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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | This is just some script I decided to release for the time being... CODE {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 03A4: name_thread 'PEDCRE' 0A95: enable_thread_saving :PEDCRE wait 0 if and 0AB0: key_pressed 45 0AB0: key_pressed 48 else_jump @PEDCRE_CHECKPANEL1 if 056D: actor 19@ defined else_jump @PEDCRE_PED0 00BC: show_text_highpriority GXT 'SPNB' time 5000 flag 1 jump @PEDCRE :PEDCRE_CHECKPANEL1 if and 0AB0: key_pressed 45 0AB0: key_pressed 49 else_jump @PEDCRE_CHECKPANEL2 if 056D: actor 10@ defined else_jump @PEDCRE_PED1 00BC: show_text_highpriority GXT 'SPNB' time 5000 flag 1 jump @PEDCRE :PEDCRE_CHECKPANEL2 if and 0AB0: key_pressed 45 0AB0: key_pressed 50 else_jump @PEDCRE_CHECKPANEL3 if 056D: actor 11@ defined else_jump @PEDCRE_PED2 00BC: show_text_highpriority GXT 'SPNB' time 5000 flag 1 jump @PEDCRE :PEDCRE_CHECKPANEL3 if and 0AB0: key_pressed 45 0AB0: key_pressed 51 else_jump @PEDCRE_CHECKPANEL4 if 056D: actor 12@ defined else_jump @PEDCRE_PED3 00BC: show_text_highpriority GXT 'SPNB' time 5000 flag 1 jump @PEDCRE :PEDCRE_CHECKPANEL4 if and 0AB0: key_pressed 45 0AB0: key_pressed 52 else_jump @PEDCRE_CHECKPANEL5 if 056D: actor 13@ defined else_jump @PEDCRE_PED4 00BC: show_text_highpriority GXT 'SPNB' time 5000 flag 1 jump @PEDCRE :PEDCRE_CHECKPANEL5 if and 0AB0: key_pressed 45 0AB0: key_pressed 53 else_jump @PEDCRE_CHECKPANEL6 if 056D: actor 14@ defined else_jump @PEDCRE_PED5 00BC: show_text_highpriority GXT 'SPNB' time 5000 flag 1 jump @PEDCRE :PEDCRE_CHECKPANEL6 if and 0AB0: key_pressed 45 0AB0: key_pressed 54 else_jump @PEDCRE_CHECKPANEL7 if 056D: actor 15@ defined else_jump @PEDCRE_PED6 00BC: show_text_highpriority GXT 'SPNB' time 5000 flag 1 jump @PEDCRE :PEDCRE_CHECKPANEL7 if and 0AB0: key_pressed 45 0AB0: key_pressed 55 else_jump @PEDCRE_CHECKPANEL8 if 056D: actor 16@ defined else_jump @PEDCRE_PED7 00BC: show_text_highpriority GXT 'SPNB' time 5000 flag 1 jump @PEDCRE :PEDCRE_CHECKPANEL8 if and 0AB0: key_pressed 45 0AB0: key_pressed 56 else_jump @PEDCRE_CHECKPANEL9 if 056D: actor 17@ defined else_jump @PEDCRE_PED8 00BC: show_text_highpriority GXT 'SPNB' time 5000 flag 1 jump @PEDCRE :PEDCRE_CHECKPANEL9 if and 0AB0: key_pressed 45 0AB0: key_pressed 57 else_jump @PEDCRE_CHECKPANEL10 if 056D: actor 18@ defined else_jump @PEDCRE_PED9 00BC: show_text_highpriority GXT 'SPNB' time 5000 flag 1 jump @PEDCRE :PEDCRE_CHECKPANEL10 if and 0AB0: key_pressed 46 0AB0: key_pressed 49 else_jump @PEDCRE_CHECKPANEL11 if 056D: actor 10@ defined else_jump @PEDCRE 034F: destroy_actor_with_fade 10@ jump @PEDCRE :PEDCRE_CHECKPANEL11 if and 0AB0: key_pressed 46 0AB0: key_pressed 50 else_jump @PEDCRE_CHECKPANEL12 if 056D: actor 11@ defined else_jump @PEDCRE 034F: destroy_actor_with_fade 11@ jump @PEDCRE :PEDCRE_CHECKPANEL12 if and 0AB0: key_pressed 46 0AB0: key_pressed 51 else_jump @PEDCRE_CHECKPANEL13 if 056D: actor 12@ defined else_jump @PEDCRE 034F: destroy_actor_with_fade 12@ jump @PEDCRE :PEDCRE_CHECKPANEL13 if and 0AB0: key_pressed 46 0AB0: key_pressed 52 else_jump @PEDCRE_CHECKPANEL14 if 056D: actor 13@ defined else_jump @PEDCRE 034F: destroy_actor_with_fade 13@ jump @PEDCRE :PEDCRE_CHECKPANEL14 if and 0AB0: key_pressed 46 0AB0: key_pressed 53 else_jump @PEDCRE_CHECKPANEL15 if 056D: actor 14@ defined else_jump @PEDCRE 034F: destroy_actor_with_fade 14@ jump @PEDCRE :PEDCRE_CHECKPANEL15 if and 0AB0: key_pressed 46 0AB0: key_pressed 54 else_jump @PEDCRE_CHECKPANEL16 if 056D: actor 15@ defined else_jump @PEDCRE 034F: destroy_actor_with_fade 15@ jump @PEDCRE :PEDCRE_CHECKPANEL16 if and 0AB0: key_pressed 46 0AB0: key_pressed 55 else_jump @PEDCRE_CHECKPANEL17 if 056D: actor 16@ defined else_jump @PEDCRE 034F: destroy_actor_with_fade 16@ jump @PEDCRE :PEDCRE_CHECKPANEL17 if and 0AB0: key_pressed 46 0AB0: key_pressed 56 else_jump @PEDCRE_CHECKPANEL18 if 056D: actor 17@ defined else_jump @PEDCRE 034F: destroy_actor_with_fade 17@ jump @PEDCRE :PEDCRE_CHECKPANEL18 if and 0AB0: key_pressed 46 0AB0: key_pressed 57 else_jump @PEDCRE_CHECKPANEL19 if 056D: actor 18@ defined else_jump @PEDCRE 034F: destroy_actor_with_fade 18@ jump @PEDCRE :PEDCRE_CHECKPANEL19 if and 0AB0: key_pressed 46 0AB0: key_pressed 48 else_jump @PEDCRE_CHECKPANEL20 if 056D: actor 19@ defined else_jump @PEDCRE 034F: destroy_actor_with_fade 19@ jump @PEDCRE :PEDCRE_CHECKPANEL20 if and 0AB0: key_pressed 46 0AB0: key_pressed 65 else_jump @PEDCRE_CHECKPANEL21 00BC: show_text_highpriority GXT 'SPNC' time 99999 flag 1 jump @PEDCRE_DELALL :PEDCRE_CHECKPANEL21 if and 0AB0: key_pressed 45 0AB0: key_pressed 116 else_jump @PEDCRE_CHECKPANEL22 if 056E: car 20@ defined else_jump @CAR1 00BC: show_text_highpriority GXT 'SPNE' time 5000 flag 1 jump @PEDCRE :PEDCRE_CHECKPANEL22 if and 0AB0: key_pressed 45 0AB0: key_pressed 117 else_jump @PEDCRE_CHECKPANEL23 if 056E: car 21@ defined else_jump @CAR2 00BC: show_text_highpriority GXT 'SPNE' time 5000 flag 1 jump @PEDCRE :PEDCRE_CHECKPANEL23 if and 0AB0: key_pressed 45 0AB0: key_pressed 118 else_jump @PEDCRE_CHECKPANEL24 if 056E: car 22@ defined else_jump @CAR3 00BC: show_text_highpriority GXT 'SPNE' time 5000 flag 1 jump @PEDCRE :PEDCRE_CHECKPANEL24 if and 0AB0: key_pressed 45 0AB0: key_pressed 119 else_jump @PEDCRE_CHECKPANEL25 if 056E: car 23@ defined else_jump @CAR4 00BC: show_text_highpriority GXT 'SPNE' time 5000 flag 1 jump @PEDCRE :PEDCRE_CHECKPANEL25 if and 0AB0: key_pressed 49 0AB0: key_pressed 67 856D: not actor 10@ defined else_jump @PEDCRE_CHECKPANEL26 jump @CLOSESTA1 :PEDCRE_CHECKPANEL26 if and 0AB0: key_pressed 116 0AB0: key_pressed 67 856E: not car 20@ defined else_jump @PEDCRE_CHECKPANEL27 jump @CLOSESTC1 :PEDCRE_CHECKPANEL27 if and 0AB0: key_pressed 46 0AB0: key_pressed 116 else_jump @PEDCRE_CHECKPANEL28 00A6: destroy_car 20@ jump @PEDCRE :PEDCRE_CHECKPANEL28 if and 0AB0: key_pressed 46 0AB0: key_pressed 117 else_jump @PEDCRE_CHECKPANEL29 00A6: destroy_car 21@ jump @PEDCRE :PEDCRE_CHECKPANEL29 if and 0AB0: key_pressed 46 0AB0: key_pressed 118 else_jump @PEDCRE_CHECKPANEL30 00A6: destroy_car 22@ jump @PEDCRE :PEDCRE_CHECKPANEL30 if and 0AB0: key_pressed 46 0AB0: key_pressed 119 else_jump @PEDCRE_CHECKPANEL31 00A6: destroy_car 23@ jump @PEDCRE :PEDCRE_CHECKPANEL31 if and 0AB0: key_pressed 67 0AB0: key_pressed 49 else_jump @PEDCRE_CHECKPANEL32 jump @CLOSESTA2 :PEDCRE_CHECKPANEL32 if and 0AB0: key_pressed 67 0AB0: key_pressed 50 else_jump @PEDCRE_CHECKPANEL33 jump @CLOSESTA3 :PEDCRE_CHECKPANEL33 if and 0AB0: key_pressed 67 0AB0: key_pressed 51 else_jump @PEDCRE_CHECKPANEL34 jump @CLOSESTA4 :PEDCRE_CHECKPANEL34 if and 0AB0: key_pressed 67 0AB0: key_pressed 117 else_jump @PEDCRE_CHECKPANEL35 jump @CLOSESTC2 :PEDCRE_CHECKPANEL35 if and 0AB0: key_pressed 67 0AB0: key_pressed 118 else_jump @PEDCRE_CHECKPANEL36 jump @CLOSESTC3 :PEDCRE_CHECKPANEL36 if and 0AB0: key_pressed 67 0AB0: key_pressed 119 else_jump @PEDCRE_CHECKPANEL37 jump @CLOSESTC4 :PEDCRE_CHECKPANEL37 if and 0AB0: key_pressed 45 0AB0: key_pressed 120 83CA: not object 25@ exists else_jump @PEDCRE_CHECKPANEL38 jump @OBJECT :PEDCRE_CHECKPANEL38 if and 0AB0: key_pressed 45 0AB0: key_pressed 121 83CA: not object 26@ exists else_jump @PEDCRE_CHECKPANEL39 jump @OBJECT1 :PEDCRE_CHECKPANEL39 if and 0AB0: key_pressed 45 0AB0: key_pressed 122 83CA: not object 27@ exists else_jump @PEDCRE_CHECKPANEL40 jump @OBJECT2 :PEDCRE_CHECKPANEL40 if and 0AB0: key_pressed 45 0AB0: key_pressed 123 83CA: not object 28@ exists else_jump @PEDCRE_CHECKPANEL41 jump @OBJECT3 :PEDCRE_CHECKPANEL41 if and 0AB0: key_pressed 46 0AB0: key_pressed 120 03CA: object 25@ exists else_jump @PEDCRE_CHECKPANEL42 jump @DELOBJ_1 :PEDCRE_CHECKPANEL42 if and 0AB0: key_pressed 46 0AB0: key_pressed 121 03CA: object 26@ exists else_jump @PEDCRE_CHECKPANEL43 jump @DELOBJ_2 :PEDCRE_CHECKPANEL43 if and 0AB0: key_pressed 46 0AB0: key_pressed 122 03CA: object 27@ exists else_jump @PEDCRE_CHECKPANEL44 jump @DELOBJ_3 :PEDCRE_CHECKPANEL44 if and 0AB0: key_pressed 46 0AB0: key_pressed 123 03CA: object 28@ exists else_jump @PEDCRE_CHECKPANEL45 jump @DELOBJ_4 :PEDCRE_CHECKPANEL45 if and 0AB0: key_pressed 67 0AB0: key_pressed 120 83CA: not object 25@ exists else_jump @PEDCRE_CHECKPANEL46 jump @CLOSESTO1 :PEDCRE_CHECKPANEL46 if and 0AB0: key_pressed 49 00E1: player 0 pressed_key 4 056D: actor 10@ defined 8118: not actor 10@ dead else_jump @PEDCRE_CHECKPANEL47 jump @COSTUME :PEDCRE_CHECKPANEL47 if and 0AB0: key_pressed 48 00E1: player 0 pressed_key 4 056D: actor 19@ defined 8118: not actor 19@ dead else_jump @PEDCRE_CHECKPANEL48 jump @COSTUME2 :PEDCRE_CHECKPANEL48 if and 0AB0: key_pressed 49 0AB0: key_pressed 81 056D: actor 10@ defined else_jump @PEDCRE_CHECKPANEL49 if 8611: not actor 10@ performing_animation "factalk" else_jump @STOPTALK10 0967: AS_actor 10@ move_mouth 5000 ms wait 200 jump @PEDCRE :PEDCRE_CHECKPANEL49 if and 0AB0: key_pressed 50 0AB0: key_pressed 81 056D: actor 11@ defined else_jump @PEDCRE_CHECKPANEL50 if 8611: not actor 11@ performing_animation "factalk" else_jump @STOPTALK11 0967: AS_actor 11@ move_mouth 5000 ms wait 200 jump @PEDCRE :PEDCRE_CHECKPANEL50 if and 0AB0: key_pressed 51 0AB0: key_pressed 81 056D: actor 12@ defined else_jump @PEDCRE_CHECKPANEL51 if 8611: not actor 12@ performing_animation "factalk" else_jump @STOPTALK12 0967: AS_actor 12@ move_mouth 5000 ms wait 200 jump @PEDCRE :PEDCRE_CHECKPANEL51 if and 0AB0: key_pressed 52 0AB0: key_pressed 81 056D: actor 13@ defined else_jump @PEDCRE_CHECKPANEL52 if 8611: not actor 13@ performing_animation "factalk" else_jump @STOPTALK13 0967: AS_actor 13@ move_mouth 5000 ms wait 200 jump @PEDCRE :PEDCRE_CHECKPANEL52 if and 0AB0: key_pressed 53 0AB0: key_pressed 81 056D: actor 14@ defined else_jump @PEDCRE_CHECKPANEL53 if 8611: not actor 14@ performing_animation "factalk" else_jump @STOPTALK14 0967: AS_actor 14@ move_mouth 5000 ms wait 200 jump @PEDCRE :PEDCRE_CHECKPANEL53 if and 0AB0: key_pressed 54 0AB0: key_pressed 81 056D: actor 15@ defined else_jump @PEDCRE_CHECKPANEL54 if 8611: not actor 15@ performing_animation "factalk" else_jump @STOPTALK15 0967: AS_actor 15@ move_mouth 5000 ms wait 200 jump @PEDCRE :PEDCRE_CHECKPANEL54 if and 0AB0: key_pressed 55 0AB0: key_pressed 81 056D: actor 16@ defined else_jump @PEDCRE_CHECKPANEL55 if 8611: not actor 16@ performing_animation "factalk" else_jump @STOPTALK16 0967: AS_actor 16@ move_mouth 5000 ms wait 200 jump @PEDCRE :PEDCRE_CHECKPANEL55 if and 0AB0: key_pressed 56 0AB0: key_pressed 81 056D: actor 17@ defined else_jump @PEDCRE_CHECKPANEL56 if 8611: not actor 17@ performing_animation "factalk" else_jump @STOPTALK17 0967: AS_actor 17@ move_mouth 5000 ms wait 200 jump @PEDCRE :PEDCRE_CHECKPANEL56 if and 0AB0: key_pressed 57 0AB0: key_pressed 81 056D: actor 18@ defined else_jump @PEDCRE_CHECKPANEL57 if 8611: not actor 18@ performing_animation "factalk" else_jump @STOPTALK18 0967: AS_actor 18@ move_mouth 5000 ms wait 200 jump @PEDCRE :PEDCRE_CHECKPANEL57 if and 0AB0: key_pressed 48 0AB0: key_pressed 81 056D: actor 19@ defined else_jump @PEDCRE_CHECKPANEL58 if 8611: not actor 19@ performing_animation "factalk" else_jump @STOPTALK19 0967: AS_actor 19@ move_mouth 5000 ms wait 200 jump @PEDCRE :PEDCRE_CHECKPANEL58 if and 0AB0: key_pressed 49 0AB0: key_pressed 87 056D: actor 10@ defined else_jump @PEDCRE_CHECKPANEL59 0605: actor 10@ perform_animation_sequence "IDLE_chat" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 jump @PEDCRE :PEDCRE_CHECKPANEL59 if and 0AB0: key_pressed 50 0AB0: key_pressed 87 056D: actor 11@ defined else_jump @PEDCRE_CHECKPANEL60 0605: actor 11@ perform_animation_sequence "IDLE_chat" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 jump @PEDCRE :PEDCRE_CHECKPANEL60 if and 0AB0: key_pressed 51 0AB0: key_pressed 87 056D: actor 12@ defined else_jump @PEDCRE_CHECKPANEL61 0605: actor 12@ perform_animation_sequence "IDLE_chat" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 jump @PEDCRE :PEDCRE_CHECKPANEL61 if and 0AB0: key_pressed 52 0AB0: key_pressed 87 056D: actor 13@ defined else_jump @PEDCRE_CHECKPANEL62 0605: actor 13@ perform_animation_sequence "IDLE_chat" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 jump @PEDCRE :PEDCRE_CHECKPANEL62 if and 0AB0: key_pressed 53 0AB0: key_pressed 87 056D: actor 14@ defined else_jump @PEDCRE_CHECKPANEL63 0605: actor 14@ perform_animation_sequence "IDLE_chat" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 jump @PEDCRE :PEDCRE_CHECKPANEL63 if and 0AB0: key_pressed 54 0AB0: key_pressed 87 056D: actor 15@ defined else_jump @PEDCRE_CHECKPANEL64 0605: actor 15@ perform_animation_sequence "IDLE_chat" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 jump @PEDCRE :PEDCRE_CHECKPANEL64 if and 0AB0: key_pressed 55 0AB0: key_pressed 87 056D: actor 16@ defined else_jump @PEDCRE_CHECKPANEL65 0605: actor 16@ perform_animation_sequence "IDLE_chat" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 jump @PEDCRE :PEDCRE_CHECKPANEL65 if and 0AB0: key_pressed 56 0AB0: key_pressed 87 056D: actor 17@ defined else_jump @PEDCRE_CHECKPANEL66 0605: actor 17@ perform_animation_sequence "IDLE_chat" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 jump @PEDCRE :PEDCRE_CHECKPANEL66 if and 0AB0: key_pressed 57 0AB0: key_pressed 87 056D: actor 18@ defined else_jump @PEDCRE_CHECKPANEL67 0605: actor 18@ perform_animation_sequence "IDLE_chat" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 jump @PEDCRE :PEDCRE_CHECKPANEL67 if and 0AB0: key_pressed 48 0AB0: key_pressed 87 056D: actor 19@ defined else_jump @PEDCRE_CHECKPANEL68 0605: actor 19@ perform_animation_sequence "IDLE_chat" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 jump @PEDCRE :PEDCRE_CHECKPANEL68 if and 0AB0: key_pressed 49 0AB0: key_pressed 69 056D: actor 10@ defined else_jump @PEDCRE_CHECKPANEL69 jump @PHONE10 :PEDCRE_CHECKPANEL69 if and 0AB0: key_pressed 50 0AB0: key_pressed 69 056D: actor 11@ defined else_jump @PEDCRE_CHECKPANEL70 jump @PHONE11 :PEDCRE_CHECKPANEL70 if and 0AB0: key_pressed 51 0AB0: key_pressed 69 056D: actor 12@ defined else_jump @PEDCRE_CHECKPANEL71 jump @PHONE12 :PEDCRE_CHECKPANEL71 if and 0AB0: key_pressed 52 0AB0: key_pressed 69 056D: actor 13@ defined else_jump @PEDCRE_CHECKPANEL72 jump @PHONE13 :PEDCRE_CHECKPANEL72 if and 0AB0: key_pressed 53 0AB0: key_pressed 69 056D: actor 14@ defined else_jump @PEDCRE_CHECKPANEL73 jump @PHONE14 :PEDCRE_CHECKPANEL73 if and 0AB0: key_pressed 54 0AB0: key_pressed 69 056D: actor 15@ defined else_jump @PEDCRE_CHECKPANEL74 jump @PHONE15 :PEDCRE_CHECKPANEL74 if and 0AB0: key_pressed 55 0AB0: key_pressed 69 056D: actor 16@ defined else_jump @PEDCRE_CHECKPANEL75 jump @PHONE16 :PEDCRE_CHECKPANEL75 if and 0AB0: key_pressed 56 0AB0: key_pressed 69 056D: actor 17@ defined else_jump @PEDCRE_CHECKPANEL76 jump @PHONE17 :PEDCRE_CHECKPANEL76 if and 0AB0: key_pressed 57 0AB0: key_pressed 69 056D: actor 18@ defined else_jump @PEDCRE_CHECKPANEL77 jump @PHONE18 :PEDCRE_CHECKPANEL77 if and 0AB0: key_pressed 48 0AB0: key_pressed 69 056D: actor 19@ defined else_jump @PEDCRE_CHECKPANEL78 jump @PHONE19 :PEDCRE_CHECKPANEL78 if and 0AB0: key_pressed 49 0AB0: key_pressed 82 056D: actor 10@ defined else_jump @PEDCRE_CHECKPANEL79 jump @SITDOWN_10 :PEDCRE_CHECKPANEL79 if and 0AB0: key_pressed 50 0AB0: key_pressed 82 056D: actor 11@ defined else_jump @PEDCRE_CHECKPANEL80 jump @SITDOWN_11 :PEDCRE_CHECKPANEL80 if and 0AB0: key_pressed 51 0AB0: key_pressed 82 056D: actor 12@ defined else_jump @PEDCRE_CHECKPANEL81 jump @SITDOWN_12 :PEDCRE_CHECKPANEL81 if and 0AB0: key_pressed 52 0AB0: key_pressed 82 056D: actor 13@ defined else_jump @PEDCRE_CHECKPANEL82 jump @SITDOWN_13 :PEDCRE_CHECKPANEL82 if and 0AB0: key_pressed 53 0AB0: key_pressed 82 056D: actor 14@ defined else_jump @PEDCRE_CHECKPANEL83 jump @SITDOWN_14 :PEDCRE_CHECKPANEL83 if and 0AB0: key_pressed 54 0AB0: key_pressed 82 056D: actor 15@ defined else_jump @PEDCRE_CHECKPANEL84 jump @SITDOWN_15 :PEDCRE_CHECKPANEL84 if and 0AB0: key_pressed 55 0AB0: key_pressed 82 056D: actor 16@ defined else_jump @PEDCRE_CHECKPANEL85 jump @SITDOWN_16 :PEDCRE_CHECKPANEL85 if and 0AB0: key_pressed 56 0AB0: