-
Notifications
You must be signed in to change notification settings - Fork 7
/
35_frank1.sc
2431 lines (2266 loc) · 73.1 KB
/
35_frank1.sc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
// *****************************************************************************************
// ********************************* Frankie Mission 1 *************************************
// ********************************* Pulp Friction *************************************
// *****************************************************************************************
// *** Frankie wants to discuss war with his lieutenants. He needs Maria out of the house***
// *** for the evening so Claude has to chaperone her. Drive Maria to a dealer to get her***
// *** party gear. Then on to an illegal warehouse party and wait for her outside. While ***
// *** waiting for Maria the police will decide to 'raid the joint'. The player must get ***
// *** Maria out and back to Frankie's safely. ***
// *****************************************************************************************
// Mission start stuff
:M35_CHAPERONE
gosub @MISSION_START_FRANKIE1
if
0112: has_deatharrest_been_executed
then
gosub @MISSION_FAILED_FRANKIE1
end
:MISSION_END_FRANKIE1
gosub @MISSION_CLEANUP_FRANKIE1
end_thread
// ***************************************Mission Start*************************************
:MISSION_START_FRANKIE1
0004: $ONMISSION = 1
0004: $ON_MISSION_FOR_FRANK = 1
0317: increment_mission_attempts
0001: wait 0 ms
03A4: name_thread 'FRANK1'
0004: $CHICO_MESSAGE_FLAG = 0
0004: $FLAG_BLIP_ON_LIMO = 0
0004: $TIMERA_RESET = 0
0004: $TIMERB_RESET = 0
0004: $CLUBBERS_FLEE_FLAG = 0
0004: $CLUBBER3_CAR1 = 0
0004: $CLUBBER5_CAR2 = 0
0004: $CLUBBER8_CAR3 = 0
0004: $FLAG_BLIP_ON_MARIA = 0
0004: $CREATE_MORE_SWAT = 0
0004: $SWAT1_EXIT_CAR = 0
0004: $SWAT2_EXIT_CAR = 0
0004: $MARIA_BLIP = 0
0004: $ADD_SOUND_FLAG = 0
0004: $LOCATE_DOME_FLAG = 0
0004: $CHICO_AUDIO_FLAG = 0
0004: $SWAT_CAM_NEEDS_RESTORING = 0
0004: $SKIP_CUTSCENE_FLAG = 0
0004: $TIMERC_RESET = 0
0004: $TIMERC_CURRENT = 0
0004: $TIMERC_STARTED = 0
0004: $TIMERC = 0
0004: $TIMERD_RESET = 0
0004: $TIMERD_CURRENT = 0
0004: $TIMERD_STARTED = 0
0004: $TIMERD = 0
0004: $FUCKUP_FLAG = 0
0004: $FUCKUP_TIMER_START = 0
0004: $FUCKUP_TIMER_CURRENT = 0
0004: $FUCKUP_TIMER = 0
0004: $SHADOW_COUNTER = 0
0005: $INSIDE_WAREHOUSE_X = 1273.0
0005: $INSIDE_WAREHOUSE_Y = -1107.375
0005: $INSIDE_WAREHOUSE_Z = 11.5
0005: $OUTSIDE_WAREHOUSE_X = 1261.0
0005: $OUTSIDE_WAREHOUSE_Y = -1108.0
0005: $SWAT1_STUCK_X = 0.0
0005: $SWAT1_STUCK_Y = 0.0
0005: $SWAT1_STUCK_Z = 0.0
0005: $SWAT2_STUCK_X = 0.0
0005: $SWAT2_STUCK_Y = 0.0
0005: $SWAT2_STUCK_Z = 0.0
0004: $R = 0
0004: $G = 0
0004: $R1 = 0
0004: $G1 = 0
0004: $R2 = 0
0004: $G2 = 0
0004: $R3 = 0
0004: $G3 = 0
0004: $R4 = 0
0004: $G4 = 0
0004: $R5 = 0
0004: $G5 = 0
0004: $CURRENT_STEP_FOR_BLIP_MANIPULATION = 0
0004: $SHOW_WRECKED_MESSAGE_FLAG_FRANKIE1 = 0
023C: load_special_actor 'FRANKIE' as 1
023C: load_special_actor 'MARIA' as 2
02F3: load_object #CUTOBJ01 'PLAYERH'
02F3: load_object #CUTOBJ02 'FRANKH'
02F3: load_object #CUTOBJ03 'MARIAH'
0247: request_model #GANG02
0247: request_model #SALVSDETAIL
0247: request_model #SWANK_INSIDE
0247: request_model #FRANKSCLB02
038B: load_all_models_now
while true
if or
823D: not special_actor 1 loaded
823D: not special_actor 2 loaded
8248: not model #GANG02 available
8248: not model #CUTOBJ01 available
8248: not model #CUTOBJ02 available
8248: not model #CUTOBJ03 available
jf break
wait 0 ms
end //while
while true
if or
8248: not model #SALVSDETAIL available
8248: not model #SWANK_INSIDE available
8248: not model #FRANKSCLB02 available
jf break
wait 0 ms
end //while
if
0038: $MARIA_EXISTS == 1
