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joey2.sc

Feb 4th, 2016
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  1. MISSION_START
  2. // *******************************************************************************************
  3. // *******************************************************************************************
  4. // *************************************Joey mission 2****************************************
  5. // ************************************Kill Chunky Dave***************************************
  6. // *******************************************************************************************
  7. // *******************************************************************************************
  8. // *******************************************************************************************
  9.  
  10. // Mission start stuff
  11.  
  12. GOSUB mission_start_joey2
  13.  
  14. IF HAS_DEATHARREST_BEEN_EXECUTED
  15. GOSUB mission_joey2_failed
  16. ENDIF
  17.  
  18. GOSUB mission_cleanup_joey2
  19.  
  20. MISSION_END
  21.  
  22.  
  23. // Variables for mission
  24.  
  25.  
  26. VAR_INT chunkys_car chunkys_car2// mission specific ped
  27.  
  28. VAR_INT blip1_jm2 blip2_jm2 //blip3_jm2
  29.  
  30. VAR_INT chunky_mate1 chunky_mate2 chunky_mate3
  31.  
  32. VAR_INT mate1health mate2health mate3health chunkyhealth
  33.  
  34. VAR_INT been_in_shop_before noodle_stand gun_chunky
  35.  
  36. VAR_INT flag_gun_message_jm2 has_audio_been_activated
  37.  
  38. //VAR_INT test_car_health_counter
  39.  
  40. //VAR_INT flag_player_got_joey2_message
  41.  
  42.  
  43. // ***************************************Mission Start*************************************
  44.  
  45. mission_start_joey2:
  46.  
  47. REGISTER_MISSION_GIVEN
  48. flag_player_on_mission = 1
  49. flag_player_on_joey_mission = 1
  50. SCRIPT_NAME joey2
  51. WAIT 0
  52.  
  53. flag_gun_message_jm2 = 0
  54. has_audio_been_activated = 0
  55.  
  56. /*
  57. IF CAN_PLAYER_START_MISSION Player
  58. MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
  59. ELSE
  60. GOTO mission_joey2_failed
  61. ENDIF
  62.  
  63. SET_FADING_COLOUR 0 0 0
  64.  
  65. DO_FADE 1500 FADE_OUT
  66.  
  67. SWITCH_STREAMING OFF
  68.  
  69. PRINT_BIG ( JM2 ) 15000 2 //"Joey Mission 2"
  70. */
  71.  
  72. {
  73.  
  74. LOAD_SPECIAL_CHARACTER 1 joey
  75. LOAD_SPECIAL_MODEL cut_obj1 JOEYH
  76. LOAD_SPECIAL_MODEL cut_obj2 PLAYERH
  77. LOAD_SPECIAL_MODEL cut_obj3 TROLL
  78. REQUEST_MODEL jogarageext
  79. REQUEST_MODEL jogarageint
  80.  
  81. /*
  82. WHILE GET_FADING_STATUS
  83. WAIT 0
  84.  
  85. ENDWHILE
  86. */
  87.  
  88. //LOAD_SCENE 1190.07 -869.86 13.97
  89.  
  90. LOAD_ALL_MODELS_NOW
  91.  
  92. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
  93. OR NOT HAS_MODEL_LOADED cut_obj1
  94. OR NOT HAS_MODEL_LOADED cut_obj2
  95. OR NOT HAS_MODEL_LOADED cut_obj3
  96. WAIT 0
  97. ENDWHILE
  98.  
  99. WHILE NOT HAS_MODEL_LOADED jogarageext
  100. OR NOT HAS_MODEL_LOADED jogarageint
  101. WAIT 0
  102. ENDWHILE
  103.  
  104. LOAD_CUTSCENE J2_KCL
  105. SET_CUTSCENE_OFFSET 1190.079 -869.861 13.977
  106.  
  107. CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
  108. SET_CUTSCENE_ANIM cs_player player
  109.  
  110. CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_joey
  111. SET_CUTSCENE_ANIM cs_joey joey
  112.  
  113. CREATE_CUTSCENE_HEAD cs_joey CUT_OBJ1 cs_joeyhead
  114. SET_CUTSCENE_HEAD_ANIM cs_joeyhead joey
  115.  
  116. CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
  117. SET_CUTSCENE_HEAD_ANIM cs_playerhead player
  118.  
  119. CREATE_CUTSCENE_OBJECT CUT_OBJ3 cs_troll
  120. SET_CUTSCENE_ANIM cs_troll TROLL
  121.  
  122. //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door1 FALSE
  123. //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door2 FALSE
  124.  
  125. CLEAR_AREA 1191.9 -870.4 15.0 1.0 TRUE
  126. SET_PLAYER_COORDINATES player 1191.9 -870.4 -100.0
  127.  
  128. SET_PLAYER_HEADING player 230.0
  129.  
  130. DO_FADE 1500 FADE_IN
  131.  
  132. //SWITCH_WORLD_PROCESSING OFF
  133. SWITCH_RUBBISH OFF
  134. SWITCH_STREAMING ON
  135. START_CUTSCENE
  136.  
  137. // Displays cutscene text
  138.  
  139. GET_CUTSCENE_TIME cs_time
  140.  
  141.  
  142. WHILE cs_time < 5118
  143. WAIT 0
  144. GET_CUTSCENE_TIME cs_time
  145. ENDWHILE
  146.  
  147. PRINT_NOW ( JM2_A ) 10000 2 // Mission brief
  148.  
  149. WHILE cs_time < 10669
  150. WAIT 0
  151. GET_CUTSCENE_TIME cs_time
  152. ENDWHILE
  153.  
  154. PRINT_NOW ( JM2_B ) 10000 2 // Mission brief
  155.  
  156. WHILE cs_time < 13048
  157. WAIT 0
  158. GET_CUTSCENE_TIME cs_time
  159. ENDWHILE
  160.  
  161. PRINT_NOW ( JM2_C ) 10000 2 // Mission brief
  162.  
  163. WHILE cs_time < 15427
  164. WAIT 0
  165. GET_CUTSCENE_TIME cs_time
  166. ENDWHILE
  167.  