key_pressed 82 056D: actor 17@ defined else_jump @PEDCRE_CHECKPANEL86 jump @SITDOWN_17 :PEDCRE_CHECKPANEL86 if and 0AB0: key_pressed 57 0AB0: key_pressed 82 056D: actor 18@ defined else_jump @PEDCRE_CHECKPANEL87 jump @SITDOWN_18 :PEDCRE_CHECKPANEL87 if and 0AB0: key_pressed 48 0AB0: key_pressed 82 056D: actor 19@ defined else_jump @PEDCRE_CHECKPANEL88 jump @SITDOWN_19 :PEDCRE_CHECKPANEL88 if and 0AB0: key_pressed 0x9 0AB0: key_pressed 82 056D: actor $PLAYER_ACTOR defined else_jump @PEDCRE_CHECKPANEL89 jump @SITDOWN_20 :PEDCRE_CHECKPANEL89 if and 0AB0: key_pressed 0x9 0AB0: key_pressed 87 056D: actor $PLAYER_ACTOR defined else_jump @PEDCRE_CHECKPANEL90 0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_chat" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 jump @PEDCRE :PEDCRE_CHECKPANEL90 if and 0AB0: key_pressed 0x9 0AB0: key_pressed 81 056D: actor $PLAYER_ACTOR defined else_jump @PEDCRE_CHECKPANEL91 8611: not actor $PLAYER_ACTOR performing_animation "factalk" else_jump @SPEAKOFF 0967: actor $PLAYER_ACTOR move_mouth 99999 ms jump @RELKEY :PEDCRE_CHECKPANEL91 if and 0AB0: key_pressed 0x9 0AB0: key_pressed 46 056D: actor $PLAYER_ACTOR defined else_jump @PEDCRE_CHECKPANEL92 070D: rebuild_player $PLAYER_CHAR 09C7: change_player $PLAYER_CHAR model_to #NULL jump @PEDCRE :PEDCRE_CHECKPANEL92 wait 0 if and 0AB0: key_pressed 45 0AB0: key_pressed 9 056D: actor $PLAYER_ACTOR defined 856D: not actor 19@ defined else_jump @PEDCRE_CHECKPANEL93 0665: get_actor $PLAYER_ACTOR model_to 9@ 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 19@ = create_actor_pedtype 23 model 9@ at 6@ 7@ 8@ 02A9: set_actor 19@ immune_to_nonplayer 1 0173: set_actor 19@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 19@ to_interior $ACTIVE_INTERIOR wait 400 jump @PEDCRE :PEDCRE_CHECKPANEL93 if and 0AB0: key_pressed 49 0AB0: key_pressed 84 056D: actor 10@ defined else_jump @PEDCRE_CHECKPANEL94 05B9: AS_actor 10@ stay_idle 1 ms jump @PEDCRE :PEDCRE_CHECKPANEL94 if and 0AB0: key_pressed 50 0AB0: key_pressed 84 056D: actor 11@ defined else_jump @PEDCRE_CHECKPANEL95 05B9: AS_actor 11@ stay_idle 1 ms jump @PEDCRE :PEDCRE_CHECKPANEL95 if and 0AB0: key_pressed 51 0AB0: key_pressed 84 056D: actor 12@ defined else_jump @PEDCRE_CHECKPANEL96 05B9: AS_actor 12@ stay_idle 1 ms jump @PEDCRE :PEDCRE_CHECKPANEL96 if and 0AB0: key_pressed 52 0AB0: key_pressed 84 056D: actor 13@ defined else_jump @PEDCRE_CHECKPANEL97 05B9: AS_actor 13@ stay_idle 1 ms jump @PEDCRE :PEDCRE_CHECKPANEL97 if and 0AB0: key_pressed 53 0AB0: key_pressed 84 056D: actor 14@ defined else_jump @PEDCRE_CHECKPANEL98 05B9: AS_actor 14@ stay_idle 1 ms jump @PEDCRE :PEDCRE_CHECKPANEL98 if and 0AB0: key_pressed 54 0AB0: key_pressed 84 056D: actor 15@ defined else_jump @PEDCRE_CHECKPANEL99 05B9: AS_actor 15@ stay_idle 1 ms jump @PEDCRE :PEDCRE_CHECKPANEL99 if and 0AB0: key_pressed 55 0AB0: key_pressed 84 056D: actor 16@ defined else_jump @PEDCRE_CHECKPANEL100 05B9: AS_actor 16@ stay_idle 1 ms jump @PEDCRE :PEDCRE_CHECKPANEL100 if and 0AB0: key_pressed 56 0AB0: key_pressed 84 056D: actor 17@ defined else_jump @PEDCRE_CHECKPANEL101 05B9: AS_actor 17@ stay_idle 1 ms jump @PEDCRE :PEDCRE_CHECKPANEL101 if and 0AB0: key_pressed 57 0AB0: key_pressed 84 056D: actor 18@ defined else_jump @PEDCRE_CHECKPANEL102 05B9: AS_actor 18@ stay_idle 1 ms jump @PEDCRE :PEDCRE_CHECKPANEL102 if and 0AB0: key_pressed 48 0AB0: key_pressed 84 056D: actor 19@ defined else_jump @PEDCRE_103 05B9: AS_actor 19@ stay_idle 1 ms jump @PEDCRE :PEDCRE_103 if and 0AB0: key_pressed 9 0AB0: key_pressed 84 056D: actor $PLAYER_ACTOR defined else_jump @PEDCRE_200 05B9: AS_actor $PLAYER_ACTOR stay_idle 1 ms jump @PEDCRE :PEDCRE_200 if and 0AB0: key_pressed 49 0AB0: key_pressed 89 056D: actor 10@ defined else_jump @PEDCRE_201 jump @ANIM_Y :PEDCRE_201 if and 0AB0: key_pressed 50 0AB0: key_pressed 89 056D: actor 11@ defined else_jump @PEDCRE_202 jump @ANIM_Y1 :PEDCRE_202 if and 0AB0: key_pressed 51 0AB0: key_pressed 89 056D: actor 12@ defined else_jump @PEDCRE_203 jump @ANIM_Y2 :PEDCRE_203 if and 0AB0: key_pressed 52 0AB0: key_pressed 89 056D: actor 13@ defined else_jump @PEDCRE_204 jump @ANIM_Y3 :PEDCRE_204 if and 0AB0: key_pressed 53 0AB0: key_pressed 89 056D: actor 14@ defined else_jump @PEDCRE_205 jump @ANIM_Y4 :PEDCRE_205 if and 0AB0: key_pressed 54 0AB0: key_pressed 89 056D: actor 15@ defined else_jump @PEDCRE_206 jump @ANIM_Y5 :PEDCRE_206 if and 0AB0: key_pressed 55 0AB0: key_pressed 89 056D: actor 16@ defined else_jump @PEDCRE_207 jump @ANIM_Y6 :PEDCRE_207 if and 0AB0: key_pressed 56 0AB0: key_pressed 89 056D: actor 17@ defined else_jump @PEDCRE_208 jump @ANIM_Y7 :PEDCRE_208 if and 0AB0: key_pressed 57 0AB0: key_pressed 89 056D: actor 18@ defined else_jump @PEDCRE_209 jump @ANIM_Y8 :PEDCRE_209 if and 0AB0: key_pressed 48 0AB0: key_pressed 89 056D: actor 19@ defined else_jump @PEDCRE_210 jump @ANIM_Y9 :PEDCRE_210 if and 0AB0: key_pressed 9 0AB0: key_pressed 89 056D: actor $PLAYER_ACTOR defined else_jump @PEDCRE_211 jump @ANIM_Y0 :PEDCRE_211 if and 0AB0: key_pressed 49 0AB0: key_pressed 85 056D: actor 10@ defined else_jump @PEDCRE_212 jump @ANIM_U :PEDCRE_212 if and 0AB0: key_pressed 50 0AB0: key_pressed 85 056D: actor 11@ defined else_jump @PEDCRE_213 jump @ANIM_U1 :PEDCRE_213 if and 0AB0: key_pressed 51 0AB0: key_pressed 85 056D: actor 12@ defined else_jump @PEDCRE_214 jump @ANIM_U2 :PEDCRE_214 if and 0AB0: key_pressed 52 0AB0: key_pressed 85 056D: actor 13@ defined else_jump @PEDCRE_215 jump @ANIM_U3 :PEDCRE_215 if and 0AB0: key_pressed 53 0AB0: key_pressed 85 056D: actor 14@ defined else_jump @PEDCRE_216 jump @ANIM_U4 :PEDCRE_216 if and 0AB0: key_pressed 54 0AB0: key_pressed 85 056D: actor 15@ defined else_jump @PEDCRE_217 jump @ANIM_U5 :PEDCRE_217 if and 0AB0: key_pressed 55 0AB0: key_pressed 85 056D: actor 16@ defined else_jump @PEDCRE_218 jump @ANIM_U6 :PEDCRE_218 if and 0AB0: key_pressed 56 0AB0: key_pressed 85 056D: actor 17@ defined else_jump @PEDCRE_219 jump @ANIM_U7 :PEDCRE_219 if and 0AB0: key_pressed 57 0AB0: key_pressed 85 056D: actor 18@ defined else_jump @PEDCRE_220 jump @ANIM_U8 :PEDCRE_220 if and 0AB0: key_pressed 48 0AB0: key_pressed 85 056D: actor 19@ defined else_jump @PEDCRE_221 jump @ANIM_U9 :PEDCRE_221 if and 0AB0: key_pressed 9 0AB0: key_pressed 85 056D: actor $PLAYER_ACTOR defined else_jump @PEDCRE_222 jump @ANIM_U0 :PEDCRE_222 if and 0AB0: key_pressed 49 0AB0: key_pressed 73 056D: actor 10@ defined else_jump @PEDCRE_223 jump @ANIM_I :PEDCRE_223 if and 0AB0: key_pressed 50 0AB0: key_pressed 73 056D: actor 11@ defined else_jump @PEDCRE_224 jump @ANIM_I1 :PEDCRE_224 if and 0AB0: key_pressed 51 0AB0: key_pressed 73 056D: actor 12@ defined else_jump @PEDCRE_225 jump @ANIM_I2 :PEDCRE_225 if and 0AB0: key_pressed 52 0AB0: key_pressed 73 056D: actor 13@ defined else_jump @PEDCRE_226 jump @ANIM_I3 :PEDCRE_226 if and 0AB0: key_pressed 53 0AB0: key_pressed 73 056D: actor 14@ defined else_jump @PEDCRE_227 jump @ANIM_I4 :PEDCRE_227 if and 0AB0: key_pressed 54 0AB0: key_pressed 73 056D: actor 15@ defined else_jump @PEDCRE_228 jump @ANIM_I5 :PEDCRE_228 if and 0AB0: key_pressed 55 0AB0: key_pressed 73 056D: actor 16@ defined else_jump @PEDCRE_229 jump @ANIM_I6 :PEDCRE_229 if and 0AB0: key_pressed 56 0AB0: key_pressed 73 056D: actor 17@ defined else_jump @PEDCRE_230 jump @ANIM_I7 :PEDCRE_230 if and 0AB0: key_pressed 57 0AB0: key_pressed 73 056D: actor 18@ defined else_jump @PEDCRE_231 jump @ANIM_I8 :PEDCRE_231 if and 0AB0: key_pressed 48 0AB0: key_pressed 73 056D: actor 19@ defined else_jump @PEDCRE_232 jump @ANIM_I9 :PEDCRE_232 if and 0AB0: key_pressed 9 0AB0: key_pressed 73 056D: actor $PLAYER_ACTOR defined else_jump @PEDCRE_242 jump @ANIM_I0 :PEDCRE_242 if and 0AB0: key_pressed 49 0AB0: key_pressed 79 056D: actor 10@ defined else_jump @PEDCRE_243 jump @ANIM_O :PEDCRE_243 if and 0AB0: key_pressed 50 0AB0: key_pressed 79 056D: actor 11@ defined else_jump @PEDCRE_244 jump @ANIM_O1 :PEDCRE_244 if and 0AB0: key_pressed 51 0AB0: key_pressed 79 056D: actor 12@ defined else_jump @PEDCRE_245 jump @ANIM_O2 :PEDCRE_245 if and 0AB0: key_pressed 52 0AB0: key_pressed 79 056D: actor 13@ defined else_jump @PEDCRE_246 jump @ANIM_O3 :PEDCRE_246 if and 0AB0: key_pressed 53 0AB0: key_pressed 79 056D: actor 14@ defined else_jump @PEDCRE_247 jump @ANIM_O4 :PEDCRE_247 if and 0AB0: key_pressed 54 0AB0: key_pressed 79 056D: actor 15@ defined else_jump @PEDCRE_248 jump @ANIM_O5 :PEDCRE_248 if and 0AB0: key_pressed 55 0AB0: key_pressed 79 056D: actor 16@ defined else_jump @PEDCRE_249 jump @ANIM_O6 :PEDCRE_249 if and 0AB0: key_pressed 56 0AB0: key_pressed 79 056D: actor 17@ defined else_jump @PEDCRE_250 jump @ANIM_O7 :PEDCRE_250 if and 0AB0: key_pressed 57 0AB0: key_pressed 79 056D: actor 18@ defined else_jump @PEDCRE_251 jump @ANIM_O8 :PEDCRE_251 if and 0AB0: key_pressed 48 0AB0: key_pressed 79 056D: actor 19@ defined else_jump @PEDCRE_252 jump @ANIM_O9 :PEDCRE_252 if and 0AB0: key_pressed 9 0AB0: key_pressed 79 056D: actor $PLAYER_ACTOR defined else_jump @PEDCRE_262 jump @ANIM_O0 :PEDCRE_262 if and 0AB0: key_pressed 49 0AB0: key_pressed 80 056D: actor 10@ defined else_jump @PEDCRE_263 jump @ANIM_P :PEDCRE_263 if and 0AB0: key_pressed 50 0AB0: key_pressed 80 056D: actor 11@ defined else_jump @PEDCRE_264 jump @ANIM_P1 :PEDCRE_264 if and 0AB0: key_pressed 51 0AB0: key_pressed 80 056D: actor 12@ defined else_jump @PEDCRE_265 jump @ANIM_P2 :PEDCRE_265 if and 0AB0: key_pressed 52 0AB0: key_pressed 80 056D: actor 13@ defined else_jump @PEDCRE_266 jump @ANIM_P3 :PEDCRE_266 if and 0AB0: key_pressed 53 0AB0: key_pressed 80 056D: actor 14@ defined else_jump @PEDCRE_267 jump @ANIM_P4 :PEDCRE_267 if and 0AB0: key_pressed 54 0AB0: key_pressed 80 056D: actor 15@ defined else_jump @PEDCRE_268 jump @ANIM_P5 :PEDCRE_268 if and 0AB0: key_pressed 55 0AB0: key_pressed 80 056D: actor 16@ defined else_jump @PEDCRE_269 jump @ANIM_P6 :PEDCRE_269 if and 0AB0: key_pressed 56 0AB0: key_pressed 80 056D: actor 17@ defined else_jump @PEDCRE_270 jump @ANIM_P7 :PEDCRE_270 if and 0AB0: key_pressed 57 0AB0: key_pressed 80 056D: actor 18@ defined else_jump @PEDCRE_271 jump @ANIM_P8 :PEDCRE_271 if and 0AB0: key_pressed 48 0AB0: key_pressed 80 056D: actor 19@ defined else_jump @PEDCRE_272 jump @ANIM_P9 :PEDCRE_272 if and 0AB0: key_pressed 9 0AB0: key_pressed 80 056D: actor $PLAYER_ACTOR defined else_jump @PEDCRE_283 jump @ANIM_P0 :PEDCRE_282 if and 0AB0: key_pressed 49 0AB0: key_pressed 219 056D: actor 10@ defined else_jump @PEDCRE_283 jump @ANIM_RB :PEDCRE_283 if and 0AB0: key_pressed 50 0AB0: key_pressed 219 056D: actor 11@ defined else_jump @PEDCRE_284 jump @ANIM_RB1 :PEDCRE_284 if and 0AB0: key_pressed 51 0AB0: key_pressed 219 056D: actor 12@ defined else_jump @PEDCRE_285 jump @ANIM_RB2 :PEDCRE_285 if and 0AB0: key_pressed 52 0AB0: key_pressed 219 056D: actor 13@ defined else_jump @PEDCRE_286 jump @ANIM_RB3 :PEDCRE_286 if and 0AB0: key_pressed 53 0AB0: key_pressed 219 056D: actor 14@ defined else_jump @PEDCRE_287 jump @ANIM_RB4 :PEDCRE_287 if and 0AB0: key_pressed 54 0AB0: key_pressed 219 056D: actor 15@ defined else_jump @PEDCRE_288 jump @ANIM_RB5 :PEDCRE_288 if and 0AB0: key_pressed 55 0AB0: key_pressed 219 056D: actor 16@ defined else_jump @PEDCRE_289 jump @ANIM_RB6 :PEDCRE_289 if and 0AB0: key_pressed 56 0AB0: key_pressed 219 056D: actor 17@ defined else_jump @PEDCRE_290 jump @ANIM_RB7 :PEDCRE_290 if and 0AB0: key_pressed 57 0AB0: key_pressed 219 056D: actor 18@ defined else_jump @PEDCRE_291 jump @ANIM_RB8 :PEDCRE_291 if and 0AB0: key_pressed 48 0AB0: key_pressed 219 056D: actor 19@ defined else_jump @PEDCRE_292 jump @ANIM_RB9 :PEDCRE_292 if and 0AB0: key_pressed 9 0AB0: key_pressed 219 056D: actor $PLAYER_ACTOR defined else_jump @PEDCRE_312 jump @ANIM_RB0 :PEDCRE_312 if and 0AB0: key_pressed 49 0AB0: key_pressed 221 056D: actor 10@ defined else_jump @PEDCRE_313 jump @ANIM_LB :PEDCRE_313 if and 0AB0: key_pressed 50 0AB0: key_pressed 221 056D: actor 11@ defined else_jump @PEDCRE_314 jump @ANIM_LB1 :PEDCRE_314 if and 0AB0: key_pressed 51 0AB0: key_pressed 221 056D: actor 12@ defined else_jump @PEDCRE_315 jump @ANIM_LB2 :PEDCRE_315 if and 0AB0: key_pressed 52 0AB0: key_pressed 221 056D: actor 13@ defined else_jump @PEDCRE_316 jump @ANIM_LB3 :PEDCRE_316 if and 0AB0: key_pressed 53 0AB0: key_pressed 221 056D: actor 14@ defined else_jump @PEDCRE_317 jump @ANIM_LB4 :PEDCRE_317 if and 0AB0: key_pressed 54 0AB0: key_pressed 221 056D: actor 15@ defined else_jump @PEDCRE_318 jump @ANIM_LB5 :PEDCRE_318 if and 0AB0: key_pressed 55 0AB0: key_pressed 221 056D: actor 16@ defined else_jump @PEDCRE_319 jump @ANIM_LB6 :PEDCRE_319 if and 0AB0: key_pressed 56 0AB0: key_pressed 221 056D: actor 17@ defined else_jump @PEDCRE_320 jump @ANIM_LB7 :PEDCRE_320 if and 0AB0: key_pressed 57 0AB0: key_pressed 221 056D: actor 18@ defined else_jump @PEDCRE_321 jump @ANIM_LB8 :PEDCRE_321 if and 0AB0: key_pressed 48 0AB0: key_pressed 221 056D: actor 19@ defined else_jump @PEDCRE_322 jump @ANIM_LB9 :PEDCRE_322 if and 0AB0: key_pressed 9 0AB0: key_pressed 221 056D: actor $PLAYER_ACTOR defined else_jump @PEDCRE jump @ANIM_LB0 :ANIM_Y wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 10@ perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 jump @PEDCRE :ANIM_Y1 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 11@ perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 jump @PEDCRE :ANIM_Y2 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 12@ perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 jump @PEDCRE :ANIM_Y3 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 13@ perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 jump @PEDCRE :ANIM_Y4 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 14@ perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 jump @PEDCRE :ANIM_Y5 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 15@ perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 jump @PEDCRE :ANIM_Y6 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 16@ perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 jump @PEDCRE :ANIM_Y7 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 17@ perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 jump @PEDCRE :ANIM_Y8 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 18@ perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 jump @PEDCRE :ANIM_Y9 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 19@ perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 jump @PEDCRE :ANIM_Y0 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor $PLAYER_ACTOR perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 jump @PEDCRE :ANIM_U wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 10@ perform_animation_sequence "endchat_01" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_U1 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 11@ perform_animation_sequence "endchat_01" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_U2 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 12@ perform_animation_sequence "endchat_01" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_U3 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 13@ perform_animation_sequence "endchat_01" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_U4 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 14@ perform_animation_sequence "endchat_01" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_U5 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 15@ perform_animation_sequence "endchat_01" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_U6 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 16@ perform_animation_sequence "endchat_01" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_U7 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 17@ perform_animation_sequence "endchat_01" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_U8 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 18@ perform_animation_sequence "endchat_01" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_U9 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 19@ perform_animation_sequence "endchat_01" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_U0 