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- MISSION_START
- // *****************************************************************************************
- // *****************************************************************************************
- // *****************************************************************************************
- // ****************************************Asuka mission 2**********************************
- // **************************************Sniper Surveillance********************************
- // *****************************************************************************************
- // *****************************************************************************************
- // Mission start stuff
- GOSUB mission_start_asuka2
- IF HAS_DEATHARREST_BEEN_EXECUTED
- GOSUB mission_asuka2_failed
- ENDIF
- GOSUB mission_cleanup_asuka2
- MISSION_END
- // Variables for mission
- VAR_INT tail_car_asuka2
- VAR_INT blip1_FBI1 blip2_FBI2 blip3_FBI3 blip4_FBI4 blip5_FBI5 blip6_FBI6 blip7_FBI7 blip8_FBI8 blip9_FBI9 blip10_FBI10 blip1_FBI_VAN
- VAR_INT countdown_as2 FBI1health FBI2health FBI3health FBI4health FBI7health FBI8health FBI9health FBI10health
- VAR_INT FBI1 FBI2 FBI3 FBI4 FBI5 FBI6 FBI7 FBI8 FBI9 FBI10 FBI_VAN1
- VAR_INT sniper_asuka been_damaged_before
- VAR_INT number_of_feds_killed fed1_already_dead fed2_already_dead fed3_already_dead fed4_already_dead fed5_already_dead fed6_already_dead
- VAR_INT fed7_already_dead fed8_already_dead fed9_already_dead fed10_already_dead
- VAR_INT fedvan1_already_dead fbi_spotted_player fbi_spotted_player2
- // ****************************************Mission Start************************************
- mission_start_asuka2:
- REGISTER_MISSION_GIVEN
- flag_player_on_mission = 1
- flag_player_on_asuka_mission = 1
- SCRIPT_NAME asuka2
- WAIT 0
- number_of_feds_killed = 0
- been_damaged_before = 0
- fbi_spotted_player = 0
- fbi_spotted_player2 = 0
- {
- LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
- LOAD_SPECIAL_MODEL cut_obj2 ASUKAH
- LOAD_SPECIAL_MODEL cut_obj3 KENJIH
- LOAD_SPECIAL_CHARACTER 1 asuka
- LOAD_SPECIAL_CHARACTER 2 kenji
- REQUEST_MODEL condo_ivy
- REQUEST_MODEL kmricndo01
- LOAD_ALL_MODELS_NOW
- WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
- OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
- OR NOT HAS_MODEL_LOADED cut_obj1
- OR NOT HAS_MODEL_LOADED cut_obj2
- OR NOT HAS_MODEL_LOADED cut_obj3
- WAIT 0
- ENDWHILE
- WHILE NOT HAS_MODEL_LOADED condo_ivy
- OR NOT HAS_MODEL_LOADED kmricndo01
- WAIT 0
- ENDWHILE
- LOAD_CUTSCENE A3_SS
- SET_CUTSCENE_OFFSET 523.102 -636.96 15.616
- CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
- SET_CUTSCENE_ANIM cs_player player
- CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_asuka
