baddie3
  943.  
  944. IF flag_baddie3_dead_hm5 = 0
  945.  
  946. IF IS_CHAR_DEAD baddie3_hm5
  947.  
  948. IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie3_hm5 WEAPONTYPE_BASEBALLBAT
  949. REMOVE_BLIP radar_blip_ped3_hm5
  950. ++ counter_no_of_baddies_dead_hm5
  951. flag_baddie3_dead_hm5 = 1
  952. ELSE
  953. PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
  954. GOTO mission_hood5_failed
  955. ENDIF
  956.  
  957. ENDIF
  958.  
  959. ENDIF
  960.  
  961. // Checks for baddie4
  962.  
  963. IF flag_baddie4_dead_hm5 = 0
  964.  
  965. IF IS_CHAR_DEAD baddie4_hm5
  966.  
  967. IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie4_hm5 WEAPONTYPE_BASEBALLBAT
  968. REMOVE_BLIP radar_blip_ped4_hm5
  969. ++ counter_no_of_baddies_dead_hm5
  970. flag_baddie4_dead_hm5 = 1
  971. ELSE
  972. PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
  973. GOTO mission_hood5_failed
  974. ENDIF
  975.  
  976. ENDIF
  977.  
  978. ENDIF
  979.  
  980. // Checks for baddie5
  981.  
  982. IF flag_baddie5_dead_hm5 = 0
  983.  
  984. IF IS_CHAR_DEAD baddie5_hm5
  985.  
  986. IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie5_hm5 WEAPONTYPE_BASEBALLBAT
  987. REMOVE_BLIP radar_blip_ped5_hm5
  988. ++ counter_no_of_baddies_dead_hm5
  989. flag_baddie5_dead_hm5 = 1
  990. ELSE
  991. PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
  992. GOTO mission_hood5_failed
  993. ENDIF
  994.  
  995. ENDIF
  996.  
  997. ENDIF
  998.  
  999. // Checks for baddie6
  1000.  
  1001. IF flag_baddie6_dead_hm5 = 0
  1002.  
  1003. IF IS_CHAR_DEAD baddie6_hm5
  1004.  
  1005. IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie6_hm5 WEAPONTYPE_BASEBALLBAT
  1006. REMOVE_BLIP radar_blip_ped6_hm5
  1007. ++ counter_no_of_baddies_dead_hm5
  1008. flag_baddie6_dead_hm5 = 1
  1009. ELSE
  1010. PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
  1011. GOTO mission_hood5_failed
  1012. ENDIF
  1013.  
  1014. ENDIF
  1015.  
  1016. ENDIF
  1017.  
  1018.  
  1019. // Checks for baddie7
  1020.  
  1021. IF flag_baddie7_dead_hm5 = 0
  1022.  
  1023. IF IS_CHAR_DEAD baddie7_hm5
  1024.  
  1025. IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie7_hm5 WEAPONTYPE_BASEBALLBAT
  1026. REMOVE_BLIP radar_blip_ped7_hm5
  1027. ++ counter_no_of_baddies_dead_hm5
  1028. flag_baddie7_dead_hm5 = 1
  1029. ELSE
  1030. PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
  1031. GOTO mission_hood5_failed
  1032. ENDIF
  1033.  
  1034. ENDIF
  1035.  
  1036. ENDIF
  1037.  
  1038. // Checks for baddie8
  1039.  
  1040. IF flag_baddie8_dead_hm5 = 0
  1041.  
  1042. IF IS_CHAR_DEAD baddie8_hm5
  1043.  
  1044. IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie8_hm5 WEAPONTYPE_BASEBALLBAT
  1045. REMOVE_BLIP radar_blip_ped8_hm5
  1046. ++ counter_no_of_baddies_dead_hm5
  1047. flag_baddie8_dead_hm5 = 1
  1048. ELSE
  1049. PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
  1050. GOTO mission_hood5_failed
  1051. ENDIF
  1052.  
  1053. ENDIF
  1054.  
  1055. ENDIF
  1056.  
  1057. // Checks for baddie9
  1058.  
  1059. IF flag_baddie9_dead_hm5 = 0
  1060.  
  1061. IF IS_CHAR_DEAD baddie9_hm5
  1062.  