  168. PRINT_NOW ( JM2_D ) 10000 2 // Mission brief
  169.  
  170. WHILE cs_time < 17662
  171. WAIT 0
  172. GET_CUTSCENE_TIME cs_time
  173. ENDWHILE
  174.  
  175. PRINT_NOW ( JM2_E ) 10000 2 // Mission brief
  176.  
  177. WHILE cs_time < 18887
  178. WAIT 0
  179. GET_CUTSCENE_TIME cs_time
  180. ENDWHILE
  181.  
  182. PRINT_NOW ( JM2_F ) 10000 2 // Mission brief
  183.  
  184. WHILE cs_time < 22708
  185. WAIT 0
  186. GET_CUTSCENE_TIME cs_time
  187. ENDWHILE
  188.  
  189. PRINT_NOW ( JM2_G ) 10000 2 // Mission brief
  190.  
  191. WHILE cs_time < 25159
  192. WAIT 0
  193. GET_CUTSCENE_TIME cs_time
  194. ENDWHILE
  195.  
  196. PRINT_NOW ( JM2_H ) 10000 2 // Mission brief
  197.  
  198. WHILE cs_time < 28982
  199. WAIT 0
  200. GET_CUTSCENE_TIME cs_time
  201. ENDWHILE
  202.  
  203. CLEAR_PRINTS
  204.  
  205. WHILE cs_time < 31000
  206. WAIT 0
  207. GET_CUTSCENE_TIME cs_time
  208. ENDWHILE
  209.  
  210. DO_FADE 1500 FADE_OUT
  211.  
  212. WHILE NOT HAS_CUTSCENE_FINISHED
  213. WAIT 0
  214.  
  215. ENDWHILE
  216.  
  217. CLEAR_PRINTS
  218.  
  219. WHILE GET_FADING_STATUS
  220. WAIT 0
  221. ENDWHILE
  222.  
  223. //SWITCH_WORLD_PROCESSING ON
  224. SWITCH_RUBBISH ON
  225. CLEAR_CUTSCENE
  226. //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door1 TRUE
  227. //SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door2 TRUE
  228. SET_CAMERA_IN_FRONT_OF_PLAYER
  229.  
  230. WAIT 500
  231.  
  232. DO_FADE 1500 FADE_IN
  233.  
  234. UNLOAD_SPECIAL_CHARACTER 1
  235. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
  236. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
  237. MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
  238. MARK_MODEL_AS_NO_LONGER_NEEDED jogarageext
  239. MARK_MODEL_AS_NO_LONGER_NEEDED jogarageint
  240.  
  241. LOAD_SPECIAL_CHARACTER 2 chunky
  242. REQUEST_MODEL PED_GANG_TRIAD_A
  243. REQUEST_MODEL CAR_PERENNIAL
  244.  
  245. WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2
  246. OR NOT HAS_MODEL_LOADED PED_GANG_TRIAD_A
  247. OR NOT HAS_MODEL_LOADED CAR_PERENNIAL
  248. WAIT 0
  249. ENDWHILE
  250.  
  251. //ADD_BLIP_FOR_COORD 1080.0 -397.0 -100.0 blip2_jm2
  252.  
  253. CREATE_PICKUP_WITH_AMMO WEAPON_COLT45 PICKUP_ONCE 45 1080.5 -396.0 -100.0 gun_chunky
  254. ADD_SPRITE_BLIP_FOR_PICKUP gun_chunky RADAR_SPRITE_WEAPON blip2_jm2
  255.  
  256. CREATE_OBJECT noodlesbox 975.0 -720.0 14.0 noodle_stand
  257.  
  258.  
  259. // START OF MISSION
  260.  
  261. CREATE_CAR CAR_PERENNIAL 1007.1 -756.4 14.5 chunkys_car
  262. SET_CAR_HEADING chunkys_car 120.0
  263. //LOCK_CAR_DOORS chunkys_car CARLOCK_LOCKOUT_PLAYER_ONLY
  264.  
  265. CREATE_CAR CAR_PERENNIAL 912.3 -686.1 14.5 chunkys_car2
  266. SET_CAR_HEADING chunkys_car2 90.0
  267. //LOCK_CAR_DOORS chunkys_car2 CARLOCK_LOCKOUT_PLAYER_ONLY
  268.  
  269. CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 976.1 -715.3 14.2 chunky_mate1
  270. SET_CHAR_HEADING chunky_mate1 346.0
  271. GIVE_WEAPON_TO_CHAR chunky_mate1 WEAPONTYPE_BASEBALLBAT 0
  272. SET_CHAR_OBJ_GUARD_SPOT chunky_mate1 976.1 -715.3 14.2
  273. SET_CHAR_PERSONALITY chunky_mate1 PEDSTAT_TOUGH_GUY
  274.  
  275. CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 975.7 -724.7 14.2 chunky_mate2
  276. SET_CHAR_HEADING chunky_mate2 222.0
  277. GIVE_WEAPON_TO_CHAR chunky_mate2 WEAPONTYPE_BASEBALLBAT 0
  278. SET_CHAR_OBJ_GUARD_SPOT chunky_mate2 975.7 -724.7 14.2
  279. SET_CHAR_PERSONALITY chunky_mate2 PEDSTAT_TOUGH_GUY
  280.  
  281. CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 984.0 -727.7 14.2 chunky_mate3
  282. SET_CHAR_HEADING chunky_mate3 243.0
  283. GIVE_WEAPON_TO_CHAR chunky_mate3 WEAPONTYPE_PISTOL 100
  284. SET_CHAR_OBJ_GUARD_SPOT chunky_mate3 984.0 -727.7 14.2
  285. SET_CHAR_PERSONALITY chunky_mate3 PEDSTAT_TOUGH_GUY
  286.  