- SET_CUTSCENE_ANIM cs_asuka asuka
- CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_kenji
- SET_CUTSCENE_ANIM cs_kenji kenji
- CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
- SET_CUTSCENE_HEAD_ANIM cs_playerhead player
- CREATE_CUTSCENE_HEAD cs_asuka CUT_OBJ2 cs_asukahead
- SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka
- CREATE_CUTSCENE_HEAD cs_kenji CUT_OBJ3 cs_kenjihead
- SET_CUTSCENE_HEAD_ANIM cs_kenjihead kenji
- CLEAR_AREA 523.6 -639.4 16.6 1.0 TRUE
- SET_PLAYER_COORDINATES player 523.6 -639.4 16.0
- SET_PLAYER_HEADING player 180.0
- DO_FADE 1500 FADE_IN
- SWITCH_RUBBISH OFF
- SWITCH_STREAMING ON
- START_CUTSCENE
- // Displays cutscene text
- GET_CUTSCENE_TIME cs_time
- WHILE cs_time < 1892
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM2_A ) 10000 1
- WHILE cs_time < 4983
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM2_A2 ) 10000 1
- WHILE cs_time < 8705
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM2_B ) 10000 1
- WHILE cs_time < 10494
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM2_C ) 10000 1
- WHILE cs_time < 16940
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM2_D ) 10000 1
- WHILE cs_time < 22566
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM2_E ) 10000 1
- WHILE cs_time < 26394
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM2_E2 ) 10000 1
- WHILE cs_time < 28456
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM2_F ) 10000 1
- WHILE cs_time < 32144
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- PRINT_NOW ( AM2_G ) 10000 1
- WHILE cs_time < 36663
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- CLEAR_PRINTS
- WHILE cs_time < 39000
- WAIT 0
- GET_CUTSCENE_TIME cs_time
- ENDWHILE
- DO_FADE 1500 FADE_OUT
- WHILE NOT HAS_CUTSCENE_FINISHED
- WAIT 0
- ENDWHILE
- CLEAR_PRINTS
- WHILE GET_FADING_STATUS
- WAIT 0
- ENDWHILE
- SWITCH_RUBBISH ON
- CLEAR_CUTSCENE
- SET_CAMERA_IN_FRONT_OF_PLAYER
- WAIT 500
- DO_FADE 1500 FADE_IN
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
- MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
- MARK_MODEL_AS_NO_LONGER_NEEDED condo_ivy
- MARK_MODEL_AS_NO_LONGER_NEEDED kmricndo01
- UNLOAD_SPECIAL_CHARACTER 1
- UNLOAD_SPECIAL_CHARACTER 2
- REQUEST_MODEL PED_GANG_MAFIA_A
- REQUEST_MODEL PED_GANG_MAFIA_B
- REQUEST_MODEL CAR_RUMPO
- WHILE NOT HAS_MODEL_LOADED PED_GANG_MAFIA_A
- OR NOT HAS_MODEL_LOADED PED_GANG_MAFIA_B
- OR NOT HAS_MODEL_LOADED CAR_RUMPO
- WAIT 0
- ENDWHILE
- // MISSION START
- fed1_already_dead = 0
- fed2_already_dead = 0
- fed3_already_dead = 0
- fed4_already_dead = 0
- fed5_already_dead = 0
- fed6_already_dead = 0
- fed7_already_dead = 0
- fed8_already_dead = 0
- fed9_already_dead = 0
- fed10_already_dead = 0
- fedvan1_already_dead = 0
- //ADD_BLIP_FOR_COORD 430.0 -1448.7 -100.0 blip1_FBI1