then
009B: delete_char $MARIA
end
0004: $MARIA_EXISTS = 0
02FA: garage $SALVATORES_GARAGE change_to_type GARAGE_FOR_SCRIPT_TO_OPEN_AND_CLOSE
0361: close_garage $SALVATORES_GARAGE
03AD: set_rubbish 0
0395: clear_area 1 at 1444.938 -186.875 range 56.0 35.0
02E4: load_cutscene_data 'S1_PF'
0244: set_cutscene_pos 1457.75 -185.3125 54.875
02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL
02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER'
02E5: $CUTSCENE_SALVATORE = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim $CUTSCENE_SALVATORE 'FRANKIE'
02E5: $CUTSCENE_MARIA = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim $CUTSCENE_MARIA 'MARIA'
02E5: $CUTSCENE_MAFIA = create_cutscene_object #GANG02
02E6: set_cutscene_anim $CUTSCENE_MAFIA 'GANG02'
02F4: create_cutscene_actor $PLAYER_CSHEAD from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER
02F5: set_head_anim $PLAYER_CSHEAD 'PLAYER'
02F4: create_cutscene_actor $SALVATORE_CSHEAD from_head #CUTOBJ02 and_body $CUTSCENE_SALVATORE
02F5: set_head_anim $SALVATORE_CSHEAD 'FRANK'
02F4: create_cutscene_actor $MARIA_CSHEAD from_head #CUTOBJ03 and_body $CUTSCENE_MARIA
02F5: set_head_anim $MARIA_CSHEAD 'MARIA'
0055: set_player_coordinates $PLAYER_CHAR to 1418.0 -186.0 -100.0
0171: set_player $PLAYER_CHAR z_angle_to 270.0
016A: fade 1 for 1500 ms
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
// Displays cutscene text
while 001A: 219 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_A' duration 15000 ms flag 1 // ~w~Me an' the fellas need to talk business
while 001A: 1849 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_B' duration 15000 ms flag 1 // ~w~so you're gonna look after my girl for the evening.
while 001A: 4493 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_C' duration 15000 ms flag 1 // ~w~HEY MARIA! MOVE YOUR BUTT!
while 001A: 7519 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_D' duration 15000 ms flag 1 // ~w~Dumb broad does this every time.
while 001A: 10505 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_E' duration 15000 ms flag 1 // ~w~And here she is, the one and only Queen of Sheba!
while 001A: 14239 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_F' duration 15000 ms flag 1 // ~w~What were you doing up there?
while 001A: 15964 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_G' duration 15000 ms flag 1 // ~w~Whatever it was, I bet it cost me money.
while 001A: 18485 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_H' duration 15000 ms flag 1 // ~w~Well, you don't think I hang around for the conversation, do you?
while 001A: 21608 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_I' duration 15000 ms flag 1 // ~w~Get in that car and keep your big mouth shut.
while 001A: 24863 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_J' duration 15000 ms flag 1 // ~w~Take the limo but bring it back in one piece, y'hear me?
while 001A: 28287 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_K' duration 15000 ms flag 1 // ~w~And watch her, she can be trouble.
while 001A: 31451 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_L' duration 15000 ms flag 1 // ~w~Yeah, yeah, yeah! I'm sure your new lap dog has everything covered,
while 001A: 34679 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_M' duration 15000 ms flag 1 // ~w~and isn't he big and strong?
while 001A: 36802 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_N' duration 15000 ms flag 1 // ~w~Hey Fido, Let's go visit Chico and get some party treats!
while 001A: 39747 > $CUT_SCENE_TIME
wait 0 ms
02E8: $CUT_SCENE_TIME = cutscenetime
end
00BC: print_now 'FM1_O' duration 15000 ms flag 1 // ~w~He's at the rail station at the Chinatown waterfront I think.