  287. CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 975.3 -720.4 14.2 chunky
  288. SET_CHAR_HEADING chunky 270.0
  289. ADD_BLIP_FOR_CHAR chunky blip1_jm2
  290. SET_CHAR_OBJ_WAIT_ON_FOOT chunky
  291. SET_CHAR_PERSONALITY chunky PEDSTAT_GEEK_GUY
  292. SET_CHAR_RUNNING chunky TRUE
  293. //SET_CHAR_HEALTH chunky 100
  294. ADD_ARMOUR_TO_CHAR chunky 100
  295. CHANGE_BLIP_DISPLAY blip1_jm2 BLIP_ONLY
  296. SET_ANIM_GROUP_FOR_CHAR chunky ANIM_PANIC_CHUNKYPED
  297.  
  298. WHILE NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D Player chunky 25.0 26.0 4.0 FALSE
  299. WAIT 0
  300.  
  301. IF NOT HAS_PICKUP_BEEN_COLLECTED gun_chunky
  302. GOSUB Ammu_bloke_audio
  303. ENDIF
  304.  
  305. GOSUB controller_modes
  306.  
  307. IF IS_CHAR_DEAD chunky
  308. GOTO mission_joey2_passed
  309. ENDIF
  310.  
  311. IF HAS_PICKUP_BEEN_COLLECTED gun_chunky
  312. AND been_in_shop_before = 0
  313. REMOVE_BLIP blip2_jm2
  314. been_in_shop_before = 1
  315. ENDIF
  316.  
  317. IF NOT IS_CHAR_DEAD chunky
  318. SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky True
  319. GET_CHAR_HEALTH chunky chunkyhealth
  320. ENDIF
  321. IF NOT IS_CHAR_DEAD chunky_mate1
  322. SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate1 True
  323. GET_CHAR_HEALTH chunky_mate1 mate1health
  324. ENDIF
  325. IF NOT IS_CHAR_DEAD chunky_mate2
  326. SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate2 True
  327. GET_CHAR_HEALTH chunky_mate2 mate2health
  328. ENDIF
  329. IF NOT IS_CHAR_DEAD chunky_mate3
  330. SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate3 True
  331. GET_CHAR_HEALTH chunky_mate3 mate3health
  332. ENDIF
  333.  
  334. IF mate1health < 99
  335. OR mate2health < 99
  336. OR mate3health < 99
  337. OR chunkyhealth < 99
  338. GOTO kill_and_run
  339. ENDIF
  340.  
  341. IF IS_CHAR_DEAD chunky_mate1
  342. OR IS_CHAR_DEAD chunky_mate2
  343. OR IS_CHAR_DEAD chunky_mate3
  344. GOTO kill_and_run
  345. ENDIF
  346.  
  347. ENDWHILE
  348.  
  349. SET_POLICE_IGNORE_PLAYER Player ON
  350. SET_PLAYER_CONTROL Player OFF
  351. SWITCH_WIDESCREEN ON
  352. SET_PED_DENSITY_MULTIPLIER 0.0
  353.  
  354. //SET_FIXED_CAMERA_POSITION 977.756 -719.673 16.206 0.0 0.0 0.0
  355. SET_FIXED_CAMERA_POSITION 984.819 -704.631 21.468 0.0 0.0 0.0
  356. POINT_CAMERA_AT_POINT 984.279 -705.429 21.202 JUMP_CUT
  357.  
  358. //IF NOT IS_CHAR_DEAD chunky
  359. // POINT_CAMERA_AT_CHAR chunky FIXED JUMP_CUT
  360. //ENDIF
  361.  
  362. WAIT 3000
  363.  
  364. SET_FIXED_CAMERA_POSITION 978.135 -718.497 15.642 0.0 0.0 0.0
  365. POINT_CAMERA_AT_POINT 977.293 -719.016 15.794 JUMP_CUT
  366.  
  367. //SET_FIXED_CAMERA_POSITION 984.1 -714.9 17.4 0.0 0.0 0.0
  368. //IF NOT IS_CHAR_DEAD chunky
  369. // POINT_CAMERA_AT_CHAR chunky FIXED INTERPOLATION
  370. //ENDIF
  371.  
  372. WAIT 3000
  373.  
  374. SET_PED_DENSITY_MULTIPLIER 1.0
  375. SET_POLICE_IGNORE_PLAYER Player OFF
  376. SET_PLAYER_CONTROL Player ON
  377. SWITCH_WIDESCREEN OFF
  378. RESTORE_CAMERA_JUMPCUT
  379. //REMOVE_BLIP blip3_jm2
  380.  
  381. IF IS_CHAR_DEAD chunky
  382. GOTO mission_joey2_passed
  383. ENDIF
  384.  
  385. WHILE NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D Player chunky 20.0 18.0 4.0 FALSE
  386.  
  387. WAIT 0
  388.  
  389. IF NOT HAS_PICKUP_BEEN_COLLECTED gun_chunky
  390. GOSUB Ammu_bloke_audio
  391. ENDIF
  392.  
  393. GOSUB controller_modes
  394.  
  395. IF IS_CHAR_DEAD chunky
  396. GOTO mission_joey2_passed
  397. ENDIF
  398.  
  399. IF HAS_PICKUP_BEEN_COLLECTED gun_chunky
  400. AND been_in_shop_before = 0
  401. REMOVE_BLIP blip2_jm2
  402. been_in_shop_before = 1
  403. ENDIF
  404.  
  405. IF NOT IS_CHAR_DEAD chunky
  406. SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky True
  407. GET_CHAR_HEALTH chunky chunkyhealth
  408. ENDIF
  409. IF NOT IS_CHAR_DEAD chunky_mate1
  410. SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate1 True
  411. GET_CHAR_HEALTH chunky_mate1 mate1health
  412. ENDIF
  413. IF NOT IS_CHAR_DEAD chunky_mate2
  414. SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate2 True
  415. GET_CHAR_HEALTH chunky_mate2 mate2health
  416. ENDIF
  417. IF NOT IS_CHAR_DEAD chunky_mate3
  418. SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate3 True
  419. GET_CHAR_HEALTH chunky_mate3 mate3health
  420. ENDIF
  421.  
