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Feb 11th, 2019
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  1. // complete by Demarest
  2. DEFINE OBJECTS 174
  3. DEFINE OBJECT SANNY BUILDER 3.2.2
  4. DEFINE OBJECT LINE // Object number -1
  5. DEFINE OBJECT BONUS // Object number -2
  6. DEFINE OBJECT PLAYERSDOOR // Object number -3
  7. DEFINE OBJECT FAKETARGET // Object number -4
  8. DEFINE OBJECT MISTYDOOR // Object number -5
  9. DEFINE OBJECT LAUNDRTDOOR1 // Object number -6
  10. DEFINE OBJECT JOEY_DOOR1 // Object number -7
  11. DEFINE OBJECT JOEY_DOOR2 // Object number -8
  12. DEFINE OBJECT ELECTRICGATE // Object number -9
  13. DEFINE OBJECT DOGFOODOOR01 // Object number -10
  14. DEFINE OBJECT BANKJOBDOOR // Object number -11
  15. DEFINE OBJECT CHNABANKDOOR // Object number -12
  16. DEFINE OBJECT BACKDOOR // Object number -13
  17. DEFINE OBJECT FUZBALLDOOR // Object number -14
  18. DEFINE OBJECT PLYSAV_LFTDR_LFT // Object number -15
  19. DEFINE OBJECT PLYSAV_LFTDR_RGHT // Object number -16
  20. DEFINE OBJECT NEWTOWERDOOR1 // Object number -17
  21. DEFINE OBJECT COLUMBIANGATE // Object number -18
  22. DEFINE OBJECT AIRPORTDOOR1 // Object number -19
  23. DEFINE OBJECT AIRPORTDOOR2 // Object number -20
  24. DEFINE OBJECT SUBWAYGATE // Object number -21
  25. DEFINE OBJECT TUNNELENTRANCE // Object number -22
  26. DEFINE OBJECT HELIX_BARRIER // Object number -23
  27. DEFINE OBJECT FIXED_INSIDE // Object number -24
  28. DEFINE OBJECT FIXED_OUTSIDE // Object number -25
  29. DEFINE OBJECT INDHELIX_BARRIER // Object number -26
  30. DEFINE OBJECT LOD_LAND014 // Object number -27
  31. DEFINE OBJECT HEALTH // Object number -28
  32. DEFINE OBJECT BODYARMOUR // Object number -29
  33. DEFINE OBJECT ADRENALINE // Object number -30
  34. DEFINE OBJECT BRIBE // Object number -31
  35. DEFINE OBJECT INFO // Object number -32
  36. DEFINE OBJECT KILLFRENZY // Object number -33
  37. DEFINE OBJECT BRIDGEFUKA // Object number -34
  38. DEFINE OBJECT BRIDGEFUKB // Object number -35
  39. DEFINE OBJECT TRAFFICLIGHT1 // Object number -36
  40. DEFINE OBJECT RD_SRROAD2A50 // Object number -37
  41. DEFINE OBJECT RD_SRROAD2A20 // Object number -38
  42. DEFINE OBJECT RD_SRROAD2A10 // Object number -39
  43. DEFINE OBJECT RD_CROSSRDA1RW22 // Object number -40
  44. DEFINE OBJECT RD_CROSSROADSA24 // Object number -41
  45. DEFINE OBJECT COM_CUST_ROADS25 // Object number -42
  46. DEFINE OBJECT VEG_TREE3 // Object number -43
  47. DEFINE OBJECT DOUBLESTREETLGHT1 // Object number -44
  48. DEFINE OBJECT VEG_TREEA3 // Object number -45
  49. DEFINE OBJECT VEG_TREENEW17 // Object number -46
  50. DEFINE OBJECT STREETLAMP1 // Object number -47
  51. DEFINE OBJECT BOLLARDLIGHT // Object number -48
  52. DEFINE OBJECT KB_SCRAP_5 // Object number -49
  53. DEFINE OBJECT POLICETENKB1 // Object number -50
  54. DEFINE OBJECT SCRAPERKB3_NIT // Object number -51
  55. DEFINE OBJECT CHUNK5LAND // Object number -52
  56. DEFINE OBJECT POLICEALLY // Object number -53
  57. DEFINE OBJECT POLICE_COM // Object number -54
  58. DEFINE OBJECT RD_CROSSRDA1W22 // Object number -55
  59. DEFINE OBJECT TREEPATCHKB7 // Object number -56
  60. DEFINE OBJECT ROADPLANTERKB3 // Object number -57
  61. DEFINE OBJECT ROADPLANTERKB1 // Object number -58
  62. DEFINE OBJECT RD_ROAD3A50 // Object number -59
  63. DEFINE OBJECT AMCO_FLOOR // Object number -60
  64. DEFINE OBJECT RD_ROAD2A20 // Object number -61
  65. DEFINE OBJECT BROADWAYBUILD2 // Object number -62
  66. DEFINE OBJECT BROADWAYBUILD // Object number -63
  67. DEFINE OBJECT AREA5BUILD2 // Object number -64
  68. DEFINE OBJECT COMSWCENTRALBLD7 // Object number -65
  69. DEFINE OBJECT PAPERMACHN01 // Object number -66
  70. DEFINE OBJECT COMSWCENTRALBLD6 // Object number -67
  71. DEFINE OBJECT COM_21WAY5 // Object number -68
  72. DEFINE OBJECT COM_21WAY50 // Object number -69
  73. DEFINE OBJECT COM_21WAY10 // Object number -70
  74. DEFINE OBJECT CM1WAYCROSSCOM // Object number -71
  75. DEFINE OBJECT COM_21WAY20 // Object number -72
  76. DEFINE OBJECT TW@T_CAFE // Object number -73
  77. DEFINE OBJECT VEG_BUSH14 // Object number -74
  78. DEFINE OBJECT TREEPATCHTTWRS // Object number -75
  79. DEFINE OBJECT FLATIRON1 // Object number -76
  80. DEFINE OBJECT BLOCK4_GROUND01 // Object number -77
  81. DEFINE OBJECT PLANTER_SHORT // Object number -78
  82. DEFINE OBJECT COM_RVROADS52 // Object number -79
  83. DEFINE OBJECT ROAD_BROADWAY04 // Object number -80
  84. DEFINE OBJECT COM_ROADSRV // Object number -81
  85. DEFINE OBJECT RD_ROAD1A20 // Object number -82
  86. DEFINE OBJECT RD_CROSSROADS11 // Object number -83
  87. DEFINE OBJECT OFIS_BILDKB_4 // Object number -84
  88. DEFINE OBJECT RD_ROAD1A10 // Object number -85
  89. DEFINE OBJECT COM_ROADKB23 // Object number -86
  90. DEFINE OBJECT COM_CUST_ROADS57 // Object number -87
  91. DEFINE OBJECT COM_ROADKB22 // Object number -88
