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15_meat1.sc
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15_meat1.sc
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// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
// ***********************************Meat Factory Mission 1**********************************
// *************************************"The Bank Manager"************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
:M15_THECROOK
03A4: name_thread 'MEAT1'
gosub @MISSION_START_MEAT1
if
0112: has_deatharrest_been_executed
then
gosub @MISSION_FAILED_MEAT1
end
:MISSION_END_MEAT1
gosub @MISSION_CLEANUP_MEAT1
end_thread
// ****************************************Mission Start************************************
:MISSION_START_MEAT1
0004: $ONMISSION = 1
0004: $ON_MISSION_FOR_MARTY = 1
0317: increment_mission_attempts
0001: wait 0 ms
0004: $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 0
0004: $FLAG_BANKMANAGER_IN_AREA = 0
0004: $FLAG_CAR_CRUSHED_MEAT1 = 0
0004: $FLAG_CAR_IN_AREA_MEAT1 = 0
0004: $FLAG_LEAVE_CAR_MESSAGE_MEAT1 = 0
0004: $FLAG_DONT_DO_CAR_CHECK_MEAT1 = 0
0004: $BLOB_FLAG = 1
0004: $FLAG_PLAYER_HAD_CRUSHER_HELP_HM5 = 0
0004: $FLAG_BANKMAN_MOVED_MEAT1 = 0
03DE: set_ped_density_multiplier 0.0
042B: clear_peds_from_cube 1164.25 -888.8125 10.0 1291.75 -811.6875 20.0
02E4: load_cutscene_data 'MT_PH1'
0244: set_cutscene_pos 1223.875 -839.375 13.9375
02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL
02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER'
016A: fade 1 for 1500 ms
03AF: set_streaming 1
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
// Displays cutscene text
while 001A: 2000 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'MEA1_B' duration 10000 ms flag 1 // The name's Chonks, Marty Chonks.
while 001A: 4424 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'MEA1_C' duration 10000 ms flag 1 // I run the Bitchin' Dog Food factory around the corner.
while 001A: 7668 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'MEA1_D' duration 10000 ms flag 1 // I got money troubles, but hey, who doesn't right?
while 001A: 9604 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'MEA1_E' duration 10000 ms flag 1 // I'm meeting my bank manager later.
while 001A: 12652 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'MEA1_F' duration 10000 ms flag 1 // He's a crooked bastard that keeps bumping up the loan repayments so he can cut a slice.
while 001A: 17740 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'MEA1_G' duration 10000 ms flag 1 // Take my car, pick him up and bring him back here.
while 001A: 21290 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'MEA1_H' duration 10000 ms flag 1 // I've got a little surprise for that blood sucking leech!!
while 001A: 24535 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
03D5: remove_text 'MEA1_H' // I've got a little surprise for that blood sucking leech!!
while 001A: 25666 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
016A: fade 0 for 1500 ms
while 82E9: not cutscene_reached_end
wait 0 ms
end
00BE: clear_prints
while fading
wait 0 ms
end
02EA: end_cutscene
0001: wait 500 ms
016A: fade 1 for 1500 ms
03DE: set_ped_density_multiplier 1.0
// ******************************************END OF CUTSCENE********************************
0247: request_model #B_MAN1
0247: request_model #PEREN
03CF: load_wav 'MF1_A'
while true
if or
8248: not model #B_MAN1 available
8248: not model #PEREN available
83D0: not wav_loaded
jf break
wait 0 ms
end
00A5: $CAR_MEAT1 = create_car #PEREN at 1190.0 -796.0 13.75
0175: set_car $CAR_MEAT1 z_angle_to 300.0
0186: $RADAR_BLIP_CAR_MEAT1 = create_marker_above_car $CAR_MEAT1
// waiting for the player to get into the car
while 80DC: not is_player_in_car $PLAYER_CHAR car $CAR_MEAT1
wait 0 ms
gosub @CHECK_CAR_STATUS
end
0164: disable_marker $RADAR_BLIP_CAR_MEAT1
00BC: print_now 'MEA1_B3' duration 7000 ms flag 1 // ~g~Go and meet the Bank Manager.