  422. IF mate1health < 99
  423. OR mate2health < 99
  424. OR mate3health < 99
  425. OR chunkyhealth < 99
  426. GOTO kill_and_run
  427. ENDIF
  428.  
  429. IF IS_CHAR_DEAD chunky_mate1
  430. OR IS_CHAR_DEAD chunky_mate2
  431. OR IS_CHAR_DEAD chunky_mate3
  432. GOTO kill_and_run
  433. ENDIF
  434.  
  435. ENDWHILE
  436.  
  437. kill_and_run:
  438.  
  439. //REMOVE_BLIP blip3_jm2
  440.  
  441. CHANGE_BLIP_DISPLAY blip1_jm2 BOTH
  442.  
  443. IF NOT IS_CHAR_DEAD chunky_mate1
  444. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT chunky_mate1 Player
  445. SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate1 false
  446. SET_CHAR_THREAT_SEARCH chunky_mate1 THREAT_PLAYER1
  447. ENDIF
  448.  
  449. IF NOT IS_CHAR_DEAD chunky_mate2
  450. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT chunky_mate2 Player
  451. SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate2 false
  452. SET_CHAR_THREAT_SEARCH chunky_mate2 THREAT_PLAYER1
  453. ENDIF
  454.  
  455. IF NOT IS_CHAR_DEAD chunky_mate3
  456. SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT chunky_mate3 Player
  457. SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate3 false
  458. SET_CHAR_THREAT_SEARCH chunky_mate3 THREAT_PLAYER1
  459. ENDIF
  460.  
  461. IF NOT IS_CHAR_DEAD chunky
  462. SET_CHAR_HEED_THREATS chunky False
  463. SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky false
  464. ENDIF
  465.  
  466. SET_CHAR_OBJ_RUN_TO_COORD chunky 975.5 -722.9
  467.  
  468. TIMERB = 0
  469.  
  470. WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
  471. WAIT 0
  472.  
  473. IF IS_CHAR_DEAD chunky
  474. GOTO mission_joey2_passed
  475. ENDIF
  476.  
  477. GOSUB pickup_and_audio
  478.  
  479. ENDWHILE
  480.  
  481.  
  482. IF IS_PLAYER_IN_AREA_2D player 974.2 -727.5 1003.4 -748.8 FALSE
  483. GOTO run_the_other_way
  484. ENDIF
  485.  
  486.  
  487. SET_CHAR_OBJ_RUN_TO_COORD chunky 985.1 -733.9
  488.  
  489. WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
  490. WAIT 0
  491.  
  492. IF IS_CHAR_DEAD chunky
  493. GOTO mission_joey2_passed
  494. ENDIF
  495.  
  496. GOSUB pickup_and_audio
  497.  
  498. ENDWHILE
  499.  
  500. SET_CHAR_OBJ_RUN_TO_COORD chunky 1004.2 -736.9
  501.  
  502. WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
  503. WAIT 0
  504.  
  505. IF IS_CHAR_DEAD chunky
  506. GOTO mission_joey2_passed
  507. ENDIF
  508.  
  509. GOSUB pickup_and_audio
  510.  
  511. ENDWHILE
  512.  
  513. SET_CHAR_OBJ_RUN_TO_COORD chunky 1006.3 -753.2
  514.  
  515. WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
  516. WAIT 0
  517.  
  518. IF IS_CHAR_DEAD chunky
  519. GOTO mission_joey2_passed
  520. ENDIF
  521.  
  522. GOSUB pickup_and_audio
  523.  
  524. ENDWHILE
  525.  
  526. IF IS_CHAR_DEAD chunky
  527. GOTO mission_joey2_passed
  528. ENDIF
  529.  
  530. IF IS_CAR_DEAD chunkys_car
  531. GOTO fuckin_run_for_it
  532. ELSE
  533. IF NOT IS_CAR_IN_AREA_2D chunkys_car 1004.0 -738.0 1012.0 -763.0 FALSE
  534. OR NOT IS_CAR_HEALTH_GREATER chunkys_car 300
  535. GOTO fuckin_run_for_it
  536. ENDIF
  537. ENDIF
  538.  
  539. SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER chunky chunkys_car
  540.  
  541. WHILE NOT IS_CHAR_IN_CAR chunky chunkys_car
  542. WAIT 0
  543.  
  544. IF IS_CAR_DEAD chunkys_car
  545. GOTO fuckin_run_for_it
  546. ELSE
  547.  
  548. IF NOT IS_CAR_IN_AREA_2D chunkys_car 1004.0 -738.0 1012.0 -763.0 FALSE
  549. OR NOT IS_CAR_HEALTH_GREATER chunkys_car 300
  550. GOTO fuckin_run_for_it
  551. ENDIF
  552. ENDIF
  553.  
  554. IF IS_CHAR_DEAD chunky
  555. GOTO mission_joey2_passed
  556. ENDIF
  557.  
  558. IF HAS_PICKUP_BEEN_COLLECTED gun_chunky
  559. AND been_in_shop_before = 0
  560. REMOVE_BLIP blip2_jm2
  561. been_in_shop_before = 1
  562. ENDIF
  563.  
  564. ENDWHILE
  565.  
  566. IF NOT IS_CAR_DEAD chunkys_car
  567. CAR_WANDER_RANDOMLY chunkys_car
  568. SET_CAR_DRIVING_STYLE chunkys_car 2
  569. SET_CAR_CRUISE_SPEED chunkys_car 20.0
  570. //LOCK_CAR_DOORS chunkys_car CARLOCK_UNLOCKED
  571. ENDIF
  572.  
  573. //DISPLAY_ONSCREEN_COUNTER test_car_health_counter //TEST STUFF!!!!!!!!!!!!!
  574.  
  575. WHILE IS_CAR_HEALTH_GREATER chunkys_car 300
  576. WAIT 0
  577.  
  578. GOSUB controller_modes
  579.  
  580. IF NOT HAS_PICKUP_BEEN_COLLECTED gun_chunky
  581. GOSUB Ammu_bloke_audio
  582. ENDIF
  583.  