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor $PLAYER_ACTOR perform_animation_sequence "endchat_01" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_I wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 10@ perform_animation_sequence "DUCK_cower" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_I1 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 11@ perform_animation_sequence "DUCK_cower" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_I2 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 12@ perform_animation_sequence "DUCK_cower" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_I3 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 13@ perform_animation_sequence "DUCK_cower" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_I4 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 14@ perform_animation_sequence "DUCK_cower" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_I5 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 15@ perform_animation_sequence "DUCK_cower" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_I6 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 16@ perform_animation_sequence "DUCK_cower" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_I7 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 17@ perform_animation_sequence "DUCK_cower" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_I8 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 18@ perform_animation_sequence "DUCK_cower" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_I9 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 19@ perform_animation_sequence "DUCK_cower" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_I0 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor $PLAYER_ACTOR perform_animation_sequence "DUCK_cower" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_O wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 10@ perform_animation_sequence "EV_dive" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_O1 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 11@ perform_animation_sequence "EV_dive" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_O2 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 12@ perform_animation_sequence "EV_dive" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_O3 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 13@ perform_animation_sequence "EV_dive" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_O4 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 14@ perform_animation_sequence "EV_dive" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_O5 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 15@ perform_animation_sequence "EV_dive" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_O6 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 16@ perform_animation_sequence "EV_dive" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_O7 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 17@ perform_animation_sequence "EV_dive" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_O8 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 18@ perform_animation_sequence "EV_dive" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_O9 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 19@ perform_animation_sequence "EV_dive" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_O0 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor $PLAYER_ACTOR perform_animation_sequence "EV_dive" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_P wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 10@ perform_animation_sequence "KO_shot_face" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_P1 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 11@ perform_animation_sequence "KO_shot_face" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_P2 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 12@ perform_animation_sequence "KO_shot_face" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_P3 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 13@ perform_animation_sequence "KO_shot_face" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_P4 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 14@ perform_animation_sequence "KO_shot_face" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_P5 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 15@ perform_animation_sequence "KO_shot_face" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_P6 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 16@ perform_animation_sequence "KO_shot_face" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_P7 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 17@ perform_animation_sequence "KO_shot_face" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_P8 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 18@ perform_animation_sequence "KO_shot_face" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_P9 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 19@ perform_animation_sequence "KO_shot_face" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_P0 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_shot_face" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_RB wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 10@ perform_animation_sequence "WALK_drunk" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_RB1 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 11@ perform_animation_sequence "WALK_drunk" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_RB2 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 12@ perform_animation_sequence "WALK_drunk" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_RB3 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 13@ perform_animation_sequence "WALK_drunk" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_RB4 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 14@ perform_animation_sequence "WALK_drunk" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_RB5 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 15@ perform_animation_sequence "WALK_drunk" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_RB6 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 16@ perform_animation_sequence "WALK_drunk" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_RB7 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 17@ perform_animation_sequence "WALK_drunk" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_RB8 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 18@ perform_animation_sequence "WALK_drunk" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_RB9 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 19@ perform_animation_sequence "WALK_drunk" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_RB0 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor $PLAYER_ACTOR perform_animation_sequence "WALK_drunk" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_LB wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 10@ perform_animation_sequence "car_hookertalk" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_LB1 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 11@ perform_animation_sequence "car_hookertalk" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_LB2 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 12@ perform_animation_sequence "car_hookertalk" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_LB3 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 13@ perform_animation_sequence "car_hookertalk" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_LB4 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 14@ perform_animation_sequence "car_hookertalk" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_LB5 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 15@ perform_animation_sequence "car_hookertalk" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_LB6 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 16@ perform_animation_sequence "car_hookertalk" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_LB7 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 17@ perform_animation_sequence "car_hookertalk" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_LB8 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 18@ perform_animation_sequence "car_hookertalk" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_LB9 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor 19@ perform_animation_sequence "car_hookertalk" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_LB0 wait 0 if 04EE: animation "PED" loaded else_jump @ANIM_PED_ERROR 0605: actor $PLAYER_ACTOR perform_animation_sequence "car_hookertalk" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 04EF: release_animation "PED" jump @PEDCRE :ANIM_PED_ERROR wait 0 01B4: set_player $PLAYER_CHAR can_move 0 00BC: show_text_highpriority GXT 'ERO6' time 5000 flag 1 if 80E1: not player 0 pressed_key 10 else_jump @PEDCRE if 80E1: not player 0 pressed_key 11 else_jump @ANIM_PED_LOAD jump @ANIM_PED_ERROR :ANIM_PED_LOAD wait 0 04ED: load_animation "PED" if 04EE: animation "PED" loaded else_jump @ANIM_PED_LOAD 00BC: show_text_highpriority GXT 'ERFX' time 5000 flag 1 jump @PEDCRE :SPEAKOFF 0968: actor $PLAYER_ACTOR stop_mouth jump @RELKEY :SITDOWN_20 wait 0 if 8118: not actor $PLAYER_ACTOR dead else_jump @PEDCRE if 8611: not actor $PLAYER_ACTOR performing_animation "SEAT_down" else_jump @STANDUP_20 0619: enable_actor $PLAYER_ACTOR collision_detection 0 0605: actor $PLAYER_ACTOR perform_animation_sequence "SEAT_down" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 jump @RELKEY_1 :STANDUP_20 wait 0 0619: enable_actor $PLAYER_ACTOR collision_detection 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "SEAT_up" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 jump @RELKEY_1 :SITDOWN_10 wait 0 if 8118: not actor 10@ dead else_jump @PEDCRE if 8611: not actor 10@ performing_animation "SEAT_down" else_jump @STANDUP_10 0619: enable_actor $PLAYER_ACTOR collision_detection 0 0605: actor 10@ perform_animation_sequence "SEAT_down" IFP_file "PED" 4.0 loop 0 0 0 1 time -1 jump @RELKEY_1 :SITDOWN_11 wait 0 if 8118: not actor 11@ dead else_jump @PEDCRE if 8611: not actor 11@ performing_animation "SEAT_down" else_jump @STANDUP_11 0605: actor 11@ perform_animation_sequence "SEAT_down" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 jump @RELKEY_1 :SITDOWN_12 wait 0 if 8118: not actor 12@ dead else_jump @PEDCRE if 8611: not actor 12@ performing_animation "SEAT_down" else_jump @STANDUP_12 0605: actor 12@ perform_animation_sequence "SEAT_down" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 jump @RELKEY_1 :SITDOWN_13 wait 0 if 8118: not actor 13@ dead else_jump @PEDCRE if 8611: not actor 13@ performing_animation "SEAT_down" else_jump @STANDUP_13 0605: actor 13@ perform_animation_sequence "SEAT_down" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 jump @RELKEY_1 :SITDOWN_14 wait 0 if 8118: not actor 14@ dead else_jump @PEDCRE if 8611: not actor 14@ performing_animation "SEAT_down" else_jump @STANDUP_14 0605: actor 14@ perform_animation_sequence "SEAT_down" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 jump @RELKEY_1 :SITDOWN_15 wait 0 if 8118: not actor 15@ dead else_jump @PEDCRE if 8611: not actor 15@ performing_animation "SEAT_down" else_jump @STANDUP_15 0605: actor 15@ perform_animation_sequence "SEAT_down" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 jump @RELKEY_1 :SITDOWN_16 wait 0 if 8118: not actor 16@ dead else_jump @PEDCRE if 8611: not actor 16@ performing_animation "SEAT_down" else_jump @STANDUP_16 0605: actor 16@ perform_animation_sequence "SEAT_down" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 jump @RELKEY_1 :SITDOWN_17 wait 0 if 8118: not actor 17@ dead else_jump @PEDCRE if 8611: not actor 17@ performing_animation "SEAT_down" else_jump @STANDUP_17 0605: actor 17@ perform_animation_sequence "SEAT_down" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 jump @RELKEY_1 :SITDOWN_18 wait 0 if 8118: not actor 18@ dead else_jump @PEDCRE if 8611: not actor 18@ performing_animation "SEAT_down" else_jump @STANDUP_18 0605: actor 18@ perform_animation_sequence "SEAT_down" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 jump @RELKEY_1 :SITDOWN_19 wait 0 if 8118: not actor 19@ dead else_jump @PEDCRE if 8611: not actor 19@ performing_animation "SEAT_down" else_jump @STANDUP_19 0605: actor 19@ perform_animation_sequence "SEAT_down" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 jump @RELKEY_1 :STANDUP_10 wait 0 0605: actor 10@ perform_animation_sequence "SEAT_up" IFP_file "PED" 4.0 loop 0 0 0 0 time -1 jump @RELKEY_1 :STANDUP_11 wait 0 0605: actor 11@ perform_animation_sequence "SEAT_up" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 jump @RELKEY_1 :STANDUP_12 wait 0 0605: actor 12@ perform_animation_sequence "SEAT_up" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 jump @RELKEY_1 :STANDUP_13 wait 0 0605: actor 13@ perform_animation_sequence "SEAT_up" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 jump @RELKEY_1 :STANDUP_14 wait 0 0605: actor 14@ perform_animation_sequence "SEAT_up" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 jump @RELKEY_1 :STANDUP_15 wait 0 0605: actor 15@ perform_animation_sequence "SEAT_up" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 jump @RELKEY_1 :STANDUP_16 wait 0 0605: actor 16@ perform_animation_sequence "SEAT_up" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 jump @RELKEY_1 :STANDUP_17 wait 0 0605: actor 17@ perform_animation_sequence "SEAT_up" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 jump @RELKEY_1 :STANDUP_18 wait 0 0605: actor 18@ perform_animation_sequence "SEAT_up" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 jump @RELKEY_1 :STANDUP_19 wait 0 0605: actor 19@ perform_animation_sequence "SEAT_up" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 jump @RELKEY_1 :RELKEY wait 0 if 8AB0: not key_pressed 69 else_jump @RELKEY jump @PEDCRE :RELKEY_1 wait 0 if 8AB0: not key_pressed 82 else_jump @RELKEY_1 jump @PEDCRE :RELKEY_2 wait 0 if 8AB0: not key_pressed 89 else_jump @RELKEY_2 jump @PEDCRE :PHONE10 wait 0 if 8611: not actor 10@ performing_animation "phone_talk" else_jump @PHONEOFF10 0247: load_model #CELLPHONE if and 8118: not actor 10@ dead 0248: model #CELLPHONE available else_jump @PEDCRE 0729: AS_actor 10@ hold_cellphone 1 wait 200 0249: release_model #CELLPHONE jump @RELKEY :PHONEOFF10 wait 0 0729: AS_actor 10@ hold_cellphone 0 jump @RELKEY :PHONE11 wait 0 if 8611: not actor 11@ performing_animation "phone_talk" else_jump @PHONEOFF11 0247: load_model #CELLPHONE if and 8118: not actor 11@ dead 0248: model #CELLPHONE available else_jump @PEDCRE 0729: AS_actor 11@ hold_cellphone 1 wait 200 0249: release_model #CELLPHONE jump @RELKEY :PHONEOFF11 wait 0 0729: AS_actor 11@ hold_cellphone 0 jump @RELKEY :PHONE12 wait 0 if 8611: not actor 12@ performing_animation "phone_talk" else_jump @PHONEOFF12 0247: load_model #CELLPHONE if and 8118: not actor 12@ dead 0248: model #CELLPHONE available else_jump @PEDCRE 0729: AS_actor 12@ hold_cellphone 1 wait 200 0249: release_model #CELLPHONE jump @RELKEY :PHONEOFF12 wait 0 0729: AS_actor 12@ hold_cellphone 0 jump @RELKEY :PHONE13 wait 0 if 8611: not actor 13@ performing_animation "phone_talk" else_jump @PHONEOFF13 0247: load_model #CELLPHONE if and 8118: not actor 13@ dead 0248: model #CELLPHONE available else_jump @PEDCRE 0729: AS_actor 13@ hold_cellphone 1 wait 200 0249: release_model #CELLPHONE jump @RELKEY :PHONEOFF13 wait 0 0729: AS_actor 13@ hold_cellphone 0 jump @RELKEY :PHONE14 wait 0 if 8611: not actor 14@ performing_animation "phone_talk" else_jump @PHONEOFF14 0247: load_model #CELLPHONE if and 8118: not actor 14@ dead 0248: model #CELLPHONE available else_jump @PEDCRE 0729: AS_actor 14@ hold_cellphone 1 wait 200 0249: release_model #CELLPHONE jump @RELKEY :PHONEOFF14 wait 0 0729: AS_actor 14@ hold_cellphone 0 jump @RELKEY :PHONE15 wait 0 if 8611: not actor 15@ performing_animation "phone_talk" else_jump @PHONEOFF15 0247: load_model #CELLPHONE if and 8118: not actor 