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asuka1.sc

Feb 3rd, 2016
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  1. MISSION_START
  2. // *****************************************************************************************
  3. // ******************************* Asuka mission 1 *************************************
  4. // ******************************* Salvatore's Sendoff *************************************
  5. // *****************************************************************************************
  6. // *** Salvatore will be leaving Luigi's Club in 3 hours. The player will have to kill ***
  7. // *** him before he arrives at his mansion. He will come out of the club with a very ***
  8. // *** large Mafia escort. (3 cars full and 5 extra goons) If the player is spotted ***
  9. // *** before Salvatore leaves the club, they will attack. ***
  10. // *****************************************************************************************
  11.  
  12. // Mission start stuff
  13.  
  14. GOSUB mission_start_asuka1
  15.  
  16. IF HAS_DEATHARREST_BEEN_EXECUTED
  17. GOSUB mission_asuka1_failed
  18. ENDIF
  19.  
  20. GOSUB mission_cleanup_asuka1
  21.  
  22. MISSION_END
  23.  
  24. // Variables for mission
  25.  
  26. VAR_INT hours_a1 mins_a1 time_left_a1 beamer1_a1 beamer2_a1 beamer3_a1 mission_blip_am1
  27. VAR_INT mafia_1X mafia_2X mafia_3X mafia_4X mafia_5X mafia_6X mafia_7X mafia_8X mafia_9X mafia_10X mafia_11X mafia_12X mafia_13X mafia_14X mafia_15X
  28. VAR_INT mafia_8_flag mafia_9_flag mafia_10_flag mafia_11_flag mafia_12_flag mafia_13_flag frankie_flag
  29. VAR_INT set_beamer_1_kill_player set_beamer_2_kill_player set_beamer_3_kill_player
  30. VAR_INT beamer1_health beamer2_health beamer3_health garage_door_close timera_reset_flag_a1 timerb_reset_flag_a1 timerc_reset_flag_a1
  31. VAR_INT timerc_started_a1 timerc_current_a1 timerc_a1 frankies_ride fuckers_car beamer_1_dead_flag beamer_2_dead_flag beamer_3_dead_flag
  32. VAR_INT players_car_a1 kill_player_now_flag spotted_print enter_car_flag frankie_exists_flag
  33. VAR_INT mafia_8_kill_player_flag mafia_9_kill_player_flag mafia_10_kill_player_flag mafia_11_kill_player_flag mafia_12_kill_player_flag mafia_13_kill_player_flag
  34. VAR_INT mafia_5_kill_player_flag mafia_7_kill_player_flag mafia_15_kill_player_flag
  35. VAR_INT timerx timerx_started timerx_current timerx_reset_flag
  36. VAR_INT timery timery_started timery_current timery_reset_flag
  37. VAR_INT timerz timerz_started timerz_current timerz_reset_flag
  38.  
  39. VAR_FLOAT players_car_a1_speed beamer1_a1_speed beamer2_a1_speed beamer3_a1_speed
  40. VAR_FLOAT create_char_in_club_x create_char_in_club_y create_char_in_club_z bottom_of_steps_x bottom_of_steps_y mafia_10_x mafia_10_y
  41. VAR_FLOAT mafia_11_x mafia_11_y mafia_12_x mafia_12_y mafia_13_x mafia_13_y working_x_a1 working_y_a1 working_z_a1 beamer_heading
  42. VAR_FLOAT street_x street_y back_of_alley_x back_of_alley_y a1_x a1_y a1_z diff_heading_door
  43. VAR_FLOAT beamer1_stuck_x beamer1_stuck_y beamer1_stuck_z beamer2_stuck_x beamer2_stuck_y beamer2_stuck_z beamer3_stuck_x beamer3_stuck_y beamer3_stuck_z
  44.  
  45. // ****************************************Mission Start************************************
  46.  
  47. mission_start_asuka1:
  48.  
  49. flag_player_on_mission = 1
  50. flag_player_on_asuka_mission = 1
  51.  
  52. REGISTER_MISSION_GIVEN
  53.  
  54. WAIT 0
  55.  
  56. SCRIPT_NAME asuka1
  57.  
  58. hours_a1 = 0
  59. mins_a1 = 0
  60. time_left_a1 = 0
  61. mafia_8_flag = 0
  62. mafia_9_flag = 0
  63. mafia_10_flag = 0
  64. mafia_11_flag = 0
  65. mafia_12_flag = 0
  66. mafia_13_flag = 0
  67. frankie_flag = 0
  68. set_beamer_1_kill_player = 0
  69. set_beamer_2_kill_player = 0
  70. set_beamer_3_kill_player = 0
  71. beamer1_health = 0
  72. beamer2_health = 0
  73. beamer3_health = 0
  74. garage_door_close = 0
  75. timera_reset_flag_a1 = 0
  76. timerb_reset_flag_a1 = 0
  77. timerc_reset_flag_a1 = 0
  78. timerc_started_a1 = 0
  79. timerc_current_a1 = 0
  80. timerc_a1 = 0
  81. door_crash_flag = 0
  82. spotted_print = 0
  83. frankies_ride = 0
  84. beamer_1_dead_flag = 0
  85. beamer_2_dead_flag = 0
  86. beamer_3_dead_flag = 0
  87. enter_car_flag = 0
  88. fuckers_car = -1
  89. frankie_exists_flag = 0
  90. mafia_5_kill_player_flag = 0
  91. mafia_7_kill_player_flag = 0
  92. mafia_8_kill_player_flag = 0
  93. mafia_9_kill_player_flag = 0
  94. mafia_10_kill_player_flag = 0
  95. mafia_11_kill_player_flag = 0
  96. mafia_12_kill_player_flag = 0
  97. mafia_13_kill_player_flag = 0
  98. mafia_15_kill_player_flag = 0
  99. timerx_reset_flag = 0
  100. timery_reset_flag = 0
  101. timerz_reset_flag = 0
  102.  
  103. beamer1_stuck_x = 0.0
  104. beamer1_stuck_y = 0.0
  105. beamer1_stuck_z = 0.0
  106. beamer2_stuck_x = 0.0
  107. beamer2_stuck_y = 0.0
  108. beamer2_stuck_z = 0.0
  109. beamer3_stuck_x = 0.0
  110. beamer3_stuck_y = 0.0
  111. beamer3_stuck_z = 0.0
  112. {
  113. // ****************************************START OF CUTSCENE********************************
  114.  
  115. /*
  116. SET_FADING_COLOUR 0 0 0
  117.  
  118. DO_FADE 1500 FADE_OUT
  119.  
  120. IF CAN_PLAYER_START_MISSION player
  121. MAKE_PLAYER_SAFE_FOR_CUTSCENE player
  122. ELSE
  123. GOTO mission_asuka1_failed
  124. ENDIF
  125.  
  126. SWITCH_STREAMING OFF
  127.  
  128. PRINT_BIG AM1 15000 2
  129. */
  130.  
  131. LOAD_SPECIAL_CHARACTER 1 asuka
  132. LOAD_SPECIAL_CHARACTER 2 maria
  133. LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
  134. LOAD_SPECIAL_MODEL cut_obj2 ASUKAH
  135. LOAD_SPECIAL_MODEL cut_obj3 MARIAH
  136. REQUEST_MODEL condo_ivy
  137. REQUEST_MODEL kmricndo01
  138.  
  139. /*
  140. WHILE GET_FADING_STATUS
  141. WAIT 0
  142. ENDWHILE
  143. */
  144.  
  145. LOAD_ALL_MODELS_NOW
  146.  
  147. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
  148. OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
  149. OR NOT HAS_MODEL_LOADED cut_obj2
  150. OR NOT HAS_MODEL_LOADED cut_obj3
  151. OR NOT HAS_MODEL_LOADED cut_obj1
  152. WAIT 0
  153. ENDWHILE
  154.  
  155. WHILE NOT HAS_MODEL_LOADED condo_ivy
  156. OR NOT HAS_MODEL_LOADED kmricndo01
  157. WAIT 0
  158. ENDWHILE
  159.  
  160. LOAD_CUTSCENE A1_SS0
  161.  
  162. SET_CUTSCENE_OFFSET 523.102 -636.96 15.616
  163.  
  164. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  165. SET_CUTSCENE_ANIM cs_player player
  166.  
  167. CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_asuka
  168. SET_CUTSCENE_ANIM cs_asuka asuka
  169.  
  170. CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_maria
  171. SET_CUTSCENE_ANIM cs_maria maria
  172.  
  173. CREATE_CUTSCENE_HEAD cs_player cut_obj1 cs_playerhead
  174. SET_CUTSCENE_HEAD_ANIM cs_playerhead player
  175.  
  176. CREATE_CUTSCENE_HEAD cs_asuka cut_obj2 cs_asukahead
  177. SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka
  178.  
  179. CREATE_CUTSCENE_HEAD cs_maria cut_obj3 cs_mariahead
  180. SET_CUTSCENE_HEAD_ANIM cs_mariahead maria
  181.  
  182. CLEAR_AREA 523.6 -639.4 16.6 1.0 TRUE
  183. SET_PLAYER_COORDINATES player 523.6 -639.4 16.0
  184.  
  185. SET_PLAYER_HEADING player 180.0
  186.  
  187. DO_FADE 1500 FADE_IN
  188.  
  189. START_CUTSCENE
  190.  
  191. SWITCH_RUBBISH OFF
  192. //SWITCH_STREAMING OFF
  193. // Displays cutscene text
  194.  
  195. GET_CUTSCENE_TIME cs_time
  196.  
  197. WHILE cs_time < 5353
  198. WAIT 0
  199. GET_CUTSCENE_TIME cs_time
  200. ENDWHILE
  201.  
  202. PRINT_NOW AM1_A 15000 1
  203.  
  204. WHILE cs_time < 9624
  205. WAIT 0
  206. GET_CUTSCENE_TIME cs_time
  207. ENDWHILE
  208.  
  209. PRINT_NOW AM1_B 15000 1
  210.  
  211. WHILE cs_time < 13409
  212. WAIT 0
  213. GET_CUTSCENE_TIME cs_time
  214. ENDWHILE
  215.  
  216. PRINT_NOW AM1_C 15000 1
  217.  
  218. WHILE cs_time < 17788
  219. WAIT 0
  220. GET_CUTSCENE_TIME cs_time
  221. ENDWHILE
  222.  
  223. PRINT_NOW AM1_D 15000 1
  224.  
  225. WHILE cs_time < 20113
  226. WAIT 0
  227. GET_CUTSCENE_TIME cs_time
  228. ENDWHILE
  229.  
  230. PRINT_NOW AM1_E 15000 1
  231.  
  232. WHILE cs_time < 25303
  233. WAIT 0
  234. GET_CUTSCENE_TIME cs_time
  235. ENDWHILE
  236.  
  237. GET_TIME_OF_DAY hours_a1 mins_a1
  238.  
  239. hours_a1 = hours_a1 + 3 // 3 HOURS UNTIL FRANKIE LEAVES THE CLUB
  240. IF hours_a1 > 23
  241. hours_a1 = hours_a1 - 24
  242. ENDIF
  243.  
  244. mins_a1 = 30
  245.  
  246. IF hours_a1 > 9
  247. PRINT_WITH_2_NUMBERS_NOW AM1_F hours_a1 mins_a1 15000 1// "Salvatore Leon will be leaving Luigi's at about ~1~:~1~."
  248. ELSE
  249. PRINT_WITH_2_NUMBERS_NOW AM1_K hours_a1 mins_a1 15000 1// "Salvatore Leon will be leaving Luigi's at about 0~1~:~1~."
  250. ENDIF
  251.  
  252. WHILE cs_time < 29629
  253. WAIT 0
  254. GET_CUTSCENE_TIME cs_time
  255. ENDWHILE
  256.  
  257. PRINT_NOW AM1_G 15000 1
  258.  
  259. WHILE cs_time < 32657
  260. WAIT 0
  261. GET_CUTSCENE_TIME cs_time
  262. ENDWHILE
  263.  
  264. PRINT_NOW AM1_H 15000 1
  265.  
  266. WHILE cs_time < 37360
  267. WAIT 0
  268. GET_CUTSCENE_TIME cs_time
  269. ENDWHILE
  270.  
  271. PRINT_NOW AM1_I 15000 1
  272.  
  273. WHILE cs_time < 40118
  274. WAIT 0
  275. GET_CUTSCENE_TIME cs_time
  276. ENDWHILE
  277.  
  278. PRINT_NOW AM1_J 15000 1
  279.  
  280. WHILE cs_time < 41666
  281. WAIT 0
  282. GET_CUTSCENE_TIME cs_time
  283. ENDWHILE
  284.  
  285. DO_FADE 1500 FADE_OUT
  286.  
  287. WHILE NOT HAS_CUTSCENE_FINISHED
  288. WAIT 0
  289. ENDWHILE
  290.  
  291. SWITCH_STREAMING ON
  292. SWITCH_RUBBISH ON
  293.  
  294. CLEAR_PRINTS
  295.  
  296. WHILE GET_FADING_STATUS
  297. WAIT 0
  298. ENDWHILE
  299.  
  300. CLEAR_CUTSCENE
  301.  
  302. DO_FADE 0 FADE_OUT
  303.  
  304. SET_CAMERA_IN_FRONT_OF_PLAYER
  305.  
  306. WAIT 500
  307.  
  308. DO_FADE 1500 FADE_IN
  309.  
  310. WHILE GET_FADING_STATUS
  311. WAIT 0
  312. ENDWHILE
  313.  
  314. UNLOAD_SPECIAL_CHARACTER 1
  315. UNLOAD_SPECIAL_CHARACTER 2
  316. MARK_MODEL_AS_NO_LONGER_NEEDED condo_ivy
  317. MARK_MODEL_AS_NO_LONGER_NEEDED kmricndo01
  318. MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1
  319. MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj2
  320. MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj3
  321.  
  322. // ******************************************END OF CUTSCENE********************************
  323.  
  324. LOAD_SPECIAL_CHARACTER 1 frankie
  325. REQUEST_MODEL PED_GANG_MAFIA_A
  326. REQUEST_MODEL PED_GANG_MAFIA_B
  327. REQUEST_MODEL CAR_MAFIA
  328.  
  329. WHILE NOT HAS_MODEL_LOADED CAR_MAFIA
  330. OR NOT HAS_MODEL_LOADED PED_GANG_MAFIA_A
  331. OR NOT HAS_MODEL_LOADED PED_GANG_MAFIA_B
  332. OR NOT HAS_SPECIAL_CHARACTER_LOADED 1
  333. WAIT 0
  334. ENDWHILE
  335.  
  336. create_char_in_club_x = 894.0//894.3
  337. create_char_in_club_y = -417.0//-415.78
  338. create_char_in_club_z = 15.3
  339.  
  340. ADD_BLIP_FOR_COORD create_char_in_club_x create_char_in_club_y create_char_in_club_z mission_blip_am1
  341.  
  342. bottom_of_steps_x = 885.53
  343. bottom_of_steps_y = -417.0
  344.  
  345. back_of_alley_x = 886.03
  346. back_of_alley_y = -425.77
  347.  
  348. street_x = 902.72
  349. street_y = -425.65
  350.  
  351. mafia_10_x = 902.72 - 1.0
  352. mafia_10_y = -425.65 + 3.0
  353.  
  354. mafia_11_x = 902.72 + 1.0
  355. mafia_11_y = -425.65 + 3.0
  356.  
  357. mafia_12_x = 902.72 + 1.0
  358. mafia_12_y = -425.65 - 2.0
  359.  
  360. mafia_13_x = 902.72 - 1.0
  361. mafia_13_y = -425.65 - 2.0
  362.  
  363. mafia_8_flag = 0
  364. mafia_9_flag = 0
  365. mafia_10_flag = 0
  366. mafia_11_flag = 0
  367. mafia_12_flag = 0
  368. mafia_13_flag = 0
  369. kill_player_now_flag = 0
  370.  
  371. PRINT_NOW AM1_5 5000 1//"Get to the Red Light District and wait for Salvatore to leave the club."
  372. IF hours_a1 > 9
  373. PRINT_WITH_2_NUMBERS_SOON AM1_8 hours_a1 mins_a1 5000 1//"Salvatore will be leaving at about ~1~:~1~"
  374. ELSE
  375. PRINT_WITH_2_NUMBERS_SOON AM1_10 hours_a1 mins_a1 5000 1//"Salvatore will be leaving at about 0~1~:~1~"
  376. ENDIF
  377.  
  378. //IF ammu2_blip_added = 0
  379. // ADD_SPRITE_BLIP_FOR_COORD 345.5 -713.5 26.1 RADAR_SPRITE_WEAPON ammu_nation2
  380. // ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY sprayshop2_blip
  381. // ammu2_blip_added = 1
  382. //ENDIF
  383.  
  384. GET_MINUTES_TO_TIME_OF_DAY hours_a1 mins_a1 time_left_a1
  385.  
  386. WHILE NOT time_left_a1 < 1
  387.  
  388. WAIT 0
  389.  
  390. GET_MINUTES_TO_TIME_OF_DAY hours_a1 mins_a1 time_left_a1
  391.  
  392. IF garage_door_close = 0
  393. IF IS_PLAYER_IN_ZONE player REDLIGH
  394. PRINT_NOW AM1_6 5000 1//"Don't hang around Luigi's club, or the Mafia will spot you"
  395. REMOVE_BLIP mission_blip_am1
  396. garage_door_close = 1
  397. ENDIF
  398. ENDIF
  399.  
  400. ENDWHILE
  401.  
  402. IF garage_door_close = 0
  403. IF IS_PLAYER_IN_ZONE player REDLIGH
  404. PRINT_NOW AM1_6 5000 1//"Don't hang around Luigi's club, or the Mafia will spot you"
  405. REMOVE_BLIP mission_blip_am1
  406. garage_door_close = 1
  407. ENDIF
  408. ENDIF
  409. GET_MINUTES_TO_TIME_OF_DAY hours_a1 mins_a1 time_left_a1
  410.  
  411. WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
  412. WAIT 0
  413.  
  414. GET_MINUTES_TO_TIME_OF_DAY hours_a1 mins_a1 time_left_a1
  415.  
  416. IF time_left_a1 < 1
  417. PRINT_NOW AM1_3 5000 1 //"You've missed Salvatore!"
  418. GOTO mission_asuka1_failed
  419. ENDIF
  420.  
  421. ENDWHILE
  422.  
  423. SWITCH_ROADS_OFF 905.0 -448.6 12.0 916.0 -393.0 20.0
  424. CHANGE_GARAGE_TYPE frankie_garage GARAGE_MISSION
  425.  
  426. IF NOT LOCATE_PLAYER_ANY_MEANS_2D player 908.3 -86.0 100.0 100.0 0
  427. working_x_a1 = 908.3
  428. working_y_a1 = -86.0
  429. working_z_a1 = 7.0
  430. CREATE_CAR CAR_MAFIA working_x_a1 working_y_a1 working_z_a1 beamer1_a1
  431. GET_CAR_HEADING beamer1_a1 beamer_heading
  432. beamer_heading = beamer_heading - 180.0
  433. SET_CAR_HEADING beamer1_a1 beamer_heading
  434. LOCK_CAR_DOORS beamer1_a1 CARLOCK_LOCKOUT_PLAYER_ONLY
  435. SET_CAR_ONLY_DAMAGED_BY_PLAYER beamer1_a1 TRUE
  436. SET_UPSIDEDOWN_CAR_NOT_DAMAGED beamer1_a1 TRUE
  437.  