  584. IF IS_CAR_DEAD chunkys_car
  585. GOTO mission_joey2_passed
  586. ENDIF
  587.  
  588. IF IS_CHAR_DEAD chunky
  589. GOTO mission_joey2_passed
  590. ENDIF
  591.  
  592. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player chunky 160.0 160.0 FALSE
  593. PRINT_NOW ( AWAY ) 5000 2 // Mission brief
  594. GOTO mission_joey2_failed
  595. ENDIF
  596.  
  597. IF NOT IS_CHAR_IN_CAR chunky chunkys_car
  598. GOTO fuckin_run_for_it
  599. ENDIF
  600.  
  601. IF IS_CAR_UPSIDEDOWN chunkys_car
  602. AND IS_CAR_STOPPED chunkys_car
  603. SET_CHAR_OBJ_LEAVE_CAR chunky chunkys_car
  604. GOTO fuckin_run_for_it
  605. ENDIF
  606.  
  607. IF HAS_PICKUP_BEEN_COLLECTED gun_chunky
  608. AND been_in_shop_before = 0
  609. REMOVE_BLIP blip2_jm2
  610. been_in_shop_before = 1
  611. ENDIF
  612.  
  613. ENDWHILE
  614.  
  615.  
  616. IF IS_CHAR_DEAD chunky
  617. GOTO mission_joey2_passed
  618. ENDIF
  619.  
  620. SET_CHAR_OBJ_LEAVE_CAR chunky chunkys_car
  621.  
  622. WHILE IS_CHAR_IN_CAR chunky chunkys_car
  623. WAIT 0
  624.  
  625. GOSUB controller_modes
  626.  
  627. IF NOT HAS_PICKUP_BEEN_COLLECTED gun_chunky
  628. GOSUB Ammu_bloke_audio
  629. ENDIF
  630.  
  631. IF IS_CHAR_DEAD chunky
  632. GOTO mission_joey2_passed
  633. ENDIF
  634.  
  635. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player chunky 160.0 160.0 FALSE
  636. PRINT_NOW ( AWAY ) 5000 2 // Mission brief
  637. GOTO mission_joey2_failed
  638. ENDIF
  639.  
  640. IF IS_CAR_DEAD chunkys_car
  641. GOTO mission_joey2_passed
  642. ENDIF
  643.  
  644. IF HAS_PICKUP_BEEN_COLLECTED gun_chunky
  645. AND been_in_shop_before = 0
  646. REMOVE_BLIP blip2_jm2
  647. been_in_shop_before = 1
  648. ENDIF
  649.  
  650. ENDWHILE
  651.  
  652. GOTO fuckin_run_for_it
  653.  
  654.  
  655. run_the_other_way:
  656.  
  657. SET_CHAR_OBJ_RUN_TO_COORD chunky 979.1 -720.8
  658.  
  659. WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
  660. WAIT 0
  661.  
  662. IF IS_CHAR_DEAD chunky
  663. GOTO mission_joey2_passed
  664. ENDIF
  665.  
  666. GOSUB pickup_and_audio
  667.  
  668. ENDWHILE
  669.  
  670. SET_CHAR_OBJ_RUN_TO_COORD chunky 976.7 -687.0
  671.  
  672. WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
  673. WAIT 0
  674.  
  675. IF IS_CHAR_DEAD chunky
  676. GOTO mission_joey2_passed
  677. ENDIF
  678.  
  679. GOSUB pickup_and_audio
  680.  
  681. ENDWHILE
  682.  
  683. SET_CHAR_OBJ_RUN_TO_COORD chunky 943.5 -679.2
  684.  
  685. WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
  686. WAIT 0
  687.  
  688. IF IS_CHAR_DEAD chunky
  689. GOTO mission_joey2_passed
  690. ENDIF
  691.  
  692. GOSUB pickup_and_audio
  693.  
  694. ENDWHILE
  695.  
  696. SET_CHAR_OBJ_RUN_TO_COORD chunky 920.3 -681.5
  697.  
  698. WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
  699. WAIT 0
  700.  
  701. IF IS_CHAR_DEAD chunky
  702. GOTO mission_joey2_passed
  703. ENDIF
  704.  
  705. GOSUB pickup_and_audio
  706.  
  707. ENDWHILE
  708.  
  709. IF IS_CHAR_DEAD chunky
  710. GOTO mission_joey2_passed
  711. ENDIF
  712.  
  713. IF IS_CAR_DEAD chunkys_car2
  714. GOTO fuckin_run_for_it
  715. ELSE
  716. IF NOT IS_CAR_IN_AREA_2D chunkys_car2 922.7 -673.9 906.6 -698.0 FALSE
  717. OR NOT IS_CAR_HEALTH_GREATER chunkys_car2 300
  718. GOTO fuckin_run_for_it
  719. ENDIF
  720. ENDIF
  721.  
  722. SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER chunky chunkys_car2
  723.  
  724. WHILE NOT IS_CHAR_IN_CAR chunky chunkys_car2
  725. WAIT 0
  726.  
  727. IF IS_CAR_DEAD chunkys_car2
  728. GOTO fuckin_run_for_it
  729. ELSE
  730. IF NOT IS_CAR_IN_AREA_2D chunkys_car2 922.7 -673.9 906.6 -698.0 FALSE
  731. OR NOT IS_CAR_HEALTH_GREATER chunkys_car2 300
  732. GOTO fuckin_run_for_it
  733. ENDIF
  734. ENDIF
  735.  
  736. IF HAS_PICKUP_BEEN_COLLECTED gun_chunky
  737. AND been_in_shop_before = 0
  738. REMOVE_BLIP blip2_jm2
  739. been_in_shop_before = 1
  740. ENDIF
  741.  
  742. IF IS_CHAR_DEAD chunky
  743. GOTO mission_joey2_passed
  744. ENDIF
  745.  
  746. ENDWHILE
  747.  