  92. DEFINE OBJECT KB_UNDERPASS // Object number -89
  93. DEFINE OBJECT MUSEUM // Object number -90
  94. DEFINE OBJECT NBCOM_ROADKB01 // Object number -91
  95. DEFINE OBJECT BVBRIDGSPPRT01 // Object number -92
  96. DEFINE OBJECT FLATIRON1B // Object number -93
  97. DEFINE OBJECT NBBRIDGCABLS01 // Object number -94
  98. DEFINE OBJECT NBBRIDGERDB // Object number -95
  99. DEFINE OBJECT NBBRIDGERDA // Object number -96
  100. DEFINE OBJECT OVERPASS_COMSE // Object number -97
  101. DEFINE OBJECT COM_LANDNEW221B // Object number -98
  102. DEFINE OBJECT COM_LANDNEW221 // Object number -99
  103. DEFINE OBJECT LODTIRON1B // Object number -100
  104. DEFINE OBJECT KB_OFIS1 // Object number -101
  105. DEFINE OBJECT COMTREEPATCHPRK // Object number -102
  106. DEFINE OBJECT HOTEL2 // Object number -103
  107. DEFINE OBJECT UNDERGROUND_OVER7 // Object number -104
  108. DEFINE OBJECT RD_ROAD1A50 // Object number -105
  109. DEFINE OBJECT KBPLANTER4 // Object number -106
  110. DEFINE OBJECT BLOCK4_SCRAPERL0 // Object number -107
  111. DEFINE OBJECT COM_ROADKB12 // Object number -108
  112. DEFINE OBJECT PLANTERBTM_1 // Object number -109
  113. DEFINE OBJECT LODRIDGSPPRT01 // Object number -110
  114. DEFINE OBJECT LODOM_ROADKB01 // Object number -111
  115. DEFINE OBJECT LODRIDGERDA // Object number -112
  116. DEFINE OBJECT LODRIDGERDB // Object number -113
  117. DEFINE OBJECT LODRIDGCABLS01 // Object number -114
  118. DEFINE OBJECT IND_CUSTOMROAD003 // Object number -115
  119. DEFINE OBJECT KMRICNDO01 // Object number -116
  120. DEFINE OBJECT KMRICNDO02 // Object number -117
  121. DEFINE OBJECT COM_DOCKSAA // Object number -118
  122. DEFINE OBJECT COM_PIER3 // Object number -119
  123. DEFINE OBJECT GRD_OVERPASS19KB // Object number -120
  124. DEFINE OBJECT GRD_OVERPASS19BKB // Object number -121
  125. DEFINE OBJECT COM_DOCKSB // Object number -122
  126. DEFINE OBJECT NEWDOCKBUILDING2 // Object number -123
  127. DEFINE OBJECT NEWDOCKBUILDING // Object number -124
  128. DEFINE OBJECT NBBRIDGFK2 // Object number -125
  129. DEFINE OBJECT DAMGBRIDGERDB // Object number -126
  130. DEFINE OBJECT DAMGBBRIDGERDA // Object number -127
  131. DEFINE OBJECT LODRIDGFK2 // Object number -128
  132. DEFINE OBJECT LODGBRIDGERDB // Object number -129
  133. DEFINE OBJECT LODGBBRIDGERDA // Object number -130
  134. DEFINE OBJECT INDHIBUILD3 // Object number -131
  135. DEFINE OBJECT LUIGICLUBOUT // Object number -132
  136. DEFINE OBJECT LUIGIINEERCLUB // Object number -133
  137. DEFINE OBJECT JOGARAGEEXT // Object number -134
  138. DEFINE OBJECT JOGARAGEINT // Object number -135
  139. DEFINE OBJECT NOODLESBOX // Object number -136
  140. DEFINE OBJECT IND_NEWRIZZOS // Object number -137
  141. DEFINE OBJECT BRIEFCASE // Object number -138
  142. DEFINE OBJECT SALVSDETAIL // Object number -139
  143. DEFINE OBJECT SWANK_INSIDE // Object number -140
  144. DEFINE OBJECT FRANKSCLB02 // Object number -141
  145. DEFINE OBJECT FSHFCTRY_DSTRYD // Object number -142
  146. DEFINE OBJECT FISH01 // Object number -143
  147. DEFINE OBJECT FISHFCTORY // Object number -144
  148. DEFINE OBJECT IND_LAND089C // Object number -145
  149. DEFINE OBJECT MAK_SEMTECH // Object number -146
  150. DEFINE OBJECT MAK_BOMB01 // Object number -147
  151. DEFINE OBJECT CS8_DOOR // Object number -148
  152. DEFINE OBJECT BARREL4 // Object number -149
  153. DEFINE OBJECT RUSTSHIP_STRUCTURE // Object number -150
  154. DEFINE OBJECT LODTSHIP_STRUCTURE // Object number -151
  155. DEFINE OBJECT BOATRAMP1 // Object number -152
  156. DEFINE OBJECT CONDO_IVY // Object number -153
  157. DEFINE OBJECT IND_CUSTOMROAD016 // Object number -154
  158. DEFINE OBJECT TOILET // Object number -155
  159. DEFINE OBJECT SAFEHOUSE // Object number -156
  160. DEFINE OBJECT FILES // Object number -157
  161. DEFINE OBJECT DONKEYMAG // Object number -158
  162. DEFINE OBJECT TSHRORCKGRDN // Object number -159
  163. DEFINE OBJECT TSHRORCKGRDN_ALFAS // Object number -160
  164. DEFINE OBJECT DEADMAN1 // Object number -161
  165. DEFINE OBJECT DEADMANOBLOOD // Object number -162
  166. DEFINE OBJECT CSITECUTSCENE // Object number -163
  167. DEFINE OBJECT SCAFFOLDLIFT // Object number -164
  168. DEFINE OBJECT BROKEN_INSIDE // Object number -165
  169. DEFINE OBJECT BROKEN_OUTSIDE // Object number -166
  170. DEFINE OBJECT COFFEE // Object number -167
  171. DEFINE OBJECT PACKAGELARGE // Object number -168
  172. DEFINE OBJECT BOUY // Object number -169
  173. DEFINE OBJECT NEW_COLMANSN // Object number -170
  174. DEFINE OBJECT LANDPART15 // Object number -171
  175. DEFINE OBJECT SECURITY_HUT // Object number -172
  176. DEFINE OBJECT COLUMANSION_WALL // Object number -173 // Object number -2
  177.  
  178. //DEFINE MISSIONS 0
  179. DEFINE MISSIONS 2
  180. DEFINE MISSION 0 AT @WONG_START
  181. DEFINE MISSION 1 AT @WG_2
  182.  