15@ dead 0248: model #CELLPHONE available else_jump @PEDCRE 0729: AS_actor 15@ hold_cellphone 1 wait 200 0249: release_model #CELLPHONE jump @RELKEY :PHONEOFF15 wait 0 0729: AS_actor 15@ hold_cellphone 0 jump @RELKEY :PHONE16 wait 0 if 8611: not actor 16@ performing_animation "phone_talk" else_jump @PHONEOFF16 0247: load_model #CELLPHONE if and 8118: not actor 16@ dead 0248: model #CELLPHONE available else_jump @PEDCRE 0729: AS_actor 16@ hold_cellphone 1 wait 200 0249: release_model #CELLPHONE jump @RELKEY :PHONEOFF16 wait 0 0729: AS_actor 16@ hold_cellphone 0 jump @RELKEY :PHONE17 wait 0 if 8611: not actor 17@ performing_animation "phone_talk" else_jump @PHONEOFF17 0247: load_model #CELLPHONE if and 8118: not actor 17@ dead 0248: model #CELLPHONE available else_jump @PEDCRE 0729: AS_actor 17@ hold_cellphone 1 wait 200 0249: release_model #CELLPHONE jump @RELKEY :PHONEOFF17 wait 0 0729: AS_actor 17@ hold_cellphone 0 jump @RELKEY :PHONE18 wait 0 if 8611: not actor 18@ performing_animation "phone_talk" else_jump @PHONEOFF18 0247: load_model #CELLPHONE if and 8118: not actor 18@ dead 0248: model #CELLPHONE available else_jump @PEDCRE 0729: AS_actor 18@ hold_cellphone 1 wait 200 0249: release_model #CELLPHONE jump @RELKEY :PHONEOFF18 wait 0 0729: AS_actor 18@ hold_cellphone 0 jump @RELKEY :PHONE19 wait 0 if 8611: not actor 19@ performing_animation "phone_talk" else_jump @PHONEOFF19 0247: load_model #CELLPHONE if and 8118: not actor 19@ dead 0248: model #CELLPHONE available else_jump @PEDCRE 0729: AS_actor 19@ hold_cellphone 1 wait 200 0249: release_model #CELLPHONE jump @RELKEY :PHONEOFF19 wait 0 0729: AS_actor 19@ hold_cellphone 0 jump @RELKEY :STOPTALK10 wait 0 0968: actor 10@ stop_mouth wait 200 jump @PEDCRE :STOPTALK11 wait 0 0968: actor 11@ stop_mouth wait 200 jump @PEDCRE :STOPTALK12 wait 0 0968: actor 12@ stop_mouth wait 200 jump @PEDCRE :STOPTALK13 wait 0 0968: actor 13@ stop_mouth wait 200 jump @PEDCRE :STOPTALK14 wait 0 0968: actor 14@ stop_mouth wait 200 jump @PEDCRE :STOPTALK15 wait 0 0968: actor 15@ stop_mouth wait 200 jump @PEDCRE :STOPTALK16 wait 0 0968: actor 16@ stop_mouth wait 200 jump @PEDCRE :STOPTALK17 wait 0 0968: actor 17@ stop_mouth wait 200 jump @PEDCRE :STOPTALK18 wait 0 0968: actor 18@ stop_mouth wait 200 jump @PEDCRE :STOPTALK19 wait 0 0968: actor 19@ stop_mouth jump @PEDCRE :COSTUME wait 0 if 8118: not actor 10@ dead else_jump @PEDCRE 0665: get_actor 10@ model_to 24@ 070D: rebuild_player $PLAYER_CHAR 09C7: change_player $PLAYER_CHAR model_to 24@ jump @PEDCRE :COSTUME2 wait 0 if 8118: not actor 19@ dead else_jump @PEDCRE 0665: get_actor 19@ model_to 24@ 070D: rebuild_player $PLAYER_CHAR 09C7: change_player $PLAYER_CHAR model_to 24@ jump @PEDCRE :DELOBJ_1 wait 0 0108: destroy_object 25@ jump @PEDCRE :DELOBJ_2 wait 0 0108: destroy_object 26@ jump @PEDCRE :DELOBJ_3 wait 0 0108: destroy_object 27@ jump @PEDCRE :DELOBJ_4 wait 0 0108: destroy_object 28@ jump @PEDCRE :CLOSESTA1 wait 0 00BC: show_text_highpriority GXT 'SPNF' time 5000 flag 1 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 10@ if 056D: actor 10@ defined else_jump @CLOSESTA1 00BC: show_text_highpriority GXT 'SPNG' time 5000 flag 1 jump @PEDCRE :CLOSESTA2 wait 0 00BC: show_text_highpriority GXT 'SPNF' time 5000 flag 1 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 11@ if 056D: actor 11@ defined else_jump @CLOSESTA2 00BC: show_text_highpriority GXT 'SPNG' time 5000 flag 1 jump @PEDCRE :CLOSESTA3 wait 0 00BC: show_text_highpriority GXT 'SPNF' time 5000 flag 1 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 12@ if 056D: actor 12@ defined else_jump @CLOSESTA3 00BC: show_text_highpriority GXT 'SPNG' time 5000 flag 1 jump @PEDCRE :CLOSESTA4 wait 0 00BC: show_text_highpriority GXT 'SPNF' time 5000 flag 1 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 13@ if 056D: actor 13@ defined else_jump @CLOSESTA4 00BC: show_text_highpriority GXT 'SPNG' time 5000 flag 1 jump @PEDCRE :CLOSESTC1 wait 0 00BC: show_text_highpriority GXT 'SPNF' time 5000 flag 1 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 20@ closest_ped_to 0@ if 056E: car 20@ defined else_jump @CLOSESTC1 00BC: show_text_highpriority GXT 'SPNG' time 5000 flag 1 jump @PEDCRE :CLOSESTC2 wait 0 00BC: show_text_highpriority GXT 'SPNF' time 5000 flag 1 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 21@ closest_ped_to 0@ if 056E: car 21@ defined else_jump @CLOSESTC2 00BC: show_text_highpriority GXT 'SPNG' time 5000 flag 1 jump @PEDCRE :CLOSESTC3 wait 0 00BC: show_text_highpriority GXT 'SPNF' time 5000 flag 1 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 22@ closest_ped_to 0@ if 056E: car 22@ defined else_jump @CLOSESTC3 00BC: show_text_highpriority GXT 'SPNG' time 5000 flag 1 jump @PEDCRE :CLOSESTC4 wait 0 00BC: show_text_highpriority GXT 'SPNF' time 5000 flag 1 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 23@ closest_ped_to 0@ if 056E: car 23@ defined else_jump @CLOSESTC4 00BC: show_text_highpriority GXT 'SPNG' time 5000 flag 1 jump @PEDCRE :CLOSESTO1 wait 0 00BC: show_text_highpriority GXT 'SPNF' time 5000 flag 1 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0866: get_object_in_sphere 6@ 7@ 8@ radius 10.0 handle_as 25@ if 03CA: object 25@ exists else_jump @CLOSESTO1 00BC: show_text_highpriority GXT 'SPNG' time 5000 flag 1 077E: get_active_interior_to $ACTIVE_INTERIOR if 8038: not $ACTIVE_INTERIOR == 0 else_jump @PEDCRE 00BC: show_text_highpriority GXT 'OBJB' time 5000 flag 1 jump @PEDCRE :PEDCRE_DELALL wait 0 if 80E1: not player 0 pressed_key 11 else_jump @PEDCRE_DELALL1 if 00E1: player 0 pressed_key 10 else_jump @PEDCRE_DELALL 00BE: text_clear_all 03E5: show_text_box 'SPND' jump @PEDCRE :PEDCRE_DELALL1 wait 0 00BE: text_clear_all if 056D: actor 10@ defined else_jump @PEDCRE_DELALL2 009B: destroy_actor 10@ jump @PEDCRE_DELALL2 :PEDCRE_DELALL2 wait 0 if 056D: actor 11@ defined else_jump @PEDCRE_DELALL3 009B: destroy_actor 11@ jump @PEDCRE_DELALL3 :PEDCRE_DELALL3 wait 0 if 056D: actor 12@ defined else_jump @PEDCRE_DELALL4 009B: destroy_actor 12@ jump @PEDCRE_DELALL4 :PEDCRE_DELALL4 wait 0 if 056D: actor 13@ defined else_jump @PEDCRE_DELALL5 009B: destroy_actor 13@ jump @PEDCRE_DELALL5 :PEDCRE_DELALL5 wait 0 if 056D: actor 14@ defined else_jump @PEDCRE_DELALL6 009B: destroy_actor 14@ jump @PEDCRE_DELALL6 :PEDCRE_DELALL6 wait 0 if 056D: actor 15@ defined else_jump @PEDCRE_DELALL7 009B: destroy_actor 15@ jump @PEDCRE_DELALL7 :PEDCRE_DELALL7 wait 0 if 056D: actor 16@ defined else_jump @PEDCRE_DELALL8 009B: destroy_actor 16@ jump @PEDCRE_DELALL8 :PEDCRE_DELALL8 wait 0 if 056D: actor 17@ defined else_jump @PEDCRE_DELALL9 009B: destroy_actor 17@ jump @PEDCRE_DELALL9 :PEDCRE_DELALL9 wait 0 if 056D: actor 18@ defined else_jump @PEDCRE_DELALL10 009B: destroy_actor 18@ jump @PEDCRE_DELALL10 :PEDCRE_DELALL10 wait 0 if 056D: actor 19@ defined else_jump @PEDCRE_DELALL11 009B: destroy_actor 19@ jump @PEDCRE_DELALL11 :PEDCRE_DELALL11 wait 0 if 056E: car 20@ defined else_jump @PEDCRE_DELALL12 00A6: destroy_car 20@ jump @PEDCRE_DELALL12 :PEDCRE_DELALL12 wait 0 if 056E: car 21@ defined else_jump @PEDCRE_DELALL13 00A6: destroy_car 21@ jump @PEDCRE_DELALL13 :PEDCRE_DELALL13 wait 0 if 056E: car 22@ defined else_jump @PEDCRE_DELALL14 00A6: destroy_car 22@ jump @PEDCRE_DELALL14 :PEDCRE_DELALL14 wait 0 if 056E: car 23@ defined else_jump @PEDCRE 00A6: destroy_car 23@ jump @PEDCRE :PEDCRE_PED1 wait 0 0006: 9@ = 9 0247: load_model 9 if 0248: model 9 available else_jump @PEDCRE_PED1 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 10@ = create_actor_pedtype 4 model 9@ at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 10@ immune_to_nonplayer 1 0173: set_actor 10@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 10@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @PEDCRE_PED1_KEY1 :PEDCRE_PED1_KEY1 wait 0 if 8AB0: not key_pressed 33 else_jump @PEDCRE_PED1_UP if 8AB0: not key_pressed 34 else_jump @PEDCRE_PED1_DOWN if 00E1: player 0 pressed_key 16 else_jump @PEDCRE_PED1_KEY1 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 03E5: show_text_box 'SPNA' jump @PEDCRE :PEDCRE_PED1_UP wait 0 000A: 9@ += 1 if and 8039: not 9@ == 2 8039: not 9@ == 3 8039: not 9@ == 4 8039: not 9@ == 5 8039: not 9@ == 8 else_jump @PEDCRE_PED1_UP if and 8039: not 9@ == 42 8039: not 9@ == 65 8039: not 9@ == 74 8039: not 9@ == 86 else_jump @PEDCRE_PED1_UP if and 8039: not 9@ == 119 8039: not 9@ == 149 8039: not 9@ == 208 8039: not 9@ == 265 else_jump @PEDCRE_PED1_UP if and 8039: not 9@ == 266 8039: not 9@ == 267 8039: not 9@ == 268 8039: not 9@ == 269 else_jump @PEDCRE_PED1_UP if and 8039: not 9@ == 270 8039: not 9@ == 271 8039: not 9@ == 272 8039: not 9@ == 273 else_jump @PEDCRE_PED1_UP if and 8039: not 9@ == 8 8039: not 9@ == 6 8039: not 9@ == 208 8039: not 9@ == 205 else_jump @PEDCRE_PED1_UP if 8029: not 9@ >= 289 else_jump @PEDCRE_PED1_RETURN 009B: destroy_actor 10@ jump @PEDCRE_CREATE :PEDCRE_PED1_DOWN wait 0 000A: 9@ += -1 if and 8039: not 9@ == 2 8039: not 9@ == 3 8039: not 9@ == 4 8039: not 9@ == 5 8039: not 9@ == 8 else_jump @PEDCRE_PED1_DOWN if and 8039: not 9@ == 42 8039: not 9@ == 65 8039: not 9@ == 74 8039: not 9@ == 86 else_jump @PEDCRE_PED1_DOWN if and 8039: not 9@ == 119 8039: not 9@ == 149 8039: not 9@ == 208 8039: not 9@ == 265 else_jump @PEDCRE_PED1_DOWN if and 8039: not 9@ == 266 8039: not 9@ == 267 8039: not 9@ == 268 8039: not 9@ == 269 else_jump @PEDCRE_PED1_DOWN if and 8039: not 9@ == 270 8039: not 9@ == 271 8039: not 9@ == 272 8039: not 9@ == 273 else_jump @PEDCRE_PED1_DOWN if and 8039: not 9@ == 8 8039: not 9@ == 6 8039: not 9@ == 208 8039: not 9@ == 205 else_jump @PEDCRE_PED1_DOWN if 802B: not 7 >= 9@ else_jump @PEDCRE_PED1_RETURN1 0513: show_text_box_1number 'NUMB' number 9@ 009B: destroy_actor 10@ jump @PEDCRE_CREATE :PEDCRE_CREATE wait 0 0247: load_model 9@ 038B: load_requested_models wait 0 if 0248: model 9@ available else_jump @PEDCRE_CREATE wait 80 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 10@ = create_actor_pedtype 4 model 9@ at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 10@ immune_to_nonplayer 1 0173: set_actor 10@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 10@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @PEDCRE_PED1_KEY1 :PEDCRE_PED1_RETURN wait 0 0006: 9@ = 9 if 056D: actor 10@ defined else_jump @PEDCRE_CREATE 009B: destroy_actor 10@ jump @PEDCRE_CREATE :PEDCRE_PED1_RETURN1 wait 0 0513: show_text_box_1number 'NUMB' number 9@ 0006: 9@ = 288 if 056D: actor 10@ defined else_jump @PEDCRE_CREATE 009B: destroy_actor 10@ jump @PEDCRE_CREATE :PEDCRE_PED2 wait 0 0006: 9@ = 9 0247: load_model 9 if 0248: model 9 available else_jump @PEDCRE_PED2 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 11@ = create_actor_pedtype 4 model 9@ at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 11@ immune_to_nonplayer 1 0173: set_actor 11@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 11@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @PEDCRE_PED2_KEY1 :PEDCRE_PED2_KEY1 wait 0 if 8AB0: not key_pressed 33 else_jump @PEDCRE_PED2_UP if 8AB0: not key_pressed 34 else_jump @PEDCRE_PED2_DOWN if 00E1: player 0 pressed_key 16 else_jump @PEDCRE_PED2_KEY1 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 03E5: show_text_box 'SPNA' jump @PEDCRE :PEDCRE_PED2_UP wait 0 000A: 9@ += 1 if and 8039: not 9@ == 2 8039: not 9@ == 3 8039: not 9@ == 4 8039: not 9@ == 5 8039: not 9@ == 8 else_jump @PEDCRE_PED2_UP if and 8039: not 9@ == 42 8039: not 9@ == 65 8039: not 9@ == 74 8039: not 9@ == 86 else_jump @PEDCRE_PED2_UP if and 8039: not 9@ == 119 8039: not 9@ == 149 8039: not 9@ == 208 8039: not 9@ == 265 else_jump @PEDCRE_PED2_UP if and 8039: not 9@ == 266 8039: not 9@ == 267 8039: not 9@ == 268 8039: not 9@ == 269 else_jump @PEDCRE_PED2_UP if and 8039: not 9@ == 270 8039: not 9@ == 271 8039: not 9@ == 272 8039: not 9@ == 273 else_jump @PEDCRE_PED2_UP if and 8039: not 9@ == 8 8039: not 9@ == 6 8039: not 9@ == 208 8039: not 9@ == 205 else_jump @PEDCRE_PED2_UP if 8029: not 9@ >= 289 else_jump @PEDCRE_PED2_RETURN 009B: destroy_actor 11@ jump @PEDCRE_CREATE1 :PEDCRE_PED2_DOWN wait 0 000A: 9@ += -1 if and 8039: not 9@ == 2 8039: not 9@ == 3 8039: not 9@ == 4 8039: not 9@ == 5 8039: not 9@ == 8 else_jump @PEDCRE_PED2_DOWN if and 8039: not 9@ == 42 8039: not 9@ == 65 8039: not 9@ == 74 8039: not 9@ == 86 else_jump @PEDCRE_PED2_DOWN if and 8039: not 9@ == 119 8039: not 9@ == 149 8039: not 9@ == 208 8039: not 9@ == 265 else_jump @PEDCRE_PED2_DOWN if and 8039: not 9@ == 266 8039: not 9@ == 267 8039: not 9@ == 268 8039: not 9@ == 269 else_jump @PEDCRE_PED2_DOWN if and 8039: not 9@ == 270 8039: not 9@ == 271 8039: not 9@ == 272 8039: not 9@ == 273 else_jump @PEDCRE_PED2_DOWN if and 8039: not 9@ == 8 8039: not 9@ == 6 8039: not 9@ == 208 8039: not 9@ == 205 else_jump @PEDCRE_PED2_DOWN if 802B: not 7 >= 9@ else_jump @PEDCRE_PED2_RETURN1 0513: show_text_box_1number 'NUMB' number 9@ 009B: destroy_actor 11@ jump @PEDCRE_CREATE1 :PEDCRE_CREATE1 wait 0 0247: load_model 9@ 038B: load_requested_models wait 0 if 0248: model 9@ available else_jump @PEDCRE_CREATE1 wait 80 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 11@ = create_actor_pedtype 4 model 9@ at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 11@ immune_to_nonplayer 1 0173: set_actor 11@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 11@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @PEDCRE_PED2_KEY1 :PEDCRE_PED2_RETURN wait 0 0006: 9@ = 9 if 056D: actor 11@ defined else_jump @PEDCRE_CREATE1 009B: destroy_actor 11@ jump @PEDCRE_CREATE1 :PEDCRE_PED2_RETURN1 wait 0 0513: show_text_box_1number 'NUMB' number 9@ 0006: 9@ = 288 if 056D: actor 11@ defined else_jump @PEDCRE_CREATE1 009B: destroy_actor 11@ jump @PEDCRE_CREATE1 :PEDCRE_PED3 wait 0 0006: 9@ = 9 0247: load_model 9 if 0248: model 9 available else_jump @PEDCRE_PED3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 12@ = create_actor_pedtype 4 model 9@ at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 12@ immune_to_nonplayer 1 0173: set_actor 12@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 12@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @PEDCRE_PED3_KEY1 :PEDCRE_PED3_KEY1 wait 0 if 8AB0: not key_pressed 33 else_jump @PEDCRE_PED3_UP if 8AB0: not key_pressed 34 else_jump @PEDCRE_PED3_DOWN if 00E1: player 0 pressed_key 16 else_jump @PEDCRE_PED3_KEY1 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 03E5: show_text_box 'SPNA' jump @PEDCRE :PEDCRE_PED3_UP wait 0 000A: 9@ += 1 if and 8039: not 9@ == 2 8039: not 9@ == 3 8039: not 9@ == 4 8039: not 9@ == 5 8039: not 9@ == 8 else_jump @PEDCRE_PED3_UP if and 8039: not 9@ == 42 8039: not 9@ == 65 8039: not 9@ == 74 8039: not 9@ == 86 else_jump @PEDCRE_PED3_UP if and 8039: not 9@ == 119 8039: not 9@ == 149 8039: not 9@ == 208 8039: not 9@ == 265 else_jump @PEDCRE_PED3_UP if and 8039: not 9@ == 266 8039: not 9@ == 267 8039: not 9@ == 268 8039: not 9@ == 269 else_jump @PEDCRE_PED3_UP if and 8039: not 9@ == 270 8039: not 9@ == 271 8039: not 9@ == 272 8039: not 9@ == 273 else_jump @PEDCRE_PED3_UP if and 8039: not 9@ == 8 8039: not 9@ == 6 8039: not 9@ == 208 8039: not 9@ == 205 else_jump @PEDCRE_PED3_UP if 8029: not 9@ >= 289 else_jump @PEDCRE_PED3_RETURN 009B: destroy_actor 12@ jump @PEDCRE_CREATE2 :PEDCRE_PED3_DOWN wait 0 000A: 9@ += -1 if and 8039: not 9@ == 2 8039: not 9@ == 3 8039: not 9@ == 4 8039: not 9@ == 5 8039: not 9@ == 8 else_jump @PEDCRE_PED3_DOWN if and 8039: not 9@ == 42 8039: not 9@ == 65 8039: not 9@ == 74 8039: not 9@ == 86 else_jump @PEDCRE_PED3_DOWN if and 8039: not 9@ == 119 8039: not 9@ == 149 8039: not 9@ == 208 8039: not 9@ == 265 else_jump @PEDCRE_PED3_DOWN if and 8039: not 9@ == 266 8039: not 9@ == 267 8039: not 9@ == 268 8039: not 9@ == 269 else_jump @PEDCRE_PED3_DOWN if and 8039: not 9@ == 270 8039: not 9@ == 271 8039: not 9@ == 272 8039: not 9@ == 273 else_jump @PEDCRE_PED3_DOWN if and 8039: not 9@ == 8 8039: not 9@ == 6 8039: not 9@ == 208 8039: not 9@ == 205 else_jump @PEDCRE_PED3_DOWN if 802B: not 7 >= 9@ else_jump @PEDCRE_PED3_RETURN1 0513: show_text_box_1number 'NUMB' number 9@ 009B: destroy_actor 