  748. IF NOT IS_CAR_DEAD chunkys_car2
  749. CAR_WANDER_RANDOMLY chunkys_car2
  750. SET_CAR_DRIVING_STYLE chunkys_car2 2
  751. SET_CAR_CRUISE_SPEED chunkys_car2 20.0
  752. //LOCK_CAR_DOORS chunkys_car2 CARLOCK_UNLOCKED
  753. ENDIF
  754.  
  755. //DISPLAY_ONSCREEN_COUNTER test_car_health_counter //TEST STUFF!!!!!!!!!!!!!
  756.  
  757. WHILE IS_CAR_HEALTH_GREATER chunkys_car2 300
  758. WAIT 0
  759.  
  760. GOSUB controller_modes
  761.  
  762. IF NOT HAS_PICKUP_BEEN_COLLECTED gun_chunky
  763. GOSUB Ammu_bloke_audio
  764. ENDIF
  765.  
  766. IF IS_CAR_DEAD chunkys_car2
  767. GOTO mission_joey2_passed
  768. ENDIF
  769.  
  770. IF IS_CHAR_DEAD chunky
  771. GOTO mission_joey2_passed
  772. ENDIF
  773.  
  774. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player chunky 160.0 160.0 FALSE
  775. PRINT_NOW ( AWAY ) 5000 2 // Mission brief
  776. GOTO mission_joey2_failed
  777. ENDIF
  778.  
  779. IF NOT IS_CHAR_IN_CAR chunky chunkys_car2
  780. GOTO fuckin_run_for_it
  781. ENDIF
  782.  
  783. IF IS_CAR_UPSIDEDOWN chunkys_car2
  784. AND IS_CAR_STOPPED chunkys_car2
  785. SET_CHAR_OBJ_LEAVE_CAR chunky chunkys_car2
  786. GOTO fuckin_run_for_it
  787. ENDIF
  788.  
  789. IF HAS_PICKUP_BEEN_COLLECTED gun_chunky
  790. AND been_in_shop_before = 0
  791. REMOVE_BLIP blip2_jm2
  792. been_in_shop_before = 1
  793. ENDIF
  794.  
  795.  
  796. ENDWHILE
  797.  
  798.  
  799. IF IS_CHAR_DEAD chunky
  800. GOTO mission_joey2_passed
  801. ENDIF
  802.  
  803. SET_CHAR_OBJ_LEAVE_CAR chunky chunkys_car2
  804.  
  805. WHILE IS_CHAR_IN_CAR chunky chunkys_car2
  806. WAIT 0
  807.  
  808. GOSUB controller_modes
  809.  
  810. IF NOT HAS_PICKUP_BEEN_COLLECTED gun_chunky
  811. GOSUB Ammu_bloke_audio
  812. ENDIF
  813.  
  814. IF IS_CHAR_DEAD chunky
  815. GOTO mission_joey2_passed
  816. ENDIF
  817.  
  818. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player chunky 160.0 160.0 FALSE
  819. PRINT_NOW ( AWAY ) 5000 2 // Mission brief
  820. GOTO mission_joey2_failed
  821. ENDIF
  822.  
  823. IF IS_CAR_DEAD chunkys_car2
  824. GOTO mission_joey2_passed
  825. ENDIF
  826.  
  827. IF HAS_PICKUP_BEEN_COLLECTED gun_chunky
  828. AND been_in_shop_before = 0
  829. REMOVE_BLIP blip2_jm2
  830. been_in_shop_before = 1
  831. ENDIF
  832.  
  833. ENDWHILE
  834.  
  835.  
  836. fuckin_run_for_it:
  837.  
  838. IF NOT IS_CHAR_DEAD chunky
  839. SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS chunky Player
  840. ENDIF
  841.  
  842. //CHANGE_BLIP_DISPLAY blip1_jm2 BOTH
  843.  
  844. WHILE NOT IS_CHAR_DEAD chunky
  845. WAIT 0
  846.  
  847. IF IS_CHAR_DEAD chunky
  848. GOTO mission_joey2_passed
  849. ENDIF
  850.  
  851. GOSUB controller_modes
  852.  
  853. GOSUB pickup_and_audio
  854.  
  855. IF NOT HAS_PICKUP_BEEN_COLLECTED gun_chunky
  856. GOSUB Ammu_bloke_audio
  857. ENDIF
  858.  
  859. IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player chunky 160.0 160.0 FALSE
  860. PRINT_NOW ( AWAY ) 5000 2 // Mission brief
  861. GOTO mission_joey2_failed
  862. ENDIF
  863.  
  864. ENDWHILE
  865.  
  866. }
  867. GOTO mission_joey2_passed
  868.  
  869.  
  870. // Mission joey2 failed
  871.  
  872. mission_joey2_failed:
  873. PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed"
  874. RETURN
  875.  
  876.  
  877.  
  878. // mission joey2 passed
  879.  
  880. mission_joey2_passed:
  881.  
  882. flag_joey_mission2_passed = 1
  883. PLAY_MISSION_PASSED_TUNE 1
  884. PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //"Mission Passed!"
  885. CLEAR_WANTED_LEVEL player
  886. ADD_SCORE player 10000
  887. REGISTER_MISSION_PASSED JM2
  888. PLAYER_MADE_PROGRESS 1
  889. START_NEW_SCRIPT joey_mission3_loop
  890. IF out_of_stock_pistol = 0
  891. START_NEW_SCRIPT pistol_message
  892. ENDIF
  893. RETURN
  894.  
  895. // mission cleanup
  896.  
  897. mission_cleanup_joey2:
  898.  
  899. flag_player_on_mission = 0
  900. flag_player_on_joey_mission = 0
  901. special_ammu_audio = 0
  902. MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_TRIAD_A
  903. MARK_MODEL_AS_NO_LONGER_NEEDED CAR_PERENNIAL
  904. UNLOAD_SPECIAL_CHARACTER 2
  905. REMOVE_BLIP blip1_jm2
  906. REMOVE_BLIP blip2_jm2
  907. REMOVE_PICKUP gun_chunky
  908. IF NOT IS_CHAR_DEAD chunky
  909. REMOVE_CHAR_ELEGANTLY chunky
  910. ENDIF
  911. MISSION_HAS_FINISHED
  912. RETURN
  913.  