  438. working_y_a1 = working_y_a1 + 11.0
  439. CREATE_CAR CAR_MAFIA working_x_a1 working_y_a1 working_z_a1 beamer2_a1
  440. SET_CAR_HEADING beamer2_a1 beamer_heading
  441. LOCK_CAR_DOORS beamer2_a1 CARLOCK_LOCKOUT_PLAYER_ONLY
  442. SET_CAR_ONLY_DAMAGED_BY_PLAYER beamer2_a1 TRUE
  443. SET_UPSIDEDOWN_CAR_NOT_DAMAGED beamer2_a1 TRUE
  444.  
  445. working_y_a1 = working_y_a1 + 11.0
  446. CREATE_CAR CAR_MAFIA working_x_a1 working_y_a1 working_z_a1 beamer3_a1
  447. SET_CAR_HEADING beamer3_a1 beamer_heading
  448. LOCK_CAR_DOORS beamer3_a1 CARLOCK_LOCKOUT_PLAYER_ONLY
  449. SET_CAR_ONLY_DAMAGED_BY_PLAYER beamer3_a1 TRUE
  450. SET_UPSIDEDOWN_CAR_NOT_DAMAGED beamer3_a1 TRUE
  451.  
  452. ELSE
  453. working_x_a1 = 1123.67
  454. working_y_a1 = -59.3
  455. working_z_a1 = 7.0
  456. CREATE_CAR CAR_MAFIA working_x_a1 working_y_a1 working_z_a1 beamer3_a1
  457. GET_CAR_HEADING beamer3_a1 beamer_heading
  458. beamer_heading = beamer_heading - 180.0
  459. SET_CAR_HEADING beamer3_a1 beamer_heading
  460. LOCK_CAR_DOORS beamer3_a1 CARLOCK_LOCKOUT_PLAYER_ONLY
  461. SET_CAR_ONLY_DAMAGED_BY_PLAYER beamer3_a1 TRUE
  462. SET_UPSIDEDOWN_CAR_NOT_DAMAGED beamer3_a1 TRUE
  463.  
  464. working_y_a1 = working_y_a1 - 11.0
  465. CREATE_CAR CAR_MAFIA working_x_a1 working_y_a1 working_z_a1 beamer2_a1
  466. SET_CAR_HEADING beamer2_a1 beamer_heading
  467. LOCK_CAR_DOORS beamer2_a1 CARLOCK_LOCKOUT_PLAYER_ONLY
  468. SET_CAR_ONLY_DAMAGED_BY_PLAYER beamer2_a1 TRUE
  469. SET_UPSIDEDOWN_CAR_NOT_DAMAGED beamer2_a1 TRUE
  470.  
  471. working_y_a1 = working_y_a1 - 11.0
  472. CREATE_CAR CAR_MAFIA working_x_a1 working_y_a1 working_z_a1 beamer1_a1
  473. SET_CAR_HEADING beamer1_a1 beamer_heading
  474. LOCK_CAR_DOORS beamer1_a1 CARLOCK_LOCKOUT_PLAYER_ONLY
  475. SET_CAR_ONLY_DAMAGED_BY_PLAYER beamer1_a1 TRUE
  476. SET_UPSIDEDOWN_CAR_NOT_DAMAGED beamer1_a1 TRUE
  477. ENDIF
  478.  
  479. CREATE_CHAR_INSIDE_CAR beamer1_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B mafia_1X
  480. CREATE_CHAR_INSIDE_CAR beamer2_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A mafia_2X
  481. CREATE_CHAR_INSIDE_CAR beamer3_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A mafia_3X
  482. CREATE_CHAR_AS_PASSENGER beamer3_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A 0 mafia_4X
  483. CREATE_CHAR_AS_PASSENGER beamer3_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B 1 mafia_5X
  484. CREATE_CHAR_AS_PASSENGER beamer1_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B 0 mafia_6X
  485. CREATE_CHAR_AS_PASSENGER beamer1_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A 1 mafia_7X
  486. CREATE_CHAR_AS_PASSENGER beamer2_a1 PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B 0 mafia_14X
  487. SET_CHAR_THREAT_SEARCH mafia_1X THREAT_PLAYER1
  488. SET_CHAR_THREAT_SEARCH mafia_2X THREAT_PLAYER1
  489. SET_CHAR_THREAT_SEARCH mafia_3X THREAT_PLAYER1
  490. SET_CHAR_THREAT_SEARCH mafia_4X THREAT_PLAYER1
  491. SET_CHAR_THREAT_SEARCH mafia_5X THREAT_PLAYER1
  492. SET_CHAR_THREAT_SEARCH mafia_6X THREAT_PLAYER1
  493. SET_CHAR_THREAT_SEARCH mafia_7X THREAT_PLAYER1
  494. SET_CHAR_THREAT_SEARCH mafia_14X THREAT_PLAYER1
  495. SET_CHAR_PERSONALITY mafia_1X PEDSTAT_TOUGH_GUY
  496. SET_CHAR_PERSONALITY mafia_2X PEDSTAT_TOUGH_GUY
  497. SET_CHAR_PERSONALITY mafia_3X PEDSTAT_TOUGH_GUY
  498. SET_CHAR_PERSONALITY mafia_4X PEDSTAT_TOUGH_GUY
  499. SET_CHAR_PERSONALITY mafia_5X PEDSTAT_TOUGH_GUY
  500. SET_CHAR_PERSONALITY mafia_6X PEDSTAT_TOUGH_GUY
  501. SET_CHAR_PERSONALITY mafia_7X PEDSTAT_TOUGH_GUY
  502. SET_CHAR_PERSONALITY mafia_14X PEDSTAT_TOUGH_GUY
  503. GIVE_WEAPON_TO_CHAR mafia_1X WEAPONTYPE_UZI 999
  504. GIVE_WEAPON_TO_CHAR mafia_2X WEAPONTYPE_UZI 999
  505. GIVE_WEAPON_TO_CHAR mafia_3X WEAPONTYPE_UZI 999
  506. GIVE_WEAPON_TO_CHAR mafia_4X WEAPONTYPE_UZI 999
  507. GIVE_WEAPON_TO_CHAR mafia_5X WEAPONTYPE_UZI 999
  508. GIVE_WEAPON_TO_CHAR mafia_6X WEAPONTYPE_UZI 999
  509. GIVE_WEAPON_TO_CHAR mafia_7X WEAPONTYPE_UZI 999
  510. GIVE_WEAPON_TO_CHAR mafia_14X WEAPONTYPE_UZI 999
  511.  
  512. working_x_a1 = 908.0
  513. working_y_a1 = -435.5
  514. working_z_a1 = 14.56
  515. CAR_GOTO_COORDINATES beamer1_a1 working_x_a1 working_y_a1 working_z_a1
  516.  
  517. working_y_a1 = working_y_a1 + 7.0
  518. CAR_GOTO_COORDINATES beamer2_a1 working_x_a1 working_y_a1 working_z_a1
  519.  
  520. working_y_a1 = working_y_a1 + 7.0
  521. CAR_GOTO_COORDINATES beamer3_a1 working_x_a1 working_y_a1 working_z_a1
  522.  
  523. SET_CAR_DRIVING_STYLE beamer1_a1 2
  524. SET_CAR_DRIVING_STYLE beamer2_a1 2
  525. SET_CAR_DRIVING_STYLE beamer3_a1 2
  526. SET_CAR_CRUISE_SPEED beamer1_a1 15.0
  527. SET_CAR_CRUISE_SPEED beamer2_a1 14.0
  528. SET_CAR_CRUISE_SPEED beamer3_a1 13.0
  529.  
  530. IF DOES_OBJECT_EXIST backdoor
  531. GET_OBJECT_HEADING backdoor door_position_a1
  532. ENDIF
  533.  
  534. LOAD_MISSION_AUDIO A1_A
  535.  
  536. IF NOT IS_PLAYER_IN_AREA_2D player 873.0 -443.0 927.0 -378.0 0
  537. SET_PLAYER_CONTROL player OFF
  538. SET_EVERYONE_IGNORE_PLAYER player ON
  539. SET_ALL_CARS_CAN_BE_DAMAGED FALSE
  540. IF IS_PLAYER_IN_ANY_CAR player
  541. APPLY_BRAKES_TO_PLAYERS_CAR player ON
  542. ENDIF
  543. SET_FADING_COLOUR 0 0 0
  544. DO_FADE 0 FADE_OUT
  545. WAIT 0
  546. // DO_FADE 250 FADE_OUT
  547. // WHILE GET_FADING_STATUS
  548. // WAIT 0
  549. // ENDWHILE
  550. SWITCH_WIDESCREEN ON
  551. CLEAR_AREA 905.759 -419.944 8.0 8.0 FALSE
  552. REQUEST_MODEL indhibuild3
  553. REQUEST_MODEL luigiclubout
  554. REQUEST_MODEL luigiineerclub
  555. REQUEST_MODEL ind_customroad016
  556. LOAD_ALL_MODELS_NOW
  557. SWITCH_STREAMING OFF
  558. SET_FIXED_CAMERA_POSITION 881.36 -425.198 19.727 0.0 0.0 0.0
  559. POINT_CAMERA_AT_POINT 882.109 -424.825 19.181 JUMP_CUT
  560. TIMERB = 0
  561. beamer1_health = 1
  562. ENDIF
  563.  
  564. TIMERA = 0
  565. skip_flag = 0
  566.  
  567. WHILE mafia_8_flag < 3
  568. OR mafia_9_flag < 3
  569. OR mafia_10_flag < 3
  570. OR mafia_11_flag < 3
  571. OR mafia_12_flag < 3
  572. OR mafia_13_flag < 3
  573.  
  574. WAIT 0
  575.  
  576. IF beamer1_health = 1
  577. IF TIMERB > 30000
  578. SWITCH_WIDESCREEN OFF
  579. SET_PLAYER_CONTROL player ON
  580. SET_EVERYONE_IGNORE_PLAYER player OFF
  581. SET_ALL_CARS_CAN_BE_DAMAGED TRUE
  582. SWITCH_STREAMING ON
  583. IF IS_PLAYER_IN_ANY_CAR player
  584. APPLY_BRAKES_TO_PLAYERS_CAR player OFF
  585. ENDIF
  586. RESTORE_CAMERA_JUMPCUT
  587. MARK_MODEL_AS_NO_LONGER_NEEDED indhibuild3
  588. MARK_MODEL_AS_NO_LONGER_NEEDED luigiclubout
  589. MARK_MODEL_AS_NO_LONGER_NEEDED luigiineerclub
  590. MARK_MODEL_AS_NO_LONGER_NEEDED ind_customroad016
  591. DO_FADE 250 FADE_IN
  592. skip_flag = 2
  593. beamer1_health = 0
  594. ENDIF
  595.  
  596. IF skip_flag = 0
  597. IF NOT IS_BUTTON_PRESSED PAD1 CROSS
  598. AND NOT IS_BUTTON_PRESSED PAD1 START
  599. skip_flag = 1
  600. ENDIF
  601. ENDIF
  602.  
  603. IF skip_flag = 1
  604. IF IS_BUTTON_PRESSED PAD1 CROSS
  605. OR IS_BUTTON_PRESSED PAD1 START
  606. SWITCH_WIDESCREEN OFF
  607. SET_PLAYER_CONTROL player ON
  608. SET_EVERYONE_IGNORE_PLAYER player OFF
  609. SET_ALL_CARS_CAN_BE_DAMAGED TRUE
  610. SWITCH_STREAMING ON
  611. IF IS_PLAYER_IN_ANY_CAR player
  612. APPLY_BRAKES_TO_PLAYERS_CAR player OFF
  613. ENDIF
  614. RESTORE_CAMERA_JUMPCUT
  615. MARK_MODEL_AS_NO_LONGER_NEEDED indhibuild3
  616. MARK_MODEL_AS_NO_LONGER_NEEDED luigiclubout
  617. MARK_MODEL_AS_NO_LONGER_NEEDED luigiineerclub
  618. MARK_MODEL_AS_NO_LONGER_NEEDED ind_customroad016
  619. DO_FADE 250 FADE_IN
  620. beamer1_health = 0
  621. ENDIF
  622. ENDIF
  623. ENDIF
  624.  
  625. IF NOT time_left_a1 = 0
  626. GET_MINUTES_TO_TIME_OF_DAY hours_a1 mins_a1 time_left_a1
  627. ENDIF
  628.  
  629. IF garage_door_close = 0
  630. IF IS_PLAYER_IN_ZONE player REDLIGH
  631. PRINT_NOW AM1_6 5000 1//"Don't hang around Luigi's club, or the Mafia will spot you"
  632. REMOVE_BLIP mission_blip_am1
  633. garage_door_close = 1
  634. ENDIF
  635. ENDIF
  636.  
  637. //____CREATE MAFIA 8 TO GUARD THE STEPS____//
  638.  
  639. IF NOT door_position_a1 = 90.0
  640. diff_heading_door = 90.0 - door_position_a1
  641. IF diff_heading_door < 10.0
  642. door_position_a1 = 90.0
  643. ELSE
  644. door_position_a1 += 10.0
  645. ENDIF
  646. SET_OBJECT_HEADING backdoor door_position_a1
  647. door_crash_flag = 1
  648. ENDIF
  649.  
  650. IF mafia_8_flag = 0
  651. CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_8X
  652. //SET_CHAR_THREAT_SEARCH mafia_8X THREAT_PLAYER1
  653. SET_CHAR_PERSONALITY mafia_8X PEDSTAT_TOUGH_GUY
  654. //SET_CHAR_HEED_THREATS mafia_8X TRUE
  655. GIVE_WEAPON_TO_CHAR mafia_8X WEAPONTYPE_UZI 999
  656. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_8X bottom_of_steps_x bottom_of_steps_y
  657. mafia_8_flag = 1
  658. ELSE
  659. IF IS_CHAR_DEAD mafia_8X
  660. kill_player_now_flag = 1
  661. mafia_8_flag = 4
  662. ENDIF
  663. ENDIF
  664.  
  665. IF mafia_8_flag = 1
  666. IF LOCATE_CHAR_ON_FOOT_2D mafia_8X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0
  667. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_8X 887.6 -418.5
  668. mafia_8_flag = 2
  669. ENDIF
  670. ENDIF
  671.  
  672. IF mafia_8_flag = 2
  673. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_8X 887.6 -418.5 0.5 0.5 0
  674. SET_CHAR_HEADING mafia_8X 90.0
  675. CHAR_SET_IDLE mafia_8X
  676. mafia_8_flag = 3
  677. ENDIF
  678. ENDIF
  679.  
  680. IF mafia_8_flag > 0
  681. AND mafia_8_flag < 4
  682. IF HAS_CHAR_SPOTTED_PLAYER mafia_8X player
  683. IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 // ON HIGHER ROOF ABOVE THE ALLEY
  684. IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD
  685. kill_player_now_flag = 1
  686. ENDIF
  687. ENDIF
  688. ENDIF
  689. ENDIF
  690.  
  691. //____CREATE MAFIA 9 TO GUARD THE STEPS____//
  692.  
  693. IF mafia_8_flag > 0
  694. AND mafia_9_flag = 0
  695. IF IS_CHAR_DEAD mafia_8X
  696. CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_9X
  697. IF beamer1_health = 1
  698. DO_FADE 400 FADE_IN
  699. ENDIF
  700. //SET_CHAR_THREAT_SEARCH mafia_9X THREAT_PLAYER1
  701. SET_CHAR_PERSONALITY mafia_9X PEDSTAT_TOUGH_GUY
  702. //SET_CHAR_HEED_THREATS mafia_9X TRUE
  703. GIVE_WEAPON_TO_CHAR mafia_9X WEAPONTYPE_UZI 999
  704. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_9X bottom_of_steps_x bottom_of_steps_y
  705. mafia_9_flag = 1
  706. ELSE
  707. IF NOT LOCATE_CHAR_ON_FOOT_2D mafia_8X create_char_in_club_x create_char_in_club_y 2.0 2.0 0
  708. CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_9X
  709. IF beamer1_health = 1
  710. DO_FADE 400 FADE_IN
  711. ENDIF
  712. //SET_CHAR_THREAT_SEARCH mafia_9X THREAT_PLAYER1
  713. SET_CHAR_PERSONALITY mafia_9X PEDSTAT_TOUGH_GUY
  714. //SET_CHAR_HEED_THREATS mafia_9X TRUE
  715. GIVE_WEAPON_TO_CHAR mafia_9X WEAPONTYPE_UZI 999
  716. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_9X bottom_of_steps_x bottom_of_steps_y
  717. mafia_9_flag = 1
  718. ENDIF
  719. ENDIF
  720. ELSE
  721. IF mafia_9_flag > 0
  722. IF IS_CHAR_DEAD mafia_9X
  723. kill_player_now_flag = 1
  724. mafia_9_flag = 4
  725. ENDIF
  726. ENDIF
  727. ENDIF
  728.  
  729.  
  730. IF mafia_9_flag = 1
  731. IF LOCATE_CHAR_ON_FOOT_2D mafia_9X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0
  732. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_9X 887.6 -415.3
  733. mafia_9_flag = 2
  734. ENDIF
  735. ENDIF
  736.  
  737. IF mafia_9_flag = 2
  738. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_9X 887.6 -415.3 0.5 0.5 0
  739. SET_CHAR_HEADING mafia_9X 90.0
  740. CHAR_SET_IDLE mafia_9X
  741. mafia_9_flag = 3
  742. ENDIF
  743. ENDIF
  744.  
  745. IF mafia_9_flag > 0
  746. AND mafia_9_flag < 4
  747. IF HAS_CHAR_SPOTTED_PLAYER mafia_9X player
  748. IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0
  749. IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD
  750. kill_player_now_flag = 1
  751. ENDIF
  752. ENDIF
  753. ENDIF
  754. ENDIF
  755.  
  756. //___CREATE MAFIA 10 TO GUARD THE ALLEY____//
  757.  
  758. IF mafia_9_flag > 0
  759. AND mafia_10_flag = 0
  760. IF IS_CHAR_DEAD mafia_9X
  761. CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_10X
  762. SET_CHAR_THREAT_SEARCH mafia_10X THREAT_PLAYER1
  763. SET_CHAR_PERSONALITY mafia_10X PEDSTAT_TOUGH_GUY
  764. //SET_CHAR_HEED_THREATS mafia_10X TRUE
  765. GIVE_WEAPON_TO_CHAR mafia_10X WEAPONTYPE_UZI 999
  766. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_10X bottom_of_steps_x bottom_of_steps_y
  767. mafia_10_flag = 1
  768. ELSE
  769. IF NOT LOCATE_CHAR_ON_FOOT_2D mafia_9X create_char_in_club_x create_char_in_club_y 2.0 2.0 0
  770. CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_10X
  771. SET_CHAR_THREAT_SEARCH mafia_10X THREAT_PLAYER1
  772. SET_CHAR_PERSONALITY mafia_10X PEDSTAT_TOUGH_GUY
  773. //SET_CHAR_HEED_THREATS mafia_10X TRUE
  774. GIVE_WEAPON_TO_CHAR mafia_10X WEAPONTYPE_SHOTGUN 999
  775. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_10X bottom_of_steps_x bottom_of_steps_y
  776. mafia_10_flag = 1
  777. ENDIF
  778. ENDIF
  779. ELSE
  780. IF mafia_10_flag > 0
  781. IF IS_CHAR_DEAD mafia_10X
  782. kill_player_now_flag = 1
  783. mafia_10_flag = 4
  784. ENDIF
  785. ENDIF
  786. ENDIF
  787.  
  788. IF mafia_10_flag = 1
  789. IF LOCATE_CHAR_ON_FOOT_2D mafia_10X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0
  790. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_10X mafia_10_x mafia_10_y
  791. mafia_10_flag = 2
  792. ENDIF
  793. ENDIF
  794.  