- countdown_as2 = 391000
- DISPLAY_ONSCREEN_TIMER countdown_as2
- //FEDS ON TOWER BLOCK*****************************************************************************
- CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_A 383.0 -1447.9 51.4 FBI1 //Floor4
- SET_CHAR_HEADING FBI1 304.0
- SET_CHAR_THREAT_SEARCH FBI1 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR FBI1 WEAPONTYPE_M16 600
- SET_CHAR_STAY_IN_SAME_PLACE FBI1 TRUE
- SET_CHAR_PERSONALITY FBI1 PEDSTAT_TOUGH_GUY
- ADD_BLIP_FOR_CHAR FBI1 blip1_FBI1
- //ADD_ARMOUR_TO_CHAR FBI1 99
- CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_B 381.2 -1438.2 63.4 FBI2 //floor6
- SET_CHAR_HEADING FBI2 304.0
- SET_CHAR_THREAT_SEARCH FBI2 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR FBI2 WEAPONTYPE_M16 600
- SET_CHAR_STAY_IN_SAME_PLACE FBI2 TRUE
- SET_CHAR_PERSONALITY FBI2 PEDSTAT_TOUGH_GUY
- ADD_BLIP_FOR_CHAR FBI2 blip2_FBI2
- //ADD_ARMOUR_TO_CHAR FBI2 99
- CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_A 383.5 -1452.3 69.4 FBI3 //floor7
- SET_CHAR_HEADING FBI3 304.0
- SET_CHAR_THREAT_SEARCH FBI3 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR FBI3 WEAPONTYPE_M16 600
- SET_CHAR_STAY_IN_SAME_PLACE FBI3 TRUE
- SET_CHAR_PERSONALITY FBI3 PEDSTAT_TOUGH_GUY
- ADD_BLIP_FOR_CHAR FBI3 blip3_FBI3
- //ADD_ARMOUR_TO_CHAR FBI3 99
- CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_B 381.6 -1451.7 57.5 FBI8 //floor5
- SET_CHAR_HEADING FBI8 304.0
- SET_CHAR_THREAT_SEARCH FBI8 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR FBI8 WEAPONTYPE_M16 600
- SET_CHAR_STAY_IN_SAME_PLACE FBI8 TRUE
- SET_CHAR_PERSONALITY FBI8 PEDSTAT_TOUGH_GUY
- ADD_BLIP_FOR_CHAR FBI8 blip8_FBI8
- //ADD_ARMOUR_TO_CHAR FBI8 99
- CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_A 381.4 -1443.5 75.5 FBI9 //floor8
- SET_CHAR_HEADING FBI9 304.0
- SET_CHAR_THREAT_SEARCH FBI9 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR FBI9 WEAPONTYPE_M16 600
- SET_CHAR_STAY_IN_SAME_PLACE FBI9 TRUE
- SET_CHAR_PERSONALITY FBI9 PEDSTAT_TOUGH_GUY
- ADD_BLIP_FOR_CHAR FBI9 blip9_FBI9
- //ADD_ARMOUR_TO_CHAR FBI9 99
- CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_B 379.0 -1449.6 81.4 FBI10 //floor9 (Top)
- SET_CHAR_HEADING FBI10 304.0
- SET_CHAR_THREAT_SEARCH FBI10 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR FBI10 WEAPONTYPE_M16 600
- SET_CHAR_STAY_IN_SAME_PLACE FBI10 TRUE
- SET_CHAR_PERSONALITY FBI10 PEDSTAT_TOUGH_GUY
- ADD_BLIP_FOR_CHAR FBI10 blip10_FBI10
- //ADD_ARMOUR_TO_CHAR FBI10 99
- //FEDS AT PARK**********************************************************************************
- CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_A 48.4 -642.8 29.0 FBI4 //Park
- SET_CHAR_HEADING FBI4 169.0
- SET_CHAR_THREAT_SEARCH FBI4 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR FBI4 WEAPONTYPE_CHAINGUN 100