009A: $BANKMANAGER_MEAT1 = create_char PEDTYPE_CIVMALE model #B_MAN1 at 1039.0 -695.0 13.875
01ED: clear_actor $BANKMANAGER_MEAT1 threat_search
01BE: set_actor $BANKMANAGER_MEAT1 to_look_at_spot 1042.0 -695.0 -100.0
0187: $RADAR_BLIP_PED1_MEAT1 = create_marker_above_actor $BANKMANAGER_MEAT1
039E: set_char_cant_be_dragged_out $BANKMANAGER_MEAT1 to 1
0084: $MARKER_TO_DISABLE_IF_PLAYER_OUT_CAR = $RADAR_BLIP_PED1_MEAT1
// waiting for the player and the Bank manager to be in the same area
while true
if or
80EB: not player $PLAYER_CHAR 0 $BANKMANAGER_MEAT1 radius 8.0 8.0
80DC: not is_player_in_car $PLAYER_CHAR car $CAR_MEAT1
jf break
wait 0 ms
gosub @CHECK_BANKMANAGER_DEAD
gosub @CHECK_CAR_STATUS
gosub @CHECK_PLAYER_IN_CAR
gosub @RESTORE_BANKMANAGER_MARKER
end //while
// player is at the bank manager
01D4: actor $BANKMANAGER_MEAT1 go_to_car $CAR_MEAT1 and_enter_it_as_a_passenger
// waiting for them both to be in the car
while true
if or
80DB: not is_char_in_car $BANKMANAGER_MEAT1 car $CAR_MEAT1
80DC: not is_player_in_car $PLAYER_CHAR car $CAR_MEAT1
jf break
wait 0 ms
gosub @CHECK_FAIL_CRITERIA
gosub @RESTORE_BANKMANAGER_MARKER
end //while
0164: disable_marker $RADAR_BLIP_PED1_MEAT1
03D1: play_wav
00BC: print_now 'MEA1_B4' duration 7000 ms flag 1 // Ah, Mr Chonks sent you did he. Let's go and pay the fellow a visit.
018A: $RADAR_BLIP_COORD2_MEAT1 = create_checkpoint_at 1205.688 -789.1875 -100.0
0084: $MARKER_TO_DISABLE_IF_PLAYER_OUT_CAR = $RADAR_BLIP_COORD2_MEAT1
if
03D2: wav_ended
then
03D5: remove_text 'MEA1_B4' // Ah, Mr Chonks sent you did he. Let's go and pay the fellow a visit.
end
0004: $BLOB_FLAG = 1
while true
if or
8103: not actor $BANKMANAGER_MEAT1 stopped_near_point_in_car 1205.688 -789.1875 14.75 radius 4.0 4.0 6.0 sphere $BLOB_FLAG
80DB: not is_char_in_car $BANKMANAGER_MEAT1 car $CAR_MEAT1
jf break
wait 0 ms
if
03D2: wav_ended
then
03D5: remove_text 'MEA1_B4' // Ah, Mr Chonks sent you did he. Let's go and pay the fellow a visit.
