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[SRC]Ped Creation + Animation

Deji
post Sep 19 2009, 04:00 PM
Post #1


Coding like a Rockstar!

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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! smile.gif

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*)".


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Adler
post Sep 19 2009, 11:50 PM
Post #2


Devil's Advocate

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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! wallbash.gif

Oh wait... found it (Stolen from GTAF).

Enjoy the cookie Deji. Went through a lot of trouble to get that one for you. dry.gif


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