12@ jump @PEDCRE_CREATE2 :PEDCRE_CREATE2 wait 0 0247: load_model 9@ 038B: load_requested_models wait 0 if 0248: model 9@ available else_jump @PEDCRE_CREATE2 wait 80 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 12@ = create_actor_pedtype 4 model 9@ at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 12@ immune_to_nonplayer 1 0173: set_actor 12@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 12@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @PEDCRE_PED3_KEY1 :PEDCRE_PED3_RETURN wait 0 0006: 9@ = 9 if 056D: actor 12@ defined else_jump @PEDCRE_CREATE2 009B: destroy_actor 12@ jump @PEDCRE_CREATE2 :PEDCRE_PED3_RETURN1 wait 0 0513: show_text_box_1number 'NUMB' number 9@ 0006: 9@ = 288 if 056D: actor 12@ defined else_jump @PEDCRE_CREATE2 009B: destroy_actor 12@ jump @PEDCRE_CREATE2 :PEDCRE_PED4 wait 0 0006: 9@ = 9 0247: load_model 9 if 0248: model 9 available else_jump @PEDCRE_PED4 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 13@ = create_actor_pedtype 4 model 9@ at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 13@ immune_to_nonplayer 1 0173: set_actor 13@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 13@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @PEDCRE_PED4_KEY1 :PEDCRE_PED4_KEY1 wait 0 if 8AB0: not key_pressed 33 else_jump @PEDCRE_PED4_UP if 8AB0: not key_pressed 34 else_jump @PEDCRE_PED4_DOWN if 00E1: player 0 pressed_key 16 else_jump @PEDCRE_PED4_KEY1 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 03E5: show_text_box 'SPNA' jump @PEDCRE :PEDCRE_PED4_UP wait 0 000A: 9@ += 1 if and 8039: not 9@ == 2 8039: not 9@ == 3 8039: not 9@ == 4 8039: not 9@ == 5 8039: not 9@ == 8 else_jump @PEDCRE_PED4_UP if and 8039: not 9@ == 42 8039: not 9@ == 65 8039: not 9@ == 74 8039: not 9@ == 86 else_jump @PEDCRE_PED4_UP if and 8039: not 9@ == 119 8039: not 9@ == 149 8039: not 9@ == 208 8039: not 9@ == 265 else_jump @PEDCRE_PED4_UP if and 8039: not 9@ == 266 8039: not 9@ == 267 8039: not 9@ == 268 8039: not 9@ == 269 else_jump @PEDCRE_PED4_UP if and 8039: not 9@ == 270 8039: not 9@ == 271 8039: not 9@ == 272 8039: not 9@ == 273 else_jump @PEDCRE_PED4_UP if and 8039: not 9@ == 8 8039: not 9@ == 6 8039: not 9@ == 208 8039: not 9@ == 205 else_jump @PEDCRE_PED4_UP if 8029: not 9@ >= 289 else_jump @PEDCRE_PED4_RETURN 009B: destroy_actor 13@ jump @PEDCRE_CREATE3 :PEDCRE_PED4_DOWN wait 0 000A: 9@ += -1 if and 8039: not 9@ == 2 8039: not 9@ == 3 8039: not 9@ == 4 8039: not 9@ == 5 8039: not 9@ == 8 else_jump @PEDCRE_PED4_DOWN if and 8039: not 9@ == 42 8039: not 9@ == 65 8039: not 9@ == 74 8039: not 9@ == 86 else_jump @PEDCRE_PED4_DOWN if and 8039: not 9@ == 119 8039: not 9@ == 149 8039: not 9@ == 208 8039: not 9@ == 265 else_jump @PEDCRE_PED4_DOWN if and 8039: not 9@ == 266 8039: not 9@ == 267 8039: not 9@ == 268 8039: not 9@ == 269 else_jump @PEDCRE_PED4_DOWN if and 8039: not 9@ == 270 8039: not 9@ == 271 8039: not 9@ == 272 8039: not 9@ == 273 else_jump @PEDCRE_PED4_DOWN if and 8039: not 9@ == 8 8039: not 9@ == 6 8039: not 9@ == 208 8039: not 9@ == 205 else_jump @PEDCRE_PED4_DOWN if 802B: not 7 >= 9@ else_jump @PEDCRE_PED4_RETURN1 0513: show_text_box_1number 'NUMB' number 9@ 009B: destroy_actor 13@ jump @PEDCRE_CREATE3 :PEDCRE_CREATE3 wait 0 0247: load_model 9@ 038B: load_requested_models wait 0 if 0248: model 9@ available else_jump @PEDCRE_CREATE3 wait 80 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 13@ = create_actor_pedtype 4 model 9@ at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 13@ immune_to_nonplayer 1 0173: set_actor 13@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 13@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @PEDCRE_PED4_KEY1 :PEDCRE_PED4_RETURN wait 0 0006: 9@ = 9 if 056D: actor 13@ defined else_jump @PEDCRE_CREATE3 009B: destroy_actor 13@ jump @PEDCRE_CREATE3 :PEDCRE_PED4_RETURN1 wait 0 0513: show_text_box_1number 'NUMB' number 9@ 0006: 9@ = 288 if 056D: actor 13@ defined else_jump @PEDCRE_CREATE3 009B: destroy_actor 13@ jump @PEDCRE_CREATE3 :PEDCRE_PED5 wait 0 0006: 9@ = 9 0247: load_model 9 if 0248: model 9 available else_jump @PEDCRE_PED5 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 14@ = create_actor_pedtype 4 model 9@ at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 14@ immune_to_nonplayer 1 0173: set_actor 14@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 14@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @PEDCRE_PED5_KEY1 :PEDCRE_PED5_KEY1 wait 0 if 8AB0: not key_pressed 33 else_jump @PEDCRE_PED5_UP if 8AB0: not key_pressed 34 else_jump @PEDCRE_PED5_DOWN if 00E1: player 0 pressed_key 16 else_jump @PEDCRE_PED5_KEY1 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 03E5: show_text_box 'SPNA' jump @PEDCRE :PEDCRE_PED5_UP wait 0 000A: 9@ += 1 if and 8039: not 9@ == 2 8039: not 9@ == 3 8039: not 9@ == 4 8039: not 9@ == 5 8039: not 9@ == 8 else_jump @PEDCRE_PED5_UP if and 8039: not 9@ == 42 8039: not 9@ == 65 8039: not 9@ == 74 8039: not 9@ == 86 else_jump @PEDCRE_PED5_UP if and 8039: not 9@ == 119 8039: not 9@ == 149 8039: not 9@ == 208 8039: not 9@ == 265 else_jump @PEDCRE_PED5_UP if and 8039: not 9@ == 266 8039: not 9@ == 267 8039: not 9@ == 268 8039: not 9@ == 269 else_jump @PEDCRE_PED5_UP if and 8039: not 9@ == 270 8039: not 9@ == 271 8039: not 9@ == 272 8039: not 9@ == 273 else_jump @PEDCRE_PED5_UP if and 8039: not 9@ == 8 8039: not 9@ == 6 8039: not 9@ == 208 8039: not 9@ == 205 else_jump @PEDCRE_PED5_UP if 8029: not 9@ >= 289 else_jump @PEDCRE_PED5_RETURN 009B: destroy_actor 14@ jump @PEDCRE_CREATE4 :PEDCRE_PED5_DOWN wait 0 000A: 9@ += -1 if and 8039: not 9@ == 2 8039: not 9@ == 3 8039: not 9@ == 4 8039: not 9@ == 5 8039: not 9@ == 8 else_jump @PEDCRE_PED5_DOWN if and 8039: not 9@ == 42 8039: not 9@ == 65 8039: not 9@ == 74 8039: not 9@ == 86 else_jump @PEDCRE_PED5_DOWN if and 8039: not 9@ == 119 8039: not 9@ == 149 8039: not 9@ == 208 8039: not 9@ == 265 else_jump @PEDCRE_PED5_DOWN if and 8039: not 9@ == 266 8039: not 9@ == 267 8039: not 9@ == 268 8039: not 9@ == 269 else_jump @PEDCRE_PED5_DOWN if and 8039: not 9@ == 270 8039: not 9@ == 271 8039: not 9@ == 272 8039: not 9@ == 273 else_jump @PEDCRE_PED5_DOWN if and 8039: not 9@ == 8 8039: not 9@ == 6 8039: not 9@ == 208 8039: not 9@ == 205 else_jump @PEDCRE_PED5_DOWN if 802B: not 7 >= 9@ else_jump @PEDCRE_PED5_RETURN1 0513: show_text_box_1number 'NUMB' number 9@ 009B: destroy_actor 14@ jump @PEDCRE_CREATE4 :PEDCRE_CREATE4 wait 0 0247: load_model 9@ 038B: load_requested_models wait 0 if 0248: model 9@ available else_jump @PEDCRE_CREATE4 wait 80 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 14@ = create_actor_pedtype 4 model 9@ at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 14@ immune_to_nonplayer 1 0173: set_actor 14@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 14@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @PEDCRE_PED5_KEY1 :PEDCRE_PED5_RETURN wait 0 0006: 9@ = 9 if 056D: actor 14@ defined else_jump @PEDCRE_CREATE4 009B: destroy_actor 14@ jump @PEDCRE_CREATE4 :PEDCRE_PED5_RETURN1 wait 0 0513: show_text_box_1number 'NUMB' number 9@ 0006: 9@ = 288 if 056D: actor 14@ defined else_jump @PEDCRE_CREATE4 009B: destroy_actor 14@ jump @PEDCRE_CREATE4 :PEDCRE_PED6 wait 0 0006: 9@ = 9 0247: load_model 9 if 0248: model 9 available else_jump @PEDCRE_PED6 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 15@ = create_actor_pedtype 4 model 9@ at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 15@ immune_to_nonplayer 1 0173: set_actor 15@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 15@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @PEDCRE_PED6_KEY1 :PEDCRE_PED6_KEY1 wait 0 if 8AB0: not key_pressed 33 else_jump @PEDCRE_PED6_UP if 8AB0: not key_pressed 34 else_jump @PEDCRE_PED6_DOWN if 00E1: player 0 pressed_key 16 else_jump @PEDCRE_PED6_KEY1 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 03E5: show_text_box 'SPNA' jump @PEDCRE :PEDCRE_PED6_UP wait 0 000A: 9@ += 1 if and 8039: not 9@ == 2 8039: not 9@ == 3 8039: not 9@ == 4 8039: not 9@ == 5 8039: not 9@ == 8 else_jump @PEDCRE_PED6_UP if and 8039: not 9@ == 42 8039: not 9@ == 65 8039: not 9@ == 74 8039: not 9@ == 86 else_jump @PEDCRE_PED6_UP if and 8039: not 9@ == 119 8039: not 9@ == 149 8039: not 9@ == 208 8039: not 9@ == 265 else_jump @PEDCRE_PED6_UP if and 8039: not 9@ == 266 8039: not 9@ == 267 8039: not 9@ == 268 8039: not 9@ == 269 else_jump @PEDCRE_PED6_UP if and 8039: not 9@ == 270 8039: not 9@ == 271 8039: not 9@ == 272 8039: not 9@ == 273 else_jump @PEDCRE_PED6_UP if and 8039: not 9@ == 8 8039: not 9@ == 6 8039: not 9@ == 208 8039: not 9@ == 205 else_jump @PEDCRE_PED6_UP if 8029: not 9@ >= 289 else_jump @PEDCRE_PED6_RETURN 009B: destroy_actor 15@ jump @PEDCRE_CREATE5 :PEDCRE_PED6_DOWN wait 0 000A: 9@ += -1 if and 8039: not 9@ == 2 8039: not 9@ == 3 8039: not 9@ == 4 8039: not 9@ == 5 8039: not 9@ == 8 else_jump @PEDCRE_PED6_DOWN if and 8039: not 9@ == 42 8039: not 9@ == 65 8039: not 9@ == 74 8039: not 9@ == 86 else_jump @PEDCRE_PED6_DOWN if and 8039: not 9@ == 119 8039: not 9@ == 149 8039: not 9@ == 208 8039: not 9@ == 265 else_jump @PEDCRE_PED6_DOWN if and 8039: not 9@ == 266 8039: not 9@ == 267 8039: not 9@ == 268 8039: not 9@ == 269 else_jump @PEDCRE_PED6_DOWN if and 8039: not 9@ == 270 8039: not 9@ == 271 8039: not 9@ == 272 8039: not 9@ == 273 else_jump @PEDCRE_PED6_DOWN if and 8039: not 9@ == 8 8039: not 9@ == 6 8039: not 9@ == 208 8039: not 9@ == 205 else_jump @PEDCRE_PED6_DOWN if 802B: not 7 >= 9@ else_jump @PEDCRE_PED6_RETURN1 0513: show_text_box_1number 'NUMB' number 9@ 009B: destroy_actor 15@ jump @PEDCRE_CREATE5 :PEDCRE_CREATE5 wait 0 0247: load_model 9@ 038B: load_requested_models wait 0 if 0248: model 9@ available else_jump @PEDCRE_CREATE5 wait 80 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 15@ = create_actor_pedtype 4 model 9@ at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 15@ immune_to_nonplayer 1 0173: set_actor 15@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 15@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @PEDCRE_PED6_KEY1 :PEDCRE_PED6_RETURN wait 0 0006: 9@ = 9 if 056D: actor 15@ defined else_jump @PEDCRE_CREATE5 009B: destroy_actor 15@ jump @PEDCRE_CREATE5 :PEDCRE_PED6_RETURN1 wait 0 0513: show_text_box_1number 'NUMB' number 9@ 0006: 9@ = 288 if 056D: actor 15@ defined else_jump @PEDCRE_CREATE5 009B: destroy_actor 15@ jump @PEDCRE_CREATE5 :PEDCRE_PED7 wait 0 023C: load_special_actor 'ANDRE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7 0006: 9@ = 0 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 16@ = create_actor_pedtype 24 model #SPECIAL01 at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 16@ immune_to_nonplayer 1 0173: set_actor 16@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 16@ to_interior $ACTIVE_INTERIOR 0296: unload_special_actor 1 jump @PEDCRE_PED7_1 :PEDCRE_PED7_1 wait 0 if 8AB0: not key_pressed 33 else_jump @PEDCRE_PED7_UP if 8AB0: not key_pressed 34 else_jump @PEDCRE_PED7_DOWN if 00E1: player 0 pressed_key 16 else_jump @PEDCRE_PED7_1 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 03E5: show_text_box 'SPNA' jump @PEDCRE :PEDCRE_PED7_3 wait 0 0006: 9@ = 0 jump @PEDCRE_PED7_CHEX :PEDCRE_PED7_4 wait 0 0006: 9@ = 39 jump @PEDCRE_PED7_CHEX :PEDCRE_PED7_UP wait 0 if 8039: not 9@ == 39 else_jump @PEDCRE_PED7_3 000A: 9@ += 1 jump @PEDCRE_PED7_CHEX :PEDCRE_PED7_DOWN wait 0 if 8039: not 9@ == 0 else_jump @PEDCRE_PED7_4 000A: 9@ += -1 jump @PEDCRE_PED7_CHEX :PEDCRE_PED7_CHEX wait 0 if 8039: not 9@ == 0 else_jump @PEDCRE_PED7_A0 if 8039: not 9@ == 1 else_jump @PEDCRE_PED7_A1 if 8039: not 9@ == 2 else_jump @PEDCRE_PED7_A2 if 8039: not 9@ == 3 else_jump @PEDCRE_PED7_A3 if 8039: not 9@ == 4 else_jump @PEDCRE_PED7_A4 if 8039: not 9@ == 5 else_jump @PEDCRE_PED7_A5 if 8039: not 9@ == 6 else_jump @PEDCRE_PED7_A6 if 8039: not 9@ == 7 else_jump @PEDCRE_PED7_A7 if 8039: not 9@ == 8 else_jump @PEDCRE_PED7_A8 if 8039: not 9@ == 9 else_jump @PEDCRE_PED7_A9 if 8039: not 9@ == 10 else_jump @PEDCRE_PED7_A10 if 8039: not 9@ == 11 else_jump @PEDCRE_PED7_A11 if 8039: not 9@ == 12 else_jump @PEDCRE_PED7_A12 if 8039: not 9@ == 13 else_jump @PEDCRE_PED7_A13 if 8039: not 9@ == 14 else_jump @PEDCRE_PED7_A14 if 8039: not 9@ == 15 else_jump @PEDCRE_PED7_A15 if 8039: not 9@ == 16 else_jump @PEDCRE_PED7_A16 if 8039: not 9@ == 17 else_jump @PEDCRE_PED7_A17 if 8039: not 9@ == 18 else_jump @PEDCRE_PED7_A18 if 8039: not 9@ == 19 else_jump @PEDCRE_PED7_A19 if 8039: not 9@ == 20 else_jump @PEDCRE_PED7_A20 if 8039: not 9@ == 21 else_jump @PEDCRE_PED7_A21 if 8039: not 9@ == 22 else_jump @PEDCRE_PED7_A22 if 8039: not 9@ == 23 else_jump @PEDCRE_PED7_A23 if 8039: not 9@ == 24 else_jump @PEDCRE_PED7_A24 if 8039: not 9@ == 25 else_jump @PEDCRE_PED7_A25 if 8039: not 9@ == 26 else_jump @PEDCRE_PED7_A26 if 8039: not 9@ == 27 else_jump @PEDCRE_PED7_A27 if 8039: not 9@ == 28 else_jump @PEDCRE_PED7_A28 if 8039: not 9@ == 29 else_jump @PEDCRE_PED7_A29 if 8039: not 9@ == 30 else_jump @PEDCRE_PED7_A30 if 8039: not 9@ == 31 else_jump @PEDCRE_PED7_A31 if 8039: not 9@ == 32 else_jump @PEDCRE_PED7_A32 if 8039: not 9@ == 33 else_jump @PEDCRE_PED7_A33 if 8039: not 9@ == 34 else_jump @PEDCRE_PED7_A34 if 8039: not 9@ == 35 else_jump @PEDCRE_PED7_A35 if 8039: not 9@ == 36 else_jump @PEDCRE_PED7_A36 if 8039: not 9@ == 37 else_jump @PEDCRE_PED7_A37 if 8039: not 9@ == 38 else_jump @PEDCRE_PED7_A38 if 8039: not 9@ == 39 else_jump @PEDCRE_PED7_A39 jump @PEDCRE_PED7_DOWN :PEDCRE_PED7_CREATE wait 0 009B: destroy_actor 16@ 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 16@ = create_actor_pedtype 4@ model 290 at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 16@ immune_to_nonplayer 1 0173: set_actor 16@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 16@ to_interior $ACTIVE_INTERIOR 0296: unload_special_actor 1 0249: release_model 290 jump @PEDCRE_PED7_1 :PEDCRE_PED7_A0 wait 0 023C: load_special_actor 'ANDRE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A0 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A1 wait 0 023C: load_special_actor 'BBTHIN' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A1 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A2 wait 0 023C: load_special_actor 'BB' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A2 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A3 wait 0 023C: load_special_actor 'CAT' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A3 0006: 4@ = 5 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A4 wait 0 023C: load_special_actor 'CESAR' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A4 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A5 wait 0 023C: load_special_actor 'COPGRL1' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A5 0006: 4@ = 5 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A6 wait 0 023C: load_special_actor 'COPGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A6 0006: 4@ = 5 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A7 wait 0 023C: load_special_actor 'CLAUDE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A7 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A8 wait 0 023C: load_special_actor 'CROGRL1' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A8 0006: 4@ = 5 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A9 wait 0 023C: load_special_actor 'CROGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A9 0006: 4@ = 5 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A10 wait 0 023C: load_special_actor 'DWAYNE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A10 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A11 wait 0 023C: load_special_actor 'EMMET' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A11 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A12 wait 0 023C: load_special_actor 'FORELLI' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A12 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A13 wait 0 023C: load_special_actor 'JANITOR' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A13 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A14 wait 0 023C: load_special_actor 'JETHRO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A14 