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- // complete by Demarest
- DEFINE OBJECTS 174
- DEFINE OBJECT SANNY BUILDER 3.2.2
- DEFINE OBJECT LINE // Object number -1
- DEFINE OBJECT BONUS // Object number -2
- DEFINE OBJECT PLAYERSDOOR // Object number -3
- DEFINE OBJECT FAKETARGET // Object number -4
- DEFINE OBJECT MISTYDOOR // Object number -5
- DEFINE OBJECT LAUNDRTDOOR1 // Object number -6
- DEFINE OBJECT JOEY_DOOR1 // Object number -7
- DEFINE OBJECT JOEY_DOOR2 // Object number -8
- DEFINE OBJECT ELECTRICGATE // Object number -9
- DEFINE OBJECT DOGFOODOOR01 // Object number -10
- DEFINE OBJECT BANKJOBDOOR // Object number -11
- DEFINE OBJECT CHNABANKDOOR // Object number -12
- DEFINE OBJECT BACKDOOR // Object number -13
- DEFINE OBJECT FUZBALLDOOR // Object number -14
- DEFINE OBJECT PLYSAV_LFTDR_LFT // Object number -15
- DEFINE OBJECT PLYSAV_LFTDR_RGHT // Object number -16
- DEFINE OBJECT NEWTOWERDOOR1 // Object number -17
- DEFINE OBJECT COLUMBIANGATE // Object number -18
- DEFINE OBJECT AIRPORTDOOR1 // Object number -19
- DEFINE OBJECT AIRPORTDOOR2 // Object number -20
- DEFINE OBJECT SUBWAYGATE // Object number -21
- DEFINE OBJECT TUNNELENTRANCE // Object number -22
- DEFINE OBJECT HELIX_BARRIER // Object number -23
- DEFINE OBJECT FIXED_INSIDE // Object number -24
- DEFINE OBJECT FIXED_OUTSIDE // Object number -25
- DEFINE OBJECT INDHELIX_BARRIER // Object number -26
- DEFINE OBJECT LOD_LAND014 // Object number -27
- DEFINE OBJECT HEALTH // Object number -28
- DEFINE OBJECT BODYARMOUR // Object number -29
- DEFINE OBJECT ADRENALINE // Object number -30
- DEFINE OBJECT BRIBE // Object number -31
- DEFINE OBJECT INFO // Object number -32
- DEFINE OBJECT KILLFRENZY // Object number -33
- DEFINE OBJECT BRIDGEFUKA // Object number -34
- DEFINE OBJECT BRIDGEFUKB // Object number -35
- DEFINE OBJECT TRAFFICLIGHT1 // Object number -36
- DEFINE OBJECT RD_SRROAD2A50 // Object number -37
- DEFINE OBJECT RD_SRROAD2A20 // Object number -38
- DEFINE OBJECT RD_SRROAD2A10 // Object number -39
- DEFINE OBJECT RD_CROSSRDA1RW22 // Object number -40
- DEFINE OBJECT RD_CROSSROADSA24 // Object number -41
- DEFINE OBJECT COM_CUST_ROADS25 // Object number -42
- DEFINE OBJECT VEG_TREE3 // Object number -43
- DEFINE OBJECT DOUBLESTREETLGHT1 // Object number -44
- DEFINE OBJECT VEG_TREEA3 // Object number -45
- DEFINE OBJECT VEG_TREENEW17 // Object number -46
- DEFINE OBJECT STREETLAMP1 // Object number -47
- DEFINE OBJECT BOLLARDLIGHT // Object number -48
- DEFINE OBJECT KB_SCRAP_5 // Object number -49
- DEFINE OBJECT POLICETENKB1 // Object number -50
- DEFINE OBJECT SCRAPERKB3_NIT // Object number -51
- DEFINE OBJECT CHUNK5LAND // Object number -52
- DEFINE OBJECT POLICEALLY // Object number -53
- DEFINE OBJECT POLICE_COM // Object number -54
- DEFINE OBJECT RD_CROSSRDA1W22 // Object number -55
- DEFINE OBJECT TREEPATCHKB7 // Object number -56
- DEFINE OBJECT ROADPLANTERKB3 // Object number -57
- DEFINE OBJECT ROADPLANTERKB1 // Object number -58
- DEFINE OBJECT RD_ROAD3A50 // Object number -59
- DEFINE OBJECT AMCO_FLOOR // Object number -60
- DEFINE OBJECT RD_ROAD2A20 // Object number -61
- DEFINE OBJECT BROADWAYBUILD2 // Object number -62
- DEFINE OBJECT BROADWAYBUILD // Object number -63
- DEFINE OBJECT AREA5BUILD2 // Object number -64
- DEFINE OBJECT COMSWCENTRALBLD7 // Object number -65
- DEFINE OBJECT PAPERMACHN01 // Object number -66
- DEFINE OBJECT COMSWCENTRALBLD6 // Object number -67
- DEFINE OBJECT COM_21WAY5 // Object number -68
- DEFINE OBJECT COM_21WAY50 // Object number -69
- DEFINE OBJECT COM_21WAY10 // Object number -70
- DEFINE OBJECT CM1WAYCROSSCOM // Object number -71
- DEFINE OBJECT COM_21WAY20 // Object number -72
- DEFINE OBJECT TW@T_CAFE // Object number -73
- DEFINE OBJECT VEG_BUSH14 // Object number -74
- DEFINE OBJECT TREEPATCHTTWRS // Object number -75
- DEFINE OBJECT FLATIRON1 // Object number -76
- DEFINE OBJECT BLOCK4_GROUND01 // Object number -77
- DEFINE OBJECT PLANTER_SHORT // Object number -78
- DEFINE OBJECT COM_RVROADS52 // Object number -79
- DEFINE OBJECT ROAD_BROADWAY04 // Object number -80
- DEFINE OBJECT COM_ROADSRV // Object number -81
- DEFINE OBJECT RD_ROAD1A20 // Object number -82
- DEFINE OBJECT RD_CROSSROADS11 // Object number -83
- DEFINE OBJECT OFIS_BILDKB_4 // Object number -84
- DEFINE OBJECT RD_ROAD1A10 // Object number -85
- DEFINE OBJECT COM_ROADKB23 // Object number -86
- DEFINE OBJECT COM_CUST_ROADS57 // Object number -87
- DEFINE OBJECT COM_ROADKB22 // Object number -88
- DEFINE OBJECT KB_UNDERPASS // Object number -89
- DEFINE OBJECT MUSEUM // Object number -90
- DEFINE OBJECT NBCOM_ROADKB01 // Object number -91
- DEFINE OBJECT BVBRIDGSPPRT01 // Object number -92
- DEFINE OBJECT FLATIRON1B // Object number -93
- DEFINE OBJECT NBBRIDGCABLS01 // Object number -94
- DEFINE OBJECT NBBRIDGERDB // Object number -95
- DEFINE OBJECT NBBRIDGERDA // Object number -96
- DEFINE OBJECT OVERPASS_COMSE // Object number -97
- DEFINE OBJECT COM_LANDNEW221B // Object number -98
- DEFINE OBJECT COM_LANDNEW221 // Object number -99
- DEFINE OBJECT LODTIRON1B // Object number -100
- DEFINE OBJECT KB_OFIS1 // Object number -101
- DEFINE OBJECT COMTREEPATCHPRK // Object number -102
- DEFINE OBJECT HOTEL2 // Object number -103
- DEFINE OBJECT UNDERGROUND_OVER7 // Object number -104
- DEFINE OBJECT RD_ROAD1A50 // Object number -105
- DEFINE OBJECT KBPLANTER4 // Object number -106
- DEFINE OBJECT BLOCK4_SCRAPERL0 // Object number -107
- DEFINE OBJECT COM_ROADKB12 // Object number -108
- DEFINE OBJECT PLANTERBTM_1 // Object number -109
- DEFINE OBJECT LODRIDGSPPRT01 // Object number -110
- DEFINE OBJECT LODOM_ROADKB01 // Object number -111
- DEFINE OBJECT LODRIDGERDA // Object number -112
- DEFINE OBJECT LODRIDGERDB // Object number -113
- DEFINE OBJECT LODRIDGCABLS01 // Object number -114
- DEFINE OBJECT IND_CUSTOMROAD003 // Object number -115
- DEFINE OBJECT KMRICNDO01 // Object number -116
- DEFINE OBJECT KMRICNDO02 // Object number -117
- DEFINE OBJECT COM_DOCKSAA // Object number -118
- DEFINE OBJECT COM_PIER3 // Object number -119
- DEFINE OBJECT GRD_OVERPASS19KB // Object number -120
- DEFINE OBJECT GRD_OVERPASS19BKB // Object number -121
- DEFINE OBJECT COM_DOCKSB // Object number -122
- DEFINE OBJECT NEWDOCKBUILDING2 // Object number -123