  795. IF mafia_10_flag = 2
  796. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_10X mafia_10_x mafia_10_y 0.5 0.5 0
  797. SET_CHAR_HEADING mafia_10X 0.0
  798. CHAR_SET_IDLE mafia_10X
  799. mafia_10_flag = 3
  800. ENDIF
  801. ENDIF
  802.  
  803. IF mafia_10_flag > 0
  804. AND mafia_10_flag < 4
  805. IF HAS_CHAR_SPOTTED_PLAYER mafia_10X player
  806. IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0
  807. IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD
  808. kill_player_now_flag = 1
  809. ENDIF
  810. ENDIF
  811. ENDIF
  812. ENDIF
  813.  
  814. //___CREATE MAFIA 11 TO GUARD THE ALLEY____//
  815.  
  816. IF mafia_10_flag > 0
  817. AND mafia_11_flag = 0
  818. IF IS_CHAR_DEAD mafia_10X
  819. CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_11X
  820. SET_CHAR_THREAT_SEARCH mafia_11X THREAT_PLAYER1
  821. SET_CHAR_PERSONALITY mafia_11X PEDSTAT_TOUGH_GUY
  822. //SET_CHAR_HEED_THREATS mafia_11X TRUE
  823. GIVE_WEAPON_TO_CHAR mafia_11X WEAPONTYPE_SHOTGUN 999
  824. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_11X bottom_of_steps_x bottom_of_steps_y
  825. mafia_11_flag = 1
  826. ELSE
  827. IF NOT LOCATE_CHAR_ON_FOOT_2D mafia_10X create_char_in_club_x create_char_in_club_y 2.0 2.0 0
  828. CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_11X
  829. SET_CHAR_THREAT_SEARCH mafia_11X THREAT_PLAYER1
  830. SET_CHAR_PERSONALITY mafia_11X PEDSTAT_TOUGH_GUY
  831. //SET_CHAR_HEED_THREATS mafia_11X TRUE
  832. GIVE_WEAPON_TO_CHAR mafia_11X WEAPONTYPE_SHOTGUN 999
  833. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_11X bottom_of_steps_x bottom_of_steps_y
  834. mafia_11_flag = 1
  835. ENDIF
  836. ENDIF
  837. ELSE
  838. IF mafia_11_flag > 0
  839. IF IS_CHAR_DEAD mafia_11X
  840. kill_player_now_flag = 1
  841. mafia_11_flag = 4
  842. ENDIF
  843. ENDIF
  844. ENDIF
  845.  
  846.  
  847. IF mafia_11_flag = 1
  848. IF LOCATE_CHAR_ON_FOOT_2D mafia_11X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0
  849. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_11X mafia_11_x mafia_11_y
  850. mafia_11_flag = 2
  851. ENDIF
  852. ENDIF
  853.  
  854. IF mafia_11_flag = 2
  855. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_11X mafia_11_x mafia_11_y 0.5 0.5 0
  856. SET_CHAR_HEADING mafia_11X 0.0
  857. CHAR_SET_IDLE mafia_11X
  858. mafia_11_flag = 3
  859. ENDIF
  860. ENDIF
  861.  
  862. IF mafia_11_flag > 0
  863. AND mafia_11_flag < 4
  864. IF HAS_CHAR_SPOTTED_PLAYER mafia_11X player
  865. IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0
  866. IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD
  867. kill_player_now_flag = 1
  868. ENDIF
  869. ENDIF
  870. ENDIF
  871. ENDIF
  872.  
  873. //___CREATE MAFIA 12 TO GUARD THE ALLEY____//
  874.  
  875. IF mafia_11_flag > 0
  876. AND mafia_12_flag = 0
  877. IF IS_CHAR_DEAD mafia_11X
  878. CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_12X
  879. SET_CHAR_THREAT_SEARCH mafia_12X THREAT_PLAYER1
  880. SET_CHAR_PERSONALITY mafia_12X PEDSTAT_TOUGH_GUY
  881. //SET_CHAR_HEED_THREATS mafia_12X TRUE
  882. GIVE_WEAPON_TO_CHAR mafia_12X WEAPONTYPE_UZI 999
  883. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_12X bottom_of_steps_x bottom_of_steps_y
  884. mafia_12_flag = 1
  885. ELSE
  886. IF NOT LOCATE_CHAR_ON_FOOT_2D mafia_11X create_char_in_club_x create_char_in_club_y 2.0 2.0 0
  887. CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_12X
  888. SET_CHAR_THREAT_SEARCH mafia_12X THREAT_PLAYER1
  889. SET_CHAR_PERSONALITY mafia_12X PEDSTAT_TOUGH_GUY
  890. //SET_CHAR_HEED_THREATS mafia_12X TRUE
  891. GIVE_WEAPON_TO_CHAR mafia_12X WEAPONTYPE_SHOTGUN 999
  892. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_12X bottom_of_steps_x bottom_of_steps_y
  893. mafia_12_flag = 1
  894. ENDIF
  895. ENDIF
  896. ELSE
  897. IF mafia_12_flag > 0
  898. IF IS_CHAR_DEAD mafia_12X
  899. kill_player_now_flag = 1
  900. mafia_12_flag = 4
  901. ENDIF
  902. ENDIF
  903. ENDIF
  904.  
  905. IF mafia_12_flag = 1
  906. IF LOCATE_CHAR_ON_FOOT_2D mafia_12X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0
  907. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_12X mafia_12_x mafia_12_y
  908. mafia_12_flag = 2
  909. ENDIF
  910. ENDIF
  911.  
  912. IF mafia_12_flag = 2
  913. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_12X mafia_12_x mafia_12_y 0.5 0.5 0
  914. SET_CHAR_HEADING mafia_12X 180.0
  915. CHAR_SET_IDLE mafia_12X
  916. mafia_12_flag = 3
  917. ENDIF
  918. ENDIF
  919.  
  920. IF mafia_12_flag > 0
  921. AND mafia_12_flag < 4
  922. IF HAS_CHAR_SPOTTED_PLAYER mafia_12X player
  923. IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0
  924. IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD
  925. kill_player_now_flag = 1
  926. ENDIF
  927. ENDIF
  928. ENDIF
  929. ENDIF
  930.  
  931. //___CREATE MAFIA 13 TO GUARD THE ALLEY____//
  932.  
  933. IF mafia_12_flag > 0
  934. AND mafia_13_flag = 0
  935. IF IS_CHAR_DEAD mafia_12X
  936. CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_13X
  937. SET_CHAR_THREAT_SEARCH mafia_13X THREAT_PLAYER1
  938. SET_CHAR_PERSONALITY mafia_13X PEDSTAT_TOUGH_GUY
  939. //SET_CHAR_HEED_THREATS mafia_13X TRUE
  940. GIVE_WEAPON_TO_CHAR mafia_13X WEAPONTYPE_SHOTGUN 999
  941. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_13X bottom_of_steps_x bottom_of_steps_y
  942. mafia_13_flag = 1
  943. ELSE
  944. IF NOT LOCATE_CHAR_ON_FOOT_2D mafia_12X create_char_in_club_x create_char_in_club_y 2.0 2.0 0
  945. CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_A create_char_in_club_x create_char_in_club_y create_char_in_club_z mafia_13X
  946. SET_CHAR_THREAT_SEARCH mafia_13X THREAT_PLAYER1
  947. SET_CHAR_PERSONALITY mafia_13X PEDSTAT_TOUGH_GUY
  948. //SET_CHAR_HEED_THREATS mafia_13X TRUE
  949. GIVE_WEAPON_TO_CHAR mafia_13X WEAPONTYPE_SHOTGUN 999
  950. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_13X bottom_of_steps_x bottom_of_steps_y
  951. mafia_13_flag = 1
  952. ENDIF
  953. ENDIF
  954. ELSE
  955. IF mafia_13_flag > 0
  956. IF IS_CHAR_DEAD mafia_13X
  957. kill_player_now_flag = 1
  958. mafia_13_flag = 4
  959. ENDIF
  960. ENDIF
  961. ENDIF
  962.  
  963. IF mafia_13_flag = 1
  964. IF LOCATE_CHAR_ON_FOOT_2D mafia_13X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0
  965. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_13X mafia_13_x mafia_13_y
  966. IF beamer1_health = 1
  967. SWITCH_WIDESCREEN OFF
  968. SET_PLAYER_CONTROL player ON
  969. SET_EVERYONE_IGNORE_PLAYER player OFF
  970. SET_ALL_CARS_CAN_BE_DAMAGED TRUE
  971. SWITCH_STREAMING ON
  972. IF IS_PLAYER_IN_ANY_CAR player
  973. APPLY_BRAKES_TO_PLAYERS_CAR player OFF
  974. ENDIF
  975. RESTORE_CAMERA_JUMPCUT
  976. MARK_MODEL_AS_NO_LONGER_NEEDED indhibuild3
  977. MARK_MODEL_AS_NO_LONGER_NEEDED luigiclubout
  978. MARK_MODEL_AS_NO_LONGER_NEEDED luigiineerclub
  979. MARK_MODEL_AS_NO_LONGER_NEEDED ind_customroad016
  980. beamer1_health = 0
  981. ENDIF
  982. mafia_13_flag = 2
  983. ENDIF
  984. ENDIF
  985.  
  986. IF mafia_13_flag = 2
  987. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_13X mafia_13_x mafia_13_y 0.5 0.5 0
  988. SET_CHAR_HEADING mafia_13X 180.0
  989. CHAR_SET_IDLE mafia_13X
  990. mafia_13_flag = 3
  991. ENDIF
  992. ENDIF
  993.  
  994. IF mafia_13_flag > 0
  995. AND mafia_13_flag < 4
  996. IF HAS_CHAR_SPOTTED_PLAYER mafia_13X player
  997. IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0
  998. IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD
  999. kill_player_now_flag = 1
  1000. ENDIF
  1001. ENDIF
  1002. ENDIF
  1003. ENDIF
  1004.  
  1005. //________CHECK IF THERE IS A CAR AT THE END OF THE ALLEY IF THERE IS ONE OF THE MAFIA WILL MOVE IT_______//
  1006.  
  1007. IF fuckers_car < 1
  1008. GET_RANDOM_CAR_OF_TYPE_IN_AREA 900.467 -431.884 905.759 -419.944 -1 fuckers_car
  1009. ENDIF
  1010.  
  1011.  
  1012. IF IS_CAR_DEAD fuckers_car
  1013. // IF NOT fuckers_car = -1
  1014. // IF NOT enter_car_flag = 0
  1015. MARK_CAR_AS_NO_LONGER_NEEDED fuckers_car
  1016. fuckers_car = -1
  1017. enter_car_flag = 0
  1018. // ENDIF
  1019. // ENDIF
  1020. ENDIF
  1021.  
  1022. IF enter_car_flag < 5
  1023. IF NOT fuckers_car = -1
  1024. IF fuckers_car = beamer1_a1
  1025. IF NOT IS_CAR_DEAD beamer1_a1
  1026. CAR_GOTO_COORDINATES_ACCURATE beamer1_a1 904.9 -434.1 15.0
  1027. ELSE
  1028. DELETE_CAR beamer1_a1
  1029. ENDIF
  1030. ELSE
  1031. IF fuckers_car = beamer2_a1
  1032. IF NOT IS_CAR_DEAD beamer2_a1
  1033. CAR_GOTO_COORDINATES_ACCURATE beamer2_a1 904.9 -434.1 15.0
  1034. ELSE
  1035. DELETE_CAR beamer2_a1
  1036. ENDIF
  1037. ELSE
  1038. IF fuckers_car = beamer3_a1
  1039. IF NOT IS_CAR_DEAD beamer3_a1
  1040. CAR_GOTO_COORDINATES_ACCURATE beamer3_a1 904.9 -434.1 15.0
  1041. ELSE
  1042. DELETE_CAR beamer3_a1
  1043. ENDIF
  1044. ELSE
  1045. IF mafia_10_flag < 4
  1046. IF mafia_10_flag > 1
  1047. IF LOCATE_CHAR_ON_FOOT_CAR_2D mafia_10X fuckers_car 4.0 4.0 0
  1048. SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER mafia_10X fuckers_car
  1049. TIMERA = 0
  1050. enter_car_flag = 10
  1051. ENDIF
  1052. ENDIF
  1053. ELSE
  1054. IF mafia_11_flag < 4
  1055. IF mafia_11_flag > 1
  1056. IF LOCATE_CHAR_ON_FOOT_CAR_2D mafia_11X fuckers_car 4.0 4.0 0
  1057. SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER mafia_11X fuckers_car
  1058. TIMERA = 0
  1059. enter_car_flag = 11
  1060. ENDIF
  1061. ENDIF
  1062. ELSE
  1063. IF mafia_12_flag < 4
  1064. IF mafia_12_flag > 1
  1065. IF LOCATE_CHAR_ON_FOOT_CAR_2D mafia_12X fuckers_car 4.0 4.0 0
  1066. SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER mafia_12X fuckers_car
  1067. TIMERA = 0
  1068. enter_car_flag = 12
  1069. ENDIF
  1070. ENDIF
  1071. ELSE
  1072. IF mafia_13_flag < 4
  1073. IF mafia_13_flag > 1
  1074. IF LOCATE_CHAR_ON_FOOT_CAR_2D mafia_13X fuckers_car 4.0 4.0 0
  1075. SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER mafia_13X fuckers_car
  1076. TIMERA = 0
  1077. enter_car_flag = 13
  1078. ENDIF
  1079. ENDIF
  1080. ELSE
  1081. IF IS_CAR_DEAD fuckers_car
  1082. MARK_CAR_AS_NO_LONGER_NEEDED fuckers_car
  1083. kill_player_now_flag = 1
  1084. ENDIF
  1085. ENDIF
  1086. ENDIF
  1087. ENDIF
  1088. ENDIF
  1089. ENDIF
  1090. ENDIF
  1091. ENDIF
  1092. ENDIF
  1093. ENDIF
  1094.  
  1095. IF enter_car_flag = 10
  1096. IF IS_CHAR_IN_CAR mafia_10X fuckers_car
  1097. GOSUB move_fuckers_car
  1098. mafia_10_flag = 4
  1099. enter_car_flag = 5
  1100. ENDIF
  1101. ENDIF
  1102.  
  1103. IF enter_car_flag = 11
  1104. IF IS_CHAR_IN_CAR mafia_11X fuckers_car
  1105. GOSUB move_fuckers_car
  1106. mafia_11_flag = 4
  1107. enter_car_flag = 5
  1108. ENDIF
  1109. ENDIF
  1110.  
  1111. IF enter_car_flag = 12
  1112. IF IS_CHAR_IN_CAR mafia_12X fuckers_car
  1113. GOSUB move_fuckers_car
  1114. mafia_12_flag = 4
  1115. enter_car_flag = 5
  1116. ENDIF
  1117. ENDIF
  1118.  
  1119. IF enter_car_flag = 13
  1120. IF IS_CHAR_IN_CAR mafia_13X fuckers_car
  1121. GOSUB move_fuckers_car
  1122. mafia_13_flag = 4
  1123. enter_car_flag = 5
  1124. ENDIF
  1125. ENDIF
  1126.  
  1127. IF enter_car_flag > 9
  1128. IF TIMERA > 20000
  1129. IF NOT IS_CAR_DEAD fuckers_car
  1130. IF NOT IS_PLAYER_IN_CAR player fuckers_car
  1131. MARK_CAR_AS_NO_LONGER_NEEDED fuckers_car
  1132. enter_car_flag = 0
  1133. fuckers_car = -1
  1134. ELSE
  1135. kill_player_now_flag = 1
  1136. ENDIF
  1137. ENDIF
  1138. ENDIF
  1139. ENDIF
  1140.  
  1141. IF TIMERA > 180000
  1142. frankie_exists_flag = 1
  1143. ENDIF
  1144. //________________________________________________________________________________________________________//
  1145.  
  1146. IF kill_player_now_flag = 1
  1147. GOSUB kill_player_now_script
  1148. ENDIF
  1149.  
  1150. IF NOT frankie_exists_flag = 0
  1151. GOTO create_salvatore
  1152. ENDIF
  1153.  
  1154. ENDWHILE
  1155.  
  1156. IF frankie_exists_flag = 0
  1157. IF IS_PLAYER_IN_AREA_2D player 878.79 -427.4 890.77 -403.89 0 //BACK OF CLUB
  1158. OR IS_PLAYER_IN_AREA_2D player 878.79 -433.86 890.77 -427.4 0 //LOWER ROOF
  1159. frankie_exists_flag = 2
  1160. ELSE
  1161. frankie_exists_flag = 1
  1162. ENDIF
  1163. ENDIF
  1164.  
  1165. create_salvatore:
  1166.  
  1167. IF frankie_exists_flag = 1
  1168. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL1 create_char_in_club_x create_char_in_club_y create_char_in_club_z frankie
  1169. IF kill_player_now_flag = 0
  1170. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT frankie bottom_of_steps_x bottom_of_steps_y
  1171. ELSE
  1172. SET_CHAR_OBJ_RUN_TO_COORD frankie bottom_of_steps_x bottom_of_steps_y
  1173. ENDIF
  1174. ENDIF
  1175.  
  1176. IF frankie_exists_flag = 2
  1177. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL1 900.2028 -416.9139 14.0 frankie // OUT FRONT OF CLUB
  1178. SET_CHAR_OBJ_RUN_TO_COORD frankie street_x street_y
  1179. frankie_flag = 5
  1180. ENDIF
  1181.  
  1182. IF frankie_exists_flag = 3
  1183. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL1 884.6421 -422.9535 14.0 frankie //CLOSER TO END OF ALLEY
  1184. SET_CHAR_OBJ_RUN_TO_COORD frankie street_x street_y
  1185. frankie_flag = 5
  1186. ENDIF
  1187.  
  1188. SET_CHAR_THREAT_SEARCH frankie THREAT_PLAYER1
  1189. SET_CHAR_PERSONALITY frankie PEDSTAT_GEEK_GUY
  1190. SET_CHAR_ONLY_DAMAGED_BY_PLAYER frankie TRUE
  1191.  
  1192. REMOVE_BLIP mission_blip_am1
  1193. ADD_BLIP_FOR_CHAR frankie mission_blip_am1
  1194. PRINT_NOW AM1_1 5000 1//"Salvatore is now leaving Luigi's"
  1195.  
  1196. garage_door_close = 0
  1197.  
  1198. WHILE NOT IS_CHAR_IN_ANY_CAR frankie
  1199.  
  1200. WAIT 0
  1201.  
  1202. IF IS_CHAR_DEAD frankie
  1203. GOTO mission_asuka1_passed
  1204. ENDIF
  1205.  
  1206. IF NOT time_left_a1 = 0
  1207. GET_MINUTES_TO_TIME_OF_DAY hours_a1 mins_a1 time_left_a1
  1208. ENDIF
  1209.  
  1210. IF HAS_CHAR_SPOTTED_PLAYER frankie player
  1211. kill_player_now_flag = 1
  1212. ENDIF
  1213.  
  1214. //___IF MAFIA HAVE SPOTTED THE PLAYER, MAKE FRANKIE RUN____//
  1215.  
  1216. IF NOT IS_CHAR_DEAD mafia_8X
  1217. IF HAS_CHAR_SPOTTED_PLAYER mafia_8X player
  1218. IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0
  1219. IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD
  1220. kill_player_now_flag = 1
  1221. ENDIF
  1222. ENDIF
  1223. ENDIF
  1224. ELSE
  1225. kill_player_now_flag = 1
  1226. mafia_8_flag = 4
  1227. ENDIF
  1228.  