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A15 wait 0 023C: load_special_actor 'JIZZY' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A15 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A16 wait 0 023C: load_special_actor 'HERN' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A16 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A17 wait 0 023C: load_special_actor 'GANGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A17 0006: 4@ = 5 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A18 wait 0 023C: load_special_actor 'GUNGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A18 0006: 4@ = 5 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A19 wait 0 023C: load_special_actor 'KENDL' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A19 0006: 4@ = 5 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A20 wait 0 023C: load_special_actor 'MACCER' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A20 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A21 wait 0 023C: load_special_actor 'MADDOGG' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A21 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A22 wait 0 023C: load_special_actor 'MECGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A22 0006: 4@ = 5 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A23 wait 0 023C: load_special_actor 'NURGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A23 0006: 4@ = 5 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A24 wait 0 023C: load_special_actor 'OGLOC' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A24 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A25 wait 0 023C: load_special_actor 'PAUL' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A25 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A26 wait 0 023C: load_special_actor 'PULASKI' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A26 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A27 wait 0 023C: load_special_actor 'ROSE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A27 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A28 wait 0 023C: load_special_actor 'RYDER2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A28 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A29 wait 0 023C: load_special_actor 'RYDER3' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A29 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A30 wait 0 023C: load_special_actor 'SINDACO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A30 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A31 wait 0 023C: load_special_actor 'SMOKE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A31 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A32 wait 0 023C: load_special_actor 'SMOKEV' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A32 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A33 wait 0 023C: load_special_actor 'SUZIE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A33 0006: 4@ = 5 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A34 wait 0 023C: load_special_actor 'SWEET' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A34 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A35 wait 0 023C: load_special_actor 'TBONE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A35 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A36 wait 0 023C: load_special_actor 'TENPEN' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A36 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A37 wait 0 023C: load_special_actor 'TORINO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A37 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A38 wait 0 023C: load_special_actor 'TRUTH' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A38 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED7_A39 wait 0 023C: load_special_actor 'ZERO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED7_A39 0006: 4@ = 24 jump @PEDCRE_PED7_CREATE :PEDCRE_PED8 wait 0 023C: load_special_actor 'ANDRE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8 0006: 9@ = 0 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 17@ = create_actor_pedtype 24 model #SPECIAL01 at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 17@ immune_to_nonplayer 1 0173: set_actor 17@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 17@ to_interior $ACTIVE_INTERIOR 0296: unload_special_actor 1 jump @PEDCRE_PED8_1 :PEDCRE_PED8_1 wait 0 if 8AB0: not key_pressed 33 else_jump @PEDCRE_PED8_UP if 8AB0: not key_pressed 34 else_jump @PEDCRE_PED8_DOWN if 00E1: player 0 pressed_key 16 else_jump @PEDCRE_PED8_1 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 03E5: show_text_box 'SPNA' jump @PEDCRE :PEDCRE_PED8_3 wait 0 0006: 9@ = 0 jump @PEDCRE_PED8_CHEX :PEDCRE_PED8_4 wait 0 0006: 9@ = 39 jump @PEDCRE_PED8_CHEX :PEDCRE_PED8_UP wait 0 if 8039: not 9@ == 39 else_jump @PEDCRE_PED8_3 000A: 9@ += 1 jump @PEDCRE_PED8_CHEX :PEDCRE_PED8_DOWN wait 0 if 8039: not 9@ == 0 else_jump @PEDCRE_PED8_4 000A: 9@ += -1 jump @PEDCRE_PED8_CHEX :PEDCRE_PED8_CHEX wait 0 if 8039: not 9@ == 0 else_jump @PEDCRE_PED8_A0 if 8039: not 9@ == 1 else_jump @PEDCRE_PED8_A1 if 8039: not 9@ == 2 else_jump @PEDCRE_PED8_A2 if 8039: not 9@ == 3 else_jump @PEDCRE_PED8_A3 if 8039: not 9@ == 4 else_jump @PEDCRE_PED8_A4 if 8039: not 9@ == 5 else_jump @PEDCRE_PED8_A5 if 8039: not 9@ == 6 else_jump @PEDCRE_PED8_A6 if 8039: not 9@ == 7 else_jump @PEDCRE_PED8_A7 if 8039: not 9@ == 8 else_jump @PEDCRE_PED8_A8 if 8039: not 9@ == 9 else_jump @PEDCRE_PED8_A9 if 8039: not 9@ == 10 else_jump @PEDCRE_PED8_A10 if 8039: not 9@ == 11 else_jump @PEDCRE_PED8_A11 if 8039: not 9@ == 12 else_jump @PEDCRE_PED8_A12 if 8039: not 9@ == 13 else_jump @PEDCRE_PED8_A13 if 8039: not 9@ == 14 else_jump @PEDCRE_PED8_A14 if 8039: not 9@ == 15 else_jump @PEDCRE_PED8_A15 if 8039: not 9@ == 16 else_jump @PEDCRE_PED8_A16 if 8039: not 9@ == 17 else_jump @PEDCRE_PED8_A17 if 8039: not 9@ == 18 else_jump @PEDCRE_PED8_A18 if 8039: not 9@ == 19 else_jump @PEDCRE_PED8_A19 if 8039: not 9@ == 20 else_jump @PEDCRE_PED8_A20 if 8039: not 9@ == 21 else_jump @PEDCRE_PED8_A21 if 8039: not 9@ == 22 else_jump @PEDCRE_PED8_A22 if 8039: not 9@ == 23 else_jump @PEDCRE_PED8_A23 if 8039: not 9@ == 24 else_jump @PEDCRE_PED8_A24 if 8039: not 9@ == 25 else_jump @PEDCRE_PED8_A25 if 8039: not 9@ == 26 else_jump @PEDCRE_PED8_A26 if 8039: not 9@ == 27 else_jump @PEDCRE_PED8_A27 if 8039: not 9@ == 28 else_jump @PEDCRE_PED8_A28 if 8039: not 9@ == 29 else_jump @PEDCRE_PED8_A29 if 8039: not 9@ == 30 else_jump @PEDCRE_PED8_A30 if 8039: not 9@ == 31 else_jump @PEDCRE_PED8_A31 if 8039: not 9@ == 32 else_jump @PEDCRE_PED8_A32 if 8039: not 9@ == 33 else_jump @PEDCRE_PED8_A33 if 8039: not 9@ == 34 else_jump @PEDCRE_PED8_A34 if 8039: not 9@ == 35 else_jump @PEDCRE_PED8_A35 if 8039: not 9@ == 36 else_jump @PEDCRE_PED8_A36 if 8039: not 9@ == 37 else_jump @PEDCRE_PED8_A37 if 8039: not 9@ == 38 else_jump @PEDCRE_PED8_A38 if 8039: not 9@ == 39 else_jump @PEDCRE_PED8_A39 jump @PEDCRE_PED8_DOWN :PEDCRE_PED8_CREATE wait 0 009B: destroy_actor 17@ 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 17@ = create_actor_pedtype 4@ model 290 at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 17@ immune_to_nonplayer 1 0173: set_actor 17@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 17@ to_interior $ACTIVE_INTERIOR 0296: unload_special_actor 1 0249: release_model 290 jump @PEDCRE_PED8_1 :PEDCRE_PED8_A0 wait 0 023C: load_special_actor 'ANDRE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A0 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A1 wait 0 023C: load_special_actor 'BBTHIN' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A1 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A2 wait 0 023C: load_special_actor 'BB' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A2 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A3 wait 0 023C: load_special_actor 'CAT' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A3 0006: 4@ = 5 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A4 wait 0 023C: load_special_actor 'CESAR' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A4 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A5 wait 0 023C: load_special_actor 'COPGRL1' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A5 0006: 4@ = 5 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A6 wait 0 023C: load_special_actor 'COPGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A6 0006: 4@ = 5 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A7 wait 0 023C: load_special_actor 'CLAUDE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A7 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A8 wait 0 023C: load_special_actor 'CROGRL1' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A8 0006: 4@ = 5 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A9 wait 0 023C: load_special_actor 'CROGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A9 0006: 4@ = 5 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A10 wait 0 023C: load_special_actor 'DWAYNE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A10 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A11 wait 0 023C: load_special_actor 'EMMET' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A11 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A12 wait 0 023C: load_special_actor 'FORELLI' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A12 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A13 wait 0 023C: load_special_actor 'JANITOR' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A13 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A14 wait 0 023C: load_special_actor 'JETHRO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A14 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A15 wait 0 023C: load_special_actor 'JIZZY' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A15 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A16 wait 0 023C: load_special_actor 'HERN' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A16 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A17 wait 0 023C: load_special_actor 'GANGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A17 0006: 4@ = 5 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A18 wait 0 023C: load_special_actor 'GUNGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A18 0006: 4@ = 5 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A19 wait 0 023C: load_special_actor 'KENDL' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A19 0006: 4@ = 5 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A20 wait 0 023C: load_special_actor 'MACCER' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A20 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A21 wait 0 023C: load_special_actor 'MADDOGG' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A21 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A22 wait 0 023C: load_special_actor 'MECGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A22 0006: 4@ = 5 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A23 wait 0 023C: load_special_actor 'NURGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A23 0006: 4@ = 5 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A24 wait 0 023C: load_special_actor 'OGLOC' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A24 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A25 wait 0 023C: load_special_actor 'PAUL' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A25 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A26 wait 0 023C: load_special_actor 'PULASKI' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A26 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A27 wait 0 023C: load_special_actor 'ROSE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A27 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A28 wait 0 023C: load_special_actor 'RYDER2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A28 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A29 wait 0 023C: load_special_actor 'RYDER3' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A29 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A30 wait 0 023C: load_special_actor 'SINDACO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A30 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A31 wait 0 023C: load_special_actor 'SMOKE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A31 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A32 wait 0 023C: load_special_actor 'SMOKEV' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A32 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A33 wait 0 023C: load_special_actor 'SUZIE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A33 0006: 4@ = 5 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A34 wait 0 023C: load_special_actor 'SWEET' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A34 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A35 wait 0 023C: load_special_actor 'TBONE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A35 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A36 wait 0 023C: load_special_actor 'TENPEN' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A36 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A37 wait 0 023C: load_special_actor 'TORINO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A37 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A38 wait 0 023C: load_special_actor 'TRUTH' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A38 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED8_A39 wait 0 023C: load_special_actor 'ZERO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED8_A39 0006: 4@ = 24 jump @PEDCRE_PED8_CREATE :PEDCRE_PED9 wait 0 023C: load_special_actor 'ANDRE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9 0006: 9@ = 0 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 18@ = create_actor_pedtype 24 model #SPECIAL01 at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 18@ immune_to_nonplayer 1 0173: set_actor 18@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 18@ to_interior $ACTIVE_INTERIOR 0296: unload_special_actor 1 jump @PEDCRE_PED9_1 :PEDCRE_PED9_1 wait 0 if 8AB0: not key_pressed 33 else_jump @PEDCRE_PED9_UP if 8AB0: not key_pressed 34 else_jump @PEDCRE_PED9_DOWN if 00E1: player 0 pressed_key 16 else_jump @PEDCRE_PED9_1 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 03E5: show_text_box 'SPNA' jump @PEDCRE :PEDCRE_PED9_3 wait 0 0006: 9@ = 0 jump @PEDCRE_PED9_CHEX :PEDCRE_PED9_4 wait 0 0006: 9@ = 39 jump @PEDCRE_PED9_CHEX :PEDCRE_PED9_UP wait 0 if 8039: not 9@ == 39 else_jump @PEDCRE_PED9_3 000A: 9@ += 1 jump @PEDCRE_PED9_CHEX :PEDCRE_PED9_DOWN wait 0 if 8039: not 9@ == 0 else_jump @PEDCRE_PED9_4 000A: 9@ += -1 jump @PEDCRE_PED9_CHEX :PEDCRE_PED9_CHEX wait 0 if 8039: not 9@ == 0 else_jump @PEDCRE_PED9_A0 if 8039: not 9@ == 1 else_jump @PEDCRE_PED9_A1 if 8039: not 9@ == 2 else_jump @PEDCRE_PED9_A2 if 8039: not 9@ == 3 else_jump @PEDCRE_PED9_A3 if 8039: not 9@ == 4 else_jump @PEDCRE_PED9_A4 if 8039: not 9@ == 5 else_jump @PEDCRE_PED9_A5 if 8039: not 9@ == 6 else_jump @PEDCRE_PED9_A6 if 8039: not 9@ == 7 else_jump @PEDCRE_PED9_A7 if 8039: not 9@ == 8 else_jump @PEDCRE_PED9_A8 if 8039: not 9@ == 9 else_jump @PEDCRE_PED9_A9 if 8039: not 9@ == 10 else_jump @PEDCRE_PED9_A10 if 8039: not 9@ == 11 else_jump @PEDCRE_PED9_A11 if 8039: not 9@ == 12 else_jump @PEDCRE_PED9_A12 if 8039: not 9@ == 13 else_jump @PEDCRE_PED9_A13 if 8039: not 9@ == 14 else_jump @PEDCRE_PED9_A14 if 8039: not 9@ == 15 else_jump @PEDCRE_PED9_A15 if 8039: not 9@ == 16 else_jump @PEDCRE_PED9_A16 if 8039: not 9@ == 17 else_jump @PEDCRE_PED9_A17 if 8039: not 9@ == 18 else_jump @PEDCRE_PED9_A18 if 8039: not 9@ == 19 else_jump @PEDCRE_PED9_A19 if 8039: not 9@ == 20 else_jump @PEDCRE_PED9_A20 if 8039: not 9@ == 21 else_jump @PEDCRE_PED9_A21 if 8039: not 9@ == 22 else_jump @PEDCRE_PED9_A22 if 8039: not 9@ == 23 else_jump @PEDCRE_PED9_A23 if 8039: not 9@ == 24 else_jump @PEDCRE_PED9_A24 if 8039: not 9@ == 25 else_jump @PEDCRE_PED9_A25 if 8039: not 9@ == 26 else_jump @PEDCRE_PED9_A26 if 8039: not 9@ == 27 else_jump @PEDCRE_PED9_A27 if 