- SET_CHAR_STAY_IN_SAME_PLACE FBI4 TRUE
- SET_CHAR_PERSONALITY FBI4 PEDSTAT_TOUGH_GUY
- ADD_BLIP_FOR_CHAR FBI4 blip4_FBI4
- //ADD_ARMOUR_TO_CHAR FBI4 99
- CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_MAFIA_B 42.2 -641.3 27.8 FBI7 //Park
- SET_CHAR_HEADING FBI7 208.0
- SET_CHAR_THREAT_SEARCH FBI7 THREAT_PLAYER1
- GIVE_WEAPON_TO_CHAR FBI7 WEAPONTYPE_CHAINGUN 100
- SET_CHAR_STAY_IN_SAME_PLACE FBI7 TRUE
- SET_CHAR_PERSONALITY FBI7 PEDSTAT_TOUGH_GUY
- ADD_BLIP_FOR_CHAR FBI7 blip7_FBI7
- //ADD_ARMOUR_TO_CHAR FBI7 99
- //FEDS IN VAN**********************************************************************************
- CREATE_CAR CAR_RUMPO 61.3 -1389.4 26.3 FBI_VAN1
- CHANGE_CAR_COLOUR FBI_VAN1 CARCOLOUR_BLACK CARCOLOUR_BLACK
- SET_CAR_ONLY_DAMAGED_BY_PLAYER FBI_VAN1 True
- LOCK_CAR_DOORS FBI_VAN1 CARLOCK_LOCKED
- SET_CAR_HEADING FBI_VAN1 151.0
- CREATE_CHAR_INSIDE_CAR FBI_VAN1 PEDTYPE_CIVMALE PED_GANG_MAFIA_A FBI5
- ADD_BLIP_FOR_CHAR FBI5 blip5_FBI5
- CREATE_CHAR_AS_PASSENGER FBI_VAN1 PEDTYPE_CIVMALE PED_GANG_MAFIA_B 2 FBI6
- ADD_BLIP_FOR_CHAR FBI6 blip6_FBI6
- CAR_SET_IDLE FBI_VAN1
- SET_CHAR_THREAT_SEARCH FBI5 THREAT_PLAYER1
- SET_CHAR_THREAT_SEARCH FBI6 THREAT_PLAYER1
- SET_CHAR_PERSONALITY FBI5 PEDSTAT_TOUGH_GUY
- SET_CHAR_PERSONALITY FBI6 PEDSTAT_TOUGH_GUY
- GIVE_WEAPON_TO_CHAR FBI5 WEAPONTYPE_CHAINGUN 100
- GIVE_WEAPON_TO_CHAR FBI6 WEAPONTYPE_CHAINGUN 100
- /*
- LOAD_MISSION_AUDIO A3_A
- WHILE NOT HAS_MISSION_AUDIO_LOADED
- WAIT 0
- ENDWHILE
- */
- WHILE NOT number_of_feds_killed = 10
- WAIT 0
- IF IS_CHAR_DEAD FBI1
- AND fed1_already_dead = 0
- REMOVE_BLIP blip1_FBI1
- number_of_feds_killed ++
- fed1_already_dead = 1
- ENDIF
- IF IS_CHAR_DEAD FBI2
- AND fed2_already_dead = 0
- REMOVE_BLIP blip2_FBI2
- number_of_feds_killed ++
- fed2_already_dead = 1
- ENDIF
- IF IS_CHAR_DEAD FBI3
- AND fed3_already_dead = 0
- REMOVE_BLIP blip3_FBI3
- number_of_feds_killed ++
- fed3_already_dead = 1
- ENDIF
- IF IS_CHAR_DEAD FBI4
- AND fed4_already_dead = 0
- REMOVE_BLIP blip4_FBI4
- number_of_feds_killed ++
- fed4_already_dead = 1
- ENDIF
- IF IS_CHAR_DEAD FBI5
- AND fed5_already_dead = 0
- REMOVE_BLIP blip5_FBI5
- number_of_feds_killed ++
- fed5_already_dead = 1
- ENDIF
- IF IS_CHAR_DEAD FBI6
- AND fed6_already_dead = 0
- REMOVE_BLIP blip6_FBI6
- number_of_feds_killed ++
- fed6_already_dead = 1
- ENDIF
- IF IS_CHAR_DEAD FBI7
- AND fed7_already_dead = 0
- REMOVE_BLIP blip7_FBI7
- number_of_feds_killed ++
- fed7_already_dead = 1
- ENDIF
- IF IS_CHAR_DEAD FBI8
- AND fed8_already_dead = 0
- REMOVE_BLIP blip8_FBI8
- number_of_feds_killed ++
- fed8_already_dead = 1
- ENDIF
- IF IS_CHAR_DEAD FBI9
- AND fed9_already_dead = 0
- REMOVE_BLIP blip9_FBI9
- number_of_feds_killed ++
- fed9_already_dead = 1
- ENDIF
- IF IS_CHAR_DEAD FBI10