- DEFINE OBJECT NEWDOCKBUILDING // Object number -124
- DEFINE OBJECT NBBRIDGFK2 // Object number -125
- DEFINE OBJECT DAMGBRIDGERDB // Object number -126
- DEFINE OBJECT DAMGBBRIDGERDA // Object number -127
- DEFINE OBJECT LODRIDGFK2 // Object number -128
- DEFINE OBJECT LODGBRIDGERDB // Object number -129
- DEFINE OBJECT LODGBBRIDGERDA // Object number -130
- DEFINE OBJECT INDHIBUILD3 // Object number -131
- DEFINE OBJECT LUIGICLUBOUT // Object number -132
- DEFINE OBJECT LUIGIINEERCLUB // Object number -133
- DEFINE OBJECT JOGARAGEEXT // Object number -134
- DEFINE OBJECT JOGARAGEINT // Object number -135
- DEFINE OBJECT NOODLESBOX // Object number -136
- DEFINE OBJECT IND_NEWRIZZOS // Object number -137
- DEFINE OBJECT BRIEFCASE // Object number -138
- DEFINE OBJECT SALVSDETAIL // Object number -139
- DEFINE OBJECT SWANK_INSIDE // Object number -140
- DEFINE OBJECT FRANKSCLB02 // Object number -141
- DEFINE OBJECT FSHFCTRY_DSTRYD // Object number -142
- DEFINE OBJECT FISH01 // Object number -143
- DEFINE OBJECT FISHFCTORY // Object number -144
- DEFINE OBJECT IND_LAND089C // Object number -145
- DEFINE OBJECT MAK_SEMTECH // Object number -146
- DEFINE OBJECT MAK_BOMB01 // Object number -147
- DEFINE OBJECT CS8_DOOR // Object number -148
- DEFINE OBJECT BARREL4 // Object number -149
- DEFINE OBJECT RUSTSHIP_STRUCTURE // Object number -150
- DEFINE OBJECT LODTSHIP_STRUCTURE // Object number -151
- DEFINE OBJECT BOATRAMP1 // Object number -152
- DEFINE OBJECT CONDO_IVY // Object number -153
- DEFINE OBJECT IND_CUSTOMROAD016 // Object number -154
- DEFINE OBJECT TOILET // Object number -155
- DEFINE OBJECT SAFEHOUSE // Object number -156
- DEFINE OBJECT FILES // Object number -157
- DEFINE OBJECT DONKEYMAG // Object number -158
- DEFINE OBJECT TSHRORCKGRDN // Object number -159
- DEFINE OBJECT TSHRORCKGRDN_ALFAS // Object number -160
- DEFINE OBJECT DEADMAN1 // Object number -161
- DEFINE OBJECT DEADMANOBLOOD // Object number -162
- DEFINE OBJECT CSITECUTSCENE // Object number -163
- DEFINE OBJECT SCAFFOLDLIFT // Object number -164
- DEFINE OBJECT BROKEN_INSIDE // Object number -165
- DEFINE OBJECT BROKEN_OUTSIDE // Object number -166
- DEFINE OBJECT COFFEE // Object number -167
- DEFINE OBJECT PACKAGELARGE // Object number -168
- DEFINE OBJECT BOUY // Object number -169
- DEFINE OBJECT NEW_COLMANSN // Object number -170
- DEFINE OBJECT LANDPART15 // Object number -171
- DEFINE OBJECT SECURITY_HUT // Object number -172
- DEFINE OBJECT COLUMANSION_WALL // Object number -173 // Object number -2
- //DEFINE MISSIONS 0
- DEFINE MISSIONS 2
- DEFINE MISSION 0 AT @WONG_START
- DEFINE MISSION 1 AT @WG_2
- //-------------MAIN---------------
- 03A4: name_thread 'MAIN'
- 01F0: set_max_wanted_level_to 6
- 0111: set_wasted_busted_check_to 0
- 00C0: set_current_time 12 0
- 03F7: load_island_data 0
- 0169: set_fade_color 1 1 1
- fade 0 0
- 0053: $PLAYER_CHAR = create_player #NULL at 850.3007 -691.3043 14.9727 //SAFE HOUSE 855.415 -681.734 22.008
- 0171: set_player $PLAYER_CHAR z_angle_to 180.0
- 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
- 0373: set_camera_directly_behind_player
- 0363: toggle_model_render_at -714.7869 -746.3488 9.8519 radius 50.0 object #INDHELIX_BARRIER 0
- 03B6: replace_model_at -714.7869 -746.3488 9.8519 radius 50.0 from #INDHELIX_BARRIER to #LOD_LAND014
- 01B6: set_weather 0
- 034B: staunton_complete
- 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER'
- 0353: refresh_actor $PLAYER_ACTOR
- 01B4: set_player $PLAYER_CHAR frozen_state 1
- 01B7: release_weather
- 0109: player $PLAYER_CHAR money += $PLAYER_CHAR
- 0054: store_player $PLAYER_CHAR position_to $var1 $var2 $var3
- 0180: set_on_mission_flag_to $ONMISSION
- 00BF: $CURRENT_TIME_HOURS = current_time_hours, $CURRENT_TIME_MINUTES = current_time_minutes
- 0004: $DEFAULT_WAIT_TIME = 250 // integer values
- 0247: request_model #DODO
- 038B: load_requested_models
- create_thread @SETUP
- create_thread @WNGZ_SNF
- start_mission 0
- :MAIN_138
- 0001: wait 250 ms
- 0002: jump @MAIN_138
- :SETUP
- wait 0
- if and
- $CAR_GEN_STARTED == 0
- 0256: player $PLAYER_CHAR defined
- jf @SETUP
- gosub @SETUP_11
- :SETUP_11
- wait 0
- 014B: $DODO = init_parked_car_generator #DODO -1 -1 0 alarm 0 door_lock 0 0 10000 at -1268.3865 -519.3335 11.1182 angle 162.8609
- 014B: $JOEY_BFINJECTION = init_parked_car_generator #BFINJECT -1 -1 0 alarm 100 door_lock 0 0 10000 at 930.875 -267.625 -100.0 angle 340.0
- 014C: set_parked_car_generator $JOEY_BFINJECTION cars_to_generate_to 0
- 014B: $SWANK_TAXI = init_parked_car_generator #BORGNINE -1 -1 0 alarm 50 door_lock 0 0 10000 at 933.6875 -65.5625 -100.0 angle 0.0
- 014B: $GEN_CAR1 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 30 0 10000 at 1140.688 -630.1875 -100.0 angle 0.0
- 014B: $GEN_CAR2 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 60 0 10000 at 1139.0 -646.0 -100.0 angle 90.0
- 014B: $PORTLAND_POLICE2 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 70 0 10000 at 1139.688 -684.6875 -100.0 angle 270.0
- 014B: $GEN_CAR4 = init_parked_car_generator #IDAHO -1 -1 0 alarm 40 door_lock 0 0 10000 at 1284.25 -620.5 11.6875 angle 0.0
- 014B: $GEN_CAR5 = init_parked_car_generator #PATRIOT -1 -1 0 alarm 40 door_lock 0 0 10000 at 1299.0 -641.75 11.6875 angle 0.0
- 014B: $GEN_CAR6 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 40 door_lock 0 0 10000 at 1265.875 -620.75 11.6875 angle 180.0
- 014B: $GEN_CAR6 = init_parked_car_generator #PONY -1 -1 0 alarm 0 door_lock 0 0 10000 at 1378.375 -607.1875 -100.0 angle 180.0
- 014B: $GEN_CAR9 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 90 door_lock 0 0 10000 at 1208.625 -258.25 24.5 angle 270.0
- 014B: $GEN_CAR10 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 60 door_lock 0 0 10000 at 1347.0 -448.4375 49.5 angle 0.0
- 014B: $GEN_CAR11 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 90 door_lock 0 0 10000 at 1336.0 -452.1875 49.25 angle 270.0
- 014B: $GEN_CAR14 = init_parked_car_generator #KURUMA -1 -1 0 alarm 10 door_lock 0 0 10000 at 1223.125 -325.25 25.5625 angle 180.0
- 014B: $GEN_CAR13 = init_parked_car_generator #MAFIA -1 -1 0 alarm 90 door_lock 0 0 10000 at 1285.375 -306.125 39.375 angle 270.0
- 014B: $GEN_CAR15 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 50 door_lock 0 0 10000 at 1142.125 -95.5625 7.0 angle 180.0