  1229. IF NOT IS_CHAR_DEAD mafia_9X
  1230. IF HAS_CHAR_SPOTTED_PLAYER mafia_9X player
  1231. IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0
  1232. IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD
  1233. kill_player_now_flag = 1
  1234. ENDIF
  1235. ENDIF
  1236. ENDIF
  1237. ELSE
  1238. kill_player_now_flag = 1
  1239. mafia_9_flag = 4
  1240. ENDIF
  1241.  
  1242. IF NOT IS_CHAR_DEAD mafia_10X
  1243. IF HAS_CHAR_SPOTTED_PLAYER mafia_10X player
  1244. IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0
  1245. IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD
  1246. kill_player_now_flag = 1
  1247. ENDIF
  1248. ENDIF
  1249. ENDIF
  1250. ELSE
  1251. kill_player_now_flag = 1
  1252. mafia_10_flag = 4
  1253. ENDIF
  1254.  
  1255. IF NOT IS_CHAR_DEAD mafia_11X
  1256. IF HAS_CHAR_SPOTTED_PLAYER mafia_11X player
  1257. IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0
  1258. IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD
  1259. kill_player_now_flag = 1
  1260. ENDIF
  1261. ENDIF
  1262. ENDIF
  1263. ELSE
  1264. kill_player_now_flag = 1
  1265. mafia_11_flag = 4
  1266. ENDIF
  1267.  
  1268. IF NOT IS_CHAR_DEAD mafia_12X
  1269. IF HAS_CHAR_SPOTTED_PLAYER mafia_12X player
  1270. IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0
  1271. IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD
  1272. kill_player_now_flag = 1
  1273. ENDIF
  1274. ENDIF
  1275. ENDIF
  1276. ELSE
  1277. kill_player_now_flag = 1
  1278. mafia_12_flag = 4
  1279. ENDIF
  1280.  
  1281. IF NOT IS_CHAR_DEAD mafia_13X
  1282. IF HAS_CHAR_SPOTTED_PLAYER mafia_13X player
  1283. IF NOT IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0
  1284. IF NOT IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD
  1285. kill_player_now_flag = 1
  1286. ENDIF
  1287. ENDIF
  1288. ENDIF
  1289. ELSE
  1290. kill_player_now_flag = 1
  1291. mafia_13_flag = 4
  1292. ENDIF
  1293.  
  1294. IF kill_player_now_flag = 1
  1295. GOSUB kill_player_now_script
  1296. ENDIF
  1297.  
  1298.  
  1299. //___GET FRANKIE INTO A CAR, IF ALL CARS ARE DEAD FRANKIE RUNS BACK____//
  1300.  
  1301. IF IS_CAR_DEAD beamer1_a1
  1302. beamer_1_dead_flag = 1
  1303. ENDIF
  1304.  
  1305. IF IS_CAR_DEAD beamer2_a1
  1306. beamer_2_dead_flag = 1
  1307. ENDIF
  1308.  
  1309. IF IS_CAR_DEAD beamer3_a1
  1310. beamer_3_dead_flag = 1
  1311. ENDIF
  1312.  
  1313. IF frankie_flag = 0
  1314. IF LOCATE_CHAR_ON_FOOT_2D frankie bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0
  1315. IF kill_player_now_flag = 0
  1316. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT frankie street_x street_y
  1317. ELSE
  1318. SET_CHAR_OBJ_RUN_TO_COORD frankie street_x street_y
  1319. ENDIF
  1320. frankie_flag = 5
  1321. ENDIF
  1322. ENDIF
  1323.  
  1324. IF frankie_flag = 5
  1325. IF LOCATE_CHAR_ON_FOOT_2D frankie street_x street_y 1.0 1.0 0
  1326. IF beamer_2_dead_flag = 0
  1327. AND LOCATE_CHAR_ON_FOOT_CAR_2D frankie beamer2_a1 30.0 30.0 0
  1328. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER frankie beamer2_a1
  1329. frankie_flag = 2
  1330. ELSE
  1331. IF beamer_3_dead_flag = 0
  1332. AND LOCATE_CHAR_ON_FOOT_CAR_2D frankie beamer3_a1 30.0 30.0 0
  1333. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER frankie beamer3_a1
  1334. frankie_flag = 3
  1335. ELSE
  1336. IF beamer_1_dead_flag = 0
  1337. AND LOCATE_CHAR_ON_FOOT_CAR_2D frankie beamer1_a1 30.0 30.0 0
  1338. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER frankie beamer1_a1
  1339. frankie_flag = 1
  1340. ELSE
  1341. SET_CHAR_OBJ_RUN_TO_COORD frankie bottom_of_steps_x bottom_of_steps_y
  1342. frankie_flag = 4
  1343. ENDIF
  1344. ENDIF
  1345. ENDIF
  1346. ENDIF
  1347. ENDIF
  1348.  
  1349. IF frankie_flag = 2
  1350. IF beamer_2_dead_flag = 1
  1351. IF beamer_1_dead_flag = 0
  1352. AND LOCATE_CHAR_ON_FOOT_CAR_2D frankie beamer1_a1 30.0 30.0 0
  1353. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER frankie beamer1_a1
  1354. frankie_flag = 1
  1355. ELSE
  1356. IF beamer_3_dead_flag = 0
  1357. AND LOCATE_CHAR_ON_FOOT_CAR_2D frankie beamer3_a1 30.0 30.0 0
  1358. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER frankie beamer3_a1
  1359. frankie_flag = 3
  1360. ELSE
  1361. SET_CHAR_OBJ_RUN_TO_COORD frankie bottom_of_steps_x bottom_of_steps_y
  1362. frankie_flag = 4
  1363. ENDIF
  1364. ENDIF
  1365. ENDIF
  1366. ENDIF
  1367.  
  1368. IF frankie_flag = 3
  1369. IF beamer_3_dead_flag = 1
  1370. IF beamer_1_dead_flag = 0
  1371. AND LOCATE_CHAR_ON_FOOT_CAR_2D frankie beamer1_a1 30.0 30.0 0
  1372. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER frankie beamer1_a1
  1373. frankie_flag = 1
  1374. ELSE
  1375. SET_CHAR_OBJ_RUN_TO_COORD frankie bottom_of_steps_x bottom_of_steps_y
  1376. frankie_flag = 4
  1377. ENDIF
  1378. ENDIF
  1379. ENDIF
  1380.  
  1381. IF frankie_flag = 1
  1382. IF beamer_1_dead_flag = 1
  1383. IF beamer_3_dead_flag = 0
  1384. AND LOCATE_CHAR_ON_FOOT_CAR_2D frankie beamer3_a1 30.0 30.0 0
  1385. SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER frankie beamer3_a1
  1386. frankie_flag = 3
  1387. ELSE
  1388. SET_CHAR_OBJ_RUN_TO_COORD frankie bottom_of_steps_x bottom_of_steps_y
  1389. frankie_flag = 4
  1390. ENDIF
  1391. ENDIF
  1392. ENDIF
  1393.  
  1394. IF frankie_flag = 4
  1395. IF LOCATE_CHAR_ON_FOOT_2D frankie bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0
  1396. SET_CHAR_OBJ_RUN_TO_COORD frankie create_char_in_club_x create_char_in_club_y
  1397. frankie_flag = 6
  1398. ENDIF
  1399. ENDIF
  1400.  
  1401. IF frankie_flag = 6
  1402. IF LOCATE_CHAR_ON_FOOT_2D frankie create_char_in_club_x create_char_in_club_y 1.0 1.0 0
  1403. DELETE_CHAR frankie
  1404. PRINT_NOW AM1_9 5000 1//"Salvatore has escaped back into Luigi's Club!"
  1405. GOTO mission_asuka1_failed
  1406. ENDIF
  1407. ENDIF
  1408.  
  1409. ENDWHILE
  1410.  
  1411.  
  1412. IF NOT IS_CAR_DEAD beamer1_a1
  1413.  
  1414. IF frankie_flag = 1
  1415. CAR_GOTO_COORDINATES beamer1_a1 1438.0 -183.4 50.5
  1416. SET_TARGET_CAR_FOR_MISSION_GARAGE frankie_garage beamer1_a1
  1417. ELSE
  1418. CAR_GOTO_COORDINATES beamer1_a1 1423.7 -168.1 50.2
  1419. ENDIF
  1420.  
  1421. IF kill_player_now_flag = 0
  1422. SET_CAR_CRUISE_SPEED beamer1_a1 18.0
  1423. ELSE
  1424. SET_CAR_CRUISE_SPEED beamer1_a1 43.0
  1425. ENDIF
  1426.  
  1427. ENDIF
  1428.  
  1429. IF NOT IS_CAR_DEAD beamer2_a1
  1430.  
  1431. IF frankie_flag = 2
  1432. CAR_GOTO_COORDINATES beamer2_a1 1438.0 -183.4 50.5
  1433. SET_TARGET_CAR_FOR_MISSION_GARAGE frankie_garage beamer2_a1
  1434. ELSE
  1435. CAR_GOTO_COORDINATES beamer2_a1 1418.7 -168.1 50.2
  1436. ENDIF
  1437.  
  1438. IF kill_player_now_flag = 0
  1439. SET_CAR_CRUISE_SPEED beamer2_a1 17.0
  1440. ELSE
  1441. SET_CAR_CRUISE_SPEED beamer2_a1 42.0
  1442. ENDIF
  1443.  
  1444. ENDIF
  1445.  
  1446. IF NOT IS_CAR_DEAD beamer3_a1
  1447.  
  1448. IF frankie_flag = 3
  1449. CAR_GOTO_COORDINATES beamer3_a1 1438.0 -183.4 50.5
  1450. SET_TARGET_CAR_FOR_MISSION_GARAGE frankie_garage beamer3_a1
  1451. ELSE
  1452. CAR_GOTO_COORDINATES beamer3_a1 1418.7 -168.1 50.2
  1453. ENDIF
  1454.  
  1455. IF kill_player_now_flag = 0
  1456. SET_CAR_CRUISE_SPEED beamer3_a1 16.0
  1457. ELSE
  1458. SET_CAR_CRUISE_SPEED beamer3_a1 41.0
  1459. ENDIF
  1460.  
  1461. ENDIF
  1462.  
  1463. SWITCH_ROADS_ON 905.0 -448.6 12.0 916.0 -393.0 20.0
  1464. CHANGE_GARAGE_TYPE frankie_garage GARAGE_FOR_SCRIPT_TO_OPEN_AND_CLOSE
  1465. IF NOT IS_CHAR_DEAD frankie
  1466. ADD_ARMOUR_TO_CHAR frankie 100
  1467. ENDIF
  1468. beamer1_health = 0
  1469. timerb_reset_flag_a1 = 0
  1470. TIMERA = 0
  1471. TIMERB = 0
  1472.  
  1473. cars_going_to_frankies:
  1474. //WHILE NOT IS_CHAR_STOPPED_IN_AREA_IN_CAR_3D frankie 1428.2 -179.2 50.0 1417.4 -186.3 53.0 0
  1475. //WHILE NOT garage_door_close = 1
  1476.  
  1477. WAIT 0
  1478.  
  1479. IF IS_CHAR_DEAD frankie
  1480. GOTO mission_asuka1_passed
  1481. ENDIF
  1482.  
  1483. //_____SEND MAFIA_8X BACK INTO THE CLUB THEN DELETE HIM____//
  1484.  
  1485. IF NOT mafia_8_flag = 4
  1486. IF IS_CHAR_DEAD mafia_8X
  1487. mafia_8_flag = 4
  1488. ENDIF
  1489. ENDIF
  1490.  
  1491. IF mafia_8_flag = 3
  1492. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_8X back_of_alley_x back_of_alley_y
  1493. SET_CHAR_HEED_THREATS mafia_8X TRUE
  1494. mafia_8_flag = 5
  1495. ENDIF
  1496.  
  1497. IF mafia_8_flag = 5
  1498. IF LOCATE_CHAR_ON_FOOT_2D mafia_8X back_of_alley_x back_of_alley_y 1.0 1.0 0
  1499. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_8X bottom_of_steps_x bottom_of_steps_y
  1500. mafia_8_flag = 6
  1501. ENDIF
  1502. ENDIF
  1503.  
  1504. IF mafia_8_flag = 6
  1505. IF LOCATE_CHAR_ON_FOOT_2D mafia_8X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0
  1506. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_8X create_char_in_club_x create_char_in_club_y
  1507. mafia_8_flag = 7
  1508. ENDIF
  1509. ENDIF
  1510.  
  1511. IF mafia_8_flag = 7
  1512. IF LOCATE_CHAR_ON_FOOT_2D mafia_8X create_char_in_club_x create_char_in_club_y 0.5 0.5 0
  1513. DELETE_CHAR mafia_8X
  1514. mafia_8_flag = 4
  1515. ENDIF
  1516. ENDIF
  1517.  
  1518. //_____SEND MAFIA_9X BACK INTO THE CLUB THEN DELETE HIM____//
  1519.  
  1520. IF NOT mafia_9_flag = 4
  1521. IF IS_CHAR_DEAD mafia_9X
  1522. mafia_9_flag = 4
  1523. ENDIF
  1524. ENDIF
  1525.  
  1526. IF mafia_9_flag = 3
  1527. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_9X back_of_alley_x back_of_alley_y
  1528. SET_CHAR_HEED_THREATS mafia_9X TRUE
  1529. mafia_9_flag = 5
  1530. ENDIF
  1531.  
  1532. IF mafia_9_flag = 5
  1533. IF LOCATE_CHAR_ON_FOOT_2D mafia_9X back_of_alley_x back_of_alley_y 1.0 1.0 0
  1534. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_9X bottom_of_steps_x bottom_of_steps_y
  1535. mafia_9_flag = 6
  1536. ENDIF
  1537. ENDIF
  1538.  
  1539. IF mafia_9_flag = 6
  1540. IF LOCATE_CHAR_ON_FOOT_2D mafia_9X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0
  1541. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_9X create_char_in_club_x create_char_in_club_y
  1542. mafia_9_flag = 7
  1543. ENDIF
  1544. ENDIF
  1545.  
  1546. IF mafia_9_flag = 7
  1547. IF LOCATE_CHAR_ON_FOOT_2D mafia_9X create_char_in_club_x create_char_in_club_y 0.5 0.5 0
  1548. DELETE_CHAR mafia_9X
  1549. mafia_9_flag = 4
  1550. ENDIF
  1551. ENDIF
  1552.  
  1553. //_____SEND MAFIA_10X BACK INTO THE CLUB THEN DELETE HIM____//
  1554.  
  1555. IF NOT mafia_10_flag = 4
  1556. IF IS_CHAR_DEAD mafia_10X
  1557. mafia_10_flag = 4
  1558. ENDIF
  1559. ENDIF
  1560.  
  1561. IF mafia_10_flag = 3
  1562. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_10X back_of_alley_x back_of_alley_y
  1563. SET_CHAR_HEED_THREATS mafia_10X TRUE
  1564. mafia_10_flag = 5
  1565. ENDIF
  1566.  
  1567. IF mafia_10_flag = 5
  1568. IF LOCATE_CHAR_ON_FOOT_2D mafia_10X back_of_alley_x back_of_alley_y 1.0 1.0 0
  1569. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_10X bottom_of_steps_x bottom_of_steps_y
  1570. mafia_10_flag = 6
  1571. ENDIF
  1572. ENDIF
  1573.  
  1574. IF mafia_10_flag = 6
  1575. IF LOCATE_CHAR_ON_FOOT_2D mafia_10X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0
  1576. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_10X create_char_in_club_x create_char_in_club_y
  1577. mafia_10_flag = 7
  1578. ENDIF
  1579. ENDIF
  1580.  
  1581. IF mafia_10_flag = 7
  1582. IF LOCATE_CHAR_ON_FOOT_2D mafia_10X create_char_in_club_x create_char_in_club_y 0.5 0.5 0
  1583. DELETE_CHAR mafia_10X
  1584. mafia_10_flag = 4
  1585. ENDIF
  1586. ENDIF
  1587.  
  1588. //_____SEND MAFIA_11X BACK INTO THE CLUB THEN DELETE HIM____//
  1589.  
  1590. IF NOT mafia_11_flag = 4
  1591. IF IS_CHAR_DEAD mafia_11X
  1592. mafia_11_flag = 4
  1593. ENDIF
  1594. ENDIF
  1595.  
  1596. IF mafia_11_flag = 3
  1597. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_11X back_of_alley_x back_of_alley_y
  1598. SET_CHAR_HEED_THREATS mafia_11X TRUE
  1599. mafia_11_flag = 5
  1600. ENDIF
  1601.  
  1602. IF mafia_11_flag = 5
  1603. IF LOCATE_CHAR_ON_FOOT_2D mafia_11X back_of_alley_x back_of_alley_y 1.0 1.0 0
  1604. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_11X bottom_of_steps_x bottom_of_steps_y
  1605. mafia_11_flag = 6
  1606. ENDIF
  1607. ENDIF
  1608.  
  1609. IF mafia_11_flag = 6
  1610. IF LOCATE_CHAR_ON_FOOT_2D mafia_11X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0
  1611. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_11X create_char_in_club_x create_char_in_club_y
  1612. mafia_11_flag = 7
  1613. ENDIF
  1614. ENDIF
  1615.  
  1616. IF mafia_11_flag = 7
  1617. IF LOCATE_CHAR_ON_FOOT_2D mafia_11X create_char_in_club_x create_char_in_club_y 0.5 0.5 0
  1618. DELETE_CHAR mafia_11X
  1619. mafia_11_flag = 4
  1620. ENDIF
  1621. ENDIF
  1622.  
  1623. //_____SEND MAFIA_12X BACK INTO THE CLUB THEN DELETE HIM____//
  1624.  
  1625. IF NOT mafia_12_flag = 4
  1626. IF IS_CHAR_DEAD mafia_12X
  1627. mafia_12_flag = 4
  1628. ENDIF
  1629. ENDIF
  1630.  
  1631. IF mafia_12_flag = 3
  1632. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_12X back_of_alley_x back_of_alley_y
  1633. SET_CHAR_HEED_THREATS mafia_12X TRUE
  1634. mafia_12_flag = 5
  1635. ENDIF
  1636.  
  1637. IF mafia_12_flag = 5
  1638. IF LOCATE_CHAR_ON_FOOT_2D mafia_12X back_of_alley_x back_of_alley_y 1.0 1.0 0
  1639. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_12X bottom_of_steps_x bottom_of_steps_y
  1640. mafia_12_flag = 6
  1641. ENDIF
  1642. ENDIF
  1643.  
  1644. IF mafia_12_flag = 6
  1645. IF LOCATE_CHAR_ON_FOOT_2D mafia_12X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0
  1646. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_12X create_char_in_club_x create_char_in_club_y
  1647. mafia_12_flag = 7
  1648. ENDIF
  1649. ENDIF
  1650.  
  1651. IF mafia_12_flag = 7
  1652. IF LOCATE_CHAR_ON_FOOT_2D mafia_12X create_char_in_club_x create_char_in_club_y 0.5 0.5 0
  1653. DELETE_CHAR mafia_12X
  1654. mafia_12_flag = 4
  1655. ENDIF
  1656. ENDIF
  1657.  
  1658. //_____SEND MAFIA_13X BACK INTO THE CLUB THEN DELETE HIM____//
  1659.  
  1660. IF NOT mafia_13_flag = 4
  1661. IF IS_CHAR_DEAD mafia_13X
  1662. mafia_13_flag = 4
  1663. ENDIF
  1664. ENDIF
  1665.  