  1063. IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie9_hm5 WEAPONTYPE_BASEBALLBAT
  1064. REMOVE_BLIP radar_blip_ped9_hm5
  1065. ++ counter_no_of_baddies_dead_hm5
  1066. flag_baddie9_dead_hm5 = 1
  1067. ELSE
  1068. PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
  1069. GOTO mission_hood5_failed
  1070. ENDIF
  1071.  
  1072. ENDIF
  1073.  
  1074. ENDIF
  1075.  
  1076. IF IS_PLAYER_SHOOTING_IN_AREA player -327.0 72.0 -134.0 350.0 FALSE
  1077.  
  1078. IF flag_baddie1_dead_hm5 = 0
  1079. GIVE_WEAPON_TO_CHAR baddie1_hm5 WEAPONTYPE_UZI 30000
  1080. ENDIF
  1081.  
  1082. IF flag_baddie2_dead_hm5 = 0
  1083. GIVE_WEAPON_TO_CHAR baddie2_hm5 WEAPONTYPE_UZI 30000
  1084. ENDIF
  1085.  
  1086. IF flag_baddie3_dead_hm5 = 0
  1087. GIVE_WEAPON_TO_CHAR baddie3_hm5 WEAPONTYPE_UZI 30000
  1088. ENDIF
  1089.  
  1090. IF flag_baddie4_dead_hm5 = 0
  1091. GIVE_WEAPON_TO_CHAR baddie4_hm5 WEAPONTYPE_UZI 30000
  1092. ENDIF
  1093.  
  1094. IF flag_baddie5_dead_hm5 = 0
  1095. GIVE_WEAPON_TO_CHAR baddie5_hm5 WEAPONTYPE_UZI 30000
  1096. ENDIF
  1097.  
  1098. IF flag_baddie6_dead_hm5 = 0
  1099. GIVE_WEAPON_TO_CHAR baddie6_hm5 WEAPONTYPE_UZI 30000
  1100. ENDIF
  1101.  
  1102. IF flag_baddie7_dead_hm5 = 0
  1103. GIVE_WEAPON_TO_CHAR baddie7_hm5 WEAPONTYPE_UZI 30000
  1104. ENDIF
  1105.  
  1106. IF flag_baddie8_dead_hm5 = 0
  1107. GIVE_WEAPON_TO_CHAR baddie8_hm5 WEAPONTYPE_UZI 30000
  1108. ENDIF
  1109.  
  1110. IF flag_baddie9_dead_hm5 = 0
  1111. GIVE_WEAPON_TO_CHAR baddie9_hm5 WEAPONTYPE_UZI 30000
  1112. ENDIF
  1113.  
  1114. PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
  1115. GOTO mission_hood5_failed
  1116.  
  1117. ENDIF
  1118.  
  1119. IF flag_bat_created_hm5 = 1
  1120.  
  1121. IF flag_bat_collected_hm5 = 0
  1122.  
  1123. IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
  1124. flag_bat_collected_hm5 = 1
  1125. ENDIF
  1126.  
  1127. ENDIF
  1128.  
  1129. ENDIF
  1130.  
  1131. ENDWHILE
  1132.  
  1133. }
  1134.  
  1135. GOTO mission_hood5_passed
  1136.  
  1137.  
  1138.  
  1139. // Mission hood5 failed
  1140.  
  1141. mission_hood5_failed:
  1142.  
  1143. PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
  1144.  
  1145. IF HAS_PLAYER_BEEN_ARRESTED player
  1146. OVERRIDE_POLICE_STATION_LEVEL LEVEL_SUBURBAN
  1147. ENDIF
  1148.  
  1149. IF IS_PLAYER_DEAD player
  1150. OVERRIDE_HOSPITAL_LEVEL LEVEL_SUBURBAN
  1151. ENDIF
  1152.  
  1153. RETURN
  1154.  
  1155.  
  1156.  
  1157.  
  1158. // mission hood5 passed
  1159.  
  1160. mission_hood5_passed:
  1161.  