while 001A: 43500 > $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
0055: set_player_coordinates $PLAYER_CHAR to 1418.0 -186.0 -100.0
02EA: end_cutscene
016A: fade 0 for 0 ms
0296: unload_special_actor 1
0249: release_model #GANG02
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #SALVSDETAIL
0249: release_model #SWANK_INSIDE
0249: release_model #FRANKSCLB02
0247: request_model #STRETCH
0247: request_model #CRIMINAL01
0395: clear_area 1 at 1444.938 -186.875 range 56.0 35.0
03AD: set_rubbish 1
038B: load_all_models_now
while true
if or
8248: not model #STRETCH available
8248: not model #CRIMINAL01 available
jf break
wait 0 ms
end //while
// START MISSION
00A5: $MARIAS_STRETCH = create_car #STRETCH at 1436.0 -183.0 50.0
041E: set_radio_station RISE_FM -1
0175: set_car $MARIAS_STRETCH z_angle_to 90.0
0229: set_car $MARIAS_STRETCH color_to 0 0 // FRANKIES LIMO NEEDS A UNIQUE COLOUR
03AB: set_car $MARIAS_STRETCH strong 1
0294: set_car $MARIAS_STRETCH resprayable_to 0
01B4: set_player $PLAYER_CHAR controllable 0
02A3: toggle_widescreen 1
0004: $MARIA_EXISTS = 1
01C8: $MARIA = create_actor PEDTYPE_SPECIAL model #SPECIAL02 in_car $MARIAS_STRETCH passenger_seat 1
01ED: clear_actor $MARIA threat_search
035F: set_actor $MARIA armour_to 100
039E: set_char_cant_be_dragged_out $MARIA to 1
0245: set_actor $MARIA walk_style_to ANIM_SEXY_WOMANPED
if
80DB: not is_char_in_car $MARIA car $MARIAS_STRETCH
then
01D4: actor $MARIA go_to_car $MARIAS_STRETCH and_enter_it_as_a_passenger
end
009A: $CHICO_DRUGDEALER = create_char PEDTYPE_CIVMALE model #CRIMINAL01 at 770.1875 -565.9375 13.75
0173: set_actor $CHICO_DRUGDEALER z_angle_to 265.1875
01ED: clear_actor $CHICO_DRUGDEALER threat_search
009F: char_set_idle $CHICO_DRUGDEALER
0350: set_actor $CHICO_DRUGDEALER maintain_position_when_attacked 1
022B: switch_ped_roads_off 759.0 -616.0 11.0 to 782.0 -536.0 26.0
0209: $CAMERA_MODE = random_int_in_ranges 0 4
if
0038: $CAMERA_MODE == 0
then
015F: set_camera_position 1405.688 -190.125 62.4375 0.0 rotation 0.0 0.0
0160: point_camera 1427.25 -183.5 49.4375 switchstyle JUMP_CUT
end
if
0038: $CAMERA_MODE == 1
then
015F: set_camera_position 1425.625 -178.4375 50.125 0.0 rotation 0.0 0.0
0158: camera_on_vehicle $MARIAS_STRETCH mode FIXED switchstyle JUMP_CUT
end
if
0038: $CAMERA_MODE == 2
then
015F: set_camera_position 1432.125 -179.6875 50.625 0.0 rotation 0.0 0.0
0158: camera_on_vehicle $MARIAS_STRETCH mode FIXED switchstyle JUMP_CUT
end
if
0038: $CAMERA_MODE == 3
then
015F: set_camera_position 1421.125 -193.75 63.875 0.0 rotation 0.0 0.0
0158: camera_on_vehicle $MARIAS_STRETCH mode FIXED switchstyle JUMP_CUT
end
0369: put_player $PLAYER_CHAR in_car $MARIAS_STRETCH
016A: fade 0 for 0 ms
00A0: get_char_coordinates $CHICO_DRUGDEALER store_to $CHICO_X $CHICO_Y $CHICO_Z
018A: $FM1_BLIP = create_checkpoint_at 775.5 -557.25 14.0
0247: request_model #GANG01
0247: request_model #SENTINEL
0247: request_model #CHEETAH
0247: request_model #MANANA
038B: load_all_models_now
while true
if or
8248: not model #GANG01 available
8248: not model #SENTINEL available
8248: not model #CHEETAH available
8248: not model #MANANA available
jf break
wait 0 ms
end //while
03AF: set_streaming 1
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
if
80DB: not is_char_in_car $MARIA car $MARIAS_STRETCH
then
01D4: actor $MARIA go_to_car $MARIAS_STRETCH and_enter_it_as_a_passenger
end
016A: fade 1 for 1500 ms
while fading
wait 0 ms
end