  1666. IF mafia_13_flag = 3
  1667. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_13X back_of_alley_x back_of_alley_y
  1668. SET_CHAR_HEED_THREATS mafia_13X TRUE
  1669. mafia_13_flag = 5
  1670. ENDIF
  1671.  
  1672. IF mafia_13_flag = 5
  1673. IF LOCATE_CHAR_ON_FOOT_2D mafia_13X back_of_alley_x back_of_alley_y 1.0 1.0 0
  1674. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_13X bottom_of_steps_x bottom_of_steps_y
  1675. mafia_13_flag = 6
  1676. ENDIF
  1677. ENDIF
  1678.  
  1679. IF mafia_13_flag = 6
  1680. IF LOCATE_CHAR_ON_FOOT_2D mafia_13X bottom_of_steps_x bottom_of_steps_y 1.0 1.0 0
  1681. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_13X create_char_in_club_x create_char_in_club_y
  1682. mafia_13_flag = 7
  1683. ENDIF
  1684. ENDIF
  1685.  
  1686. IF mafia_13_flag = 7
  1687. IF LOCATE_CHAR_ON_FOOT_2D mafia_13X create_char_in_club_x create_char_in_club_y 0.5 0.5 0
  1688. DELETE_CHAR mafia_13X
  1689. mafia_13_flag = 4
  1690. ENDIF
  1691. ENDIF
  1692.  
  1693. //_____ CARS - IF THEY'RE ATACKED THEY DRIVE FASTER _____//
  1694. //_____ IF FRANKIES CAR IS ATTACKED BOTH OTHER CARS ATTACK THE PLAYER _____//
  1695. //_____IF ONE OF THE OTHER CARS IS DESTROYED THE OTHER WILL ATTACK THE PLAYER_____//
  1696.  
  1697. IF IS_CHAR_DEAD frankie
  1698. GOTO mission_asuka1_passed
  1699. ENDIF
  1700.  
  1701. IF frankies_ride = 0
  1702. IF LOCATE_CHAR_IN_CAR_2D frankie 1371.0 -283.9 50.0 50.0 0
  1703. STORE_CAR_CHAR_IS_IN frankie frankies_ride
  1704. SET_CAR_CRUISE_SPEED frankies_ride 20.0
  1705. //PRINT_WITH_NUMBER_NOW NUMBER 15 5000 1
  1706. ENDIF
  1707. ENDIF
  1708.  
  1709. IF NOT IS_CAR_DEAD beamer1_a1
  1710. GET_CAR_HEALTH beamer1_a1 beamer1_health
  1711. IF beamer1_health < 1000
  1712. IF NOT frankies_ride = beamer1_a1
  1713. SET_CAR_CRUISE_SPEED beamer1_a1 51.0
  1714. ENDIF
  1715. IF NOT IS_CAR_DEAD beamer2_a1
  1716. IF NOT frankies_ride = beamer2_a1
  1717. SET_CAR_CRUISE_SPEED beamer2_a1 50.0
  1718. ENDIF
  1719. ENDIF
  1720. IF NOT IS_CAR_DEAD beamer3_a1
  1721. IF NOT frankies_ride = beamer3_a1
  1722. SET_CAR_CRUISE_SPEED beamer3_a1 49.0
  1723. set_beamer_3_kill_player = 1
  1724. ENDIF
  1725. ENDIF
  1726. ENDIF
  1727. ELSE
  1728. IF NOT IS_CAR_DEAD beamer3_a1
  1729. IF NOT frankie_flag = 3
  1730. set_beamer_3_kill_player = 1
  1731. ELSE
  1732. IF NOT IS_CAR_DEAD beamer2_a1
  1733. IF NOT frankie_flag = 2
  1734. set_beamer_2_kill_player = 1
  1735. ENDIF
  1736. ENDIF
  1737. ENDIF
  1738. ENDIF
  1739. ENDIF
  1740.  
  1741. IF NOT IS_CAR_DEAD beamer3_a1
  1742. GET_CAR_HEALTH beamer3_a1 beamer3_health
  1743. IF beamer3_health < 1000
  1744. IF NOT frankies_ride = beamer3_a1
  1745. SET_CAR_CRUISE_SPEED beamer3_a1 51.0
  1746. ENDIF
  1747. IF NOT IS_CAR_DEAD beamer1_a1
  1748. IF NOT frankies_ride = beamer1_a1
  1749. SET_CAR_CRUISE_SPEED beamer1_a1 50.0
  1750. set_beamer_1_kill_player = 1
  1751. ENDIF
  1752. ENDIF
  1753. IF NOT IS_CAR_DEAD beamer2_a1
  1754. IF NOT frankies_ride = beamer2_a1
  1755. SET_CAR_CRUISE_SPEED beamer2_a1 49.0
  1756. ENDIF
  1757. ENDIF
  1758. ENDIF
  1759. ELSE
  1760. IF NOT IS_CAR_DEAD beamer1_a1
  1761. IF NOT frankie_flag = 1
  1762. set_beamer_1_kill_player = 1
  1763. ELSE
  1764. IF NOT IS_CAR_DEAD beamer2_a1
  1765. IF NOT frankie_flag = 2
  1766. set_beamer_2_kill_player = 1
  1767. ENDIF
  1768. ENDIF
  1769. ENDIF
  1770. ENDIF
  1771. ENDIF
  1772.  
  1773. IF NOT IS_CAR_DEAD beamer2_a1
  1774. GET_CAR_HEALTH beamer2_a1 beamer2_health
  1775. IF beamer2_health < 1000
  1776. IF NOT frankies_ride = beamer2_a1
  1777. SET_CAR_CRUISE_SPEED beamer2_a1 51.0
  1778. ENDIF
  1779. IF NOT IS_CAR_DEAD beamer1_a1
  1780. IF NOT frankies_ride = beamer1_a1
  1781. SET_CAR_CRUISE_SPEED beamer1_a1 50.0
  1782. set_beamer_1_kill_player = 1
  1783. ENDIF
  1784. ENDIF
  1785. IF NOT IS_CAR_DEAD beamer3_a1
  1786. IF NOT frankies_ride = beamer3_a1
  1787. SET_CAR_CRUISE_SPEED beamer3_a1 49.0
  1788. set_beamer_3_kill_player = 1
  1789. ENDIF
  1790. ENDIF
  1791. ENDIF
  1792. ELSE
  1793. IF NOT IS_CAR_DEAD beamer1_a1
  1794. IF NOT frankie_flag = 1
  1795. set_beamer_1_kill_player = 1
  1796. ELSE
  1797. IF NOT IS_CAR_DEAD beamer3_a1
  1798. IF NOT frankie_flag = 3
  1799. set_beamer_3_kill_player = 1
  1800. ENDIF
  1801. ENDIF
  1802. ENDIF
  1803. ENDIF
  1804. ENDIF
  1805.  
  1806. IF set_beamer_1_kill_player = 1
  1807. IF NOT IS_CAR_DEAD beamer1_a1
  1808. IF NOT frankies_ride = beamer1_a1
  1809. SET_CAR_CRUISE_SPEED beamer1_a1 100.0
  1810. SET_CAR_MISSION beamer1_a1 MISSION_RAMPLAYER_FARAWAY
  1811. ENDIF
  1812. ENDIF
  1813. ENDIF
  1814.  
  1815. IF set_beamer_2_kill_player = 1
  1816. IF NOT IS_CAR_DEAD beamer2_a1
  1817. IF NOT frankies_ride = beamer2_a1
  1818. SET_CAR_CRUISE_SPEED beamer2_a1 100.0
  1819. SET_CAR_MISSION beamer2_a1 MISSION_RAMPLAYER_FARAWAY
  1820. ENDIF
  1821. ENDIF
  1822. ENDIF
  1823.  
  1824. IF set_beamer_3_kill_player = 1
  1825. IF NOT IS_CAR_DEAD beamer3_a1
  1826. IF NOT frankies_ride = beamer3_a1
  1827. SET_CAR_CRUISE_SPEED beamer3_a1 100.0
  1828. SET_CAR_MISSION beamer3_a1 MISSION_RAMPLAYER_FARAWAY
  1829. ENDIF
  1830. ENDIF
  1831. ENDIF
  1832.  
  1833. IF set_beamer_1_kill_player = 1
  1834. IF NOT IS_CHAR_DEAD mafia_1X
  1835. OR NOT IS_CAR_DEAD beamer1_a1
  1836. IF IS_PLAYER_IN_ANY_CAR player
  1837. STORE_CAR_PLAYER_IS_IN player players_car_a1
  1838. GET_CAR_SPEED players_car_a1 players_car_a1_speed
  1839. GET_CAR_SPEED beamer1_a1 beamer1_a1_speed
  1840. IF beamer1_a1_speed < 10.0
  1841. AND players_car_a1_speed < 6.0
  1842. IF LOCATE_CHAR_IN_CAR_CAR_2D mafia_1X players_car_a1 10.0 10.0 0
  1843. IF NOT IS_CHAR_DEAD mafia_6X
  1844. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_6X player
  1845. SET_CHAR_RUNNING mafia_6X TRUE
  1846. ENDIF
  1847. IF NOT IS_CHAR_DEAD mafia_7X
  1848. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player
  1849. SET_CHAR_RUNNING mafia_7X TRUE
  1850. ENDIF
  1851. ENDIF
  1852. ENDIF
  1853. ENDIF
  1854. ENDIF
  1855. ENDIF
  1856.  
  1857. IF set_beamer_2_kill_player = 1
  1858. IF NOT IS_CHAR_DEAD mafia_2X
  1859. OR NOT IS_CAR_DEAD beamer2_a1
  1860. IF IS_PLAYER_IN_ANY_CAR player
  1861. STORE_CAR_PLAYER_IS_IN player players_car_a1
  1862. GET_CAR_SPEED players_car_a1 players_car_a1_speed
  1863. GET_CAR_SPEED beamer2_a1 beamer2_a1_speed
  1864. IF beamer2_a1_speed < 10.0
  1865. AND players_car_a1_speed < 6.0
  1866. IF LOCATE_CHAR_IN_CAR_CAR_2D mafia_2X players_car_a1 10.0 10.0 0
  1867. IF NOT IS_CHAR_DEAD mafia_14X
  1868. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player
  1869. SET_CHAR_RUNNING mafia_14X TRUE
  1870. ENDIF
  1871. ENDIF
  1872. ENDIF
  1873. ENDIF
  1874. ENDIF
  1875. ENDIF
  1876.  
  1877. IF set_beamer_3_kill_player = 1
  1878. IF NOT IS_CHAR_DEAD mafia_3X
  1879. OR NOT IS_CAR_DEAD beamer3_a1
  1880. IF IS_PLAYER_IN_ANY_CAR player
  1881. STORE_CAR_PLAYER_IS_IN player players_car_a1
  1882. GET_CAR_SPEED players_car_a1 players_car_a1_speed
  1883. GET_CAR_SPEED beamer3_a1 beamer3_a1_speed
  1884. IF beamer3_a1_speed < 10.0
  1885. AND players_car_a1_speed < 6.0
  1886. IF LOCATE_CHAR_IN_CAR_CAR_2D mafia_3X players_car_a1 10.0 10.0 0
  1887. IF NOT IS_CHAR_DEAD mafia_4X
  1888. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player
  1889. SET_CHAR_RUNNING mafia_4X TRUE
  1890. ENDIF
  1891. IF NOT IS_CHAR_DEAD mafia_5X
  1892. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player
  1893. SET_CHAR_RUNNING mafia_5X TRUE
  1894. ENDIF
  1895. ENDIF
  1896. ENDIF
  1897. ENDIF
  1898. ENDIF
  1899. ENDIF
  1900.  
  1901. //___________IF THE CARS GET STUCK OR UPSIDEDOWN THIS BIT WILL WARP THEM___________//
  1902.  
  1903. IF NOT IS_CAR_DEAD beamer1_a1
  1904. IF IS_CAR_UPSIDEDOWN beamer1_a1
  1905. AND IS_CAR_STOPPED beamer1_a1
  1906. IF NOT IS_CAR_ON_SCREEN beamer1_a1
  1907. GET_CAR_COORDINATES beamer1_a1 a1_x a1_y a1_z
  1908. GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z
  1909. // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 3.0
  1910. IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0
  1911. SET_CAR_COORDINATES beamer1_a1 a1_x a1_y a1_z
  1912. TURN_CAR_TO_FACE_COORD beamer1_a1 1438.0 -183.4
  1913. ELSE
  1914. IF NOT IS_CHAR_DEAD mafia_1X
  1915. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player
  1916. ENDIF
  1917. IF NOT IS_CHAR_DEAD mafia_7X
  1918. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player
  1919. ENDIF
  1920. IF frankie_flag = 1
  1921. IF NOT IS_CHAR_DEAD frankie
  1922. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  1923. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  1924. ENDIF
  1925. ENDIF
  1926. ENDIF
  1927. ELSE
  1928. IF NOT IS_CHAR_DEAD mafia_1X
  1929. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player
  1930. ENDIF
  1931. IF NOT IS_CHAR_DEAD mafia_7X
  1932. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player
  1933. ENDIF
  1934. IF frankie_flag = 1
  1935. IF NOT IS_CHAR_DEAD frankie
  1936. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  1937. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  1938. ENDIF
  1939. ENDIF
  1940. ENDIF
  1941. ENDIF
  1942.  
  1943. IF timera_reset_flag_a1 = 1
  1944. IF NOT IS_CAR_STOPPED beamer1_a1
  1945. timera_reset_flag_a1 = 0
  1946. ENDIF
  1947. ENDIF
  1948.  
  1949. IF IS_CAR_STOPPED beamer1_a1
  1950. IF timera_reset_flag_a1 = 0
  1951. TIMERA = 0
  1952. timera_reset_flag_a1 = 1
  1953. ENDIF
  1954.  
  1955. IF TIMERA > 4000
  1956. AND timera_reset_flag_a1 = 1
  1957. IF NOT IS_CAR_ON_SCREEN beamer1_a1
  1958. GET_CAR_COORDINATES beamer1_a1 a1_x a1_y a1_z
  1959. GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z
  1960. // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 4.0
  1961. IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0
  1962. SET_CAR_COORDINATES beamer1_a1 a1_x a1_y a1_z
  1963. TURN_CAR_TO_FACE_COORD beamer1_a1 1438.0 -183.4
  1964. timera_reset_flag_a1 = 0
  1965. ELSE
  1966. IF NOT IS_CHAR_DEAD mafia_1X
  1967. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player
  1968. ENDIF
  1969. IF NOT IS_CHAR_DEAD mafia_7X
  1970. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player
  1971. ENDIF
  1972. IF frankie_flag = 1
  1973. IF NOT IS_CHAR_DEAD frankie
  1974. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  1975. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  1976. ENDIF
  1977. ENDIF
  1978. ENDIF
  1979. ELSE
  1980. IF NOT IS_CHAR_DEAD mafia_1X
  1981. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player
  1982. ENDIF
  1983. IF NOT IS_CHAR_DEAD mafia_7X
  1984. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player
  1985. ENDIF
  1986. IF frankie_flag = 1
  1987. IF NOT IS_CHAR_DEAD frankie
  1988. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  1989. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  1990. ENDIF
  1991. ENDIF
  1992. ENDIF
  1993. ENDIF
  1994. ENDIF
  1995.  
  1996. IF LOCATE_CAR_3D beamer1_a1 beamer1_stuck_x beamer1_stuck_y beamer1_stuck_z 4.0 4.0 4.0 0
  1997. IF timerx_reset_flag = 0
  1998. GET_GAME_TIMER timerx_started
  1999. timerx_reset_flag = 1
  2000. ENDIF
  2001.  
  2002. IF timerx_reset_flag = 1
  2003. GET_GAME_TIMER timerx_current
  2004. timerx = timerx_current - timerx_started
  2005. IF timerx > 5000
  2006. IF NOT IS_CAR_ON_SCREEN beamer1_a1
  2007. GET_CAR_COORDINATES beamer1_a1 a1_x a1_y a1_z
  2008. GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z
  2009. // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 4.0
  2010. IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0
  2011. SET_CAR_COORDINATES beamer1_a1 a1_x a1_y a1_z
  2012. TURN_CAR_TO_FACE_COORD beamer1_a1 1438.0 -183.4
  2013. timera_reset_flag_a1 = 0
  2014. ELSE
  2015. IF NOT IS_CHAR_DEAD mafia_1X
  2016. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player
  2017. ENDIF
  2018. IF NOT IS_CHAR_DEAD mafia_7X
  2019. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player
  2020. ENDIF
  2021. IF frankie_flag = 1
  2022. IF NOT IS_CHAR_DEAD frankie
  2023. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  2024. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  2025. ENDIF
  2026. ENDIF
  2027. ENDIF
  2028. ELSE
  2029. IF NOT IS_CHAR_DEAD mafia_1X
  2030. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player
  2031. ENDIF
  2032. IF NOT IS_CHAR_DEAD mafia_7X
  2033. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player
  2034. ENDIF
  2035. IF frankie_flag = 1
  2036. IF NOT IS_CHAR_DEAD frankie
  2037. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  2038. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  2039. ENDIF
  2040. ENDIF
  2041. ENDIF
  2042. ENDIF
  2043. ENDIF
  2044. ENDIF
  2045.  
  2046. IF NOT LOCATE_CAR_3D beamer1_a1 beamer1_stuck_x beamer1_stuck_y beamer1_stuck_z 4.0 4.0 4.0 0
  2047. GET_CAR_COORDINATES beamer1_a1 beamer1_stuck_x beamer1_stuck_y beamer1_stuck_z
  2048. timerx_reset_flag = 0
  2049. ENDIF
  2050.  
  2051. ENDIF
  2052.  
  2053. IF NOT IS_CAR_DEAD beamer2_a1
  2054. IF IS_CAR_UPSIDEDOWN beamer2_a1
  2055. AND IS_CAR_STOPPED beamer2_a1
  2056. IF NOT IS_CAR_ON_SCREEN beamer2_a1
  2057. GET_CAR_COORDINATES beamer2_a1 a1_x a1_y a1_z
  2058. GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z
  2059. // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 3.0
  2060. IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0
  2061. SET_CAR_COORDINATES beamer2_a1 a1_x a1_y a1_z
  2062. TURN_CAR_TO_FACE_COORD beamer2_a1 1438.0 -183.4
  2063. ELSE
  2064. IF NOT IS_CHAR_DEAD mafia_2X
  2065. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player
  2066. ENDIF
  2067. IF NOT IS_CHAR_DEAD mafia_14X
  2068. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player
  2069. ENDIF
  2070. IF frankie_flag = 2
  2071. IF NOT IS_CHAR_DEAD frankie
  2072. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  2073. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  2074. ENDIF
  2075. ENDIF
  2076. ENDIF
  2077. ELSE
  2078. IF NOT IS_CHAR_DEAD mafia_2X
  2079. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player
  2080. ENDIF
  2081. IF NOT IS_CHAR_DEAD mafia_14X
  2082. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player
  2083. ENDIF
  2084. IF frankie_flag = 2
  2085. IF NOT IS_CHAR_DEAD frankie
  2086. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  2087. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  2088. ENDIF
  2089. ENDIF
  2090. ENDIF
  2091. ENDIF
  2092.  
  2093. IF timerb_reset_flag_a1 = 1
  2094. IF NOT IS_CAR_STOPPED beamer2_a1
  2095. timerb_reset_flag_a1 = 0
  2096. ENDIF
  2097. ENDIF
  2098.  