  1162. flag_hood_mission5_passed = 1
  1163. REGISTER_MISSION_PASSED ( HM_5 )
  1164. PLAYER_MADE_PROGRESS 1
  1165. PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //Mission Passed!"
  1166. PLAY_MISSION_PASSED_TUNE 1
  1167. ADD_SCORE player 10000
  1168. CLEAR_WANTED_LEVEL player
  1169. REMOVE_BLIP hood_contact_blip
  1170. SET_GANG_PED_MODEL_PREFERENCE GANG_HOOD 0
  1171. START_NEW_SCRIPT hood_mission3_loop
  1172. RETURN
  1173.  
  1174.  
  1175.  
  1176. // mission cleanup
  1177.  
  1178. mission_cleanup_hood5:
  1179.  
  1180. flag_player_on_mission = 0
  1181. flag_player_on_hood_mission = 0
  1182. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_HOOD_B
  1183. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_HOOD_A
  1184. REMOVE_BLIP radar_blip_goodie_hm5
  1185. REMOVE_BLIP radar_blip_ped1_hm5
  1186. REMOVE_BLIP radar_blip_ped2_hm5
  1187. REMOVE_BLIP radar_blip_ped3_hm5
  1188. REMOVE_BLIP radar_blip_ped4_hm5
  1189. REMOVE_BLIP radar_blip_ped5_hm5
  1190. REMOVE_BLIP radar_blip_ped6_hm5
  1191. REMOVE_BLIP radar_blip_ped7_hm5
  1192. REMOVE_BLIP radar_blip_ped8_hm5
  1193. REMOVE_BLIP radar_blip_ped9_hm5
  1194.  
  1195. IF flag_bat_created_hm5 = 1
  1196.  
  1197. IF flag_bat_collected_hm5 = 0
  1198. REMOVE_PICKUP bat_hm5
  1199. ENDIF
  1200.  
  1201. ENDIF
  1202.  
  1203. IF flag_baddie1_dead_hm5 = 0
  1204.  
  1205. IF NOT IS_CHAR_DEAD baddie1_hm5
  1206. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie1_hm5 FALSE
  1207. ENDIF
  1208.  
  1209. ENDIF
  1210.  
  1211. IF flag_baddie2_dead_hm5 = 0
  1212.  
  1213. IF NOT IS_CHAR_DEAD baddie2_hm5
  1214. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie2_hm5 FALSE
  1215. ENDIF
  1216.  
  1217. ENDIF
  1218.  
  1219. IF flag_baddie3_dead_hm5 = 0
  1220.  
  1221. IF NOT IS_CHAR_DEAD baddie3_hm5
  1222. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie3_hm5 FALSE
  1223. ENDIF
  1224.  
  1225. ENDIF
  1226.  
  1227. IF flag_baddie4_dead_hm5 = 0
  1228.  
  1229. IF NOT IS_CHAR_DEAD baddie4_hm5
  1230. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie4_hm5 FALSE
  1231. ENDIF
  1232.  
  1233. ENDIF
  1234.  
  1235. IF flag_baddie5_dead_hm5 = 0
  1236.  
  1237. IF NOT IS_CHAR_DEAD baddie5_hm5
  1238. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie5_hm5 FALSE
  1239. ENDIF
  1240.  
  1241. ENDIF
  1242.  
  1243. IF flag_baddie6_dead_hm5 = 0
  1244.  
  1245. IF NOT IS_CHAR_DEAD baddie6_hm5
  1246. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie6_hm5 FALSE
  1247. ENDIF
  1248.  
  1249. ENDIF
  1250.  
  1251. IF flag_baddie7_dead_hm5 = 0
  1252.  
  1253. IF NOT IS_CHAR_DEAD baddie7_hm5
  1254. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie7_hm5 FALSE
  1255. ENDIF
  1256.  
  1257. ENDIF
  1258.  
  1259. IF flag_baddie8_dead_hm5 = 0
  1260.  
  1261. IF NOT IS_CHAR_DEAD baddie8_hm5
  1262. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie8_hm5 FALSE
  1263. ENDIF
  1264.  
  1265. ENDIF
  1266.  
  1267. IF flag_baddie9_dead_hm5 = 0
  1268.  
  1269. IF NOT IS_CHAR_DEAD baddie9_hm5
  1270. SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie9_hm5 FALSE
  1271. ENDIF
  1272.  
  1273. ENDIF
  1274.  
  1275. MISSION_HAS_FINISHED
  1276. RETURN
Add Comment
Please, Sign In to add comment