8039: not 9@ == 28 else_jump @PEDCRE_PED9_A28 if 8039: not 9@ == 29 else_jump @PEDCRE_PED9_A29 if 8039: not 9@ == 30 else_jump @PEDCRE_PED9_A30 if 8039: not 9@ == 31 else_jump @PEDCRE_PED9_A31 if 8039: not 9@ == 32 else_jump @PEDCRE_PED9_A32 if 8039: not 9@ == 33 else_jump @PEDCRE_PED9_A33 if 8039: not 9@ == 34 else_jump @PEDCRE_PED9_A34 if 8039: not 9@ == 35 else_jump @PEDCRE_PED9_A35 if 8039: not 9@ == 36 else_jump @PEDCRE_PED9_A36 if 8039: not 9@ == 37 else_jump @PEDCRE_PED9_A37 if 8039: not 9@ == 38 else_jump @PEDCRE_PED9_A38 if 8039: not 9@ == 39 else_jump @PEDCRE_PED9_A39 jump @PEDCRE_PED9_DOWN :PEDCRE_PED9_CREATE wait 0 009B: destroy_actor 18@ 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 18@ = create_actor_pedtype 4@ model 290 at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 18@ immune_to_nonplayer 1 0173: set_actor 18@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 18@ to_interior $ACTIVE_INTERIOR 0296: unload_special_actor 1 0249: release_model 290 jump @PEDCRE_PED9_1 :PEDCRE_PED9_A0 wait 0 023C: load_special_actor 'ANDRE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A0 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A1 wait 0 023C: load_special_actor 'BBTHIN' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A1 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A2 wait 0 023C: load_special_actor 'BB' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A2 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A3 wait 0 023C: load_special_actor 'CAT' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A3 0006: 4@ = 5 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A4 wait 0 023C: load_special_actor 'CESAR' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A4 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A5 wait 0 023C: load_special_actor 'COPGRL1' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A5 0006: 4@ = 5 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A6 wait 0 023C: load_special_actor 'COPGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A6 0006: 4@ = 5 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A7 wait 0 023C: load_special_actor 'CLAUDE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A7 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A8 wait 0 023C: load_special_actor 'CROGRL1' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A8 0006: 4@ = 5 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A9 wait 0 023C: load_special_actor 'CROGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A9 0006: 4@ = 5 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A10 wait 0 023C: load_special_actor 'DWAYNE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A10 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A11 wait 0 023C: load_special_actor 'EMMET' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A11 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A12 wait 0 023C: load_special_actor 'FORELLI' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A12 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A13 wait 0 023C: load_special_actor 'JANITOR' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A13 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A14 wait 0 023C: load_special_actor 'JETHRO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A14 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A15 wait 0 023C: load_special_actor 'JIZZY' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A15 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A16 wait 0 023C: load_special_actor 'HERN' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A16 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A17 wait 0 023C: load_special_actor 'GANGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A17 0006: 4@ = 5 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A18 wait 0 023C: load_special_actor 'GUNGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A18 0006: 4@ = 5 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A19 wait 0 023C: load_special_actor 'KENDL' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A19 0006: 4@ = 5 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A20 wait 0 023C: load_special_actor 'MACCER' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A20 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A21 wait 0 023C: load_special_actor 'MADDOGG' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A21 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A22 wait 0 023C: load_special_actor 'MECGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A22 0006: 4@ = 5 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A23 wait 0 023C: load_special_actor 'NURGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A23 0006: 4@ = 5 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A24 wait 0 023C: load_special_actor 'OGLOC' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A24 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A25 wait 0 023C: load_special_actor 'PAUL' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A25 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A26 wait 0 023C: load_special_actor 'PULASKI' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A26 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A27 wait 0 023C: load_special_actor 'ROSE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A27 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A28 wait 0 023C: load_special_actor 'RYDER2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A28 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A29 wait 0 023C: load_special_actor 'RYDER3' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A29 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A30 wait 0 023C: load_special_actor 'SINDACO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A30 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A31 wait 0 023C: load_special_actor 'SMOKE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A31 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A32 wait 0 023C: load_special_actor 'SMOKEV' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A32 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A33 wait 0 023C: load_special_actor 'SUZIE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A33 0006: 4@ = 5 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A34 wait 0 023C: load_special_actor 'SWEET' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A34 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A35 wait 0 023C: load_special_actor 'TBONE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A35 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A36 wait 0 023C: load_special_actor 'TENPEN' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A36 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A37 wait 0 023C: load_special_actor 'TORINO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A37 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A38 wait 0 023C: load_special_actor 'TRUTH' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A38 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED9_A39 wait 0 023C: load_special_actor 'ZERO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED9_A39 0006: 4@ = 24 jump @PEDCRE_PED9_CREATE :PEDCRE_PED0 //PED0!? wait 0 023C: load_special_actor 'ANDRE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0 0006: 9@ = 0 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 19@ = create_actor_pedtype 24 model #SPECIAL01 at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 19@ immune_to_nonplayer 1 0173: set_actor 19@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 19@ to_interior $ACTIVE_INTERIOR 0296: unload_special_actor 1 jump @PEDCRE_PED0_1 :PEDCRE_PED0_1 wait 0 if 8AB0: not key_pressed 33 else_jump @PEDCRE_PED0_UP if 8AB0: not key_pressed 34 else_jump @PEDCRE_PED0_DOWN if 00E1: player 0 pressed_key 16 else_jump @PEDCRE_PED0_1 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 03E5: show_text_box 'SPNA' jump @PEDCRE :PEDCRE_PED0_3 wait 0 0006: 9@ = 0 jump @PEDCRE_PED0_CHEX :PEDCRE_PED0_4 wait 0 0006: 9@ = 39 jump @PEDCRE_PED0_CHEX :PEDCRE_PED0_UP wait 0 if 8039: not 9@ == 39 else_jump @PEDCRE_PED0_3 000A: 9@ += 1 jump @PEDCRE_PED0_CHEX :PEDCRE_PED0_DOWN wait 0 if 8039: not 9@ == 0 else_jump @PEDCRE_PED0_4 000A: 9@ += -1 jump @PEDCRE_PED0_CHEX :PEDCRE_PED0_CHEX wait 0 if 8039: not 9@ == 0 else_jump @PEDCRE_PED0_A0 if 8039: not 9@ == 1 else_jump @PEDCRE_PED0_A1 if 8039: not 9@ == 2 else_jump @PEDCRE_PED0_A2 if 8039: not 9@ == 3 else_jump @PEDCRE_PED0_A3 if 8039: not 9@ == 4 else_jump @PEDCRE_PED0_A4 if 8039: not 9@ == 5 else_jump @PEDCRE_PED0_A5 if 8039: not 9@ == 6 else_jump @PEDCRE_PED0_A6 if 8039: not 9@ == 7 else_jump @PEDCRE_PED0_A7 if 8039: not 9@ == 8 else_jump @PEDCRE_PED0_A8 if 8039: not 9@ == 9 else_jump @PEDCRE_PED0_A9 if 8039: not 9@ == 10 else_jump @PEDCRE_PED0_A10 if 8039: not 9@ == 11 else_jump @PEDCRE_PED0_A11 if 8039: not 9@ == 12 else_jump @PEDCRE_PED0_A12 if 8039: not 9@ == 13 else_jump @PEDCRE_PED0_A13 if 8039: not 9@ == 14 else_jump @PEDCRE_PED0_A14 if 8039: not 9@ == 15 else_jump @PEDCRE_PED0_A15 if 8039: not 9@ == 16 else_jump @PEDCRE_PED0_A16 if 8039: not 9@ == 17 else_jump @PEDCRE_PED0_A17 if 8039: not 9@ == 18 else_jump @PEDCRE_PED0_A18 if 8039: not 9@ == 19 else_jump @PEDCRE_PED0_A19 if 8039: not 9@ == 20 else_jump @PEDCRE_PED0_A20 if 8039: not 9@ == 21 else_jump @PEDCRE_PED0_A21 if 8039: not 9@ == 22 else_jump @PEDCRE_PED0_A22 if 8039: not 9@ == 23 else_jump @PEDCRE_PED0_A23 if 8039: not 9@ == 24 else_jump @PEDCRE_PED0_A24 if 8039: not 9@ == 25 else_jump @PEDCRE_PED0_A25 if 8039: not 9@ == 26 else_jump @PEDCRE_PED0_A26 if 8039: not 9@ == 27 else_jump @PEDCRE_PED0_A27 if 8039: not 9@ == 28 else_jump @PEDCRE_PED0_A28 if 8039: not 9@ == 29 else_jump @PEDCRE_PED0_A29 if 8039: not 9@ == 30 else_jump @PEDCRE_PED0_A30 if 8039: not 9@ == 31 else_jump @PEDCRE_PED0_A31 if 8039: not 9@ == 32 else_jump @PEDCRE_PED0_A32 if 8039: not 9@ == 33 else_jump @PEDCRE_PED0_A33 if 8039: not 9@ == 34 else_jump @PEDCRE_PED0_A34 if 8039: not 9@ == 35 else_jump @PEDCRE_PED0_A35 if 8039: not 9@ == 36 else_jump @PEDCRE_PED0_A36 if 8039: not 9@ == 37 else_jump @PEDCRE_PED0_A37 if 8039: not 9@ == 38 else_jump @PEDCRE_PED0_A38 if 8039: not 9@ == 39 else_jump @PEDCRE_PED0_A39 jump @PEDCRE_PED0_DOWN :PEDCRE_PED0_CREATE wait 0 009B: destroy_actor 19@ 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 180.0 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.9 009A: 19@ = create_actor_pedtype 4@ model 290 at 6@ 7@ 8@ 0513: show_text_box_1number 'NUMB' number 9@ 02A9: set_actor 19@ immune_to_nonplayer 1 0173: set_actor 19@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0860: link_actor 19@ to_interior $ACTIVE_INTERIOR 0296: unload_special_actor 1 0249: release_model 290 jump @PEDCRE_PED0_1 :PEDCRE_PED0_A0 wait 0 023C: load_special_actor 'ANDRE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A0 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A1 wait 0 023C: load_special_actor 'BBTHIN' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A1 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A2 wait 0 023C: load_special_actor 'BB' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A2 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A3 wait 0 023C: load_special_actor 'CAT' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A3 0006: 4@ = 5 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A4 wait 0 023C: load_special_actor 'CESAR' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A4 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A5 wait 0 023C: load_special_actor 'COPGRL1' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A5 0006: 4@ = 5 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A6 wait 0 023C: load_special_actor 'COPGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A6 0006: 4@ = 5 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A7 wait 0 023C: load_special_actor 'CLAUDE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A7 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A8 wait 0 023C: load_special_actor 'CROGRL1' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A8 0006: 4@ = 5 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A9 wait 0 023C: load_special_actor 'CROGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A9 0006: 4@ = 5 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A10 wait 0 023C: load_special_actor 'DWAYNE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A10 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A11 wait 0 023C: load_special_actor 'EMMET' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A11 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A12 wait 0 023C: load_special_actor 'FORELLI' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A12 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A13 wait 0 023C: load_special_actor 'JANITOR' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A13 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A14 wait 0 023C: load_special_actor 'JETHRO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A14 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A15 wait 0 023C: load_special_actor 'JIZZY' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A15 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A16 wait 0 023C: load_special_actor 'HERN' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A16 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A17 wait 0 023C: load_special_actor 'GANGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A17 0006: 4@ = 5 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A18 wait 0 023C: load_special_actor 'GUNGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A18 0006: 4@ = 5 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A19 wait 0 023C: load_special_actor 'KENDL' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A19 0006: 4@ = 5 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A20 wait 0 023C: load_special_actor 'MACCER' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A20 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A21 wait 0 023C: load_special_actor 'MADDOGG' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A21 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A22 wait 0 023C: load_special_actor 'MECGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A22 0006: 4@ = 5 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A23 wait 0 023C: load_special_actor 'NURGRL2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A23 0006: 4@ = 5 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A24 wait 0 023C: load_special_actor 'OGLOC' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A24 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A25 wait 0 023C: load_special_actor 'PAUL' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A25 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A26 wait 0 023C: load_special_actor 'PULASKI' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A26 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A27 wait 0 023C: load_special_actor 'ROSE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A27 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A28 wait 0 023C: load_special_actor 'RYDER2' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A28 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A29 wait 0 023C: load_special_actor 'RYDER3' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A29 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A30 wait 0 023C: load_special_actor 'SINDACO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A30 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A31 wait 0 023C: load_special_actor 'SMOKE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A31 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A32 wait 0 023C: load_special_actor 'SMOKEV' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A32 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A33 wait 0 023C: load_special_actor 'SUZIE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A33 0006: 4@ = 5 