  2099. IF IS_CAR_STOPPED beamer2_a1
  2100. IF timerb_reset_flag_a1 = 0
  2101. TIMERB = 0
  2102. timerb_reset_flag_a1 = 1
  2103. ENDIF
  2104.  
  2105. IF TIMERB > 5000
  2106. AND timerb_reset_flag_a1 = 1
  2107. IF NOT IS_CAR_ON_SCREEN beamer2_a1
  2108. GET_CAR_COORDINATES beamer2_a1 a1_x a1_y a1_z
  2109. GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z
  2110. // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 4.0
  2111. IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0
  2112. SET_CAR_COORDINATES beamer2_a1 a1_x a1_y a1_z
  2113. TURN_CAR_TO_FACE_COORD beamer2_a1 1438.0 -183.4
  2114. timerb_reset_flag_a1 = 0
  2115. ELSE
  2116. IF NOT IS_CHAR_DEAD mafia_2X
  2117. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player
  2118. ENDIF
  2119. IF NOT IS_CHAR_DEAD mafia_14X
  2120. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player
  2121. ENDIF
  2122. IF frankie_flag = 2
  2123. IF NOT IS_CHAR_DEAD frankie
  2124. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  2125. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  2126. ENDIF
  2127. ENDIF
  2128. ENDIF
  2129. ELSE
  2130. IF NOT IS_CHAR_DEAD mafia_2X
  2131. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player
  2132. ENDIF
  2133. IF NOT IS_CHAR_DEAD mafia_14X
  2134. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player
  2135. ENDIF
  2136. IF frankie_flag = 2
  2137. IF NOT IS_CHAR_DEAD frankie
  2138. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  2139. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  2140. ENDIF
  2141. ENDIF
  2142. ENDIF
  2143. ENDIF
  2144. ENDIF
  2145.  
  2146. IF LOCATE_CAR_3D beamer2_a1 beamer2_stuck_x beamer2_stuck_y beamer2_stuck_z 4.0 4.0 4.0 0
  2147. IF timery_reset_flag = 0
  2148. GET_GAME_TIMER timery_started
  2149. timery_reset_flag = 1
  2150. ENDIF
  2151.  
  2152. IF timery_reset_flag = 1
  2153. GET_GAME_TIMER timery_current
  2154. timery = timery_current - timery_started
  2155. IF timery > 5000
  2156. IF NOT IS_CAR_ON_SCREEN beamer2_a1
  2157. GET_CAR_COORDINATES beamer2_a1 a1_x a1_y a1_z
  2158. GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z
  2159. // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 4.0
  2160. IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0
  2161. SET_CAR_COORDINATES beamer2_a1 a1_x a1_y a1_z
  2162. TURN_CAR_TO_FACE_COORD beamer2_a1 1438.0 -183.4
  2163. timerb_reset_flag_a1 = 0
  2164. ELSE
  2165. IF NOT IS_CHAR_DEAD mafia_2X
  2166. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player
  2167. ENDIF
  2168. IF NOT IS_CHAR_DEAD mafia_14X
  2169. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player
  2170. ENDIF
  2171. IF frankie_flag = 2
  2172. IF NOT IS_CHAR_DEAD frankie
  2173. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  2174. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  2175. ENDIF
  2176. ENDIF
  2177. ENDIF
  2178. ELSE
  2179. IF NOT IS_CHAR_DEAD mafia_2X
  2180. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player
  2181. ENDIF
  2182. IF NOT IS_CHAR_DEAD mafia_14X
  2183. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player
  2184. ENDIF
  2185. IF frankie_flag = 2
  2186. IF NOT IS_CHAR_DEAD frankie
  2187. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  2188. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  2189. ENDIF
  2190. ENDIF
  2191. ENDIF
  2192. ENDIF
  2193. ENDIF
  2194. ENDIF
  2195.  
  2196. IF NOT LOCATE_CAR_3D beamer2_a1 beamer2_stuck_x beamer2_stuck_y beamer2_stuck_z 4.0 4.0 4.0 0
  2197. GET_CAR_COORDINATES beamer2_a1 beamer2_stuck_x beamer2_stuck_y beamer2_stuck_z
  2198. timery_reset_flag = 0
  2199. ENDIF
  2200.  
  2201. ENDIF
  2202.  
  2203. IF NOT IS_CAR_DEAD beamer3_a1
  2204. IF IS_CAR_UPSIDEDOWN beamer3_a1
  2205. AND IS_CAR_STOPPED beamer3_a1
  2206. IF NOT IS_CAR_ON_SCREEN beamer3_a1
  2207. GET_CAR_COORDINATES beamer3_a1 a1_x a1_y a1_z
  2208. GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z
  2209. // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 3.0
  2210. IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0
  2211. SET_CAR_COORDINATES beamer3_a1 a1_x a1_y a1_z
  2212. TURN_CAR_TO_FACE_COORD beamer3_a1 1438.0 -183.4
  2213. ELSE
  2214. IF NOT IS_CHAR_DEAD mafia_3X
  2215. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player
  2216. ENDIF
  2217. IF NOT IS_CHAR_DEAD mafia_4X
  2218. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player
  2219. ENDIF
  2220. IF NOT IS_CHAR_DEAD mafia_5X
  2221. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player
  2222. ENDIF
  2223. IF frankie_flag = 3
  2224. IF NOT IS_CHAR_DEAD frankie
  2225. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  2226. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  2227. ENDIF
  2228. ENDIF
  2229. ENDIF
  2230. ELSE
  2231. IF NOT IS_CHAR_DEAD mafia_3X
  2232. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player
  2233. ENDIF
  2234. IF NOT IS_CHAR_DEAD mafia_4X
  2235. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player
  2236. ENDIF
  2237. IF NOT IS_CHAR_DEAD mafia_5X
  2238. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player
  2239. ENDIF
  2240. IF frankie_flag = 3
  2241. IF NOT IS_CHAR_DEAD frankie
  2242. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  2243. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  2244. ENDIF
  2245. ENDIF
  2246. ENDIF
  2247. ENDIF
  2248.  
  2249. IF timerc_reset_flag_a1 = 1
  2250. IF NOT IS_CAR_STOPPED beamer3_a1
  2251. timerc_reset_flag_a1 = 0
  2252. ENDIF
  2253. ENDIF
  2254.  
  2255. IF IS_CAR_STOPPED beamer3_a1
  2256. IF timerc_reset_flag_a1 = 0
  2257. GET_GAME_TIMER timerc_started_a1
  2258. timerc_reset_flag_a1 = 1
  2259. ENDIF
  2260.  
  2261. IF timerc_reset_flag_a1 = 1
  2262. GET_GAME_TIMER timerc_current_a1
  2263. timerc_a1 = timerc_current_a1 - timerc_started_a1
  2264. IF timerc_a1 > 5000
  2265. IF NOT IS_CAR_ON_SCREEN beamer3_a1
  2266. GET_CAR_COORDINATES beamer3_a1 a1_x a1_y a1_z
  2267. GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z
  2268. // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 4.0
  2269. IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0
  2270. SET_CAR_COORDINATES beamer3_a1 a1_x a1_y a1_z
  2271. TURN_CAR_TO_FACE_COORD beamer3_a1 1438.0 -183.4
  2272. timerc_reset_flag_a1 = 0
  2273. ELSE
  2274. IF NOT IS_CHAR_DEAD mafia_3X
  2275. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player
  2276. ENDIF
  2277. IF NOT IS_CHAR_DEAD mafia_4X
  2278. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player
  2279. ENDIF
  2280. IF NOT IS_CHAR_DEAD mafia_5X
  2281. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player
  2282. ENDIF
  2283. IF frankie_flag = 3
  2284. IF NOT IS_CHAR_DEAD frankie
  2285. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  2286. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  2287. ENDIF
  2288. ENDIF
  2289. ENDIF
  2290. ELSE
  2291. IF NOT IS_CHAR_DEAD mafia_3X
  2292. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player
  2293. ENDIF
  2294. IF NOT IS_CHAR_DEAD mafia_4X
  2295. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player
  2296. ENDIF
  2297. IF NOT IS_CHAR_DEAD mafia_5X
  2298. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player
  2299. ENDIF
  2300. IF frankie_flag = 3
  2301. IF NOT IS_CHAR_DEAD frankie
  2302. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  2303. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  2304. ENDIF
  2305. ENDIF
  2306. ENDIF
  2307. ENDIF
  2308. ENDIF
  2309. ENDIF
  2310.  
  2311. IF LOCATE_CAR_3D beamer3_a1 beamer3_stuck_x beamer3_stuck_y beamer3_stuck_z 4.0 4.0 4.0 0
  2312. IF timerz_reset_flag = 0
  2313. GET_GAME_TIMER timerz_started
  2314. timerz_reset_flag = 1
  2315. ENDIF
  2316.  
  2317. IF timerz_reset_flag = 1
  2318. GET_GAME_TIMER timerz_current
  2319. timerz = timerz_current - timerz_started
  2320. IF timerz > 5000
  2321. IF NOT IS_CAR_ON_SCREEN beamer3_a1
  2322. GET_CAR_COORDINATES beamer3_a1 a1_x a1_y a1_z
  2323. GET_CLOSEST_CAR_NODE a1_x a1_y a1_z a1_x a1_y a1_z
  2324. // IF NOT IS_POINT_ON_SCREEN a1_x a1_y a1_z 4.0
  2325. IF NOT LOCATE_PLAYER_ANY_MEANS_2D player a1_x a1_y 80.0 80.0 0
  2326. SET_CAR_COORDINATES beamer3_a1 a1_x a1_y a1_z
  2327. TURN_CAR_TO_FACE_COORD beamer3_a1 1438.0 -183.4
  2328. timerc_reset_flag_a1 = 0
  2329. ELSE
  2330. IF NOT IS_CHAR_DEAD mafia_3X
  2331. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player
  2332. ENDIF
  2333. IF NOT IS_CHAR_DEAD mafia_4X
  2334. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player
  2335. ENDIF
  2336. IF NOT IS_CHAR_DEAD mafia_5X
  2337. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player
  2338. ENDIF
  2339. IF frankie_flag = 3
  2340. IF NOT IS_CHAR_DEAD frankie
  2341. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  2342. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  2343. ENDIF
  2344. ENDIF
  2345. ENDIF
  2346. ELSE
  2347. IF NOT IS_CHAR_DEAD mafia_3X
  2348. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player
  2349. ENDIF
  2350. IF NOT IS_CHAR_DEAD mafia_4X
  2351. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player
  2352. ENDIF
  2353. IF NOT IS_CHAR_DEAD mafia_5X
  2354. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player
  2355. ENDIF
  2356. IF frankie_flag = 3
  2357. IF NOT IS_CHAR_DEAD frankie
  2358. GIVE_WEAPON_TO_CHAR frankie WEAPONTYPE_M16 1000
  2359. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS frankie player
  2360. ENDIF
  2361. ENDIF
  2362. ENDIF
  2363. ENDIF
  2364. ENDIF
  2365. ENDIF
  2366.  
  2367. IF NOT LOCATE_CAR_3D beamer3_a1 beamer3_stuck_x beamer3_stuck_y beamer3_stuck_z 4.0 4.0 4.0 0
  2368. GET_CAR_COORDINATES beamer3_a1 beamer3_stuck_x beamer3_stuck_y beamer3_stuck_z
  2369. timerz_reset_flag = 0
  2370. ENDIF
  2371.  
  2372. ENDIF
  2373.  
  2374. //___________THIS BIT OPENS THE GARAGE, IF FRANKIE GETS THERE MISSION FAILED_________//
  2375.  
  2376. IF garage_door_close = 0
  2377. IF LOCATE_CHAR_ANY_MEANS_3D frankie 1426.0 -183.4 50.5 15.0 12.0 6.0 0
  2378. OPEN_GARAGE frankie_garage
  2379. garage_door_close = 1
  2380. ENDIF
  2381. ENDIF
  2382.  
  2383. IF garage_door_close = 1
  2384. IF NOT IS_PLAYER_IN_AREA_3D player 1427.6 -187.3 49.5 1442.6 -179.0 53.8 0
  2385. IF IS_CHAR_IN_AREA_3D frankie 1428.8 -187.0 50.0 1442.5 -179.9 53.0 0
  2386. CLOSE_GARAGE frankie_garage
  2387. garage_door_close = 2
  2388. ENDIF
  2389. ELSE
  2390. OPEN_GARAGE frankie_garage
  2391. ENDIF
  2392. ENDIF
  2393.  
  2394. IF garage_door_close = 2
  2395. IF IS_PLAYER_IN_AREA_3D player 1427.6 -187.3 49.5 1442.6 -179.0 53.8 0
  2396. OPEN_GARAGE frankie_garage
  2397. garage_door_close = 1
  2398. ENDIF
  2399. IF IS_GARAGE_CLOSED frankie_garage
  2400. PRINT_NOW AM1_7 5000 1 //"Salvatore got back to his club alive!"
  2401. GOTO mission_asuka1_failed
  2402. ENDIF
  2403. ENDIF
  2404.  
  2405. GOTO cars_going_to_frankies
  2406.  
  2407.  
  2408. // Mission Asuka1 failed
  2409.  
  2410. mission_asuka1_failed:
  2411.  
  2412. IF NOT IS_CHAR_DEAD mafia_1X
  2413. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player
  2414. ENDIF
  2415. IF NOT IS_CHAR_DEAD mafia_2X
  2416. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player
  2417. ENDIF
  2418. IF NOT IS_CHAR_DEAD mafia_3X
  2419. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player
  2420. ENDIF
  2421. IF NOT IS_CHAR_DEAD mafia_4X
  2422. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player
  2423. ENDIF
  2424. IF NOT IS_CHAR_DEAD mafia_5X
  2425. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player
  2426. ENDIF
  2427. IF NOT IS_CHAR_DEAD mafia_6X
  2428. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_6X player
  2429. ENDIF
  2430. IF NOT IS_CHAR_DEAD mafia_7X
  2431. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player
  2432. ENDIF
  2433. IF NOT IS_CHAR_DEAD mafia_8X
  2434. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_8X player
  2435. ENDIF
  2436. IF NOT IS_CHAR_DEAD mafia_9X
  2437. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_9X player
  2438. ENDIF
  2439. IF NOT IS_CHAR_DEAD mafia_10X
  2440. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_10X player
  2441. ENDIF
  2442. IF NOT IS_CHAR_DEAD mafia_11X
  2443. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_11X player
  2444. ENDIF
  2445. IF NOT IS_CHAR_DEAD mafia_12X
  2446. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_12X player
  2447. ENDIF
  2448. IF NOT IS_CHAR_DEAD mafia_13X
  2449. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_13X player
  2450. ENDIF
  2451. IF NOT IS_CHAR_DEAD mafia_14X
  2452. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player
  2453. ENDIF
  2454.  
  2455. PRINT_BIG ( m_fail ) 5000 1
  2456. RETURN
  2457.  
  2458.  
  2459. // mission Asuka1 passed
  2460.  
  2461. mission_asuka1_passed:
  2462.  
  2463. flag_asuka_mission1_passed = 1
  2464.  
  2465. IF NOT IS_CHAR_DEAD mafia_1X
  2466. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_1X player
  2467. ENDIF
  2468. IF NOT IS_CHAR_DEAD mafia_2X
  2469. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_2X player
  2470. ENDIF
  2471. IF NOT IS_CHAR_DEAD mafia_3X
  2472. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_3X player
  2473. ENDIF
  2474. IF NOT IS_CHAR_DEAD mafia_4X
  2475. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_4X player
  2476. ENDIF
  2477. IF NOT IS_CHAR_DEAD mafia_5X
  2478. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_5X player
  2479. ENDIF
  2480. IF NOT IS_CHAR_DEAD mafia_6X
  2481. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_6X player
  2482. ENDIF
  2483. IF NOT IS_CHAR_DEAD mafia_7X
  2484. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_7X player
  2485. ENDIF
  2486. IF NOT IS_CHAR_DEAD mafia_8X
  2487. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_8X player
  2488. ENDIF
  2489. IF NOT IS_CHAR_DEAD mafia_9X
  2490. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_9X player
  2491. ENDIF
  2492. IF NOT IS_CHAR_DEAD mafia_10X
  2493. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_10X player
  2494. ENDIF
  2495. IF NOT IS_CHAR_DEAD mafia_11X
  2496. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_11X player
  2497. ENDIF
  2498. IF NOT IS_CHAR_DEAD mafia_12X
  2499. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_12X player
  2500. ENDIF
  2501. IF NOT IS_CHAR_DEAD mafia_13X
  2502. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_13X player
  2503. ENDIF
  2504. IF NOT IS_CHAR_DEAD mafia_14X
  2505. SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS mafia_14X player
  2506. ENDIF
  2507.  
  2508. PRINT_WITH_NUMBER_BIG m_pass 25000 5000 1
  2509. ADD_SCORE player 25000
  2510. SET_THREAT_FOR_PED_TYPE PEDTYPE_GANG_MAFIA THREAT_PLAYER1
  2511. SET_GANG_WEAPONS GANG_MAFIA WEAPONTYPE_PISTOL WEAPONTYPE_SHOTGUN //The Mafia
  2512. CLEAR_WANTED_LEVEL player
  2513. REGISTER_MISSION_PASSED AM1
  2514. PLAY_MISSION_PASSED_TUNE 1
  2515. PLAYER_MADE_PROGRESS 1
  2516. START_NEW_SCRIPT asuka_mission2_loop
  2517. START_NEW_SCRIPT joeys_buggy_loop
  2518. START_NEW_SCRIPT yardie_phone_start
  2519. RETURN
  2520.  
  2521.  
  2522. // mission cleanup
  2523.  
  2524. mission_cleanup_asuka1:
  2525.  
  2526. START_NEW_SCRIPT close_asuka1_door
  2527.  
  2528. //IF NOT IS_CHAR_DEAD frankie
  2529. // REMOVE_CHAR_ELEGANTLY frankie
  2530. //ENDIF
  2531.  
  2532. SET_TARGET_CAR_FOR_MISSION_GARAGE frankie_garage -1
  2533.  
  2534. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_MAFIA
  2535. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_MAFIA_A
  2536. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_MAFIA_B
  2537. UNLOAD_SPECIAL_CHARACTER 1
  2538. REMOVE_BLIP mission_blip_am1
  2539. SWITCH_ROADS_ON 905.0 -448.6 12.0 916.0 -393.0 20.0
  2540. flag_player_on_mission = 0
  2541. flag_player_on_asuka_mission = 0
  2542. MISSION_HAS_FINISHED
  2543. RETURN
  2544.  
  2545.  
  2546. kill_player_now_script:
  2547.  
  2548. IF spotted_print = 0
  2549. IF HAS_MISSION_AUDIO_LOADED
  2550. PRINT_NOW AM1_2 5000 1
  2551. PLAY_MISSION_AUDIO
  2552. spotted_print = 1
  2553. ENDIF
  2554. ENDIF
  2555.  
  2556. IF NOT IS_CHAR_DEAD frankie
  2557. SET_CHAR_RUNNING frankie TRUE
  2558. ENDIF
  2559.  
  2560. IF IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 //HIGHER ROOF
  2561. OR IS_PLAYER_IN_AREA_2D player 878.79 -433.86 890.77 -427.4 0 //LOWER ROOF
  2562. OR IS_PLAYER_IN_AREA_3D player 890.77 -433.71 23.05 900.78 -403.76 46.0 0 //CLUB ROOF
  2563.  
  2564. IF NOT mafia_13_flag = 4
  2565. IF NOT mafia_13_flag = 0
  2566.  