- AND fed10_already_dead = 0
- REMOVE_BLIP blip10_FBI10
- number_of_feds_killed ++
- fed10_already_dead = 1
- ENDIF
- //CHECK PED HEALTH
- IF NOT IS_CHAR_DEAD FBI1
- GET_CHAR_HEALTH FBI1 FBI1health
- ENDIF
- IF NOT IS_CHAR_DEAD FBI2
- GET_CHAR_HEALTH FBI2 FBI2health
- ENDIF
- IF NOT IS_CHAR_DEAD FBI3
- GET_CHAR_HEALTH FBI3 FBI3health
- ENDIF
- IF NOT IS_CHAR_DEAD FBI4
- GET_CHAR_HEALTH FBI4 FBI4health
- ENDIF
- IF NOT IS_CHAR_DEAD FBI7
- GET_CHAR_HEALTH FBI7 FBI7health
- ENDIF
- IF NOT IS_CHAR_DEAD FBI8
- GET_CHAR_HEALTH FBI8 FBI8health
- ENDIF
- IF NOT IS_CHAR_DEAD FBI9
- GET_CHAR_HEALTH FBI9 FBI9health
- ENDIF
- IF NOT IS_CHAR_DEAD FBI10
- GET_CHAR_HEALTH FBI10 FBI10health
- ENDIF
- //PARK
- IF FBI4health < 100
- OR FBI7health < 100
- IF fbi_spotted_player2 = 0
- IF NOT IS_CHAR_DEAD FBI4
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI4 Player
- SET_CHAR_ACCURACY FBI4 70
- ENDIF
- IF NOT IS_CHAR_DEAD FBI7
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI7 Player
- SET_CHAR_ACCURACY FBI7 70
- ENDIF
- fbi_spotted_player2 = 1
- ENDIF
- ENDIF
- //PARK
- IF IS_CHAR_DEAD FBI4
- OR IS_CHAR_DEAD FBI7
- IF fbi_spotted_player2 = 0
- IF NOT IS_CHAR_DEAD FBI4
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI4 Player
- SET_CHAR_ACCURACY FBI4 70
- ENDIF
- IF NOT IS_CHAR_DEAD FBI7
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI7 Player
- SET_CHAR_ACCURACY FBI7 70
- ENDIF
- fbi_spotted_player2 = 1
- ENDIF
- ENDIF
- //ROOFTOP
- IF FBI1health < 100
- OR FBI2health < 100
- OR FBI3health < 100
- OR FBI8health < 100
- OR FBI9health < 100
- OR FBI10health < 100
- IF fbi_spotted_player = 0
- //PLAY_MISSION_AUDIO
- IF NOT IS_CHAR_DEAD FBI1
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI1 Player
- SET_CHAR_ACCURACY FBI1 50
- ENDIF
- IF NOT IS_CHAR_DEAD FBI2
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI2 Player
- SET_CHAR_ACCURACY FBI2 50
- ENDIF
- IF NOT IS_CHAR_DEAD FBI3
- WAIT 500
- IF NOT IS_CHAR_DEAD FBI3
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI3 Player
- SET_CHAR_ACCURACY FBI3 50
- ENDIF
- ENDIF
- IF NOT IS_CHAR_DEAD FBI8
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI8 Player
- SET_CHAR_ACCURACY FBI8 50
- ENDIF
- IF NOT IS_CHAR_DEAD FBI9
- WAIT 1000
- IF NOT IS_CHAR_DEAD FBI9
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI9 Player
- SET_CHAR_ACCURACY FBI9 50
- ENDIF
- ENDIF
- IF NOT IS_CHAR_DEAD FBI10
- WAIT 1000
- IF NOT IS_CHAR_DEAD FBI10
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI10 Player
- SET_CHAR_ACCURACY FBI10 70
- ENDIF
- ENDIF
- fbi_spotted_player = 1
- ENDIF
- ENDIF
- //ROOFTOP
- IF IS_CHAR_DEAD FBI1
- OR IS_CHAR_DEAD FBI2
- OR IS_CHAR_DEAD FBI3
- OR IS_CHAR_DEAD FBI8
- OR IS_CHAR_DEAD FBI9
- OR IS_CHAR_DEAD FBI10
- IF fbi_spotted_player = 0
- //PLAY_MISSION_AUDIO
- IF NOT IS_CHAR_DEAD FBI1