end
gosub @CHECK_FAIL_CRITERIA
if and
00DC: is_player_in_car $PLAYER_CHAR car $CAR_MEAT1
0038: $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 1
then
0164: disable_marker $RADAR_BLIP_CAR_MEAT1
018A: $RADAR_BLIP_COORD2_MEAT1 = create_checkpoint_at 1205.688 -789.1875 -100.0
0004: $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 0
0004: $BLOB_FLAG = 1
end
end //while
0164: disable_marker $RADAR_BLIP_COORD2_MEAT1
02A3: toggle_widescreen 1
01B4: set_player $PLAYER_CHAR controllable 0
0395: clear_area 1 at 1201.75 -799.6875 range 13.75 5.0
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1
039E: set_char_cant_be_dragged_out $BANKMANAGER_MEAT1 to 0
01D3: actor $BANKMANAGER_MEAT1 leave_car $CAR_MEAT1
while 00DB: is_char_in_car $BANKMANAGER_MEAT1 car $CAR_MEAT1
wait 0 ms
gosub @CHECK_BANKMANAGER_DEAD
gosub @CHECK_CAR_STATUS
end //while
0211: actor $BANKMANAGER_MEAT1 walk_to 1204.188 -801.875
015F: set_camera_position 1201.75 -784.6875 17.0 0.0 rotation 0.0 0.0
0160: point_camera 1204.375 -802.6875 15.0 switchstyle JUMP_CUT
0395: clear_area 1 at 1200.75 -799.25 range 14.0 10.0
// Waiting for the blokes to get to the meat grinding area
0006: 17@ = 0
while 8038: not $FLAG_BANKMANAGER_IN_AREA == 1
wait 0 ms
gosub @CHECK_BANKMANAGER_DEAD
gosub @CHECK_CAR_STATUS
if and
0038: $FLAG_BANKMANAGER_IN_AREA == 0
00ED: actor $BANKMANAGER_MEAT1 0 1204.188 -801.875 radius 0.5 0.5
then
0004: $FLAG_BANKMANAGER_IN_AREA = 1
end
if and
0038: $FLAG_BANKMAN_MOVED_MEAT1 == 0
0029: 17@ >= 20000
then
00A1: set_char_coordinates $BANKMANAGER_MEAT1 to 1204.188 -801.875 13.6875
0004: $FLAG_BANKMAN_MOVED_MEAT1 = 1
end
end //while
// opens the door
while 834D: not rotate_object $DOGFOOD_DOOR from_angle 135.0 to 5.0 collision_check 0
wait 0 ms
gosub @CHECK_BANKMANAGER_DEAD
gosub @CHECK_CAR_STATUS
end //while
0211: actor $BANKMANAGER_MEAT1 walk_to 1205.875 -805.75
0006: 17@ = 0
while 80FF: not actor $BANKMANAGER_MEAT1 #NULL 1205.875 -805.75 14.0 radius 1.0 1.0 1.0
wait 0 ms
gosub @CHECK_BANKMANAGER_DEAD
gosub @CHECK_CAR_STATUS
if and
0029: 17@ >= 20000
80FF: not actor $BANKMANAGER_MEAT1 #NULL 1205.875 -805.75 14.0 radius 1.0 1.0 1.0
then
034F: destroy_actor_with_fade $BANKMANAGER_MEAT1
goto @BLOKE_GOT_STUCK_MEAT1
end
end //while
// Shuts the door
:BLOKE_GOT_STUCK_MEAT1
03CF: load_wav 'MF4_A'
while true
if or
834D: not rotate_object $DOGFOOD_DOOR from_angle 45.0 to 5.0 collision_check 0
83D0: not wav_loaded
jf break
wait 0 ms
gosub @CHECK_BANKMANAGER_DEAD
gosub @CHECK_CAR_STATUS
end //while
02EB: restore_camera_jumpcut
034F: destroy_actor_with_fade $BANKMANAGER_MEAT1
03D1: play_wav
while 83D2: not wav_ended
wait 0 ms
gosub @CHECK_CAR_STATUS
end //while
02A3: toggle_widescreen 0
01B4: set_player $PLAYER_CHAR controllable 1
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0
00BD: print_soon 'MEA1_B6' duration 5000 ms flag 1 // ~g~Take the car to the crusher to get rid of evidence, get out of the car and the crane will pick it up.
018A: $RADAR_BLIP_COORD3_MEAT1 = create_checkpoint_at 1138.0 52.0 -100.0
0084: $MARKER_TO_DISABLE_IF_PLAYER_OUT_CAR = $RADAR_BLIP_COORD3_MEAT1
// waiting for the car to get to the area to be crushed
0004: $BLOB_FLAG = 1
while 81AC: not car $CAR_MEAT1 stopped $BLOB_FLAG 1135.75 55.5 -1.0 1149.75 46.25 9.0
wait 0 ms
if
0119: car $CAR_MEAT1 wrecked
then
00BC: print_now 'MEA1_2' duration 5000 ms flag 1 // ~r~You were told to crush the vehicle!
goto @MISSION_FAILED_MEAT1
else
if
01AC: car $CAR_MEAT1 stopped 0 1135.75 55.5 -1.0 1149.75 46.25 9.0
then
if
0038: $FLAG_LEAVE_CAR_MESSAGE_MEAT1 == 0
then
00BC: print_now 'MEA1_3' duration 5000 ms flag 1 // ~g~Get out of the car!