  183.  
  184. //-------------MAIN---------------
  185. 03A4: name_thread 'MAIN'
  186. 01F0: set_max_wanted_level_to 6
  187. 0111: set_wasted_busted_check_to 0
  188. 00C0: set_current_time 12 0
  189. 03F7: load_island_data 0
  190. 0169: set_fade_color 1 1 1
  191. fade 0 0
  192. 0053: $PLAYER_CHAR = create_player #NULL at 850.3007 -691.3043 14.9727 //SAFE HOUSE 855.415 -681.734 22.008
  193. 0171: set_player $PLAYER_CHAR z_angle_to 180.0
  194. 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
  195. 0373: set_camera_directly_behind_player
  196. 0363: toggle_model_render_at -714.7869 -746.3488 9.8519 radius 50.0 object #INDHELIX_BARRIER 0
  197. 03B6: replace_model_at -714.7869 -746.3488 9.8519 radius 50.0 from #INDHELIX_BARRIER to #LOD_LAND014
  198. 01B6: set_weather 0
  199. 034B: staunton_complete
  200. 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER'
  201. 0353: refresh_actor $PLAYER_ACTOR
  202. 01B4: set_player $PLAYER_CHAR frozen_state 1
  203. 01B7: release_weather
  204. 0109: player $PLAYER_CHAR money += $PLAYER_CHAR
  205. 0054: store_player $PLAYER_CHAR position_to $var1 $var2 $var3
  206. 0180: set_on_mission_flag_to $ONMISSION
  207. 00BF: $CURRENT_TIME_HOURS = current_time_hours, $CURRENT_TIME_MINUTES = current_time_minutes
  208. 0004: $DEFAULT_WAIT_TIME = 250 // integer values
  209. 0247: request_model #DODO
  210. 038B: load_requested_models
  211. create_thread @SETUP
  212. create_thread @WNGZ_SNF
  213. start_mission 0
  214.  
  215.  
  216. :MAIN_138
  217. 0001: wait 250 ms
  218. 0002: jump @MAIN_138
  219.  
  220. :SETUP
  221. wait 0
  222. if and
  223. $CAR_GEN_STARTED == 0
  224. 0256: player $PLAYER_CHAR defined
  225. jf @SETUP
  226. gosub @SETUP_11
  227.  
  228. :SETUP_11
  229. wait 0
  230. 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
  231. 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
  232. 014C: set_parked_car_generator $JOEY_BFINJECTION cars_to_generate_to 0
  233. 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
  234. 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
  235. 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
  236. 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
  237. 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
  238. 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
  239. 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
  240. 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
  241. 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
  242. 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
  243. 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
  244. 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
  245. 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
  246. 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
  247. 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
  248. 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
  249. 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
  250. 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
  251. 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
  252. 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
  253. 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
  254. 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
  255. 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
  256. 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
  257. 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
  258. 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
  259. 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
  260. 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
  261. 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
  262. 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
  263. 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
  264. 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
  265. 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
  266. 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
  267. 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
  268. 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
  269. 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
  270. 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
  271. 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
  272. 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
  273. 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
  274. 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
  275. 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
  276. 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
  277. 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
  278. 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
  279. 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
  280. 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
  281. 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
  282. 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
  283. 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
  284. 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
  285. 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
  286. 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
  287. 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
  288. 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
  289. 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
  290. 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
  291. 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
  292. 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
  293. 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
  294. 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
  295. 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
  296. 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
  297. 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
  298. 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
  299. 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
  300. 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
  301. 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
  302. 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
  303. 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
  304. 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
  305. 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
  306. 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
  307. 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
  308. 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
  309. 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
  310. 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
  311. 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
  312. 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
  313. 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
  314. 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
  315. 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
  316. 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
  317. 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
  318. 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
  319. 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
  320. 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
  321. 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
  322. 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
  323. 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
  324. 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
  325. 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
  326. 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
  327. 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
  328. 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
  329. 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
  330. 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
  331. 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
  332. 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
  333. 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
  334. 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
  335. 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
  336. 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
  337. 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
  338. 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
  339. 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
  340. 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
  341. 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
  342. 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
  343. 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
  344. 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
  345. 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
  346. 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
  347. 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
  348. 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
  349. 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
  350. 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
  351. 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
  352. 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
  353. 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
  354. 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
  355. 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
  356. 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
  357. 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
  358. 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
  359. 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
  360. 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
  361. 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
  362. 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
  363. 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
  364. 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
  365. 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
  366. 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
  367. 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
  368. 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
  369. 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
  370. 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
  371. 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
  372. 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
  373. 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
  374. 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
  375. 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
  376. 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
  377. 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
  378. 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
  379. 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
  380. 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
  381. $CAR_GEN_STARTED = 1
  382. $WONG_INTRO_DONE = 0
  383. $WONG_PROGRESS = 0
  384. end_thread
  385.  
  386. :WNGZ_PLC
  387. wait 0
  388. if
  389. $WONG_INTRO_DONE == 1
  390. jf @WNGZ_PLC
  391. if
  392. $ONMISSION == 0
  393. jf @WNGZ_PLC
  394. if
  395. 0256: player $PLAYER_CHAR defined
  396. jf @WNGZ_PLC
  397. 0247: request_model #BRIBE
  398. 0247: request_model #HEALTH
  399. 038B: load_requested_models
  400.  
  401. :WNGZ_PLC2
  402. wait $DEFAULT_WAIT_TIME
  403. 0213: $WNGZ_HEALTH = create_pickup #HEALTH type 2 at 859.3395 -666.7268 15.6651
  404. 0213: $WNGZ_BRIBE = create_pickup #BRIBE type 2 at 857.7664 -666.6279 15.66
  405. //0213: $WNGZ_SAVE = create_pickup #DEGNT type 6 at 1068.5 -400.7499 15.1875
  406. end_thread
  407.  
  408.  
  409. :WNGZ_SNF
  410. wait 0
  411. if
  412. 0256: player $PLAYER_CHAR defined
  413. jf @WNGZ_SNF
  414. if
  415. $ONMISSION == 0
  416. jf @WNGZ_SNF
  417. if and
  418. $WONG_PROGRESS == 1
  419. $WONG_INTRO_DONE == 1
  420. jf @WNGZ_SNF
  421. if
  422. 00FF: actor $PLAYER_ACTOR 0 845.0267 -663.9166 14.9727 radius 2.0 2.0 2.0
  423. jf @WNGZ_SNF
  424. wait 1000
  425. 0169: set_fade_color 1 1 1
  426. 0164: disable_marker $WONG_MISSION_MARKER
  427. 01B4: set_player $PLAYER_CHAR frozen_state 0
  428. 015F: set_camera_position 837.9082 -663.9061 14.2127 0.0 0.0 0.0
  429. 0160: point_camera 844.1275 -663.7095 16.9727 2
  430. 02A3: toggle_widescreen 1
  431. 0211: actor $PLAYER_ACTOR walk_to 845.2851 -663.8275
  432. 00BA: text_styled 'DIAB2' 15000 ms 2
  433. fade 0 2000
  434. wait 2000
  435. start_mission 1
  436. end_thread
  437.  