- 014B: $GEN_CAR16 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 50 door_lock 0 0 10000 at 1147.313 -95.4375 7.0 angle 0.0
- 014B: $GEN_CAR17 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1233.063 -127.1875 15.0 angle 38.0
- 014B: $GEN_CAR18 = init_parked_car_generator #TAXI -1 -1 0 alarm 0 door_lock 0 0 10000 at 1338.125 -257.0625 49.25 angle 270.0
- 014B: $GEN_CAR57 = init_parked_car_generator #MAFIA -1 -1 0 alarm 0 door_lock 0 0 10000 at 1407.563 -176.0625 -100.0 angle 140.0
- 014B: $GEN_CAR58 = init_parked_car_generator #MAFIA -1 -1 0 alarm 0 door_lock 0 0 10000 at 1405.0 -163.375 -100.0 angle 280.0
- 014B: $GEN_CAR19 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 60 door_lock 0 0 10000 at 1217.0 -70.0 -100.0 angle 0.0
- 014B: $GEN_CAR20 = init_parked_car_generator #PEREN -1 -1 0 alarm 60 door_lock 0 0 10000 at 1234.0 -97.0 -100.0 angle 0.0
- 014B: $GEN_CAR21 = init_parked_car_generator #FIRETRUK -1 -1 0 alarm 0 door_lock 0 0 10000 at 1107.5 -58.0 -100.0 angle 270.0
- 014B: $GEN_CAR22 = init_parked_car_generator #KURUMA -1 -1 0 alarm 0 door_lock 0 0 10000 at 1226.688 -68.0 -100.0 angle 0.0
- 014B: $GEN_CAR24 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 40 door_lock 0 0 10000 at 973.25 -55.0625 -100.0 angle 270.0
- 014B: $GEN_CAR25 = init_parked_car_generator #KURUMA -1 -1 0 alarm 90 door_lock 0 0 10000 at 982.125 -36.5625 -100.0 angle 90.0
- 014B: $GEN_CAR59 = init_parked_car_generator #RUMPO -1 -1 0 alarm 0 door_lock 0 0 10000 at 1263.5 -69.5 -100.0 angle 270.0
- 014B: $GEN_CAR23 = init_parked_car_generator #STALLION -1 -1 0 alarm 10 door_lock 0 0 10000 at 986.1875 -146.25 4.5 angle 270.0
- 014B: $GEN_CAR28 = init_parked_car_generator #IDAHO -1 -1 0 alarm 40 door_lock 0 0 10000 at 1027.5 -873.0625 14.5 angle 270.0
- 014B: $GEN_CAR29 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 50 door_lock 0 0 10000 at 1006.125 -838.4375 14.5 angle 90.0
- 014B: $GEN_CAR30 = init_parked_car_generator #PONY -1 -1 0 alarm 90 door_lock 0 0 10000 at 857.0625 -790.1875 14.5 angle 0.0
- 014B: $GEN_CAR31 = init_parked_car_generator #MRWONGS -1 -1 0 alarm 100 door_lock 0 0 10000 at 866.875 -663.6875 -100.0 angle 270.0
- 014B: $GEN_CAR53 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 0 door_lock 0 0 10000 at 861.875 -546.0 -100.0 angle 177.0
- 014B: $GEN_CAR8 = init_parked_car_generator #PEREN -1 -1 0 alarm 10 door_lock 0 0 10000 at 1119.0 -770.4375 14.25 angle 180.0
- 014B: $GEN_CAR32 = init_parked_car_generator #RUMPO -1 -1 0 alarm 90 door_lock 0 0 10000 at 1102.813 -983.5 14.5625 angle 270.0
- 014B: $GEN_CAR34 = init_parked_car_generator #CABBIE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1242.875 -730.5 14.75 angle 311.0
- 014B: $GEN_CAR36 = init_parked_car_generator #STALLION -1 -1 0 alarm 80 door_lock 0 0 10000 at 1220.875 -899.0 -100.0 angle 177.375
- 014B: $GEN_CAR37 = init_parked_car_generator #PONY -1 -1 0 alarm 10 door_lock 0 0 10000 at 1226.375 -882.0625 -100.0 angle 314.875
- 014B: $GEN_CAR38 = init_parked_car_generator #COACH -1 -1 0 alarm 100 door_lock 0 0 10000 at 1277.5 -990.0 14.1875 angle 225.0
- 014B: $GEN_CAR40 = init_parked_car_generator #COACH -1 -1 0 alarm 100 door_lock 0 0 10000 at 1278.0 -973.25 14.1875 angle 45.0
- 014B: $GEN_CAR41 = init_parked_car_generator #PEREN -1 -1 0 alarm 0 door_lock 0 0 10000 at 1427.0 -786.75 -100.0 angle 90.0
- 014B: $GEN_CAR42 = init_parked_car_generator #MULE -1 -1 0 alarm 20 door_lock 0 0 10000 at 1407.563 -791.1875 -100.0 angle 270.0
- 014B: $GEN_CAR43 = init_parked_car_generator #KURUMA -1 -1 0 alarm 90 door_lock 0 0 10000 at 1427.375 -799.6875 -100.0 angle 270.0
- 014B: $GEN_CAR54 = init_parked_car_generator #YANKEE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1545.063 -845.5625 -100.0 angle 269.875
- 014B: $GEN_CAR55 = init_parked_car_generator #MULE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1495.063 -810.875 11.875 angle 182.375
- 014B: $GEN_CAR56 = init_parked_car_generator #YANKEE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1576.75 -715.0625 -100.0 angle 93.0
- 014B: $GEN_CAR33 = init_parked_car_generator #LINERUN -1 -1 0 alarm 0 door_lock 0 0 10000 at 1368.063 -1026.0 -100.0 angle 0.0
- 014B: $GEN_CAR44 = init_parked_car_generator #KURUMA -1 -1 0 alarm 0 door_lock 0 0 10000 at 856.375 -993.75 4.5625 angle 0.0
- 014B: $GEN_CAR45 = init_parked_car_generator #LINERUN -1 -1 0 alarm 0 door_lock 0 0 10000 at 898.1875 -996.8125 4.5625 angle 90.0
- 014B: $GEN_CAR46 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 0 door_lock 0 0 10000 at 874.25 -983.6875 4.5625 angle 90.0
- 014B: $GEN_CAR47 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 0 door_lock 0 0 10000 at 978.5625 -1093.0 13.25 angle 0.0
- 014B: $GEN_CAR48 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 100 door_lock 0 0 10000 at 996.25 -1127.5 13.25 angle 270.0
- 014B: $GEN_CAR49 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 0 door_lock 0 0 10000 at 1012.5 -1141.0 13.25 angle 180.0
- 014B: $GEN_CAR51 = init_parked_car_generator #PEREN -1 -1 0 alarm 0 door_lock 0 0 10000 at 973.0 -420.0 14.5 angle 0.0
- 014B: $GEN_CAR52 = init_parked_car_generator #PONY -1 -1 0 alarm 0 door_lock 0 0 10000 at 1111.75 45.0 -100.0 angle 266.0
- 014B: $GEN_CAR64 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 0 door_lock 0 0 10000 at 1460.5 -345.0 -100.0 angle 270.0
- 014B: $STAUNTON_POLICE1 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at 354.1875 -1055.875 -100.0 angle 0.0
- 014B: $STAUNTON_SWAT = init_parked_car_generator #ENFORCER -1 -1 0 alarm 0 door_lock 0 0 10000 at 340.0625 -1055.875 -100.0 angle 90.0
- 014B: $COM_CAR25 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at 356.5 -1170.25 22.0 angle 0.0
- 014B: $COM_CAR26 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 70 door_lock 0 0 10000 at 334.375 -1151.0 22.0 angle 90.0
- 014B: $STAUNTON_AMBULANCE1 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 0 0 10000 at 194.6875 -41.0625 -100.0 angle 0.0
- 014B: $COM_CAR4 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 0 0 10000 at 216.5 -40.75 -100.0 angle 180.0
- 014B: $COM_CAR5 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 50 door_lock 0 0 10000 at 315.875 -7.0 -100.0 angle 212.0625
- 014B: $COM_CAR6 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 50 door_lock 0 0 10000 at 216.5 -40.75 -100.0 angle 180.0