  914.  
  915.  
  916.  
  917. controller_modes:
  918. {
  919. IF flag_player_had_gun_message = 0
  920.  
  921. IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 1075.2 -384.8 14.0 1086.2 -403.3 17.0 FALSE
  922.  
  923. GET_CONTROLLER_MODE controlmode
  924.  
  925. // Control Mode 0
  926.  
  927. IF controlmode = 0
  928.  
  929. IF flag_gun_message_jm2 = 0
  930. PRINT_HELP ( GUN_1A ) //"Use R2 and L2 to cycle through your weapons."
  931. timerb = 0
  932. flag_gun_message_jm2 = 1
  933. ENDIF
  934.  
  935. IF flag_gun_message_jm2 = 1
  936. IF timerb > 10000
  937. PRINT_HELP ( GUN_2A ) //"Hold R1 to auto-target, press circle to fire!"
  938. timerb = 0
  939. flag_gun_message_jm2 = 2
  940. ENDIF
  941. ENDIF
  942.  
  943. IF flag_gun_message_jm2 = 2
  944. IF timerb > 10000
  945. PRINT_HELP ( GUN_3A ) //"While holding the ~h~R1 button,~w~ press the ~h~L2 button~w~ or the ~h~R2 button to switch target."
  946. timerb = 0
  947. flag_gun_message_jm2 = 3
  948. ENDIF
  949. ENDIF
  950.  
  951. IF flag_gun_message_jm2 = 3
  952. IF timerb > 10000
  953. PRINT_HELP ( GUN_4A ) //"While holding the ~h~R1 button~w~ you can walk or run while remaining locked onto a target."
  954. timerb = 0
  955. flag_gun_message_jm2 = 4
  956. ENDIF
  957. ENDIF
  958.  
  959. IF flag_gun_message_jm2 = 4
  960. IF timerb > 10000
  961. PRINT_HELP ( GUN_5 ) //"You can practice targeting and shooting on these paper targets, when you are finished resume the mission."
  962. flag_gun_message_jm2 = 5
  963. flag_player_had_gun_message = 1
  964. ENDIF
  965. ENDIF
  966.  
  967. ENDIF
  968.  
  969. // Control Mode 1
  970.  
  971. IF controlmode = 1
  972.  
  973. IF flag_gun_message_jm2 = 0
  974. PRINT_HELP ( GUN_1A ) //"Use R2 and L2 to cycle through your weapons."
  975. timerb = 0
  976. flag_gun_message_jm2 = 1
  977. ENDIF
  978.  
  979. IF flag_gun_message_jm2 = 1
  980. IF timerb > 10000
  981. PRINT_HELP ( GUN_2A ) //"Hold R1 to auto-target, press circle to fire!"
  982. timerb = 0
  983. flag_gun_message_jm2 = 2
  984. ENDIF
  985. ENDIF
  986.  
  987. IF flag_gun_message_jm2 = 2
  988. IF timerb > 10000
  989. PRINT_HELP ( GUN_3A ) //"While holding the ~h~R1 button,~w~ press the ~h~L2 button~w~ or the ~h~R2 button to switch target."
  990. timerb = 0
  991. flag_gun_message_jm2 = 3
  992. ENDIF
  993. ENDIF
  994.  
  995. IF flag_gun_message_jm2 = 3
  996. IF timerb > 10000
  997. PRINT_HELP ( GUN_4A ) //"While holding the ~h~R1 button~w~ you can walk or run while remaining locked onto a target."
  998. timerb = 0
  999. flag_gun_message_jm2 = 4
  1000. ENDIF
  1001. ENDIF
  1002.  
  1003. IF flag_gun_message_jm2 = 4
  1004. IF timerb > 10000
  1005. PRINT_HELP ( GUN_5 ) //"You can practice targeting and shooting on these paper targets, when you are finished resume the mission."
  1006. flag_gun_message_jm2 = 5
  1007. flag_player_had_gun_message = 1
  1008. ENDIF
  1009. ENDIF
  1010.  
  1011.  
  1012. ENDIF
  1013.  
  1014. // Control Mode 2
  1015.  
  1016. IF controlmode = 2
  1017.  
  1018. IF flag_gun_message_jm2 = 0
  1019. PRINT_HELP ( GUN_1A ) //"Use R2 and L2 to cycle through your weapons."
  1020. timerb = 0
  1021. flag_gun_message_jm2 = 1
  1022. ENDIF
  1023.  
  1024. IF flag_gun_message_jm2 = 1
  1025. IF timerb > 10000
  1026. PRINT_HELP ( GUN_2C ) //"Hold R1 to auto-target, press circle to fire!"
  1027. timerb = 0
  1028. flag_gun_message_jm2 = 2
  1029. ENDIF
  1030. ENDIF
  1031.  
  1032. IF flag_gun_message_jm2 = 2
  1033. IF timerb > 10000
  1034. PRINT_HELP ( GUN_3A ) //"While holding the ~h~R1 button,~w~ press the ~h~L2 button~w~ or the ~h~R2 button to switch target."
  1035. timerb = 0
  1036. flag_gun_message_jm2 = 3
  1037. ENDIF
  1038. ENDIF
  1039.  
  1040. IF flag_gun_message_jm2 = 3
  1041. IF timerb > 10000
  1042. PRINT_HELP ( GUN_4A ) //"While holding the ~h~R1 button~w~ you can walk or run while remaining locked onto a target."
  1043. timerb = 0
  1044. flag_gun_message_jm2 = 4
  1045. ENDIF
  1046. ENDIF
  1047.  
  1048. IF flag_gun_message_jm2 = 4
  1049. IF timerb > 10000
  1050. PRINT_HELP ( GUN_5 ) //"You can practice targeting and shooting on these paper targets, when you are finished resume the mission."
  1051. flag_gun_message_jm2 = 5
  1052. flag_player_had_gun_message = 1
  1053. ENDIF
  1054. ENDIF
  1055.  