  438.  
  439.  
  440.  
  441.  
  442.  
  443.  
  444.  
  445.  
  446.  
  447.  
  448. :WONG_START
  449. 03A4: name_thread 'WONG1'
  450. 0050: gosub @WONG_BEGIN
  451. if
  452. 0112: wasted_or_busted
  453. then
  454. 0050: gosub @WONG_FAIL
  455. end
  456. 0050: gosub @WONG_CLEANUP
  457. 004E: end_thread
  458.  
  459. :WONG_BEGIN
  460. wait $DEFAULT_WAIT_TIME
  461. $ONMISSION =1
  462. 0169: set_fade_color 1 1 1
  463. fade 0 0
  464. 01B4: set_player $PLAYER_CHAR frozen_state 0
  465. 02A3: toggle_widescreen 1
  466. 01EB: set_car_density_to 0.1
  467. 0247: request_model #BAT
  468. 0247: request_model #CT_MAN1
  469. 0247: request_model #KURUMA
  470. 038B: load_requested_models
  471. 0055: put_player $PLAYER_CHAR at 850.4617 -609.7527 14.9727
  472. 0171: set_player $PLAYER_CHAR z_angle_to 180.0
  473. 015F: set_camera_position 856.3535 -619.0802 17.8227 0.0 0.0 0.0
  474. 0160: point_camera 851.2985 -610.4858 15.7329 2
  475. wait 3000
  476. //setup
  477.  
  478. :WONG_10
  479. wait 10
  480. if and
  481. 0248: model #BAT available
  482. 0248: model #CT_MAN1 available
  483. 0248: model #KURUMA available
  484. jf @WONG_10
  485. 009A: 0@ = create_actor 4 #CT_MAN1 at 848.7906 -663.8657 14.9527
  486. 0249: release_model #CT_MAN1
  487. 0173: set_actor 0@ z_angle_to 87.3952
  488. //chinaman
  489. wait 1000
  490. fade 1 1000
  491. //Clay's Dirty Laundery TEXT
  492. 00BA: text_styled 'DIAB1' 5000 ms 6
  493. wait 3500
  494. 0211: actor $PLAYER_ACTOR walk_to 842.9902 -610.9809 14.9727
  495. wait 10
  496.  
  497. :WONG_11
  498. wait $DEFAULT_WAIT_TIME
  499. if
  500. 00FF: actor $PLAYER_ACTOR 0 842.9902 -610.9809 14.9727 radius 1.0 1.0 1.0
  501. jf @WONG_11
  502. 015F: set_camera_position 837.5541 -606.2405 14.8227 0.0 0.0 0.0
  503. 0160: point_camera 842.9902 -610.9809 15.7727 2
  504. 0372: set_actor $PLAYER_ACTOR anim 3 wait_state_time 2000 ms
  505. 0171: set_player $PLAYER_CHAR z_angle_to 180.6808
  506. wait 2000
  507. 0211: actor $PLAYER_ACTOR walk_to 842.9655 -662.1681 14.9727
  508. wait 4500
  509. 00BA: text_styled 'CRED001' 4000 ms 6
  510. wait 5500
  511. 015F: set_camera_position 840.3046 -640.6244 14.8227 0.0 0.0 0.0
  512. 0160: point_camera 844.681 -625.6532 15.0418 2
  513. 00BA: text_styled 'CRED002' 4000 ms 6
  514. wait 4500
  515. 00BA: text_styled 'CRED003' 4000 ms 6
  516. wait 4500
  517. 00BA: text_styled 'CRED004' 4000 ms 6
  518. 015F: set_camera_position 830.6932 -639.5519 14.9727 0.0 0.0 0.0
  519. 0160: point_camera 842.7983 -654.7181 15.782 2
  520. wait 4500
  521. 00BA: text_styled 'CRED005' 4000 ms 6
  522. wait 4500
  523. 00BA: text_styled 'CRED006' 4000 ms 6
  524. wait 4500
  525. 00BA: text_styled 'CRED007' 4000 ms 6
  526. wait 4500
  527. 00BA: text_styled 'CRED008' 4000 ms 6
  528. wait 5500
  529. 00BA: text_styled 'CRED009' 4000 ms 6
  530.  
  531. :WONG_13
  532. wait 0
  533. if
  534. 00FF: actor $PLAYER_ACTOR 0 842.9655 -662.1681 14.9727 radius 1.0 1.0 1.0
  535. jf @WONG_13
  536. fade 0 1000
  537. wait 1000
  538. 0210: player $PLAYER_CHAR look_at_actor 0@
  539. 015F: set_camera_position 841.8357 -667.4822 14.9727 0.0 0.0 0.0
  540. 0160: point_camera 846.2823 -663.6739 15.3213 2
  541. 0055: put_player $PLAYER_CHAR at 844.407 -663.3967 14.9727
  542. 0171: set_player $PLAYER_CHAR z_angle_to 269.7571
  543. 042B: clear_peds_from_cube 837.5435 -638.3148 14.8227 857.9701 -695.1691 14.8227
  544. wait 2000
  545. fade 1 1000
  546. wait 1000
  547. 0211: actor 0@ walk_to 846.104 -663.5982 14.9512
  548. wait 2000
  549.  
  550. :WONG_14
  551. wait 0
  552. 0372: set_actor 0@ anim 19 wait_state_time 2000 ms
  553. 020F: actor 0@ look_at_player $PLAYER_CHAR
  554. 00BC: text_highpriority 'DIAB1_1' 3000 ms 1
  555. if
  556. 80E1: not pad 0 key_pressed 15
  557. jf @WONG_CUTEND
  558. wait 3500
  559. 00BC: text_highpriority 'DIAB1_2' 3000 ms 1
  560. if
  561. 80E1: not pad 0 key_pressed 15
  562. jf @WONG_CUTEND
  563. wait 3450
  564. 00BC: text_highpriority 'DIAB1_3' 3000 ms 1
  565. if
  566. 80E1: not pad 0 key_pressed 15
  567. jf @WONG_CUTEND
  568. wait 3250
  569. if
  570. 80E1: not pad 0 key_pressed 15
  571. jf @WONG_CUTEND
  572. 015F: set_camera_position 841.2303 -660.1683 14.9727 0.0 0.0 0.0
  573. 0160: point_camera 846.2823 -663.6739 15.3213 1
  574. 00BC: text_highpriority 'DIAB1_4' 5500 ms 1
  575. 0372: set_actor 0@ anim 8 wait_state_time 1000 ms
  576. wait 6500
  577. if
  578. 80E1: not pad 0 key_pressed 15
  579. jf @WONG_CUTEND
  580. 00BC: text_highpriority 'DIAB1_5' 3500 ms 1
  581. 0372: set_actor 0@ anim 2 wait_state_time 4000 ms
  582. wait 4500
  583. if
  584. 80E1: not pad 0 key_pressed 15
  585. jf @WONG_CUTEND
  586. jump @WONG_CUTEND
  587.  