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI1 Player
- SET_CHAR_ACCURACY FBI1 40
- ENDIF
- IF NOT IS_CHAR_DEAD FBI2
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI2 Player
- SET_CHAR_ACCURACY FBI2 40
- ENDIF
- IF NOT IS_CHAR_DEAD FBI3
- WAIT 500
- IF NOT IS_CHAR_DEAD FBI3
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI3 Player
- SET_CHAR_ACCURACY FBI3 50
- ENDIF
- ENDIF
- IF NOT IS_CHAR_DEAD FBI8
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI8 Player
- SET_CHAR_ACCURACY FBI8 40
- ENDIF
- IF NOT IS_CHAR_DEAD FBI9
- WAIT 1000
- IF NOT IS_CHAR_DEAD FBI9
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI9 Player
- SET_CHAR_ACCURACY FBI9 50
- ENDIF
- ENDIF
- IF NOT IS_CHAR_DEAD FBI10
- WAIT 1000
- IF NOT IS_CHAR_DEAD FBI10
- SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT FBI10 Player
- SET_CHAR_ACCURACY FBI10 70
- ENDIF
- ENDIF
- fbi_spotted_player = 1
- ENDIF
- ENDIF
- IF NOT IS_CAR_DEAD FBI_VAN1
- IF NOT IS_CAR_HEALTH_GREATER FBI_VAN1 999
- AND been_damaged_before = 0
- IF NOT IS_CHAR_DEAD FBI5
- AND NOT IS_CHAR_DEAD FBI6
- SET_CAR_ONLY_DAMAGED_BY_PLAYER FBI_VAN1 false
- SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS FBI5 Player
- SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS FBI6 Player
- LOCK_CAR_DOORS FBI_VAN1 CARLOCK_UNLOCKED
- been_damaged_before = 1
- ENDIF
- ENDIF
- ENDIF
- IF countdown_as2 = 0
- GOTO mission_asuka2_failed
- ENDIF
- ENDWHILE
- }
- GOTO mission_asuka2_passed
- // Mission asuka2 failed
- mission_asuka2_failed:
- PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed"
- RETURN
- // mission asuka2 passed
- mission_asuka2_passed:
- flag_asuka_mission2_passed = 1
- PLAY_MISSION_PASSED_TUNE 1
- PRINT_WITH_NUMBER_BIG ( M_PASS ) 15000 5000 1 //"Mission Passed!"
- CLEAR_WANTED_LEVEL player
- ADD_SCORE player 15000
- REGISTER_MISSION_PASSED AM2
- PLAYER_MADE_PROGRESS 1
- ADD_SPRITE_BLIP_FOR_CONTACT_POINT 459.1 -1413.0 26.1 RADAR_SPRITE_KENJI kenji_contact_blip //TEST STUFF
- REMOVE_BLIP com_ammu_nation2
- REMOVE_BLIP com_sprayshop2
- START_NEW_SCRIPT asuka_mission3_loop
- START_NEW_SCRIPT kenji_mission1_loop
- RETURN
- // mission cleanup
- mission_cleanup_asuka2:
- flag_player_on_mission = 0
- flag_player_on_asuka_mission = 0
- MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_MAFIA_A
- MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_MAFIA_B
- MARK_MODEL_AS_NO_LONGER_NEEDED CAR_RUMPO
- REMOVE_BLIP blip1_FBI1
- REMOVE_BLIP blip2_FBI2
- REMOVE_BLIP blip3_FBI3
- REMOVE_BLIP blip4_FBI4
- REMOVE_BLIP blip5_FBI5
- REMOVE_BLIP blip6_FBI6
- REMOVE_BLIP blip7_FBI7
- REMOVE_BLIP blip8_FBI8
- REMOVE_BLIP blip9_FBI9
- REMOVE_BLIP blip10_FBI10
- CLEAR_ONSCREEN_TIMER countdown_as2
- MISSION_HAS_FINISHED
- RETURN
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