0004: $FLAG_LEAVE_CAR_MESSAGE_MEAT1 = 1
end
else
0004: $FLAG_LEAVE_CAR_MESSAGE_MEAT1 = 0
0004: $FLAG_DONT_DO_CAR_CHECK_MEAT1 = 0
end
end
if
0038: $FLAG_DONT_DO_CAR_CHECK_MEAT1 == 0
then
gosub @CHECK_PLAYER_IN_CAR
if and
00DC: is_player_in_car $PLAYER_CHAR car $CAR_MEAT1
0038: $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 1
then
0164: disable_marker $RADAR_BLIP_CAR_MEAT1
018A: $RADAR_BLIP_COORD3_MEAT1 = create_checkpoint_at 1138.0 52.0 -100.0
0004: $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 0
0004: $BLOB_FLAG = 1
end
end
if
0038: $FLAG_PLAYER_HAD_CRUSHER_HELP_HM5 == 0
then
if and
00E3: player $PLAYER_CHAR 0 1140.25 50.0625 radius 20.0 20.0
00DC: is_player_in_car $PLAYER_CHAR car $CAR_MEAT1
then
03E5: text_box 'CRUSH' // Park in the marked area and exit your vehicle. The vehicle will then be crushed.
0004: $FLAG_PLAYER_HAD_CRUSHER_HELP_HM5 = 1
end
end
if and
01F4: car $CAR_MEAT1 flipped
01C1: car $CAR_MEAT1 stopped
then
00BC: print_now 'UPSIDE' duration 5000 ms flag 1 // ~r~You flipped your wheels!
goto @MISSION_FAILED_MEAT1
end
end //while
// waiting for the crane to pick up the car
0004: $BLOB_FLAG = 1
while 83A0: not car $CAR_MEAT1 picked_up_by_crane 1120.0 46.0
wait 0 ms
if
0119: car $CAR_MEAT1 wrecked
then
00BC: print_now 'MEA1_2' duration 5000 ms flag 1 // ~r~You were told to crush the vehicle!
goto @MISSION_FAILED_MEAT1
end
if
01AC: car $CAR_MEAT1 stopped $BLOB_FLAG 1135.75 55.5 -1.0 1149.75 46.25 20.0
then
0004: $FLAG_CAR_IN_AREA_MEAT1 = 1
else
0004: $FLAG_CAR_IN_AREA_MEAT1 = 0
end
if
0038: $FLAG_CAR_IN_AREA_MEAT1 == 0
then
gosub @CHECK_PLAYER_IN_CAR
if and
00DC: is_player_in_car $PLAYER_CHAR car $CAR_MEAT1
0038: $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 1
then
0164: disable_marker $RADAR_BLIP_CAR_MEAT1
018A: $RADAR_BLIP_COORD3_MEAT1 = create_checkpoint_at 1138.0 52.0 -100.0
0004: $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 0
0004: $BLOB_FLAG = 1
end
end
if and
01F4: car $CAR_MEAT1 flipped
01C1: car $CAR_MEAT1 stopped
then
00BC: print_now 'UPSIDE' duration 5000 ms flag 1 // ~r~You flipped your wheels!
goto @MISSION_FAILED_MEAT1
end
end //while
0164: disable_marker $RADAR_BLIP_COORD3_MEAT1
// waiting for the car to be crushed
while 0038: $FLAG_CAR_CRUSHED_MEAT1 == 0
wait 0 ms
if
0149: car $CAR_MEAT1 crushed_by_car_crusher
then
0004: $FLAG_CAR_CRUSHED_MEAT1 = 1
goto @MISSION_PASSED_MEAT1
else
if
0119: car $CAR_MEAT1 wrecked
then
00BC: print_now 'MEA1_2' duration 5000 ms flag 1 // ~r~You were told to crush the vehicle!