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
if
80DB: not is_char_in_car $MARIA car $MARIAS_STRETCH
then
01D4: actor $MARIA go_to_car $MARIAS_STRETCH and_enter_it_as_a_passenger
end
02FA: garage $SALVATORES_GARAGE change_to_type GARAGE_FOR_SCRIPT_TO_OPEN_AND_CLOSE
0360: open_garage $SALVATORES_GARAGE
02C2: car $MARIAS_STRETCH drive_to_point 1416.063 -189.4375 49.5
while 81AD: not car $MARIAS_STRETCH sphere 0 near_point 1420.5 -189.0625 radius 3.0 3.0
wait 0 ms
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
end //while
0361: close_garage $SALVATORES_GARAGE
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1
gosub @CHECK_MARIA_STATUS_FRANKIE1
03C8: set_camera_directly_before_player
02EB: restore_camera_jumpcut
01B4: set_player $PLAYER_CHAR controllable 1
03A2: set_car_status $MARIAS_STRETCH to 0
02A3: toggle_widescreen 0
0004: $LOCATE_DOME_FLAG = 1
0247: request_model #ENFORCER
0247: request_model #SWAT
0247: request_model #P_MAN1
0247: request_model #FEMALE01
0247: request_model #FEMALE02
while 8103: not actor $MARIA stopped_near_point_in_car 775.5 -557.25 14.0 radius 3.0 3.0 2.0 sphere $LOCATE_DOME_FLAG
wait 0 ms
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_CHICO_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
gosub @CHECK_IN_VEHICLE_STATUS_FRANKIE1
00A0: get_char_coordinates $CHICO_DRUGDEALER store_to $CHICO_X $CHICO_Y $CHICO_Z
if and
00E5: player $PLAYER_CHAR 0 $CHICO_X $CHICO_Y radius 30.0 30.0
0038: $CHICO_MESSAGE_FLAG == 0
then
00BC: print_now 'FM1_P' duration 5000 ms flag 1 // ~g~That's Chico over there, pull up next to him.
0004: $CHICO_MESSAGE_FLAG = 1
end
if and
0038: $CHICO_MESSAGE_FLAG == 1
80E5: not player $PLAYER_CHAR 0 $CHICO_X $CHICO_Y radius 30.0 30.0
then
00BC: print_now 'FM1_6' duration 5000 ms flag 1 // ~g~Chico won't be there forever, get Maria to the waterfront!
0004: $CHICO_MESSAGE_FLAG = 0
end
end //while
01B4: set_player $PLAYER_CHAR controllable 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
02A3: toggle_widescreen 1
03F4: set_all_cars_can_be_damaged 0
015F: set_camera_position 770.75 -569.9375 14.3125 0.0 rotation 0.0 0.0
0160: point_camera 770.6875 -568.9375 14.375 switchstyle JUMP_CUT
0164: disable_marker $FM1_BLIP
0361: close_garage $SALVATORES_GARAGE
01D3: actor $MARIA leave_car $MARIAS_STRETCH
0004: $SHOW_WRECKED_MESSAGE_FLAG_FRANKIE1 = 1
0004: $CURRENT_STEP_FOR_BLIP_MANIPULATION = 1
while 00DF: is_char_in_any_car $MARIA
wait 0 ms
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_CHICO_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
gosub @CHECK_IN_VEHICLE_STATUS_FRANKIE1
if
80E9: not player $PLAYER_CHAR 0 $MARIA radius 20.0 20.0
then
00BC: print_now 'FM1_3' duration 5000 ms flag 1 // ~r~Leave Maria and Salvatore will have you whacked, go back and pick her up.
end
end //while
01D1: actor $MARIA follow_actor $CHICO_DRUGDEALER
00A0: get_char_coordinates $CHICO_DRUGDEALER store_to $CHICO_X $CHICO_Y $CHICO_Z
while 80F0: not actor $MARIA stopped #NULL $CHICO_X $CHICO_Y radius 3.0 3.0
wait 0 ms
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_CHICO_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
00A0: get_char_coordinates $CHICO_DRUGDEALER store_to $CHICO_X $CHICO_Y $CHICO_Z
gosub @CHECK_IN_VEHICLE_STATUS_FRANKIE1
if
80E9: not player $PLAYER_CHAR 0 $MARIA radius 20.0 20.0
then
00BC: print_now 'FM1_3' duration 5000 ms flag 1 // ~r~Leave Maria and Salvatore will have you whacked, go back and pick her up.