  588. :WONG_CUTEND
  589. 00BE: text_clear_all
  590. fade 0 1000
  591. wait 1000
  592. 0171: set_player $PLAYER_CHAR z_angle_to 89.3415
  593. 02EB: restore_camera_with_jumpcut
  594. 01B4: set_player $PLAYER_CHAR frozen_state 1
  595. 02A3: toggle_widescreen 0
  596. 00A5: 1@ = create_car #KURUMA at 868.5852 -664.9392 14.5659
  597. 0175: set_car 1@ z_angle_to 358.4527
  598. 0186: 3@ = create_marker_above_car 1@
  599. 0165: set_marker 2@ color_to 0
  600. wait 1000
  601. fade 1 1000
  602. wait 1000
  603. 00BC: text_highpriority 'DIAB1_B' 3500 ms 1
  604.  
  605. :WONG_CARCHK
  606. wait 10
  607. if
  608. 00DC: player $PLAYER_CHAR driving 1@
  609. jf @WONG_CARCHK
  610. 018A: 2@ = create_checkpoint_at 949.2166 -446.8219 14.8391
  611. 00BC: text_highpriority 'DIAB1_A' 3500 ms 1
  612. 0164: disable_marker 3@
  613.  
  614. :WONG_15
  615. wait 0
  616. if
  617. 00FA: player $PLAYER_CHAR stopped 1 947.2196 -446.238 14.794 radius 4.0 4.0 4.0
  618. jf @WONG_15
  619. 0164: disable_marker 2@
  620. 01B4: set_player $PLAYER_CHAR frozen_state 0
  621. 02A3: toggle_widescreen 1
  622. wait 1000
  623. fade 0 1000
  624. wait 1000
  625. 034F: destroy_actor_with_fade #CT_MAN1 // The actor fades away like a ghost
  626. 0249: release_model #KURUMA
  627. 01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian
  628. wait 25
  629. 0247: request_model #LI_MAN2
  630. 038B: load_requested_models
  631.  
  632. :WONG_16
  633. wait 0
  634. if
  635. 0248: model #LI_MAN2 available
  636. jf @WONG_16
  637. wait 25
  638. 0213: 4@ = create_pickup #BAT type 3 at 958.9661 -430.5209 15.114
  639. 009A: 5@ = create_actor 4 #LI_MAN2 at 948.6718 -408.621 25.5452
  640. 0173: set_actor 5@ z_angle_to 180.6809
  641. 0223: set_actor 5@ health_to 125
  642. 012A: put_player $PLAYER_CHAR at 948.309 -433.7747 14.9813 and_remove_from_car
  643. 0171: set_player $PLAYER_CHAR z_angle_to 180.0
  644. 015F: set_camera_position 956.5571 -424.8819 15.0723 0.0 0.0 0.0
  645. 0160: point_camera 948.309 -433.7747 15.3813 2
  646. wait 1000
  647. fade 1 1000
  648. 0211: actor $PLAYER_ACTOR walk_to 949.3015 -425.6812 15.0848
  649.  
  650. :WONG_17
  651. wait 0
  652. if
  653. 00FF: actor $PLAYER_ACTOR 0 949.3015 -425.6812 15.0848 radius 1.0 1.0 1.0
  654. jf @WONG_17
  655. 015F: set_camera_position 956.9821 -432.2414 15.0256 0.0 0.0 0.0
  656. 0160: point_camera 949.9911 -416.8059 19.1723 2
  657. 0372: set_actor $PLAYER_ACTOR anim 3 wait_state_time 2000 ms
  658. wait 3500
  659. 00BC: text_highpriority 'DIAB1_C' 3500 ms 1
  660. 0372: set_actor 5@ anim 11 wait_state_time 1000 ms
  661. 015F: set_camera_position 952.0408 -417.3457 24.3007 0.0 0.0 0.0
  662. 0159: camera_on_ped 5@ 15 2
  663. wait 2500
  664. 0239: actor 5@ run_to 923.3182 -402.8739
  665. wait 2000
  666. fade 0 1000
  667. wait 1000
  668. 02EB: restore_camera_with_jumpcut
  669. 01B4: set_player $PLAYER_CHAR frozen_state 1
  670. 02A3: toggle_widescreen 0
  671. 0187: 6@ = create_marker_above_actor 5@
  672. 03DC: 7@ = create_marker_above_pickup 4@
  673. 0165: set_marker 6@ color_to 0
  674. 00A1: put_actor 5@ at 923.3182 -402.8739 29.1318
  675. fade 1 1000
  676. wait 1000
  677. 00BC: text_highpriority 'DIAB1_D' 3500 ms 1
  678. wait 250
  679.  
  680. :WONG_SEE
  681. wait 0
  682. if
  683. 0123: actor 5@ spotted_player $PLAYER_CHAR
  684. jf @WONG_SEE
  685. 01CA: actor 5@ kill_player $PLAYER_CHAR
  686.  
  687.  
  688. :WONG_18
  689. wait 20
  690. 00A0: store_actor 5@ position_to 8@ 9@ 10@
  691. if
  692. 0118: actor 5@ dead
  693. jf @WONG_18
  694. 0164: disable_marker 6@
  695. 0213: 11@ = create_pickup #BRIEFCASE type 3 at 8@ 9@ 10@
  696. 03DC: 12@ = create_marker_above_pickup 11@
  697. 0165: set_marker 12@ color_to 0
  698.  
  699. :WONG_19
  700. wait 0
  701. if
  702. 0214: pickup 11@ picked_up
  703. jf @WONG_19
  704. 0164: disable_marker 11@
  705. 00BC: text_highpriority 'DIAB1_E' 3500 ms 1
  706. 018A: 13@ = create_checkpoint_at 840.0591 -662.7009 14.4145
  707.  