goto @MISSION_FAILED_MEAT1
end
end
end //while
// Mission Failed //////////////////
:MISSION_FAILED_MEAT1
00BA: print_big 'M_FAIL' duration 5000 ms style 1 // MISSION FAILED!
goto @MISSION_END_MEAT1
// Mission Passed //////////////////
:MISSION_PASSED_MEAT1
01E3: text_1number_styled 'M_PASS' number 1000 duration 5000 ms style 1 // MISSION PASSED! $~1~
0318: set_latest_mission_passed 'MEA1' // 'THE CROOK'
030C: set_mission_points += 1
0394: play_mission_passed_music 1
0109: player $PLAYER_CHAR money += 1000
0004: $THE_CROOK_COMPLETED = 1
0110: clear_player $PLAYER_CHAR wanted_level
004F: create_thread @MEAT_MISSION2_LOOP
goto @MISSION_END_MEAT1
// Mission Cleanup /////////////////
:MISSION_CLEANUP_MEAT1
0004: $ONMISSION = 0
0004: $ON_MISSION_FOR_MARTY = 0
034F: destroy_actor_with_fade $BANKMANAGER_MEAT1
0249: release_model #B_MAN1
0249: release_model #PEREN
0164: disable_marker $RADAR_BLIP_PED1_MEAT1
0164: disable_marker $RADAR_BLIP_CAR_MEAT1
0164: disable_marker $RADAR_BLIP_COORD2_MEAT1
0164: disable_marker $RADAR_BLIP_COORD3_MEAT1
00D8: mission_has_finished
0051: return
////////////////////////////////////
:CHECK_CAR_STATUS
if
0119: car $CAR_MEAT1 wrecked
then
00BC: print_now 'WRECKED' duration 5000 ms flag 1 // ~r~The vehicle is wrecked!
goto @MISSION_FAILED_MEAT1
end
if and
01F4: car $CAR_MEAT1 flipped
01C1: car $CAR_MEAT1 stopped
then
00BC: print_now 'UPSIDE' duration 5000 ms flag 1 // ~r~You flipped your wheels!
goto @MISSION_FAILED_MEAT1
end
return
////////////////////////////////////
:CHECK_PLAYER_IN_CAR
if and
80DC: not is_player_in_car $PLAYER_CHAR car $CAR_MEAT1
0038: $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 0
then
00BC: print_now 'IN_VEH' duration 5000 ms flag 1 // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT1 = create_marker_above_car $CAR_MEAT1
0164: disable_marker $MARKER_TO_DISABLE_IF_PLAYER_OUT_CAR
0004: $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 1
0004: $BLOB_FLAG = 0
end
return
////////////////////////////////////
:CHECK_BANKMANAGER_DEAD
if
0118: actor $BANKMANAGER_MEAT1 dead
then
00BC: print_now 'MEA1_1' duration 5000 ms flag 1 // ~r~The Bank Manager's dead!
goto @MISSION_FAILED_MEAT1
end
return
////////////////////////////////////
:RESTORE_BANKMANAGER_MARKER
if and
00DC: is_player_in_car $PLAYER_CHAR car $CAR_MEAT1
0038: $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 1
then
0164: disable_marker $RADAR_BLIP_CAR_MEAT1
0187: $RADAR_BLIP_PED1_MEAT1 = create_marker_above_actor $BANKMANAGER_MEAT1
0004: $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 0
0004: $BLOB_FLAG = 1
end
return
////////////////////////////////////
:CHECK_FAIL_CRITERIA
gosub @CHECK_BANKMANAGER_DEAD
gosub @CHECK_CAR_STATUS
if
80FB: not player $PLAYER_CHAR 0 $BANKMANAGER_MEAT1 radius 30.0 30.0 30.0
then
00BC: print_now 'MEA1_4' duration 5000 ms flag 1 // ~r~You have left the Bank Manager behind!
goto @MISSION_FAILED_MEAT1
end
gosub @CHECK_PLAYER_IN_CAR
return