- 014B: $COM_CAR7 = init_parked_car_generator #KURUMA -1 -1 0 alarm 50 door_lock 0 0 10000 at 315.875 -7.0 -100.0 angle 212.0625
- 014B: $COM_CAR8 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 50 door_lock 0 0 10000 at 299.25 10.75 -100.0 angle 35.5
- 014B: $COM_CAR9 = init_parked_car_generator #STALLION -1 -1 0 alarm 50 door_lock 0 0 10000 at 338.6875 -4.5625 -100.0 angle 267.6875
- 014B: $COM_CAR10 = init_parked_car_generator #RUMPO -1 -1 0 alarm 50 door_lock 0 0 10000 at 358.6875 11.6875 -100.0 angle 272.6875
- 014B: $COM_CAR11 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 500.0 -659.375 -100.0 angle 0.0
- 014B: $COM_CAR12 = init_parked_car_generator #BLISTA -1 -1 0 alarm 40 door_lock 0 0 10000 at 486.5 -643.5625 -100.0 angle 180.0
- 014B: $COM_CAR20 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 475.5 -617.375 15.1875 angle 0.0
- 014B: $COM_CAR21 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 60 door_lock 0 0 10000 at 485.0 -710.0 -100.0 angle 270.0
- 014B: $COM_CAR27 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 80 door_lock 0 0 10000 at 477.5625 -731.375 -100.0 angle 90.0
- 014B: $COM_CAR28 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 0 door_lock 0 0 10000 at 63.375 -591.25 25.875 angle 90.0
- 014B: $COM_CAR29 = init_parked_car_generator #MANANA -1 -1 0 alarm 20 door_lock 0 0 10000 at 233.5 -1236.688 20.5 angle 0.0
- 014B: $COM_CAR30 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 60 door_lock 40 0 10000 at 259.1875 -1196.688 20.5 angle 90.0
- 014B: $COM_CAR31 = init_parked_car_generator #BLISTA -1 -1 0 alarm 30 door_lock 40 0 10000 at 228.75 -1205.688 20.5 angle 180.0
- 014B: $COM_CAR32 = init_parked_car_generator #KURUMA -1 -1 0 alarm 20 door_lock 70 0 10000 at 211.5 -1213.5 20.5 angle 90.0
- 014B: $COM_CAR33 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 20 door_lock 70 0 10000 at 458.875 -1503.375 -100.0 angle 0.0
- 014B: $COM_CAR34 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 50 door_lock 50 0 10000 at 442.6875 -1465.688 18.375 angle 180.0
- 014B: $COM_CAR35 = init_parked_car_generator #IDAHO -1 -1 0 alarm 30 door_lock 30 0 10000 at 424.375 -1501.0 -100.0 angle 90.0
- 014B: $COM_CAR36 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 80 door_lock 0 0 10000 at 476.0625 -1496.375 -100.0 angle 220.0
- 014B: $COM_CAR37 = init_parked_car_generator #COLUMB -1 -1 0 alarm 0 door_lock 30 0 10000 at 352.375 -345.5 -100.0 angle 180.0
- 014B: $COM_CAR38 = init_parked_car_generator #COLUMB -1 -1 0 alarm 20 door_lock 30 0 10000 at 394.6875 -171.375 -100.0 angle 295.0
- 014B: $COM_CAR39 = init_parked_car_generator #PANLANT -1 -1 0 alarm 0 door_lock 0 0 10000 at 388.0 -95.0 -100.0 angle 65.0
- 014B: $COM_CAR40 = init_parked_car_generator #PANLANT -1 -1 0 alarm 0 door_lock 0 0 10000 at 302.875 -245.1875 -100.0 angle 270.0
- 014B: $GEN_CAR60 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 339.8125 -290.625 16.0 angle 158.1875
- 014B: $GEN_CAR61 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 359.0625 -291.0625 16.0 angle 146.8125
- 014B: $GEN_CAR62 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 361.875 -339.0625 16.0 angle 339.3125
- 014B: $COM_CAR41 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 30 door_lock 30 0 10000 at -51.5625 -324.0 -100.0 angle 90.0
- 014B: $COM_CAR42 = init_parked_car_generator #IDAHO -1 -1 0 alarm 30 door_lock 30 0 10000 at -40.5 -346.75 -100.0 angle 270.0
- 014B: $COM_CAR43 = init_parked_car_generator #MULE -1 -1 0 alarm 30 door_lock 30 0 10000 at -30.0 -366.875 -100.0 angle 270.0
- 014B: $COM_CAR44 = init_parked_car_generator #BLISTA -1 -1 0 alarm 30 door_lock 30 0 10000 at -62.25 -344.0625 -100.0 angle 90.0
- 014B: $COM_CAR45 = init_parked_car_generator #STALLION -1 -1 0 alarm 30 door_lock 30 0 10000 at -72.1875 -332.5 -100.0 angle 270.0
- 014B: $STAUNTON_FIRETRUCK = init_parked_car_generator #FIRETRUK -1 -1 0 alarm 0 door_lock 0 0 10000 at -83.875 -443.5625 -100.0 angle 90.0
- 014B: $SHORESIDE_POLICE1 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 70 door_lock 0 0 10000 at 301.6875 -582.5 25.875 angle 270.6875
- 014B: $COM_CAR16 = init_parked_car_generator #RUMPO -1 -1 0 alarm 70 door_lock 0 0 10000 at 302.375 -562.5 25.875 angle 88.1875
- 014B: $COM_CAR17 = init_parked_car_generator #STALLION -1 -1 0 alarm 70 door_lock 0 0 10000 at 283.1875 -566.4375 25.875 angle 91.8125
- 014B: $COM_CAR19 = init_parked_car_generator #BLISTA -1 -1 0 alarm 70 door_lock 0 0 10000 at 302.1875 -510.375 25.875 angle 269.5
- 014B: $COM_CAR24 = init_parked_car_generator #BLISTA -1 -1 0 alarm 50 door_lock 0 0 10000 at 324.5 -455.875 22.5 angle 90.0
- 014B: $COM_CAR13 = init_parked_car_generator #SPEEDER -1 -1 0 alarm 0 door_lock 0 0 10000 at 593.25 -664.0 0.0 angle 0.0
- 014B: $COM_CAR23 = init_parked_car_generator #REEFER -1 -1 0 alarm 0 door_lock 0 0 10000 at 568.0 -686.0 0.0 angle 180.0
- 014B: $COM_CAR14 = init_parked_car_generator #REEFER -1 -1 0 alarm 0 door_lock 0 0 10000 at 592.375 -766.6875 0.0 angle 0.0
- 014B: $COM_CAR22 = init_parked_car_generator #PREDATOR -1 -1 0 alarm 0 door_lock 0 0 10000 at 554.75 -767.5625 0.0 angle 0.0
- 014B: $PHIL_CAR = init_parked_car_generator #BARRACKS -1 -1 0 alarm 0 door_lock 0 10000 40000 at 133.5 208.75 11.875 angle 180.0
- 014B: $COM_CAR46 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 20 door_lock 20 0 10000 at -52.25 -1458.25 26.125 angle 90.0
- 014B: $COM_CAR47 = init_parked_car_generator #KURUMA -1 -1 0 alarm 20 door_lock 20 0 10000 at -77.5 -1485.0 26.0 angle 90.0
- 014B: $COM_CAR48 = init_parked_car_generator #STINGER -1 -1 0 alarm 40 door_lock 40 0 10000 at -70.875 -1443.563 25.75 angle 180.0
- 014B: $COM_CAR49 = init_parked_car_generator #RUMPO -1 -1 0 alarm 40 door_lock 40 0 10000 at 9.5 -1475.688 19.6875 angle 0.0
- 014B: $SPECIAL_TANK = init_parked_car_generator #RHINO -1 -1 0 alarm 0 door_lock 0 0 10000 at 132.0 173.875 11.5625 angle 0.0
- 014B: $SUB_CAR1 = init_parked_car_generator #CHEETAH -1 -1 0 alarm 100 door_lock 0 0 10000 at -458.375 268.0 -100.0 angle 180.0
- 014B: $SUB_CAR2 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 100 door_lock 0 0 10000 at -585.0625 265.0 -100.0 angle 0.0
- 014B: $SUB_CAR3 = init_parked_car_generator #STINGER -1 -1 0 alarm 100 door_lock 0 0 10000 at -712.0625 263.5625 -100.0 angle 180.0