  708. :WONG_20
  709. wait 0
  710. if
  711. 00FA: player $PLAYER_CHAR stopped 1 840.0591 -662.7009 14.4145 radius 4.0 4.0 4.0
  712. jf @WONG_20
  713. 0164: disable_marker 13@
  714. fade 0 1000
  715. wait 1000
  716. 009A: 14@ = create_actor 4 #CT_MAN1 at 861.9424 -663.6841 15.6437
  717. 0249: release_model #CT_MAN1
  718. 0173: set_actor 14@ z_angle_to 271.0709
  719. 015F: set_camera_position 872.9787 -668.7784 14.9727 0.0 0.0 0.0
  720. 0160: point_camera 863.8805 -662.3708 16.9727 2
  721. 01B4: set_player $PLAYER_CHAR frozen_state 0
  722. wait 1000
  723. fade 1 1000
  724. wait 2500
  725. 00BC: text_highpriority 'DIAB1_F' 5500 ms 1
  726. 0372: set_actor 14@ anim 8 wait_state_time 2000 ms
  727. wait 6500
  728. 00BC: text_highpriority 'DIAB1_G' 5500 ms 1
  729. wait 6500
  730. fade 0 1000
  731. wait 1000
  732. 02EB: restore_camera_with_jumpcut
  733. 01B4: set_player $PLAYER_CHAR frozen_state 1
  734. 02A3: toggle_widescreen 0
  735. 012A: put_player $PLAYER_CHAR at 842.7062 -660.2661 14.9727 and_remove_from_car
  736. 00A6: destroy_car 1@
  737. 01C2: remove_references_to_actor 14@ // Like turning an actor into a random pedestrian
  738. wait 1000
  739. fade 1 1000
  740. wait 1000
  741.  
  742. :WONG_END
  743. wait 0
  744. 0110: clear_player $PLAYER_CHAR wanted_level
  745. 0394: play_music 1
  746. 01E3: text_1number_styled 'M_PASS' 500 4000 ms 1
  747. 0109: player $PLAYER_CHAR money += 500
  748. $ONMISSION = 0
  749. $WONG_INTRO_DONE = 1
  750. $WONG_PROGRESS = 1
  751. 0249: release_model #KURUMA
  752. 0249: release_model #BAT
  753. 0249: release_model #CT_MAN1
  754. 0249: release_model #LI_MAN2
  755. 009B: destroy_actor_instantly 14@
  756. create_thread @WNGZ_PLC
  757. create_thread @WNGZ_SNF
  758. 02A7: $WONG_MISSION_MARKER = create_icon_marker_and_sphere 13 at 845.0267 -663.9166 14.9727
  759. mission_cleanup
  760. 0051: return
  761.  
  762. :WONG_FAIL
  763. // Died or got busted during your mission
  764. 02EB: restore_camera_with_jumpcut
  765. 0249: release_model #KURUMA
  766. 0249: release_model #BAT
  767. 0249: release_model #CT_MAN1
  768. 0249: release_model #LI_MAN2
  769. 009B: destroy_actor_instantly 14@
  770. 00A6: destroy_car 1@
  771. 0051: return
  772.  
  773. :WONG_CLEANUP
  774. // Clean up the contents of your mission so you can end it
  775. $ONMISSION = 0
  776. 02EB: restore_camera_withx b_jumpcut
  777. 0249: release_model #KURUMA
  778. 0249: release_model #BAT
  779. 0249: release_model #CT_MAN1
  780. 0249: release_model #LI_MAN2
  781. 009B: destroy_actor_instantly 14@
  782. 00A6: destroy_car 1@
  783.  
  784. 00D8: mission_cleanup
  785. 0051: return
  786.  
  787.  
  788.  
  789. :WG_2
  790. thread 'WG2'
  791. 0050: gosub @WG2_START
  792. if
  793. 0112: wasted_or_busted
  794. then
  795. 0050: gosub @WG2_FAIL
  796. end
  797. 0050: gosub @WG2_CLEAN
  798. 004E: end_thread
  799.  
  800. :WG2_START
  801. wait $DEFAULT_WAIT_TIME
  802. $ONMISSION =1
  803. 0169: set_fade_color 1 1 1
  804. 01B4: set_player $PLAYER_CHAR frozen_state 0
  805. wait 1000
  806. 0247: request_model #CT_MAN1
  807. 0247: request_model #YANKEE
  808. 0247: request_model #WORKER1
  809. 0247: request_model #WORKER2
  810. 0247: request_model #DOCKER1
  811. 0247: request_model #DOCKER2
  812. 0247: request_model #COLT45
  813. 038B: load_requested_models
  814. 02A3: toggle_widescreen 1
  815.  
  816. :WG2_10
  817. wait 0
  818. if and
  819. 0248: model #CT_MAN1 available
  820. 0248: model #YANKEE available
  821. 0248: model #WORKER1 available
  822. 0248: model #WORKER2 available
  823. 0248: model #DOCKER1 available
  824. 0248: model #DOCKER2 available
  825. 0248: model #COLT45 available
  826. jf @WG2_10
  827. 009A: $WONG = create_actor 21 #CT_MAN1 at 861.7382 -663.8361 15.6437
  828. 0249: release_model #CT_MAN1
  829. 0173: set_actor $WONG z_angle_to 177.8419
  830. 0055: put_player $PLAYER_CHAR at 868.1497 -674.2183 14.9727
  831. 0171: set_player $PLAYER_CHAR z_angle_to 359.6815
  832. 015F: set_camera_position 873.0884 -669.4424 14.9727 0.0 0.0 0.0
  833. 0159: camera_on_ped $PLAYER_ACTOR 15 2
  834. wait 2000
  835. 0211: actor $WONG walk_to 861.5823 -668.4467
  836. 0211: actor $PLAYER_ACTOR walk_to 867.7177 -668.2227
  837.  
  838. wait 100
  839. fade 1 1000
  840. wait 1000
  841. 03AD: set_rubbish 0
  842. 03AF: set_streaming 1
  843. wait 0
  844.  
  845. :WG2_11
  846. wait 0
  847. if
  848. 00FF: actor $WONG 0 861.5823 -668.4467 15.6437 radius 1.0 1.0 1.0
  849. jf @WG2_11
  850. 0211: actor $WONG walk_to 865.4109 -668.3923
  851. wait 2600
  852. 00BC: text_highpriority 'DIAB2_1' 3400 ms 1
  853.  