  2567. IF mafia_13_flag > 1
  2568. AND mafia_13_kill_player_flag = 0
  2569. SET_CHAR_USE_PEDNODE_SEEK mafia_13X TRUE
  2570. SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 886.0037 -414.0266 // NEAR BOTTOM OF STEPS
  2571. mafia_13_kill_player_flag = 1
  2572. ENDIF
  2573.  
  2574. IF mafia_13_kill_player_flag = 1
  2575. IF LOCATE_CHAR_ON_FOOT_2D mafia_13X 886.0037 -414.0266 1.0 1.0 0 // NEAR BOTTOM OF STEPS
  2576. SET_CHAR_USE_PEDNODE_SEEK mafia_13X FALSE
  2577. SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 888.8883 -409.8141 // AT BOTTOM OF STEPS
  2578. mafia_13_kill_player_flag = 2
  2579. ENDIF
  2580. ENDIF
  2581.  
  2582. IF mafia_13_kill_player_flag = 2
  2583. IF LOCATE_CHAR_ON_FOOT_2D mafia_13X 888.8883 -409.8141 1.0 1.0 0// AT BOTTOM OF STEPS
  2584. SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 880.9434 -409.0293 // ON LANDING
  2585. mafia_13_kill_player_flag = 3
  2586. ENDIF
  2587. ENDIF
  2588.  
  2589. IF mafia_13_kill_player_flag = 3
  2590. IF LOCATE_CHAR_ON_FOOT_2D mafia_13X 880.9434 -409.0293 1.0 1.0 0 // ON LANDING
  2591. SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 880.9827 -406.0733 // ON LANDING
  2592. mafia_13_kill_player_flag = 4
  2593. ENDIF
  2594. ENDIF
  2595.  
  2596. IF mafia_13_kill_player_flag = 4
  2597. IF LOCATE_CHAR_ON_FOOT_2D mafia_13X 880.9827 -406.0733 1.0 1.0 0 // ON LANDING
  2598. SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 892.1010 -406.2053 // ON ROOF TOP OF STAIRS
  2599. mafia_13_kill_player_flag = 5
  2600. ENDIF
  2601. ENDIF
  2602.  
  2603. IF mafia_13_kill_player_flag = 5
  2604. IF LOCATE_CHAR_ON_FOOT_2D mafia_13X 892.1010 -406.2053 1.0 1.0 0 // ON ROOF TOP OF STAIRS
  2605. SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 892.2498 -421.2303 // IN MIDDLE OF ROOF
  2606. mafia_13_kill_player_flag = 6
  2607. ENDIF
  2608. ENDIF
  2609.  
  2610. IF mafia_13_kill_player_flag = 6
  2611. IF LOCATE_CHAR_ON_FOOT_2D mafia_13X 892.2498 -421.2303 1.0 1.0 0 // IN MIDDLE OF ROOF
  2612. IF IS_PLAYER_IN_AREA_3D player 890.77 -433.71 23.05 900.78 -403.76 46.0 0 //CLUB ROOF
  2613. SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 893.2559 -425.0609 // ABOVE SMALL ROOF BETWEEN BILLBOARDS
  2614. ELSE
  2615. SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 892.1462 -429.0872 // ABOVE SMALL ROOF
  2616. ENDIF
  2617. mafia_13_kill_player_flag = 7
  2618. ENDIF
  2619. ENDIF
  2620.  
  2621. IF mafia_13_kill_player_flag = 7
  2622. IF IS_PLAYER_IN_AREA_3D player 890.77 -433.71 23.05 900.78 -403.76 46.0 0 //CLUB ROOF
  2623. SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 893.2559 -425.0609 // ABOVE SMALL ROOF BETWEEN BILLBOARDS
  2624. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_13X 893.2559 -425.0609 1.0 1.0 0 // ABOVE SMALL ROOF
  2625. SET_CHAR_USE_PEDNODE_SEEK mafia_13X TRUE
  2626. SET_CHAR_STAY_IN_SAME_PLACE mafia_13X TRUE
  2627. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_13X player
  2628. mafia_13_kill_player_flag = 8
  2629. ENDIF
  2630. ELSE
  2631. SET_CHAR_OBJ_RUN_TO_COORD mafia_13X 892.1462 -429.0872 // ABOVE SMALL ROOF
  2632. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_13X 892.1462 -429.0872 1.0 1.0 0 // ABOVE SMALL ROOF
  2633. SET_CHAR_USE_PEDNODE_SEEK mafia_13X TRUE
  2634. SET_CHAR_STAY_IN_SAME_PLACE mafia_13X TRUE
  2635. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_13X player
  2636. mafia_13_kill_player_flag = 8
  2637. ENDIF
  2638. ENDIF
  2639. ENDIF
  2640.  
  2641. ENDIF
  2642. ENDIF
  2643.  
  2644. IF NOT mafia_12_flag = 4
  2645. IF NOT mafia_12_flag = 0
  2646. IF IS_PLAYER_IN_AREA_3D player 890.77 -433.71 23.05 900.78 -403.76 46.0 0 //CLUB ROOF
  2647.  
  2648. IF mafia_12_flag > 1
  2649. AND mafia_12_kill_player_flag = 0
  2650. SET_CHAR_USE_PEDNODE_SEEK mafia_12X TRUE
  2651. SET_CHAR_OBJ_RUN_TO_COORD mafia_12X 886.0037 -414.0266 // NEAR BOTTOM OF STEPS
  2652. mafia_12_kill_player_flag = 1
  2653. ENDIF
  2654.  
  2655. IF mafia_12_kill_player_flag = 1
  2656. IF LOCATE_CHAR_ON_FOOT_2D mafia_12X 886.0037 -414.0266 1.0 1.0 0 // NEAR BOTTOM OF STEPS
  2657. SET_CHAR_USE_PEDNODE_SEEK mafia_12X FALSE
  2658. SET_CHAR_OBJ_RUN_TO_COORD mafia_12X 888.8883 -409.8141 // AT BOTTOM OF STEPS
  2659. mafia_12_kill_player_flag = 2
  2660. ENDIF
  2661. ENDIF
  2662.  
  2663. IF mafia_12_kill_player_flag = 2
  2664. IF LOCATE_CHAR_ON_FOOT_2D mafia_12X 888.8883 -409.8141 1.0 1.0 0// AT BOTTOM OF STEPS
  2665. SET_CHAR_OBJ_RUN_TO_COORD mafia_12X 880.9434 -409.0293 // ON LANDING
  2666. mafia_12_kill_player_flag = 3
  2667. ENDIF
  2668. ENDIF
  2669.  
  2670. IF mafia_12_kill_player_flag = 3
  2671. IF LOCATE_CHAR_ON_FOOT_2D mafia_12X 880.9434 -409.0293 1.0 1.0 0 // ON LANDING
  2672. SET_CHAR_OBJ_RUN_TO_COORD mafia_12X 880.9827 -406.0733 // ON LANDING
  2673. mafia_12_kill_player_flag = 4
  2674. ENDIF
  2675. ENDIF
  2676.  
  2677. IF mafia_12_kill_player_flag = 4
  2678. IF LOCATE_CHAR_ON_FOOT_2D mafia_12X 880.9827 -406.0733 1.0 1.0 0 // ON LANDING
  2679. SET_CHAR_OBJ_RUN_TO_COORD mafia_12X 892.1010 -406.2053 // ON ROOF TOP OF STAIRS
  2680. mafia_12_kill_player_flag = 5
  2681. ENDIF
  2682. ENDIF
  2683.  
  2684. IF mafia_12_kill_player_flag = 5
  2685. IF LOCATE_CHAR_ON_FOOT_2D mafia_12X 892.1010 -406.2053 1.0 1.0 0 // ON ROOF TOP OF STAIRS
  2686. SET_CHAR_OBJ_RUN_TO_COORD mafia_12X 899.3036 -408.1849 // AT FRONT OF ROOF
  2687. GIVE_WEAPON_TO_CHAR mafia_12X WEAPONTYPE_UZI 9999
  2688. mafia_12_kill_player_flag = 6
  2689. ENDIF
  2690. ENDIF
  2691.  
  2692. IF mafia_12_kill_player_flag = 6
  2693. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_12X 899.3036 -408.1849 1.0 1.0 0 // AT FRONT OF ROOF
  2694. SET_CHAR_USE_PEDNODE_SEEK mafia_12X TRUE
  2695. SET_CHAR_STAY_IN_SAME_PLACE mafia_12X TRUE
  2696. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_12X player
  2697. mafia_12_kill_player_flag = 7
  2698. ENDIF
  2699. ENDIF
  2700.  
  2701. ELSE
  2702.  
  2703. IF mafia_12_flag > 1
  2704. AND mafia_12_kill_player_flag = 0
  2705. SET_CHAR_USE_PEDNODE_SEEK mafia_12X TRUE
  2706. SET_CHAR_OBJ_RUN_TO_COORD mafia_12X 882.7668 -414.3651
  2707. mafia_12_kill_player_flag = 1
  2708. ENDIF
  2709.  
  2710. IF mafia_12_kill_player_flag = 1
  2711. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_12X 882.7668 -414.3651 1.0 1.0 0
  2712. SET_CHAR_USE_PEDNODE_SEEK mafia_12X TRUE
  2713. SET_CHAR_STAY_IN_SAME_PLACE mafia_12X TRUE
  2714. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_12X player
  2715. mafia_12_kill_player_flag = 7
  2716. ENDIF
  2717. ENDIF
  2718.  
  2719. ENDIF
  2720. ENDIF
  2721. ENDIF
  2722.  
  2723. IF NOT mafia_11_flag = 4
  2724. IF NOT mafia_11_flag = 0
  2725.  
  2726. IF mafia_11_flag > 1
  2727. AND mafia_11_kill_player_flag = 0
  2728. SET_CHAR_USE_PEDNODE_SEEK mafia_11X TRUE
  2729. SET_CHAR_OBJ_RUN_TO_COORD mafia_11X 886.0037 -414.0266 // NEAR BOTTOM OF STEPS
  2730. mafia_11_kill_player_flag = 1
  2731. ENDIF
  2732.  
  2733. IF mafia_11_kill_player_flag = 1
  2734. IF LOCATE_CHAR_ON_FOOT_2D mafia_11X 886.0037 -414.0266 1.0 1.0 0 // NEAR BOTTOM OF STEPS
  2735. SET_CHAR_USE_PEDNODE_SEEK mafia_11X FALSE
  2736. SET_CHAR_OBJ_RUN_TO_COORD mafia_11X 888.8883 -409.8141 // AT BOTTOM OF STEPS
  2737. mafia_11_kill_player_flag = 2
  2738. ENDIF
  2739. ENDIF
  2740.  
  2741. IF mafia_11_kill_player_flag = 2
  2742. IF LOCATE_CHAR_ON_FOOT_2D mafia_11X 888.8883 -409.8141 1.0 1.0 0// AT BOTTOM OF STEPS
  2743. SET_CHAR_OBJ_RUN_TO_COORD mafia_11X 880.9434 -409.0293 // ON LANDING
  2744. mafia_11_kill_player_flag = 3
  2745. ENDIF
  2746. ENDIF
  2747.  
  2748. IF mafia_11_kill_player_flag = 3
  2749. IF LOCATE_CHAR_ON_FOOT_2D mafia_11X 880.9434 -409.0293 1.0 1.0 0 // ON LANDING
  2750. SET_CHAR_OBJ_RUN_TO_COORD mafia_11X 880.9827 -406.0733 // ON LANDING
  2751. mafia_11_kill_player_flag = 4
  2752. ENDIF
  2753. ENDIF
  2754.  
  2755. IF mafia_11_kill_player_flag = 4
  2756. IF LOCATE_CHAR_ON_FOOT_2D mafia_11X 880.9827 -406.0733 1.0 1.0 0 // ON LANDING
  2757. SET_CHAR_OBJ_RUN_TO_COORD mafia_11X 892.1010 -406.2053 // ON ROOF TOP OF STAIRS
  2758. mafia_11_kill_player_flag = 5
  2759. ENDIF
  2760. ENDIF
  2761.  
  2762. IF mafia_11_kill_player_flag = 5
  2763. IF LOCATE_CHAR_ON_FOOT_2D mafia_11X 892.1010 -406.2053 1.0 1.0 0 // ON ROOF TOP OF STAIRS
  2764. SET_CHAR_OBJ_RUN_TO_COORD mafia_11X 892.2498 -421.2303 // IN MIDDLE OF ROOF
  2765. GIVE_WEAPON_TO_CHAR mafia_11X WEAPONTYPE_UZI 9999
  2766. mafia_11_kill_player_flag = 6
  2767. ENDIF
  2768. ENDIF
  2769.  
  2770. IF mafia_11_kill_player_flag = 6
  2771. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_11X 892.2498 -421.2303 1.0 1.0 0 // IN MIDDLE OF ROOF
  2772. SET_CHAR_USE_PEDNODE_SEEK mafia_11X TRUE
  2773. SET_CHAR_STAY_IN_SAME_PLACE mafia_11X TRUE
  2774. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_11X player
  2775. mafia_11_kill_player_flag = 7
  2776. ENDIF
  2777. ENDIF
  2778.  
  2779. ENDIF
  2780. ENDIF
  2781.  
  2782. IF NOT mafia_10_flag = 4
  2783. IF NOT mafia_10_flag = 0
  2784.  
  2785. IF mafia_10_flag > 1
  2786. AND mafia_10_kill_player_flag = 0
  2787. SET_CHAR_USE_PEDNODE_SEEK mafia_10X TRUE
  2788. SET_CHAR_OBJ_RUN_TO_COORD mafia_10X 886.0037 -414.0266 // NEAR BOTTOM OF STEPS
  2789. mafia_10_kill_player_flag = 1
  2790. ENDIF
  2791.  
  2792. IF mafia_10_kill_player_flag = 1
  2793. IF LOCATE_CHAR_ON_FOOT_2D mafia_10X 886.0037 -414.0266 1.0 1.0 0 // NEAR BOTTOM OF STEPS
  2794. SET_CHAR_USE_PEDNODE_SEEK mafia_10X FALSE
  2795. SET_CHAR_OBJ_RUN_TO_COORD mafia_10X 888.8883 -409.8141 // AT BOTTOM OF STEPS
  2796. mafia_10_kill_player_flag = 2
  2797. ENDIF
  2798. ENDIF
  2799.  
  2800. IF mafia_10_kill_player_flag = 2
  2801. IF LOCATE_CHAR_ON_FOOT_2D mafia_10X 888.8883 -409.8141 1.0 1.0 0// AT BOTTOM OF STEPS
  2802. SET_CHAR_OBJ_RUN_TO_COORD mafia_10X 880.9434 -409.0293 // ON LANDING
  2803. mafia_10_kill_player_flag = 3
  2804. ENDIF
  2805. ENDIF
  2806.  
  2807. IF mafia_10_kill_player_flag = 3
  2808. IF LOCATE_CHAR_ON_FOOT_2D mafia_10X 880.9434 -409.0293 1.0 1.0 0 // ON LANDING
  2809. SET_CHAR_OBJ_RUN_TO_COORD mafia_10X 880.9827 -406.0733 // ON LANDING
  2810. mafia_10_kill_player_flag = 4
  2811. ENDIF
  2812. ENDIF
  2813.  
  2814. IF mafia_10_kill_player_flag = 4
  2815. IF LOCATE_CHAR_ON_FOOT_2D mafia_10X 880.9827 -406.0733 1.0 1.0 0 // ON LANDING
  2816. SET_CHAR_OBJ_RUN_TO_COORD mafia_10X 892.1010 -406.2053 // ON ROOF TOP OF STAIRS
  2817. GIVE_WEAPON_TO_CHAR mafia_10X WEAPONTYPE_UZI 9999
  2818. mafia_10_kill_player_flag = 5
  2819. ENDIF
  2820. ENDIF
  2821.  
  2822. IF mafia_10_kill_player_flag = 5
  2823. IF LOCATE_STOPPED_CHAR_ON_FOOT_2D mafia_10X 892.1010 -406.2053 1.0 1.0 0 // ON ROOF TOP OF STAIRS
  2824. SET_CHAR_USE_PEDNODE_SEEK mafia_10X TRUE
  2825. SET_CHAR_STAY_IN_SAME_PLACE mafia_10X TRUE
  2826. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_10X player
  2827. mafia_10_kill_player_flag = 6
  2828. ENDIF
  2829. ENDIF
  2830.  
  2831. ENDIF
  2832. ENDIF
  2833.  
  2834. IF NOT mafia_9_flag = 4
  2835. IF NOT mafia_9_flag = 0
  2836.  
  2837. IF mafia_9_flag > 1
  2838. AND mafia_9_kill_player_flag = 0
  2839. SET_CHAR_STAY_IN_SAME_PLACE mafia_9X TRUE
  2840. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_9X player
  2841. mafia_9_kill_player_flag = 1
  2842. ENDIF
  2843.  
  2844. ENDIF
  2845. ENDIF
  2846.  
  2847. IF NOT mafia_8_flag = 4
  2848. IF NOT mafia_8_flag = 0
  2849.  
  2850. IF mafia_8_flag > 1
  2851. AND mafia_8_kill_player_flag = 0
  2852. SET_CHAR_STAY_IN_SAME_PLACE mafia_8X TRUE
  2853. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_8X player
  2854. mafia_8_kill_player_flag = 1
  2855. ENDIF
  2856.  
  2857. ENDIF
  2858. ENDIF
  2859.  
  2860. IF frankie_exists_flag = 0
  2861. IF timerb_reset_flag_a1 = 0
  2862. TIMERB = 0
  2863. timerb_reset_flag_a1 = 1
  2864. ENDIF
  2865. IF timerb_reset_flag_a1 = 1
  2866. IF TIMERB > 30000
  2867. IF time_left_a1 < 1
  2868. frankie_exists_flag = 2
  2869. ENDIF
  2870. ENDIF
  2871. ENDIF
  2872. ENDIF
  2873.  
  2874. IF mafia_10_kill_player_flag = 6
  2875. OR mafia_10_flag = 4
  2876. IF mafia_11_kill_player_flag = 7
  2877. OR mafia_11_flag = 4
  2878. IF mafia_12_kill_player_flag = 7
  2879. OR mafia_12_flag = 4
  2880. IF mafia_13_kill_player_flag = 8
  2881. OR mafia_13_flag = 4
  2882. IF time_left_a1 < 1
  2883. IF frankie_exists_flag = 0
  2884. frankie_exists_flag = 2
  2885. ENDIF
  2886. ENDIF
  2887. ENDIF
  2888. ENDIF
  2889. ENDIF
  2890. ENDIF
  2891.  
  2892. RETURN
  2893. ELSE
  2894.  
  2895. IF NOT mafia_8_flag = 4
  2896. IF NOT mafia_8_flag = 0
  2897. IF mafia_8_kill_player_flag = 1
  2898. SET_CHAR_USE_PEDNODE_SEEK mafia_8X TRUE
  2899. SET_CHAR_STAY_IN_SAME_PLACE mafia_8X FALSE
  2900. mafia_8_kill_player_flag = 0
  2901. ENDIF
  2902. ENDIF
  2903. ENDIF
  2904.  
  2905. IF NOT mafia_9_flag = 4
  2906. IF NOT mafia_9_flag = 0
  2907. IF mafia_9_kill_player_flag = 1
  2908. SET_CHAR_USE_PEDNODE_SEEK mafia_9X TRUE
  2909. SET_CHAR_STAY_IN_SAME_PLACE mafia_9X FALSE
  2910. mafia_9_kill_player_flag = 0
  2911. ENDIF
  2912. ENDIF
  2913. ENDIF
  2914.  