  1056. ENDIF
  1057.  
  1058. // Control Mode 3
  1059.  
  1060. IF controlmode = 3
  1061.  
  1062. IF flag_gun_message_jm2 = 0
  1063. PRINT_HELP ( GUN_1A ) //"Use R2 and L2 to cycle through your weapons."
  1064. timerb = 0
  1065. flag_gun_message_jm2 = 1
  1066. ENDIF
  1067.  
  1068. IF flag_gun_message_jm2 = 1
  1069. IF timerb > 10000
  1070. PRINT_HELP ( GUN_2D ) //"Hold R1 to auto-target, press circle to fire!"
  1071. timerb = 0
  1072. flag_gun_message_jm2 = 2
  1073. // flag_player_had_gun_message = 1
  1074. ENDIF
  1075. ENDIF
  1076.  
  1077. IF flag_gun_message_jm2 = 1
  1078. IF timerb > 10000
  1079. PRINT_HELP ( GUN_2C ) //"Hold R1 to auto-target, press circle to fire!"
  1080. timerb = 0
  1081. flag_gun_message_jm2 = 2
  1082. ENDIF
  1083. ENDIF
  1084.  
  1085. IF flag_gun_message_jm2 = 2
  1086. IF timerb > 10000
  1087. PRINT_HELP ( GUN_3B ) //"While holding the ~h~R1 button,~w~ press the ~h~L2 button~w~ or the ~h~R2 button to switch target."
  1088. timerb = 0
  1089. flag_gun_message_jm2 = 3
  1090. ENDIF
  1091. ENDIF
  1092.  
  1093. IF flag_gun_message_jm2 = 3
  1094. IF timerb > 10000
  1095. PRINT_HELP ( GUN_4B ) //"While holding the ~h~R1 button~w~ you can walk or run while remaining locked onto a target."
  1096. timerb = 0
  1097. flag_gun_message_jm2 = 4
  1098. ENDIF
  1099. ENDIF
  1100.  
  1101. IF flag_gun_message_jm2 = 4
  1102. IF timerb > 10000
  1103. PRINT_HELP ( GUN_5 ) //"You can practice targeting and shooting on these paper targets, when you are finished resume the mission."
  1104. flag_gun_message_jm2 = 5
  1105. flag_player_had_gun_message = 1
  1106. ENDIF
  1107. ENDIF
  1108.  
  1109. ENDIF
  1110.  
  1111. ENDIF
  1112.  
  1113. ENDIF
  1114.  
  1115.  
  1116. RETURN
  1117. }
  1118.  
  1119.  
  1120.  
  1121. Ammu_bloke_audio:
  1122. {
  1123.  
  1124. IF has_audio_been_activated = 0
  1125.  
  1126. IF IS_PLAYER_IN_AREA_3D player 1066.6 -403.5 14.0 1072.8 -394.0 18.0 FALSE
  1127.  
  1128. special_ammu_audio = 1
  1129.  
  1130. LOAD_MISSION_AUDIO AMMU_B //AMMU_B
  1131.  
  1132. IF camera_ammu1 = 1
  1133.  
  1134. IF NOT IS_CHAR_DEAD ammu_shop_bloke1
  1135.  
  1136. WHILE NOT HAS_MISSION_AUDIO_LOADED
  1137. WAIT 0
  1138.  
  1139. IF IS_CHAR_DEAD ammu_shop_bloke1
  1140. OR IS_PLAYER_SHOOTING player
  1141. GOTO clear_audio
  1142. ENDIF
  1143.  
  1144. ENDWHILE
  1145.  
  1146. PLAY_MISSION_AUDIO
  1147. PRINT_NOW ( AMMU_B ) 5000 2 // Mission brief
  1148.  
  1149. WHILE NOT HAS_MISSION_AUDIO_FINISHED
  1150. WAIT 0
  1151.  
  1152. IF IS_CHAR_DEAD ammu_shop_bloke1
  1153. OR IS_PLAYER_SHOOTING player
  1154. GOTO clear_audio
  1155. ENDIF
  1156.  
  1157. ENDWHILE
  1158.  
  1159. LOAD_MISSION_AUDIO AMMU_C //AMMU_C
  1160.  
  1161. WHILE NOT HAS_MISSION_AUDIO_LOADED
  1162. WAIT 0
  1163.  
  1164. IF IS_CHAR_DEAD ammu_shop_bloke1
  1165. OR IS_PLAYER_SHOOTING player
  1166. GOTO clear_audio
  1167. ENDIF
  1168.  
  1169. ENDWHILE
  1170.  
  1171. PLAY_MISSION_AUDIO
  1172. PRINT_NOW ( AMMU_C ) 5000 2 // Mission brief
  1173.  
  1174. clear_audio:
  1175. has_audio_been_activated = 1
  1176. //CLEAR_MISSION_AUDIO
  1177. special_ammu_audio = 0
  1178. ELSE
  1179. special_ammu_audio = 0
  1180. CLEAR_MISSION_AUDIO
  1181. ENDIF
  1182.  
  1183. ENDIF
  1184.  
  1185. ELSE
  1186. special_ammu_audio = 0
  1187. CLEAR_MISSION_AUDIO
  1188. ENDIF
  1189.  
  1190. ENDIF
  1191.  
  1192.  
  1193. RETURN
  1194. }
  1195.  
  1196.  
  1197. pickup_and_audio:
  1198.  
  1199. {
  1200. IF HAS_PICKUP_BEEN_COLLECTED gun_chunky
  1201. AND been_in_shop_before = 0
  1202. REMOVE_BLIP blip2_jm2
  1203. been_in_shop_before = 1
  1204. ENDIF
  1205.  
  1206. IF NOT IS_CHAR_DEAD chunky
  1207. IF TIMERB > 2500
  1208. TIMERB = 0
  1209. SET_CHAR_SAY chunky SOUND_CHUNKY_RUN_SHOUT
  1210. ENDIF
  1211. ENDIF
  1212.  
  1213. RETURN
  1214. }
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