  854. :WG2_12
  855. wait 0
  856. if
  857. 00FF: actor $PLAYER_ACTOR 0 867.7177 -668.2227 14.9727 radius 1.0 1.0 1.0
  858. jf @WG2_12
  859. 0210: player $PLAYER_CHAR look_at_actor $WONG
  860. 022E: set_player $PLAYER_CHAR to_look_at_actor $WONG
  861. wait 4000
  862. if
  863. 80E1: not pad 0 key_pressed 15
  864. jf @WG2_CUTEND
  865. 00BC: text_highpriority 'DIAB2_2' 3400 ms 1
  866. wait 4250
  867. if
  868. 80E1: not pad 0 key_pressed 15
  869. jf @WG2_CUTEND
  870. 00BC: text_highpriority 'DIAB2_3' 3400 ms 1
  871. 015F: set_camera_position 862.684 -660.9164 14.9727 0.0 0.0 0.0
  872. 0159: camera_on_ped $WONG 15 2
  873. 0372: set_actor $WONG anim 19 wait_state_time 2000 ms
  874. 022D: set_actor $WONG to_look_at_player $PLAYER_CHAR
  875. 020F: actor $WONG look_at_player $PLAYER_CHAR
  876. wait 4250
  877. if
  878. 80E1: not pad 0 key_pressed 15
  879. jf @WG2_CUTEND
  880. 00BC: text_highpriority 'DIAB2_4' 3400 ms 1
  881. wait 4250
  882. if
  883. 80E1: not pad 0 key_pressed 15
  884. jf @WG2_CUTEND
  885. 015F: set_camera_position 861.4431 -664.6551 15.6437 0.0 0.0 0.0
  886. 0159: camera_on_ped $WONG 15 2
  887. 00BC: text_highpriority 'DIAB2_5' 3400 ms 1
  888. 0372: set_actor $WONG anim 19 wait_state_time 2500 ms
  889. wait 4250
  890. if
  891. 80E1: not pad 0 key_pressed 15
  892. jf @WG2_CUTEND
  893.  
  894. :WG2_CUTEND
  895. 00BE: text_clear_all
  896. fade 0 1000
  897. wait 1000
  898. 03AD: set_rubbish 1
  899. 02EB: restore_camera_with_jumpcut
  900. 01B4: set_player $PLAYER_CHAR frozen_state 1
  901. 02A3: toggle_widescreen 0
  902. 00A5: $TEMP_CAR1 = create_car #YANKEE at 1166.9662 -943.1447 15.3371
  903. 0175: set_car $TEMP_CAR1 z_angle_to 318.9096
  904. 00A5: $TEMP_CAR2 = create_car #YANKEE at 1214.2787 -971.9693 15.279
  905. 0175: set_car $TEMP_CAR2 z_angle_to 220.3879
  906. 00A5: $TEMP_CAR3 = create_car #YANKEE at 1131.5089 -976.8867 14.8664
  907. 0175: set_car $TEMP_CAR3 z_angle_to 359.1964
  908. 032B: $1 = create_weapon_pickup #COLT45 2 ammo 35 at 864.4614 -659.4612 15.6437
  909. 018A: $2 = create_checkpoint_at 1132.8865 -946.4482 14.8227
  910. wait 2000
  911. fade 1 1000
  912. wait 1000
  913. 00BC: text_highpriority 'DIAB2_6' 4000 ms 1
  914. wait 4550
  915. 00BC: text_highpriority 'DIAB2_7' 4000 ms 1
  916. wait 4500
  917. 00BC: text_highpriority 'DIAB2_A' 4000 ms 1
  918.  
  919. :WG2_13
  920. wait 0
  921. if
  922. 00FA: player $PLAYER_CHAR stopped 1 1132.8865 -946.4482 14.8227 radius 6.0 6.0 2.0
  923. jf @WG2_13
  924. 01B4: set_player $PLAYER_CHAR frozen_state 0
  925. fade 0 1000
  926. wait 1000
  927. 0164: disable_marker $2
  928. 009A: $10 = create_actor 21 #WORKER1 at 1163.4467 -946.9119 15.1072
  929. 009A: $11 = create_actor 21 #WORKER2 at 1171.7148 -938.058 15.1072
  930. 009A: $12 = create_actor 21 #DOCKER1 at 1137.2382 -971.7172 14.8992
  931. 009A: $13 = create_actor 21 #DOCKER2 at 1126.908 -964.9676 14.9394
  932. 009A: $14 = create_actor 21 #WORKER2 at 1219.8732 -973.4395 14.9911
  933. 009A: $15 = create_actor 21 #DOCKER1 at 1211.5791 -957.0024 15.1183
  934. 0249: release_model #DOCKER1
  935. 0249: release_model #DOCKER2
  936. 0249: release_model #WORKER2
  937. 0249: release_model #WORKER1
  938. 01B2: give_actor $10 weapon 2 ammo 999
  939. 01B2: give_actor $11 weapon 2 ammo 999
  940. 01B2: give_actor $12 weapon 2 ammo 999
  941. 01B2: give_actor $13 weapon 2 ammo 999
  942. 01B2: give_actor $14 weapon 2 ammo 999
  943. 01B2: give_actor $15 weapon 2 ammo 999
  944. 02E2: set_actor $10 weapon_accuracy_to 30
  945. 02E2: set_actor $11 weapon_accuracy_to 30
  946. 02E2: set_actor $12 weapon_accuracy_to 30
  947. 02E2: set_actor $13 weapon_accuracy_to 30
  948. 02E2: set_actor $14 weapon_accuracy_to 30
  949. 02E2: set_actor $15 weapon_accuracy_to 30
  950. 011A: set_actor $10 flags 1
  951. 011A: set_actor $11 flags 1
  952. 011A: set_actor $12 flags 1
  953. 011A: set_actor $13 flags 1
  954. 011A: set_actor $14 flags 1
  955. 011A: set_actor $15 flags 1
  956. 0243: set_actor $10 ped_stats_to 16
  957. 0243: set_actor $11 ped_stats_to 16
  958. 0243: set_actor $12 ped_stats_to 16
  959. 0243: set_actor $13 ped_stats_to 16
  960. 0243: set_actor $14 ped_stats_to 16
  961. 0243: set_actor $15 ped_stats_to 16
  962. 0350: unknown_actor $10 not_scared_flag 1
  963. 0350: unknown_actor $11 not_scared_flag 1
  964. 0350: unknown_actor $12 not_scared_flag 1
  965. 0350: unknown_actor $13 not_scared_flag 1
  966. 0350: unknown_actor $14 not_scared_flag 1
  967. 0350: unknown_actor $15 not_scared_flag 1
  968. 015F: set_camera_position 1116.6379 -940.0818 18.9727 0.0 0.0 0.0
  969. 0160: point_camera 1140.8116 -962.9453 16.492 2
  970. wait 1000
  971. fade 1 1000
  972. 00BC: text_highpriority 'DIAB2_B' 6500 ms 1
  973. wait 2500
  974. 015F: set_camera_position 1151.157 -954.5894 17.8227 0.0 0.0 0.0
  975. 0160: point_camera 1162.9115 -951.4281 15.8837 2
  976. wait 2500
  977. 015F: set_camera_position 1140.6185 -961.9933 18.9727 0.0 0.0 0.0
  978. 0160: point_camera 1127.5525 -965.3035 15.7438 2
  979. wait 1500
  980. fade 0 1000
  981. wait 1000
  982. 02EB: restore_camera_with_jumpcut
  983. 01B4: set_player $PLAYER_CHAR frozen_state 1
  984. 0186: $3 = create_marker_above_car $TEMP_CAR1
  985. 0186: $4 = create_marker_above_car $TEMP_CAR2
  986. 0186: $5 = create_marker_above_car $TEMP_CAR3
  987. 0187: $TEMP_VAR1 = create_marker_above_actor $10
  988. 0187: $TEMP_VAR2 = create_marker_above_actor $11
  989. 0187: $TEMP_VAR3 = create_marker_above_actor $12
  990. 0187: $TEMP_VAR4 = create_marker_above_actor $13
  991. 0187: $TEMP_VAR5 = create_marker_above_actor $14
  992. 0187: $TEMP_VAR6 = create_marker_above_actor $15
  993. 0165: set_marker $TEMP_VAR1 color_to 0
  994. 0165: set_marker $TEMP_VAR2 color_to 0
  995. 0165: set_marker $TEMP_VAR3 color_to 0
  996. 0165: set_marker $TEMP_VAR4 color_to 0
  997. 0165: set_marker $TEMP_VAR5 color_to 0
  998. 0165: set_marker $TEMP_VAR6 color_to 0
  999. 0165: set_marker $3 color_to 0
  1000. 0165: set_marker $4 color_to 0
  1001. 0165: set_marker $5 color_to 0
  1002. $TRUCKS_DESTROYED = 0
  1003. wait 1000
  1004. fade 1 1000
  1005.  