- 014B: $SHORESIDE_AMBULANCE = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 0 0 10000 at -1249.063 -92.5 -100.0 angle 90.0
- 014B: $SUB_CAR5 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 50 0 10000 at -1266.0 -37.6875 -100.0 angle 160.0
- 014B: $SUB_CAR6 = init_parked_car_generator #COLUMB -1 -1 0 alarm 0 door_lock 0 0 10000 at -402.0 291.5625 -100.0 angle 252.0
- 014B: $SUB_CAR7 = init_parked_car_generator #PATRIOT -1 -1 0 alarm 0 door_lock 0 0 10000 at -218.5 263.6875 3.5 angle 90.0
- 014B: $SHORESIDE_FIRETRUCK = init_parked_car_generator #FIRETRUK -1 -1 0 alarm 0 door_lock 0 0 10000 at -839.375 -463.75 -100.0 angle 90.0
- 014B: $DODO1 = init_parked_car_generator #DODO -1 -1 0 alarm 0 door_lock 0 0 10000 at -1268.438 -528.625 10.1875 angle 180.0
- 014B: $SUB_CAR40 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 80 door_lock 0 0 10000 at -755.0 204.25 27.6875 angle 179.8125
- 014B: $SUB_CAR41 = init_parked_car_generator #STALLION -1 -1 0 alarm 70 door_lock 5 0 10000 at -724.75 180.1875 27.6875 angle 182.0
- 014B: $SUB_CAR42 = init_parked_car_generator #BLISTA -1 -1 0 alarm 70 door_lock 5 0 10000 at -668.25 99.25 17.75 angle 359.5625
- 014B: $SUB_CAR43 = init_parked_car_generator #COLUMB -1 -1 0 alarm 70 door_lock 5 0 10000 at -449.9375 -13.1875 2.875 angle 0.625
- 014B: $SUB_CAR44 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 70 door_lock 5 0 10000 at -510.8125 74.5 2.875 angle 0.25
- 014B: $SUB_CAR45 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 70 door_lock 2 0 10000 at -217.625 318.75 2.5 angle 358.8125
- 014B: $SUB_CAR46 = init_parked_car_generator #KURUMA -1 -1 0 alarm 70 door_lock 1 0 10000 at -561.3125 -6.3125 2.875 angle 91.0
- 014B: $SUB_CAR8 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 20 door_lock 20 0 10000 at -896.625 -414.1875 11.25 angle 90.0
- 014B: $SUB_CAR9 = init_parked_car_generator #BLISTA -1 -1 0 alarm 20 door_lock 40 0 10000 at -896.625 -395.1875 11.25 angle 270.0
- 014B: $SUB_CAR10 = init_parked_car_generator #STALLION -1 -1 0 alarm 30 door_lock 20 0 10000 at -882.0625 -391.6875 11.0 angle 0.0
- 014B: $SUB_CAR11 = init_parked_car_generator #INFERNUS -1 -1 0 alarm 60 door_lock 20 0 10000 at -862.875 -404.375 11.0 angle 180.0
- 014B: $SUB_CAR12 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 30 door_lock 40 0 10000 at -846.625 -413.5625 11.0 angle 180.0
- 014B: $SUB_CAR13 = init_parked_car_generator #MANANA -1 -1 0 alarm 10 door_lock 20 0 10000 at -814.8125 -372.375 11.0 angle 180.0
- 014B: $SUB_CAR14 = init_parked_car_generator #RUMPO -1 -1 0 alarm 10 door_lock 10 0 10000 at -821.1875 -404.6875 11.0 angle 180.0
- 014B: $SUB_CAR15 = init_parked_car_generator #TAXI -1 -1 0 alarm 10 door_lock 20 0 10000 at -767.875 -404.625 11.0 angle 0.0
- 014B: $SUB_CAR16 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 20 door_lock 20 0 10000 at -773.375 -373.125 11.0 angle 180.0
- 014B: $SUB_CAR19 = init_parked_car_generator #TAXI -1 -1 0 alarm 20 door_lock 20 0 10000 at -750.375 -603.125 11.0 angle 270.0
- 014B: $SUB_CAR20 = init_parked_car_generator #TAXI -1 -1 0 alarm 20 door_lock 20 0 10000 at -750.375 -567.125 11.0 angle 270.0
- 014B: $SUB_CAR17 = init_parked_car_generator #SPEEDER -1 -1 0 alarm 0 door_lock 0 0 10000 at -856.375 -1228.125 1.0 angle 250.0
- 014B: $SUB_CAR18 = init_parked_car_generator #PREDATOR -1 -1 0 alarm 0 door_lock 0 0 10000 at -1126.375 -1034.125 1.0 angle 270.0
- 014B: $SHORESIDE_POLICE2 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at -1574.0 -873.0 11.0 angle 90.0
- 014B: $SUB_CAR22 = init_parked_car_generator #RUMPO -1 -1 0 alarm 20 door_lock 10 0 10000 at -1073.0 -753.0 11.0 angle 360.0
- 014B: $SUB_CAR23 = init_parked_car_generator #RUMPO -1 -1 0 alarm 20 door_lock 10 0 10000 at -1088.0 -753.0 11.0 angle 360.0
- 014B: $SUB_CAR24 = init_parked_car_generator #RUMPO -1 -1 0 alarm 20 door_lock 10 0 10000 at -848.0 -657.0 11.0 angle 90.0
- 014B: $DODO2 = init_parked_car_generator #DODO -1 -1 0 alarm 0 door_lock 0 0 10000 at -847.5625 -753.1875 10.1875 angle 143.6875
- 014B: $DODO3 = init_parked_car_generator #DODO -1 -1 0 alarm 0 door_lock 0 0 10000 at -1525.313 -924.25 10.1875 angle 246.75
- 014B: $TOYZ1 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at 1014.0 -120.0 5.0 angle 270.0
- 014B: $TOYZ2 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at 1158.0 -309.0 23.0 angle 180.0
- 014B: $TOYZ3 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at -633.75 64.5625 19.0 angle 175.0
- 014B: $RC_VAN4 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at 366.0 -1312.0 26.0 angle 180.0
- $CAR_GEN_STARTED = 1
- $WONG_INTRO_DONE = 0
- $WONG_PROGRESS = 0
- end_thread
- :WNGZ_PLC
- wait 0
- if
- $WONG_INTRO_DONE == 1
- jf @WNGZ_PLC
- if
- $ONMISSION == 0
- jf @WNGZ_PLC
- if
- 0256: player $PLAYER_CHAR defined
- jf @WNGZ_PLC
- 0247: request_model #BRIBE
- 0247: request_model #HEALTH
- 038B: load_requested_models
- :WNGZ_PLC2
- wait $DEFAULT_WAIT_TIME
- 0213: $WNGZ_HEALTH = create_pickup #HEALTH type 2 at 859.3395 -666.7268 15.6651
- 0213: $WNGZ_BRIBE = create_pickup #BRIBE type 2 at 857.7664 -666.6279 15.66
- //0213: $WNGZ_SAVE = create_pickup #DEGNT type 6 at 1068.5 -400.7499 15.1875
- end_thread
- :WNGZ_SNF
- wait 0
- if
- 0256: player $PLAYER_CHAR defined
- jf @WNGZ_SNF
- if
- $ONMISSION == 0
- jf @WNGZ_SNF
- if and
- $WONG_PROGRESS == 1
- $WONG_INTRO_DONE == 1
- jf @WNGZ_SNF
- if
- 00FF: actor $PLAYER_ACTOR 0 845.0267 -663.9166 14.9727 radius 2.0 2.0 2.0
- jf @WNGZ_SNF
- wait 1000
- 0169: set_fade_color 1 1 1
- 0164: disable_marker $WONG_MISSION_MARKER
- 01B4: set_player $PLAYER_CHAR frozen_state 0
- 015F: set_camera_position 837.9082 -663.9061 14.2127 0.0 0.0 0.0
- 0160: point_camera 844.1275 -663.7095 16.9727 2
- 02A3: toggle_widescreen 1
- 0211: actor $PLAYER_ACTOR walk_to 845.2851 -663.8275
- 00BA: text_styled 'DIAB2' 15000 ms 2
- fade 0 2000
- wait 2000
- start_mission 1
- end_thread
- :WONG_START
- 03A4: name_thread 'WONG1'
- 0050: gosub @WONG_BEGIN
- if
- 0112: wasted_or_busted
- then
- 0050: gosub @WONG_FAIL
- end
- 0050: gosub @WONG_CLEANUP
- 004E: end_thread
- :WONG_BEGIN
- wait $DEFAULT_WAIT_TIME
- $ONMISSION =1
- 0169: set_fade_color 1 1 1
- fade 0 0
- 01B4: set_player $PLAYER_CHAR frozen_state 0
- 02A3: toggle_widescreen 1
- 01EB: set_car_density_to 0.1