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A34 wait 0 023C: load_special_actor 'SWEET' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A34 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A35 wait 0 023C: load_special_actor 'TBONE' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A35 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A36 wait 0 023C: load_special_actor 'TENPEN' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A36 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A37 wait 0 023C: load_special_actor 'TORINO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A37 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A38 wait 0 023C: load_special_actor 'TRUTH' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A38 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :PEDCRE_PED0_A39 wait 0 023C: load_special_actor 'ZERO' as 1 if 023D: special_actor 1 loaded else_jump @PEDCRE_PED0_A39 0006: 4@ = 24 jump @PEDCRE_PED0_CREATE :CAR1 wait 0 0247: load_model #LANDSTAL 038B: load_requested_models if 0248: model #LANDSTAL available 004D: jump_if_false @CAR1 0006: 9@ = 400 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 00A5: 20@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 20@ z_angle_to 5@ 0249: release_model 9@ 0002: jump @CAR1_155 :CAR1_155 wait 0 if 8AB0: not key_pressed 33 004D: jump_if_false @CAR1_234 if 8AB0: not key_pressed 34 004D: jump_if_false @CAR1_399 if 00E1: player 0 pressed_key 16 004D: jump_if_false @CAR1_155 03E5: show_text_box 'SPWN' 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 jump @PEDCRE :CAR1_234 wait 200 if 8039: not 9@ == 610 004D: jump_if_false @CAR1_1551 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 20@ 000A: 9@ += 1 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 0002: jump @CAR1_335 :CAR1_1551 wait 200 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 20@ 0006: 9@ = 400 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 jump @CAR1_335 :CAR1_335 wait 0 0247: load_model 9@ 038B: load_requested_models if 0248: model 9@ available 004D: jump_if_false @CAR1_335 00A5: 20@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 20@ z_angle_to 5@ 0249: release_model 9@ 0002: jump @CAR1_155 :CAR1_399 wait 200 if 8039: not 9@ == 400 004D: jump_if_false @CAR1_1556 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 20@ 000A: 9@ += -1 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 0002: jump @CAR1_500 :CAR1_1556 wait 200 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 20@ 0006: 9@ = 610 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 jump @CAR1_500 :CAR1_500 wait 0 0247: load_model 9@ 038B: load_requested_models if 0248: model 9@ available 004D: jump_if_false @CAR1_500 00A5: 20@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 20@ z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0840: link_car 20@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @CAR1_155 :CAR2 wait 0 0247: load_model #LANDSTAL 038B: load_requested_models if 0248: model #LANDSTAL available 004D: jump_if_false @CAR2 0006: 9@ = 400 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 00A5: 21@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 21@ z_angle_to 5@ 0249: release_model 9@ 0002: jump @CAR2_155 :CAR2_155 wait 0 if 8AB0: not key_pressed 33 004D: jump_if_false @CAR2_234 if 8AB0: not key_pressed 34 004D: jump_if_false @CAR2_399 if 00E1: player 0 pressed_key 16 004D: jump_if_false @CAR2_155 03E5: show_text_box 'SPWN' 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 jump @PEDCRE :CAR2_234 wait 200 if 8039: not 9@ == 610 004D: jump_if_false @CAR2_1551 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 21@ 000A: 9@ += 1 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 0002: jump @CAR2_335 :CAR2_1551 wait 200 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 21@ 0006: 9@ = 400 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 jump @CAR2_335 :CAR2_335 wait 0 0247: load_model 9@ 038B: load_requested_models if 0248: model 9@ available 004D: jump_if_false @CAR2_335 00A5: 21@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 21@ z_angle_to 5@ 0249: release_model 9@ 0002: jump @CAR2_155 :CAR2_399 wait 200 if 8039: not 9@ == 400 004D: jump_if_false @CAR2_1556 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 21@ 000A: 9@ += -1 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 0002: jump @CAR2_500 :CAR2_1556 wait 200 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 21@ 0006: 9@ = 610 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 jump @CAR2_500 :CAR2_500 wait 0 0247: load_model 9@ 038B: load_requested_models if 0248: model 9@ available 004D: jump_if_false @CAR2_500 00A5: 21@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 21@ z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0840: link_car 21@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @CAR2_155 :CAR3 wait 0 0247: load_model #LANDSTAL 038B: load_requested_models if 0248: model #LANDSTAL available 004D: jump_if_false @CAR3 0006: 9@ = 400 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 00A5: 22@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 22@ z_angle_to 5@ 0249: release_model 9@ 0002: jump @CAR3_155 :CAR3_155 wait 0 if 8AB0: not key_pressed 33 004D: jump_if_false @CAR3_234 if 8AB0: not key_pressed 34 004D: jump_if_false @CAR3_399 if 00E1: player 0 pressed_key 16 004D: jump_if_false @CAR3_155 03E5: show_text_box 'SPWN' 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 jump @PEDCRE :CAR3_234 wait 200 if 8039: not 9@ == 610 004D: jump_if_false @CAR3_1551 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 22@ 000A: 9@ += 1 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 0002: jump @CAR3_335 :CAR3_1551 wait 200 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 22@ 0006: 9@ = 400 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 jump @CAR3_335 :CAR3_335 wait 0 0247: load_model 9@ 038B: load_requested_models if 0248: model 9@ available 004D: jump_if_false @CAR3_335 00A5: 22@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 22@ z_angle_to 5@ 0249: release_model 9@ 0002: jump @CAR3_155 :CAR3_399 wait 200 if 8039: not 9@ == 400 004D: jump_if_false @CAR3_1556 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 22@ 000A: 9@ += -1 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 0002: jump @CAR3_500 :CAR3_1556 wait 200 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 22@ 0006: 9@ = 610 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 jump @CAR3_500 :CAR3_500 wait 0 0247: load_model 9@ 038B: load_requested_models if 0248: model 9@ available 004D: jump_if_false @CAR3_500 00A5: 22@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 22@ z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0840: link_car 22@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @CAR3_155 :CAR4 wait 0 0247: load_model #LANDSTAL 038B: load_requested_models if 0248: model #LANDSTAL available 004D: jump_if_false @CAR4 0006: 9@ = 400 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 00A5: 23@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 23@ z_angle_to 5@ 0249: release_model 9@ 0002: jump @CAR4_155 :CAR4_155 wait 0 if 8AB0: not key_pressed 33 004D: jump_if_false @CAR4_234 if 8AB0: not key_pressed 34 004D: jump_if_false @CAR4_399 if 00E1: player 0 pressed_key 16 004D: jump_if_false @CAR4_155 03E5: show_text_box 'SPWN' 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 jump @PEDCRE :CAR4_234 wait 200 if 8039: not 9@ == 610 004D: jump_if_false @CAR4_1551 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 23@ 000A: 9@ += 1 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 0002: jump @CAR4_335 :CAR4_1551 wait 200 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 23@ 0006: 9@ = 400 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 jump @CAR4_335 :CAR4_335 wait 0 0247: load_model 9@ 038B: load_requested_models if 0248: model 9@ available 004D: jump_if_false @CAR4_335 00A5: 23@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 23@ z_angle_to 5@ 0249: release_model 9@ 0002: jump @CAR4_155 :CAR4_399 wait 200 if 8039: not 9@ == 400 004D: jump_if_false @CAR4_1556 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 23@ 000A: 9@ += -1 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 0002: jump @CAR4_500 :CAR4_1556 wait 200 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 23@ 0006: 9@ = 610 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 jump @CAR4_500 :CAR4_500 wait 0 0247: load_model 9@ 038B: load_requested_models if 0248: model 9@ available 004D: jump_if_false @CAR4_500 00A5: 23@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 23@ z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0840: link_car 23@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @CAR4_155 :CAR5 wait 0 0247: load_model #LANDSTAL 038B: load_requested_models if 0248: model #LANDSTAL available 004D: jump_if_false @CAR5 0006: 9@ = 400 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 00A5: 24@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 24@ z_angle_to 5@ 0249: release_model 9@ 0002: jump @CAR5_155 :CAR5_155 wait 0 if 8AB0: not key_pressed 33 004D: jump_if_false @CAR5_234 if 8AB0: not key_pressed 34 004D: jump_if_false @CAR5_399 if 00E1: player 0 pressed_key 16 004D: jump_if_false @CAR5_155 03E5: show_text_box 'SPWN' 01B4: set_player $PLAYER_CHAR can_move 1 0826: enable_hud 1 0581: enable_radar 1 jump @PEDCRE :CAR5_234 wait 200 if 8039: not 9@ == 610 004D: jump_if_false @CAR5_1551 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 24@ 000A: 9@ += 1 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 0002: jump @CAR5_335 :CAR5_1551 wait 200 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 24@ 0006: 9@ = 400 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 jump @CAR5_335 :CAR5_335 wait 0 0247: load_model 9@ 038B: load_requested_models if 0248: model 9@ available 004D: jump_if_false @CAR5_335 00A5: 24@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 24@ z_angle_to 5@ 0249: release_model 9@ 0002: jump @CAR5_155 :CAR5_399 wait 200 if 8039: not 9@ == 400 004D: jump_if_false @CAR5_1556 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 24@ 000A: 9@ += -1 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 0002: jump @CAR5_500 :CAR5_1556 wait 200 0513: show_text_box_1number 'NUMB' number 9@ 00A6: destroy_car 24@ 0006: 9@ = 610 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 0172: 5@ = actor $PLAYER_ACTOR Z_angle 000B: 5@ += 270.0 jump @CAR5_500 :CAR5_500 wait 0 0247: load_model 9@ 038B: load_requested_models if 0248: model 9@ available 004D: jump_if_false @CAR5_500 00A5: 24@ = create_car 9@ at 6@ 7@ 8@ 0175: set_car 24@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0840: link_car 24@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @CAR5_155 :OBJECT wait 0 0006: 9@ = 1207 jump @OBJECT_SPAWN :OBJECT_RESET wait 0 0006: 9@ = 1324 jump @OBJECT_SPAWN :OBJECT_CHECK wait 0 if 8AB0: not key_pressed 33 else_jump @OBJECT_PAGEUP if 8AB0: not key_pressed 34 else_jump @OBJECT_PAGEDOWN if 00E1: player 0 pressed_key 16 else_jump @OBJECT_CHECK 03E5: show_text_box 'OBJS' jump @PEDCRE :OBJECT_PAGEUP wait 0 if 8039: not 9@ == 1324 else_jump @OBJECT 000A: 9@ += 1 jump @OBJECT_SPAWN :OBJECT_PAGEDOWN wait 0 if 8039: not 9@ == 1207 else_jump @OBJECT_RESET 000A: 9@ += -1 jump @OBJECT_SPAWN :OBJECT_SPAWN wait 0 0247: load_model 9@ 038B: load_requested_models if 0248: model 9@ available else_jump @OBJECT 0513: show_text_box_1number 'NUMB' number 9@ 0108: destroy_object 25@ 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 2.5 -1.05 0172: 5@ = actor $PLAYER_ACTOR Z_angle 0107: 25@ = create_object 9@ at 6@ 7@ 8@ 0177: set_object 25@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0566: link_object 25@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @OBJECT_CHECK :OBJECT1 wait 0 0006: 9@ = 1407 jump @OBJECT1_SPAWN :OBJECT1_RESET wait 0 0006: 9@ = 1572 jump @OBJECT1_SPAWN :OBJECT1_CHECK wait 0 if 8AB0: not key_pressed 33 else_jump @OBJECT1_PAGEUP if 8AB0: not key_pressed 34 else_jump @OBJECT1_PAGEDOWN if 00E1: player 0 pressed_key 16 else_jump @OBJECT1_CHECK 03E5: show_text_box 'OBJS' jump @PEDCRE :OBJECT1_PAGEUP wait 0 if 8039: not 9@ == 1572 else_jump @OBJECT1 000A: 9@ += 1 jump @OBJECT1_SPAWN :OBJECT1_PAGEDOWN wait 0 if 8039: not 9@ == 1407 else_jump @OBJECT1_RESET 000A: 9@ += -1 jump @OBJECT1_SPAWN :OBJECT1_SPAWN wait 0 0247: load_model 9@ 038B: load_requested_models if 0248: model 9@ available else_jump @OBJECT1 0513: show_text_box_1number 'NUMB' number 9@ 0108: destroy_object 26@ 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 2.5 -1.05 0172: 5@ = actor $PLAYER_ACTOR Z_angle 0107: 26@ = create_object 9@ at 6@ 7@ 8@ 0177: set_object 26@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0566: link_object 26@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @OBJECT1_CHECK :OBJECT2 wait 0 0006: 9@ = 1574 jump @OBJECT2_SPAWN :OBJECT2_RESET wait 0 0006: 9@ = 1661 jump @OBJECT2_SPAWN :OBJECT2_CHECK wait 0 if 8AB0: not key_pressed 33 else_jump @OBJECT2_PAGEUP if 8AB0: not key_pressed 34 else_jump @OBJECT2_PAGEDOWN if 00E1: player 0 pressed_key 16 else_jump @OBJECT2_CHECK 03E5: show_text_box 'OBJS' jump @PEDCRE :OBJECT2_PAGEUP wait 0 if 8039: not 9@ == 1661 else_jump @OBJECT2 000A: 9@ += 1 jump @OBJECT2_SPAWN :OBJECT2_PAGEDOWN wait 0 if 8039: not 9@ == 1574 else_jump @OBJECT2_RESET 000A: 9@ += -1 jump @OBJECT2_SPAWN :OBJECT2_SPAWN wait 0 0247: load_model 9@ 038B: load_requested_models if 0248: model 9@ available else_jump @OBJECT2 0513: show_text_box_1number 'NUMB' number 9@ 0108: destroy_object 27@ 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 2.5 -1.05 0172: 5@ = actor $PLAYER_ACTOR Z_angle 0107: 27@ = create_object 9@ at 6@ 7@ 8@ 0177: set_object 27@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0566: link_object 27@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @OBJECT2_CHECK :OBJECT3 wait 0 0006: 9@ = 1700 jump @OBJECT3_SPAWN :OBJECT3_RESET wait 0 0006: 9@ = 2359 jump @OBJECT3_SPAWN :OBJECT3_CHECK wait 0 if 8AB0: not key_pressed 33 else_jump @OBJECT3_PAGEUP if 8AB0: not key_pressed 34 else_jump @OBJECT3_PAGEDOWN if 00E1: player 0 pressed_key 16 else_jump @OBJECT3_CHECK 03E5: show_text_box 'OBJS' jump @PEDCRE :OBJECT3_PAGEUP wait 0 if 8039: not 9@ == 2359 else_jump @OBJECT3 000A: 9@ += 1 jump @OBJECT3_SPAWN :OBJECT3_PAGEDOWN wait 0 if 8039: not 9@ == 1700 else_jump @OBJECT3_RESET 000A: 9@ += -1 jump @OBJECT3_SPAWN :OBJECT3_SPAWN wait 0 0247: load_model 9@ 038B: load_requested_models if 0248: model 9@ available else_jump @OBJECT3 0513: show_text_box_1number 'NUMB' number 9@ 0108: destroy_object 28@ 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 2.5 -1.05 0172: 5@ = actor $PLAYER_ACTOR Z_angle 0107: 28@ = create_object 9@ at 6@ 7@ 8@ 0177: set_object 28@ Z_angle_to 5@ 077E: get_active_interior_to $ACTIVE_INTERIOR 0566: link_object 28@ to_interior $ACTIVE_INTERIOR 0249: release_model 9@ jump @OBJECT3_CHECK Yeah... I know there's a hell of alot there. But maybe you can manage to take what you need out of it. It took me a few hours to make so it'll save you quite some time. It's also incomplete so using the whole thing without modification is pointless. What it does is allows you to create actors and objects and assign them animations. In the future I will be making a better version. This one was kinda aborted by me so you can all use it while I make a better one! ![]() If you want to test it with out compiling... Download the Ultimate CLEO Trainer, install and while in-game... Press Ctrl+Backspace and locate the "Machinima Keys (*BROKEN*)". -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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![]() Devil's Advocate ![]() Posts: 413 From: CA US Joined: 26-July 09 ![]() | Wow... longest post I've ever seen. Wait a minute... where's that cookie smiley?! And breadfish too! ![]() Oh wait... found it (Stolen from GTAF). ![]() Enjoy the cookie Deji. Went through a lot of trouble to get that one for you. ![]() -------------------- ![]() |
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