  2915. IF NOT mafia_10_flag = 4
  2916. IF NOT mafia_10_flag = 0
  2917. IF mafia_10_kill_player_flag = 6
  2918. SET_CHAR_USE_PEDNODE_SEEK mafia_10X TRUE
  2919. SET_CHAR_STAY_IN_SAME_PLACE mafia_10X FALSE
  2920. mafia_10_kill_player_flag = 0
  2921. ENDIF
  2922. ENDIF
  2923. ENDIF
  2924.  
  2925. IF NOT mafia_11_flag = 4
  2926. IF NOT mafia_11_flag = 0
  2927. IF mafia_11_kill_player_flag = 7
  2928. SET_CHAR_USE_PEDNODE_SEEK mafia_11X TRUE
  2929. SET_CHAR_STAY_IN_SAME_PLACE mafia_11X FALSE
  2930. mafia_11_kill_player_flag = 0
  2931. ENDIF
  2932. ENDIF
  2933. ENDIF
  2934.  
  2935. IF NOT mafia_12_flag = 4
  2936. IF NOT mafia_12_flag = 0
  2937. IF mafia_12_kill_player_flag = 7
  2938. SET_CHAR_USE_PEDNODE_SEEK mafia_12X TRUE
  2939. SET_CHAR_STAY_IN_SAME_PLACE mafia_12X FALSE
  2940. mafia_12_kill_player_flag = 0
  2941. ENDIF
  2942. ENDIF
  2943. ENDIF
  2944.  
  2945. IF NOT mafia_13_flag = 4
  2946. IF NOT mafia_13_flag = 0
  2947. IF mafia_13_kill_player_flag = 8
  2948. SET_CHAR_USE_PEDNODE_SEEK mafia_13X TRUE
  2949. SET_CHAR_STAY_IN_SAME_PLACE mafia_13X FALSE
  2950. mafia_13_kill_player_flag = 0
  2951. ENDIF
  2952. ENDIF
  2953. ENDIF
  2954.  
  2955. ENDIF
  2956.  
  2957. IF IS_PLAYER_IN_AREA_2D player 920.0792 -408.8181 931.3213 -398.101 0 //ON TOP OF SNIPER BUILDING OVER ROAD
  2958.  
  2959. IF NOT mafia_5_kill_player_flag = -100
  2960. IF NOT IS_CHAR_DEAD mafia_5X
  2961. IF mafia_5_kill_player_flag = 0
  2962. SET_CHAR_OBJ_RUN_TO_COORD mafia_5X 919.2639 -397.0023 //CORNER OF STREET
  2963. mafia_5_kill_player_flag = 1
  2964. ENDIF
  2965. ELSE
  2966. mafia_5_kill_player_flag = -100
  2967. ENDIF
  2968.  
  2969. IF mafia_5_kill_player_flag = 1
  2970. IF LOCATE_CHAR_ON_FOOT_2D mafia_5X 919.2639 -397.0023 1.0 1.0 0 //CORNER OF STREET
  2971. SET_CHAR_OBJ_RUN_TO_COORD mafia_5X 958.4280 -397.0979 //IN FRONT OF ALLEY
  2972. mafia_5_kill_player_flag = 2
  2973. ENDIF
  2974. ENDIF
  2975.  
  2976. IF mafia_5_kill_player_flag = 2
  2977. IF LOCATE_CHAR_ON_FOOT_2D mafia_5X 958.4280 -397.0979 1.0 1.0 0 //IN FRONT OF ALLEY
  2978. SET_CHAR_USE_PEDNODE_SEEK mafia_5X FALSE
  2979. SET_CHAR_OBJ_RUN_TO_COORD mafia_5X 958.0251 -416.7367 //BOTTOM OF STEPS
  2980. mafia_5_kill_player_flag = 3
  2981. ENDIF
  2982. ENDIF
  2983.  
  2984. IF mafia_5_kill_player_flag = 3
  2985. IF LOCATE_CHAR_ON_FOOT_2D mafia_5X 958.0251 -416.7367 1.0 1.0 0 //BOTTOM OF STEPS
  2986. SET_CHAR_OBJ_RUN_TO_COORD mafia_5X 949.0732 -416.6061 //LANDING ON STEPS
  2987. mafia_5_kill_player_flag = 4
  2988. ENDIF
  2989. ENDIF
  2990.  
  2991. IF mafia_5_kill_player_flag = 4
  2992. IF LOCATE_CHAR_ON_FOOT_2D mafia_5X 949.0732 -416.6061 1.0 1.0 0 //LANDING ON STEPS
  2993. SET_CHAR_OBJ_RUN_TO_COORD mafia_5X 948.9913 -407.5764 //TOP OF STEPS
  2994. mafia_5_kill_player_flag = 5
  2995. ENDIF
  2996. ENDIF
  2997.  
  2998. IF mafia_5_kill_player_flag = 5
  2999. IF LOCATE_CHAR_ON_FOOT_2D mafia_5X 948.9913 -407.5764 1.0 1.0 0 //TOP OF STEPS
  3000. SET_CHAR_OBJ_RUN_TO_COORD mafia_5X 929.8204 -404.7728 //ON THE SNIPER ROOF
  3001. mafia_5_kill_player_flag = 6
  3002. ENDIF
  3003. ENDIF
  3004.  
  3005. IF mafia_5_kill_player_flag = 6
  3006. IF LOCATE_CHAR_ON_FOOT_2D mafia_5X 929.8204 -404.7728 1.0 1.0 0 //ON THE SNIPER ROOF
  3007. SET_CHAR_STAY_IN_SAME_PLACE mafia_5X TRUE
  3008. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_5X player
  3009. SET_CHAR_USE_PEDNODE_SEEK mafia_5X TRUE
  3010. mafia_5_kill_player_flag = 7
  3011. ENDIF
  3012. ENDIF
  3013. ENDIF
  3014.  
  3015. IF NOT mafia_7_kill_player_flag = -100
  3016. IF NOT IS_CHAR_DEAD mafia_7X
  3017. IF mafia_7_kill_player_flag = 0
  3018. SET_CHAR_OBJ_RUN_TO_COORD mafia_7X 919.2639 -397.0023 //CORNER OF STREET
  3019. mafia_7_kill_player_flag = 1
  3020. ENDIF
  3021. ELSE
  3022. mafia_7_kill_player_flag = -100
  3023. ENDIF
  3024.  
  3025. IF mafia_7_kill_player_flag = 1
  3026. IF LOCATE_CHAR_ON_FOOT_2D mafia_7X 919.2639 -397.0023 1.0 1.0 0 //CORNER OF STREET
  3027. SET_CHAR_OBJ_RUN_TO_COORD mafia_7X 958.4280 -397.0979 //IN FRONT OF ALLEY
  3028. mafia_7_kill_player_flag = 2
  3029. ENDIF
  3030. ENDIF
  3031.  
  3032. IF mafia_7_kill_player_flag = 2
  3033. IF LOCATE_CHAR_ON_FOOT_2D mafia_7X 958.4280 -397.0979 1.0 1.0 0 //IN FRONT OF ALLEY
  3034. SET_CHAR_USE_PEDNODE_SEEK mafia_7X FALSE
  3035. SET_CHAR_OBJ_RUN_TO_COORD mafia_7X 958.0251 -416.7367 //BOTTOM OF STEPS
  3036. mafia_7_kill_player_flag = 3
  3037. ENDIF
  3038. ENDIF
  3039.  
  3040. IF mafia_7_kill_player_flag = 3
  3041. IF LOCATE_CHAR_ON_FOOT_2D mafia_7X 958.0251 -416.7367 1.0 1.0 0 //BOTTOM OF STEPS
  3042. SET_CHAR_OBJ_RUN_TO_COORD mafia_7X 949.0732 -416.6061 //LANDING ON STEPS
  3043. mafia_7_kill_player_flag = 4
  3044. ENDIF
  3045. ENDIF
  3046.  
  3047. IF mafia_7_kill_player_flag = 4
  3048. IF LOCATE_CHAR_ON_FOOT_2D mafia_7X 949.0732 -416.6061 1.0 1.0 0 //LANDING ON STEPS
  3049. SET_CHAR_OBJ_RUN_TO_COORD mafia_7X 948.9913 -407.5764 //TOP OF STEPS
  3050. mafia_7_kill_player_flag = 5
  3051. ENDIF
  3052. ENDIF
  3053.  
  3054. IF mafia_7_kill_player_flag = 5
  3055. IF LOCATE_CHAR_ON_FOOT_2D mafia_7X 948.9913 -407.5764 1.0 1.0 0 //TOP OF STEPS
  3056. SET_CHAR_OBJ_RUN_TO_COORD mafia_7X 930.0654 -407.9679 //ON THE SNIPER ROOF
  3057. mafia_7_kill_player_flag = 6
  3058. ENDIF
  3059. ENDIF
  3060.  
  3061. IF mafia_7_kill_player_flag = 6
  3062. IF LOCATE_CHAR_ON_FOOT_2D mafia_7X 930.0654 -407.9679 1.0 1.0 0 //ON THE SNIPER ROOF
  3063. SET_CHAR_STAY_IN_SAME_PLACE mafia_7X TRUE
  3064. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_7X player
  3065. SET_CHAR_USE_PEDNODE_SEEK mafia_7X TRUE
  3066. mafia_7_kill_player_flag = 7
  3067. ENDIF
  3068. ENDIF
  3069. ENDIF
  3070.  
  3071. IF mafia_15_kill_player_flag = 0
  3072. IF NOT IS_POINT_ON_SCREEN 949.0732 -416.6061 19.5 2.0
  3073. CREATE_CHAR PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B 958.0251 -416.7367 14.2 mafia_15X //BOTTOM OF STEPS
  3074. SET_CHAR_PERSONALITY mafia_15X PEDSTAT_TOUGH_GUY
  3075. GIVE_WEAPON_TO_CHAR mafia_15X WEAPONTYPE_SHOTGUN 999
  3076. SET_CHAR_USE_PEDNODE_SEEK mafia_15X FALSE
  3077. SET_CHAR_OBJ_GOTO_COORD_ON_FOOT mafia_15X 949.0732 -416.6061 //LANDING ON STEPS
  3078. mafia_15_kill_player_flag = 1
  3079. ENDIF
  3080. ENDIF
  3081.  
  3082. IF NOT mafia_15_kill_player_flag = -100
  3083.  
  3084. IF mafia_15_kill_player_flag > 0
  3085. IF IS_CHAR_DEAD mafia_15X
  3086. mafia_15_kill_player_flag = -100
  3087. ENDIF
  3088. ENDIF
  3089.  
  3090. IF mafia_15_kill_player_flag = 1
  3091. IF LOCATE_CHAR_ON_FOOT_2D mafia_15X 949.0732 -416.6061 1.0 1.0 0 //LANDING ON STEPS
  3092. SET_CHAR_OBJ_RUN_TO_COORD mafia_15X 948.9913 -407.5764 //TOP OF STEPS
  3093. mafia_15_kill_player_flag = 2
  3094. ENDIF
  3095. ENDIF
  3096.  
  3097. IF mafia_15_kill_player_flag = 2
  3098. IF LOCATE_CHAR_ON_FOOT_2D mafia_15X 948.9913 -407.5764 1.0 1.0 0 //TOP OF STEPS
  3099. SET_CHAR_OBJ_RUN_TO_COORD mafia_15X 929.5118 -406.6480 //ON THE SNIPER ROOF
  3100. mafia_15_kill_player_flag = 3
  3101. ENDIF
  3102. ENDIF
  3103.  
  3104. IF mafia_15_kill_player_flag = 3
  3105. IF LOCATE_CHAR_ON_FOOT_2D mafia_15X 929.5118 -406.6480 1.0 1.0 0 //ON THE SNIPER ROOF
  3106. SET_CHAR_STAY_IN_SAME_PLACE mafia_15X TRUE
  3107. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_15X player
  3108. SET_CHAR_USE_PEDNODE_SEEK mafia_15X TRUE
  3109. mafia_15_kill_player_flag = 4
  3110. ENDIF
  3111. ENDIF
  3112. ENDIF
  3113.  
  3114. IF mafia_15_kill_player_flag = 4
  3115. IF NOT frankie_exists_flag = 0
  3116. frankie_exists_flag = 3
  3117. ENDIF
  3118. ENDIF
  3119.  
  3120. IF mafia_5_kill_player_flag = 7
  3121. IF NOT frankie_exists_flag = 0
  3122. frankie_exists_flag = 3
  3123. ENDIF
  3124. ENDIF
  3125.  
  3126. IF mafia_7_kill_player_flag = 7
  3127. IF NOT frankie_exists_flag = 0
  3128. frankie_exists_flag = 3
  3129. ENDIF
  3130. ENDIF
  3131.  
  3132. IF mafia_5_kill_player_flag = -100
  3133. IF NOT frankie_exists_flag = 0
  3134. frankie_exists_flag = 3
  3135. ENDIF
  3136. ENDIF
  3137.  
  3138. IF mafia_7_kill_player_flag = -100
  3139. IF NOT frankie_exists_flag = 0
  3140. frankie_exists_flag = 3
  3141. ENDIF
  3142. ENDIF
  3143.  
  3144. IF mafia_15_kill_player_flag = -100
  3145. IF NOT frankie_exists_flag = 0
  3146. frankie_exists_flag = 3
  3147. ENDIF
  3148. ENDIF
  3149.  
  3150. IF frankie_exists_flag = 0
  3151. IF timerb_reset_flag_a1 = 0
  3152. TIMERB = 0
  3153. timerb_reset_flag_a1 = 1
  3154. ENDIF
  3155. IF timerb_reset_flag_a1 = 1
  3156. IF TIMERB > 15000
  3157. IF time_left_a1 < 1
  3158. frankie_exists_flag = 3
  3159. ENDIF
  3160. ENDIF
  3161. ENDIF
  3162. ENDIF
  3163.  
  3164. RETURN
  3165. ELSE
  3166.  
  3167. IF NOT mafia_5_kill_player_flag = -100
  3168. IF NOT mafia_5_kill_player_flag = 0
  3169. IF NOT IS_CHAR_DEAD mafia_5X
  3170. SET_CHAR_USE_PEDNODE_SEEK mafia_5X TRUE
  3171. SET_CHAR_STAY_IN_SAME_PLACE mafia_5X FALSE
  3172. mafia_5_kill_player_flag = 0
  3173. ELSE
  3174. mafia_5_kill_player_flag = -100
  3175. ENDIF
  3176. ENDIF
  3177. ENDIF
  3178.  
  3179. IF NOT mafia_7_kill_player_flag = -100
  3180. IF NOT mafia_7_kill_player_flag = 0
  3181. IF NOT IS_CHAR_DEAD mafia_7X
  3182. SET_CHAR_USE_PEDNODE_SEEK mafia_7X TRUE
  3183. SET_CHAR_STAY_IN_SAME_PLACE mafia_7X FALSE
  3184. mafia_7_kill_player_flag = 0
  3185. ELSE
  3186. mafia_7_kill_player_flag = -100
  3187. ENDIF
  3188. ENDIF
  3189. ENDIF
  3190.  
  3191. IF NOT mafia_15_kill_player_flag = -100
  3192. IF NOT mafia_15_kill_player_flag = 0
  3193. IF NOT IS_CHAR_DEAD mafia_15X
  3194. SET_CHAR_USE_PEDNODE_SEEK mafia_15X TRUE
  3195. SET_CHAR_STAY_IN_SAME_PLACE mafia_15X FALSE
  3196. mafia_15_kill_player_flag = -100
  3197. ELSE
  3198. mafia_15_kill_player_flag = -100
  3199. ENDIF
  3200. ENDIF
  3201. ENDIF
  3202.  
  3203. ENDIF
  3204.  
  3205. IF IS_PLAYER_IN_AREA_2D player 878.79 -427.4 890.77 -403.89 0 //BACK OF CLUB
  3206. OR IS_PLAYER_IN_AREA_3D player 890.77 -427.4 13.0 900.0 -423.82 18.9 0//ALLEYWAY
  3207. OR IS_PLAYER_IN_AREA_2D player 900.0 -443.0 927.0 -378.0 0 //FRONT OF CLUB
  3208.  
  3209. IF NOT mafia_8_flag = 4
  3210. IF NOT mafia_8_flag = 0
  3211. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_8X player
  3212. ENDIF
  3213. ENDIF
  3214.  
  3215. IF NOT mafia_9_flag = 4
  3216. IF NOT mafia_9_flag = 0
  3217. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_9X player
  3218. ENDIF
  3219. ENDIF
  3220.  
  3221. IF NOT mafia_10_flag = 4
  3222. IF NOT mafia_10_flag = 0
  3223. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_10X player
  3224. ENDIF
  3225. ENDIF
  3226.  
  3227. IF NOT mafia_11_flag = 4
  3228. IF NOT mafia_11_flag = 0
  3229. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_11X player
  3230. ENDIF
  3231. ENDIF
  3232.  
  3233. IF NOT mafia_12_flag = 4
  3234. IF NOT mafia_12_flag = 0
  3235. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_12X player
  3236. ENDIF
  3237. ENDIF
  3238.  
  3239. IF NOT mafia_13_flag = 4
  3240. IF NOT mafia_13_flag = 0
  3241. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_13X player
  3242. ENDIF
  3243. ENDIF
  3244.  
  3245. IF IS_PLAYER_IN_AREA_2D player 900.0 -443.0 927.0 -378.0 0 //FRONT OF CLUB
  3246. IF NOT IS_CHAR_DEAD mafia_5X
  3247. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_5X player
  3248. ENDIF
  3249.  
  3250. IF NOT IS_CHAR_DEAD mafia_7X
  3251. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT mafia_7X player
  3252. ENDIF
  3253. ENDIF
  3254.  
  3255. IF frankie_exists_flag = 0
  3256. IF timerb_reset_flag_a1 = 0
  3257. TIMERB = 0
  3258. timerb_reset_flag_a1 = 1
  3259. ENDIF
  3260. IF timerb_reset_flag_a1 = 1
  3261. IF TIMERB > 25000
  3262. IF time_left_a1 < 1
  3263. frankie_exists_flag = 2
  3264. ENDIF
  3265. ENDIF
  3266. ENDIF
  3267. ENDIF
  3268.  
  3269. RETURN
  3270. ENDIF
  3271.  
  3272. kill_player_now_flag = 0
  3273.  
  3274. RETURN
  3275.  
  3276. move_fuckers_car:
  3277.  
  3278. SET_CAR_DRIVING_STYLE fuckers_car 2
  3279. SET_CAR_CRUISE_SPEED fuckers_car 20.0
  3280. IF IS_PLAYER_IN_AREA_2D player 878.79 -427.4 890.77 -403.89 0 //BACK OF CLUB
  3281. OR IS_PLAYER_IN_AREA_3D player 890.77 -427.4 13.0 900.0 -423.82 18.9 0//ALLEYWAY
  3282. OR IS_PLAYER_IN_AREA_2D player 845.75 -443.85 890.77 -433.86 0 //HIGHER ROOF
  3283. OR IS_PLAYER_IN_AREA_2D player 878.79 -433.86 890.77 -427.4 0 //LOWER ROOF
  3284. OR IS_PLAYER_IN_AREA_3D player 890.77 -433.71 23.05 900.78 -403.76 46.0 0 //CLUB ROOF
  3285. CAR_WANDER_RANDOMLY fuckers_car
  3286. SET_CAR_AVOID_LEVEL_TRANSITIONS fuckers_car TRUE
  3287. ELSE
  3288. SET_CAR_MISSION fuckers_car MISSION_RAMPLAYER_FARAWAY
  3289. ENDIF
  3290.  
  3291. RETURN
  3292.  
  3293. }
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