- 0247: request_model #BAT
- 0247: request_model #CT_MAN1
- 0247: request_model #KURUMA
- 038B: load_requested_models
- 0055: put_player $PLAYER_CHAR at 850.4617 -609.7527 14.9727
- 0171: set_player $PLAYER_CHAR z_angle_to 180.0
- 015F: set_camera_position 856.3535 -619.0802 17.8227 0.0 0.0 0.0
- 0160: point_camera 851.2985 -610.4858 15.7329 2
- wait 3000
- //setup
- :WONG_10
- wait 10
- if and
- 0248: model #BAT available
- 0248: model #CT_MAN1 available
- 0248: model #KURUMA available
- jf @WONG_10
- 009A: 0@ = create_actor 4 #CT_MAN1 at 848.7906 -663.8657 14.9527
- 0249: release_model #CT_MAN1
- 0173: set_actor 0@ z_angle_to 87.3952
- //chinaman
- wait 1000
- fade 1 1000
- //Clay's Dirty Laundery TEXT
- 00BA: text_styled 'DIAB1' 5000 ms 6
- wait 3500
- 0211: actor $PLAYER_ACTOR walk_to 842.9902 -610.9809 14.9727
- wait 10
- :WONG_11
- wait $DEFAULT_WAIT_TIME
- if
- 00FF: actor $PLAYER_ACTOR 0 842.9902 -610.9809 14.9727 radius 1.0 1.0 1.0
- jf @WONG_11
- 015F: set_camera_position 837.5541 -606.2405 14.8227 0.0 0.0 0.0
- 0160: point_camera 842.9902 -610.9809 15.7727 2
- 0372: set_actor $PLAYER_ACTOR anim 3 wait_state_time 2000 ms
- 0171: set_player $PLAYER_CHAR z_angle_to 180.6808
- wait 2000
- 0211: actor $PLAYER_ACTOR walk_to 842.9655 -662.1681 14.9727
- wait 4500
- 00BA: text_styled 'CRED001' 4000 ms 6
- wait 5500
- 015F: set_camera_position 840.3046 -640.6244 14.8227 0.0 0.0 0.0
- 0160: point_camera 844.681 -625.6532 15.0418 2
- 00BA: text_styled 'CRED002' 4000 ms 6
- wait 4500
- 00BA: text_styled 'CRED003' 4000 ms 6
- wait 4500
- 00BA: text_styled 'CRED004' 4000 ms 6
- 015F: set_camera_position 830.6932 -639.5519 14.9727 0.0 0.0 0.0
- 0160: point_camera 842.7983 -654.7181 15.782 2
- wait 4500
- 00BA: text_styled 'CRED005' 4000 ms 6
- wait 4500
- 00BA: text_styled 'CRED006' 4000 ms 6
- wait 4500
- 00BA: text_styled 'CRED007' 4000 ms 6
- wait 4500
- 00BA: text_styled 'CRED008' 4000 ms 6
- wait 5500
- 00BA: text_styled 'CRED009' 4000 ms 6
- :WONG_13
- wait 0
- if
- 00FF: actor $PLAYER_ACTOR 0 842.9655 -662.1681 14.9727 radius 1.0 1.0 1.0
- jf @WONG_13
- fade 0 1000
- wait 1000
- 0210: player $PLAYER_CHAR look_at_actor 0@
- 015F: set_camera_position 841.8357 -667.4822 14.9727 0.0 0.0 0.0
- 0160: point_camera 846.2823 -663.6739 15.3213 2
- 0055: put_player $PLAYER_CHAR at 844.407 -663.3967 14.9727
- 0171: set_player $PLAYER_CHAR z_angle_to 269.7571
- 042B: clear_peds_from_cube 837.5435 -638.3148 14.8227 857.9701 -695.1691 14.8227
- wait 2000
- fade 1 1000
- wait 1000
- 0211: actor 0@ walk_to 846.104 -663.5982 14.9512
- wait 2000
- :WONG_14
- wait 0
- 0372: set_actor 0@ anim 19 wait_state_time 2000 ms
- 020F: actor 0@ look_at_player $PLAYER_CHAR
- 00BC: text_highpriority 'DIAB1_1' 3000 ms 1
- if
- 80E1: not pad 0 key_pressed 15
- jf @WONG_CUTEND
- wait 3500
- 00BC: text_highpriority 'DIAB1_2' 3000 ms 1
- if
- 80E1: not pad 0 key_pressed 15
- jf @WONG_CUTEND
- wait 3450
- 00BC: text_highpriority 'DIAB1_3' 3000 ms 1
- if
- 80E1: not pad 0 key_pressed 15
- jf @WONG_CUTEND
- wait 3250
- if
- 80E1: not pad 0 key_pressed 15
- jf @WONG_CUTEND
- 015F: set_camera_position 841.2303 -660.1683 14.9727 0.0 0.0 0.0
- 0160: point_camera 846.2823 -663.6739 15.3213 1
- 00BC: text_highpriority 'DIAB1_4' 5500 ms 1
- 0372: set_actor 0@ anim 8 wait_state_time 1000 ms
- wait 6500
- if
- 80E1: not pad 0 key_pressed 15
- jf @WONG_CUTEND
- 00BC: text_highpriority 'DIAB1_5' 3500 ms 1
- 0372: set_actor 0@ anim 2 wait_state_time 4000 ms
- wait 4500
- if
- 80E1: not pad 0 key_pressed 15
- jf @WONG_CUTEND
- jump @WONG_CUTEND
- :WONG_CUTEND
- 00BE: text_clear_all
- fade 0 1000
- wait 1000
- 0171: set_player $PLAYER_CHAR z_angle_to 89.3415
- 02EB: restore_camera_with_jumpcut
- 01B4: set_player $PLAYER_CHAR frozen_state 1
- 02A3: toggle_widescreen 0
- 00A5: 1@ = create_car #KURUMA at 868.5852 -664.9392 14.5659
- 0175: set_car 1@ z_angle_to 358.4527
- 0186: 3@ = create_marker_above_car 1@
- 0165: set_marker 2@ color_to 0
- wait 1000
- fade 1 1000
- wait 1000
- 00BC: text_highpriority 'DIAB1_B' 3500 ms 1
- :WONG_CARCHK
- wait 10
- if
- 00DC: player $PLAYER_CHAR driving 1@
- jf @WONG_CARCHK
- 018A: 2@ = create_checkpoint_at 949.2166 -446.8219 14.8391
- 00BC: text_highpriority 'DIAB1_A' 3500 ms 1
- 0164: disable_marker 3@
- :WONG_15
- wait 0
- if
- 00FA: player $PLAYER_CHAR stopped 1 947.2196 -446.238 14.794 radius 4.0 4.0 4.0
- jf @WONG_15
- 0164: disable_marker 2@
- 01B4: set_player $PLAYER_CHAR frozen_state 0
- 02A3: toggle_widescreen 1
- wait 1000
- fade 0 1000
- wait 1000
- 034F: destroy_actor_with_fade #CT_MAN1 // The actor fades away like a ghost
- 0249: release_model #KURUMA
- 01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian
- wait 25
- 0247: request_model #LI_MAN2
- 038B: load_requested_models
- :WONG_16
- wait 0
- if
- 0248: model #LI_MAN2 available
- jf @WONG_16
- wait 25
- 0213: 4@ = create_pickup #BAT type 3 at 958.9661 -430.5209 15.114
- 009A: 5@ = create_actor 4 #LI_MAN2 at 948.6718 -408.621 25.5452
- 0173: set_actor 5@ z_angle_to 180.6809
- 0223: set_actor 5@ health_to 125
- 012A: put_player $PLAYER_CHAR at 948.309 -433.7747 14.9813 and_remove_from_car
- 0171: set_player $PLAYER_CHAR z_angle_to 180.0
- 015F: set_camera_position 956.5571 -424.8819 15.0723 0.0 0.0 0.0
- 0160: point_camera 948.309 -433.7747 15.3813 2
- wait 1000
- fade 1 1000
- 0211: actor $PLAYER_ACTOR walk_to 949.3015 -425.6812 15.0848
- :WONG_17
- wait 0
- if
- 00FF: actor $PLAYER_ACTOR 0 949.3015 -425.6812 15.0848 radius 1.0 1.0 1.0
- jf @WONG_17
- 015F: set_camera_position 956.9821 -432.2414 15.0256 0.0 0.0 0.0
- 0160: point_camera 949.9911 -416.8059 19.1723 2
- 0372: set_actor $PLAYER_ACTOR anim 3 wait_state_time 2000 ms
- wait 3500
- 00BC: text_highpriority 'DIAB1_C' 3500 ms 1
- 0372: set_actor 5@ anim 11 wait_state_time 1000 ms
- 015F: set_camera_position 952.0408 -417.3457 24.3007 0.0 0.0 0.0
- 0159: camera_on_ped 5@ 15 2
- wait 2500
- 0239: actor 5@ run_to 923.3182 -402.8739
- wait 2000
- fade 0 1000
- wait 1000
- 02EB: restore_camera_with_jumpcut
- 01B4: set_player $PLAYER_CHAR frozen_state 1
- 02A3: toggle_widescreen 0
- 0187: 6@ = create_marker_above_actor 5@
- 03DC: 7@ = create_marker_above_pickup 4@
- 0165: set_marker 6@ color_to 0
- 00A1: put_actor 5@ at 923.3182 -402.8739 29.1318
- fade 1 1000
- wait 1000