  1006. :WG2_CHECK
  1007. wait 0
  1008. if
  1009. 8038: not $TRUCKS_DESTROYED == 2 // integer values
  1010. jf @WG2_CHECK2
  1011. if and
  1012. 8028: not $TRUCKS_DESTROYED >= 2 // integer values
  1013. 0119: car $TEMP_CAR1 wrecked
  1014. jf @WG2_CHECK2
  1015. 0164: disable_marker $3
  1016. 0008: $TRUCKS_DESTROYED += 1 // integer values
  1017. jump @WG2_CHECk2
  1018.  
  1019. :WG2_CHECK2
  1020. wait 0
  1021. if
  1022. 8038: not $TRUCKS_DESTROYED == 2 // integer values
  1023. jf @WG2_CHECK3
  1024. if and
  1025. 8028: not $TRUCKS_DESTROYED >= 2 // integer values
  1026. 0119: car $TEMP_CAR2 wrecked
  1027. jf @WG2_CHECK3
  1028. 0164: disable_marker $4
  1029. 0008: $TRUCKS_DESTROYED += 1 // integer values
  1030. jump @WG2_CHECK3
  1031.  
  1032.  
  1033. :WG2_CHECK3
  1034. wait 0
  1035. if
  1036. 8038: not $TRUCKS_DESTROYED == 2 // integer values
  1037. jf @WG2_CHECK4
  1038. if
  1039. 0119: car $TEMP_CAR3 wrecked
  1040. jf @WG2_CHECK4
  1041. 0164: disable_marker $5
  1042. 0008: $TRUCKS_DESTROYED += 1 // integer values
  1043. jump @WG2_CHECK4
  1044.  
  1045. :WG2_CHECK4
  1046. wait 0
  1047. if
  1048. 0118: actor $10 dead
  1049. jf @WG2_CHECK5
  1050. 0164: disable_marker $TEMP_VAR1
  1051. jump @WG2_CHECK5
  1052.  
  1053. :WG2_CHECK5
  1054. wait 0
  1055. if
  1056. 0118: actor $11 dead
  1057. jf @WG2_CHECK6
  1058. 0164: disable_marker $TEMP_VAR2
  1059. jump @WG2_CHECK6
  1060.  
  1061. :WG2_CHECK6
  1062. wait 0
  1063. if
  1064. 0118: actor $12 dead
  1065. jf @WG2_CHECK7
  1066. 0164: disable_marker $TEMP_VAR3
  1067. jump @WG2_CHECK7
  1068.  
  1069. :WG2_CHECK7
  1070. wait 0
  1071. if
  1072. 0118: actor $13 dead
  1073. jf @WG2_CHECK8
  1074. 0164: disable_marker $TEMP_VAR4
  1075. jump @WG2_CHECK8
  1076.  
  1077. :WG2_CHECK8
  1078. wait 0
  1079. if
  1080. 0118: actor $14 dead
  1081. jf @WG2_CHECK9
  1082. 0164: disable_marker $TEMP_VAR5
  1083. jump @WG2_CHECK9
  1084.  
  1085. :WG2_CHECK9
  1086. wait 0
  1087. if
  1088. 0118: actor $15 dead
  1089. jf @WG2_14
  1090. 0164: disable_marker $TEMP_VAR6
  1091. jump @WG2_14
  1092.  
  1093. :WG2_14
  1094. wait 0
  1095. if
  1096. 0038: $TRUCKS_DESTROYED == 2 // integer values
  1097. jf @WG2_CHECK
  1098.  
  1099.  
  1100. :WG2_15
  1101. wait 1000
  1102. 00BC: text_highpriority 'DIAB2_D' 5500 ms 1
  1103. 01C0: $6 = player $PLAYER_CHAR wanted_level
  1104. 010D: set_player $PLAYER_CHAR wanted_level_to 2
  1105.  
  1106. :WG2_16
  1107. wait 0
  1108. if
  1109. 010F: player $PLAYER_CHAR wanted_level = 0
  1110. jf @WG2_16
  1111. wait 2000
  1112.  
  1113.  
  1114.  
  1115.  
  1116.  
  1117.  
  1118. :WG2_PASS
  1119. wait 0
  1120. 0110: clear_player $PLAYER_CHAR wanted_level
  1121. 0394: play_music 1
  1122. 01E3: text_1number_styled 'M_PASS' 1500 4000 ms 1
  1123. 0109: player $PLAYER_CHAR money += 1500
  1124. 02A7: $WONG_MISSION_MARKER = create_icon_marker_and_sphere 13 at 841.316 -664.0244 14.9727
  1125. $ONMISSION = 0
  1126. $WONG_PROGRESS = 2
  1127. return
  1128.  
  1129. :WG2_FAIL
  1130. // Died or got busted during your mission
  1131. 0249: release_model #DOCKER1
  1132. 0249: release_model #DOCKER2
  1133. 0249: release_model #WORKER1
  1134. 0249: release_model #WORKER2
  1135. 0249: release_model #YANKEE
  1136. 0249: release_model #COLT45
  1137. 0051: return
  1138.  
  1139. :WG2_CLEAN
  1140. // Clean up the contents of your mission so you can end it
  1141. $ONMISSION = 0
  1142. 00D8: mission_cleanup
  1143. 0051: return
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