- 00BC: text_highpriority 'DIAB1_D' 3500 ms 1
- wait 250
- :WONG_SEE
- wait 0
- if
- 0123: actor 5@ spotted_player $PLAYER_CHAR
- jf @WONG_SEE
- 01CA: actor 5@ kill_player $PLAYER_CHAR
- :WONG_18
- wait 20
- 00A0: store_actor 5@ position_to 8@ 9@ 10@
- if
- 0118: actor 5@ dead
- jf @WONG_18
- 0164: disable_marker 6@
- 0213: 11@ = create_pickup #BRIEFCASE type 3 at 8@ 9@ 10@
- 03DC: 12@ = create_marker_above_pickup 11@
- 0165: set_marker 12@ color_to 0
- :WONG_19
- wait 0
- if
- 0214: pickup 11@ picked_up
- jf @WONG_19
- 0164: disable_marker 11@
- 00BC: text_highpriority 'DIAB1_E' 3500 ms 1
- 018A: 13@ = create_checkpoint_at 840.0591 -662.7009 14.4145
- :WONG_20
- wait 0
- if
- 00FA: player $PLAYER_CHAR stopped 1 840.0591 -662.7009 14.4145 radius 4.0 4.0 4.0
- jf @WONG_20
- 0164: disable_marker 13@
- fade 0 1000
- wait 1000
- 009A: 14@ = create_actor 4 #CT_MAN1 at 861.9424 -663.6841 15.6437
- 0249: release_model #CT_MAN1
- 0173: set_actor 14@ z_angle_to 271.0709
- 015F: set_camera_position 872.9787 -668.7784 14.9727 0.0 0.0 0.0
- 0160: point_camera 863.8805 -662.3708 16.9727 2
- 01B4: set_player $PLAYER_CHAR frozen_state 0
- wait 1000
- fade 1 1000
- wait 2500
- 00BC: text_highpriority 'DIAB1_F' 5500 ms 1
- 0372: set_actor 14@ anim 8 wait_state_time 2000 ms
- wait 6500
- 00BC: text_highpriority 'DIAB1_G' 5500 ms 1
- wait 6500
- fade 0 1000
- wait 1000
- 02EB: restore_camera_with_jumpcut
- 01B4: set_player $PLAYER_CHAR frozen_state 1
- 02A3: toggle_widescreen 0
- 012A: put_player $PLAYER_CHAR at 842.7062 -660.2661 14.9727 and_remove_from_car
- 00A6: destroy_car 1@
- 01C2: remove_references_to_actor 14@ // Like turning an actor into a random pedestrian
- wait 1000
- fade 1 1000
- wait 1000
- :WONG_END
- wait 0
- 0110: clear_player $PLAYER_CHAR wanted_level
- 0394: play_music 1
- 01E3: text_1number_styled 'M_PASS' 500 4000 ms 1
- 0109: player $PLAYER_CHAR money += 500
- $ONMISSION = 0
- $WONG_INTRO_DONE = 1
- $WONG_PROGRESS = 1
- 0249: release_model #KURUMA
- 0249: release_model #BAT
- 0249: release_model #CT_MAN1
- 0249: release_model #LI_MAN2
- 009B: destroy_actor_instantly 14@
- create_thread @WNGZ_PLC
- create_thread @WNGZ_SNF
- 02A7: $WONG_MISSION_MARKER = create_icon_marker_and_sphere 13 at 845.0267 -663.9166 14.9727
- mission_cleanup
- 0051: return
- :WONG_FAIL
- // Died or got busted during your mission
- 02EB: restore_camera_with_jumpcut
- 0249: release_model #KURUMA
- 0249: release_model #BAT
- 0249: release_model #CT_MAN1
- 0249: release_model #LI_MAN2
- 009B: destroy_actor_instantly 14@
- 00A6: destroy_car 1@
- 0051: return
- :WONG_CLEANUP
- // Clean up the contents of your mission so you can end it
- $ONMISSION = 0
- 02EB: restore_camera_withx b_jumpcut
- 0249: release_model #KURUMA
- 0249: release_model #BAT
- 0249: release_model #CT_MAN1
- 0249: release_model #LI_MAN2
- 009B: destroy_actor_instantly 14@
- 00A6: destroy_car 1@
- 00D8: mission_cleanup
- 0051: return
- :WG_2
- thread 'WG2'
- 0050: gosub @WG2_START
- if
- 0112: wasted_or_busted
- then
- 0050: gosub @WG2_FAIL
- end
- 0050: gosub @WG2_CLEAN
- 004E: end_thread
- :WG2_START
- wait $DEFAULT_WAIT_TIME
- $ONMISSION =1
- 0169: set_fade_color 1 1 1
- 01B4: set_player $PLAYER_CHAR frozen_state 0
- wait 1000
- 0247: request_model #CT_MAN1
- 0247: request_model #YANKEE
- 0247: request_model #WORKER1
- 0247: request_model #WORKER2
- 0247: request_model #DOCKER1
- 0247: request_model #DOCKER2
- 0247: request_model #COLT45
- 038B: load_requested_models
- 02A3: toggle_widescreen 1
- :WG2_10
- wait 0
- if and
- 0248: model #CT_MAN1 available
- 0248: model #YANKEE available
- 0248: model #WORKER1 available
- 0248: model #WORKER2 available
- 0248: model #DOCKER1 available
- 0248: model #DOCKER2 available
- 0248: model #COLT45 available
- jf @WG2_10
- 009A: $WONG = create_actor 21 #CT_MAN1 at 861.7382 -663.8361 15.6437
- 0249: release_model #CT_MAN1
- 0173: set_actor $WONG z_angle_to 177.8419
- 0055: put_player $PLAYER_CHAR at 868.1497 -674.2183 14.9727
- 0171: set_player $PLAYER_CHAR z_angle_to 359.6815
- 015F: set_camera_position 873.0884 -669.4424 14.9727 0.0 0.0 0.0
- 0159: camera_on_ped $PLAYER_ACTOR 15 2
- wait 2000
- 0211: actor $WONG walk_to 861.5823 -668.4467
- 0211: actor $PLAYER_ACTOR walk_to 867.7177 -668.2227
- wait 100
- fade 1 1000
- wait 1000
- 03AD: set_rubbish 0
- 03AF: set_streaming 1
- wait 0
- :WG2_11
- wait 0
- if
- 00FF: actor $WONG 0 861.5823 -668.4467 15.6437 radius 1.0 1.0 1.0
- jf @WG2_11
- 0211: actor $WONG walk_to 865.4109 -668.3923
- wait 2600
- 00BC: text_highpriority 'DIAB2_1' 3400 ms 1
- :WG2_12
- wait 0
- if
- 00FF: actor $PLAYER_ACTOR 0 867.7177 -668.2227 14.9727 radius 1.0 1.0 1.0
- jf @WG2_12
- 0210: player $PLAYER_CHAR look_at_actor $WONG
- 022E: set_player $PLAYER_CHAR to_look_at_actor $WONG
- wait 4000
- if
- 80E1: not pad 0 key_pressed 15
- jf @WG2_CUTEND
- 00BC: text_highpriority 'DIAB2_2' 3400 ms 1
- wait 4250
- if
- 80E1: not pad 0 key_pressed 15
- jf @WG2_CUTEND
- 00BC: text_highpriority 'DIAB2_3' 3400 ms 1
- 015F: set_camera_position 862.684 -660.9164 14.9727 0.0 0.0 0.0
- 0159: camera_on_ped $WONG 15 2
- 0372: set_actor $WONG anim 19 wait_state_time 2000 ms
- 022D: set_actor $WONG to_look_at_player $PLAYER_CHAR
- 020F: actor $WONG look_at_player $PLAYER_CHAR
- wait 4250
- if
- 80E1: not pad 0 key_pressed 15
- jf @WG2_CUTEND
- 00BC: text_highpriority 'DIAB2_4' 3400 ms 1
- wait 4250
- if
- 80E1: not pad 0 key_pressed 15
- jf @WG2_CUTEND
- 015F: set_camera_position 861.4431 -664.6551 15.6437 0.0 0.0 0.0
- 0159: camera_on_ped $WONG 15 2
- 00BC: text_highpriority 'DIAB2_5' 3400 ms 1
- 0372: set_actor $WONG anim 19 wait_state_time 2500 ms
- wait 4250
- if
- 80E1: not pad 0 key_pressed 15
- jf @WG2_CUTEND
- :WG2_CUTEND
- 00BE: text_clear_all
- fade 0 1000
- wait 1000
- 03AD: set_rubbish 1
- 02EB: restore_camera_with_jumpcut
- 01B4: set_player $PLAYER_CHAR frozen_state 1
- 02A3: toggle_widescreen 0
- 00A5: $TEMP_CAR1 = create_car #YANKEE at 1166.9662 -943.1447 15.3371
- 0175: set_car $TEMP_CAR1 z_angle_to 318.9096
- 00A5: $TEMP_CAR2 = create_car #YANKEE at 1214.2787 -971.9693 15.279
- 0175: set_car $TEMP_CAR2 z_angle_to 220.3879
- 00A5: $TEMP_CAR3 = create_car #YANKEE at 1131.5089 -976.8867 14.8664
- 0175: set_car $TEMP_CAR3 z_angle_to 359.1964
- 032B: $1 = create_weapon_pickup #COLT45 2 ammo 35 at 864.4614 -659.4612 15.6437
- 018A: $2 = create_checkpoint_at 1132.8865 -946.4482 14.8227
- wait 2000
- fade 1 1000
- wait 1000
- 00BC: text_highpriority 'DIAB2_6' 4000 ms 1
- wait 4550
- 00BC: text_highpriority 'DIAB2_7' 4000 ms 1
- wait 4500
- 00BC: text_highpriority 'DIAB2_A' 4000 ms 1
- :WG2_13
- wait 0
- if
- 00FA: player $PLAYER_CHAR stopped 1 1132.8865 -946.4482 14.8227 radius 6.0 6.0 2.0
- jf @WG2_13
- 01B4: set_player $PLAYER_CHAR frozen_state 0
- fade 0 1000
- wait 1000
- 0164: disable_marker $2
- 009A: $10 = create_actor 21 #WORKER1 at 1163.4467 -946.9119 15.1072
- 009A: $11 = create_actor 21 #WORKER2 at 1171.7148 -938.058 15.1072
- 009A: $12 = create_actor 21 #DOCKER1 at 1137.2382 -971.7172 14.8992
- 009A: $13 = create_actor 21 #DOCKER2 at 1126.908 -964.9676 14.9394
- 009A: $14 = create_actor 21 #WORKER2 at 1219.8732 -973.4395 14.9911
- 009A: $15 = create_actor 21 #DOCKER1 at 1211.5791 -957.0024 15.1183
- 0249: release_model #DOCKER1
- 0249: release_model #DOCKER2
- 0249: release_model #WORKER2
- 0249: release_model #WORKER1
- 01B2: give_actor $10 weapon 2 ammo 999
- 01B2: give_actor $11 weapon 2 ammo 999
- 01B2: give_actor $12 weapon 2 ammo 999
- 01B2: give_actor $13 weapon 2 ammo 999
- 01B2: give_actor $14 weapon 2 ammo 999
- 01B2: give_actor $15 weapon 2 ammo 999
- 02E2: set_actor $10 weapon_accuracy_to 30
- 02E2: set_actor $11 weapon_accuracy_to 30
- 02E2: set_actor $12 weapon_accuracy_to 30
- 02E2: set_actor $13 weapon_accuracy_to 30
- 02E2: set_actor $14 weapon_accuracy_to 30
- 02E2: set_actor $15 weapon_accuracy_to 30
- 011A: set_actor $10 flags 1
- 011A: set_actor $11 flags 1
- 011A: set_actor $12 flags 1
- 011A: set_actor $13 flags 1
- 011A: set_actor $14 flags 1
- 011A: set_actor $15 flags 1
- 0243: set_actor $10 ped_stats_to 16
- 0243: set_actor $11 ped_stats_to 16
- 0243: set_actor $12 ped_stats_to 16
- 0243: set_actor $13 ped_stats_to 16
- 0243: set_actor $14 ped_stats_to 16
- 0243: set_actor $15 ped_stats_to 16
- 0350: unknown_actor $10 not_scared_flag 1
- 0350: unknown_actor $11 not_scared_flag 1
- 0350: unknown_actor $12 not_scared_flag 1
- 0350: unknown_actor $13 not_scared_flag 1
- 0350: unknown_actor $14 not_scared_flag 1
- 0350: unknown_actor $15 not_scared_flag 1
- 015F: set_camera_position 1116.6379 -940.0818 18.9727 0.0 0.0 0.0
- 0160: point_camera 1140.8116 -962.9453 16.492 2
- wait 1000
- fade 1 1000
- 00BC: text_highpriority 'DIAB2_B' 6500 ms 1
- wait 2500
- 015F: set_camera_position 1151.157 -954.5894 17.8227 0.0 0.0 0.0
- 0160: point_camera 1162.9115 -951.4281 15.8837 2
- wait 2500
- 015F: set_camera_position 1140.6185 -961.9933 18.9727 0.0 0.0 0.0
- 0160: point_camera 1127.5525 -965.3035 15.7438 2
- wait 1500
- fade 0 1000
- wait 1000
- 02EB: restore_camera_with_jumpcut
- 01B4: set_player $PLAYER_CHAR frozen_state 1
- 0186: $3 = create_marker_above_car $TEMP_CAR1
- 0186: $4 = create_marker_above_car $TEMP_CAR2
- 0186: $5 = create_marker_above_car $TEMP_CAR3
- 0187: $TEMP_VAR1 = create_marker_above_actor $10
- 0187: $TEMP_VAR2 = create_marker_above_actor $11
- 0187: $TEMP_VAR3 = create_marker_above_actor $12
- 0187: $TEMP_VAR4 = create_marker_above_actor $13
- 0187: $TEMP_VAR5 = create_marker_above_actor $14
- 0187: $TEMP_VAR6 = create_marker_above_actor $15
- 0165: set_marker $TEMP_VAR1 color_to 0
- 0165: set_marker $TEMP_VAR2 color_to 0
- 0165: set_marker $TEMP_VAR3 color_to 0
- 0165: set_marker $TEMP_VAR4 color_to 0
- 0165: set_marker $TEMP_VAR5 color_to 0
- 0165: set_marker $TEMP_VAR6 color_to 0
- 0165: set_marker $3 color_to 0
- 0165: set_marker $4 color_to 0
- 0165: set_marker $5 color_to 0
- $TRUCKS_DESTROYED = 0
- wait 1000
- fade 1 1000
- :WG2_CHECK
- wait 0
- if
- 8038: not $TRUCKS_DESTROYED == 2 // integer values
- jf @WG2_CHECK2
- if and
- 8028: not $TRUCKS_DESTROYED >= 2 // integer values
- 0119: car $TEMP_CAR1 wrecked
- jf @WG2_CHECK2
- 0164: disable_marker $3
- 0008: $TRUCKS_DESTROYED += 1 // integer values
- jump @WG2_CHECk2
- :WG2_CHECK2
- wait 0
- if
- 8038: not $TRUCKS_DESTROYED == 2 // integer values
- jf @WG2_CHECK3
- if and
- 8028: not $TRUCKS_DESTROYED >= 2 // integer values
- 0119: car $TEMP_CAR2 wrecked
- jf @WG2_CHECK3
- 0164: disable_marker $4
- 0008: $TRUCKS_DESTROYED += 1 // integer values
- jump @WG2_CHECK3
- :WG2_CHECK3
- wait 0
- if
- 8038: not $TRUCKS_DESTROYED == 2 // integer values
- jf @WG2_CHECK4
- if
- 0119: car $TEMP_CAR3 wrecked
- jf @WG2_CHECK4
- 0164: disable_marker $5
- 0008: $TRUCKS_DESTROYED += 1 // integer values
- jump @WG2_CHECK4
- :WG2_CHECK4
- wait 0
- if
- 0118: actor $10 dead
- jf @WG2_CHECK5
- 0164: disable_marker $TEMP_VAR1
- jump @WG2_CHECK5
- :WG2_CHECK5
- wait 0
- if
- 0118: actor $11 dead
- jf @WG2_CHECK6
- 0164: disable_marker $TEMP_VAR2
- jump @WG2_CHECK6
- :WG2_CHECK6
- wait 0
- if
- 0118: actor $12 dead
- jf @WG2_CHECK7
- 0164: disable_marker $TEMP_VAR3
- jump @WG2_CHECK7
- :WG2_CHECK7
- wait 0
- if
- 0118: actor $13 dead
- jf @WG2_CHECK8
- 0164: disable_marker $TEMP_VAR4
- jump @WG2_CHECK8
- :WG2_CHECK8
- wait 0
- if
- 0118: actor $14 dead
- jf @WG2_CHECK9
- 0164: disable_marker $TEMP_VAR5
- jump @WG2_CHECK9
- :WG2_CHECK9
- wait 0
- if
- 0118: actor $15 dead
- jf @WG2_14
- 0164: disable_marker $TEMP_VAR6
- jump @WG2_14
- :WG2_14
- wait 0
- if
- 0038: $TRUCKS_DESTROYED == 2 // integer values
- jf @WG2_CHECK
- :WG2_15
- wait 1000
- 00BC: text_highpriority 'DIAB2_D' 5500 ms 1
- 01C0: $6 = player $PLAYER_CHAR wanted_level
- 010D: set_player $PLAYER_CHAR wanted_level_to 2
- :WG2_16
- wait 0
- if
- 010F: player $PLAYER_CHAR wanted_level = 0
- jf @WG2_16
- wait 2000
- :WG2_PASS
- wait 0
- 0110: clear_player $PLAYER_CHAR wanted_level
- 0394: play_music 1
- 01E3: text_1number_styled 'M_PASS' 1500 4000 ms 1
- 0109: player $PLAYER_CHAR money += 1500
- 02A7: $WONG_MISSION_MARKER = create_icon_marker_and_sphere 13 at 841.316 -664.0244 14.9727
- $ONMISSION = 0
- $WONG_PROGRESS = 2
- return
- :WG2_FAIL
- // Died or got busted during your mission
- 0249: release_model #DOCKER1
- 0249: release_model #DOCKER2
- 0249: release_model #WORKER1
- 0249: release_model #WORKER2
- 0249: release_model #YANKEE
- 0249: release_model #COLT45
- 0051: return
- :WG2_CLEAN
- // Clean up the contents of your mission so you can end it
- $ONMISSION = 0
- 00D8: mission_cleanup
- 0051: return
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