end
end //while
03EB: clear_small_messages_only
while 8038: not $CHICO_AUDIO_FLAG == 15
wait 0 ms
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
gosub @CHECK_CHICO_STATUS_FRANKIE1
if and
0038: $SKIP_CUTSCENE_FLAG == 0
80E1: not is_button_pressed PAD1 button CROSS
then
0004: $SKIP_CUTSCENE_FLAG = 1
end
if and
0038: $SKIP_CUTSCENE_FLAG == 1
00E1: is_button_pressed PAD1 button CROSS
then
0004: $SKIP_CUTSCENE_FLAG = 2
end
if and
0038: $SKIP_CUTSCENE_FLAG == 2
80E1: not is_button_pressed PAD1 button CROSS
then
040D: clear_mission_audio
03CF: load_wav 'S1_F'
0372: set_actor $CHICO_DRUGDEALER anim WAITSTATE_FALSE wait_state_time 100 ms
0372: set_actor $MARIA anim WAITSTATE_FALSE wait_state_time 100 ms
0004: $CHICO_AUDIO_FLAG = 15
0004: $SKIP_CUTSCENE_FLAG = 3
end
if
0038: $CHICO_AUDIO_FLAG == 0
then
020E: actor $CHICO_DRUGDEALER look_at_actor $MARIA
020E: actor $MARIA look_at_actor $CHICO_DRUGDEALER
03CF: load_wav 'S1_A'
0004: $CHICO_AUDIO_FLAG = 1
end
if and
0038: $CHICO_AUDIO_FLAG == 1
03D0: wav_loaded
then
00A0: get_char_coordinates $CHICO_DRUGDEALER store_to $CHICO_X $CHICO_Y $CHICO_Z
03D1: play_wav
00BC: print_now 'FM1_Q' duration 6000 ms flag 2 // ~w~Hey Maria! It's my favorite lady!
0372: set_actor $CHICO_DRUGDEALER anim WAITSTATE_PLAYANIM_CHAT wait_state_time 10000 ms
0004: $CHICO_AUDIO_FLAG = 2
end
if and
0038: $CHICO_AUDIO_FLAG == 2
03D2: wav_ended
then
020E: actor $CHICO_DRUGDEALER look_at_actor $MARIA
020E: actor $MARIA look_at_actor $CHICO_DRUGDEALER
03CF: load_wav 'S1_A1'
0004: $CHICO_AUDIO_FLAG = 3
end
if and
0038: $CHICO_AUDIO_FLAG == 3
03D0: wav_loaded
then
00A0: get_char_coordinates $CHICO_DRUGDEALER store_to $CHICO_X $CHICO_Y $CHICO_Z
03D1: play_wav
00BC: print_now 'FM1_Q1' duration 6000 ms flag 2 // ~w~You looking for some fun? A little...hmm? Some SPANK?
0004: $CHICO_AUDIO_FLAG = 4
end
if and
0038: $CHICO_AUDIO_FLAG == 4
03D2: wav_ended
then
020E: actor $CHICO_DRUGDEALER look_at_actor $MARIA
020E: actor $MARIA look_at_actor $CHICO_DRUGDEALER
03CF: load_wav 'S1_B'
0372: set_actor $CHICO_DRUGDEALER anim WAITSTATE_FALSE wait_state_time 100 ms
0004: $CHICO_AUDIO_FLAG = 5
end
if and
0038: $CHICO_AUDIO_FLAG == 5
03D0: wav_loaded
then
00A0: get_char_coordinates $MARIA store_to $CHICO_X $CHICO_Y $CHICO_Z
03D1: play_wav
00BC: print_now 'FM1_R' duration 6000 ms flag 2 // ~w~Hi Chico. Nah, just the usual.
0372: set_actor $MARIA anim WAITSTATE_PLAYANIM_CHAT wait_state_time 10000 ms
0004: $CHICO_AUDIO_FLAG = 6
end
if and
0038: $CHICO_AUDIO_FLAG == 6
03D2: wav_ended
then
020E: actor $CHICO_DRUGDEALER look_at_actor $MARIA
020E: actor $MARIA look_at_actor $CHICO_DRUGDEALER
03CF: load_wav 'S1_C'
0372: set_actor $MARIA anim WAITSTATE_FALSE wait_state_time 100 ms
0004: $CHICO_AUDIO_FLAG = 7
end
if and
0038: $CHICO_AUDIO_FLAG == 7
03D0: wav_loaded
then
00A0: get_char_coordinates $CHICO_DRUGDEALER store_to $CHICO_X $CHICO_Y $CHICO_Z
0372: set_actor $CHICO_DRUGDEALER anim WAITSTATE_PLAYANIM_CHAT wait_state_time 10000 ms
03D1: play_wav
00BC: print_now 'FM1_S' duration 5000 ms flag 2 // ~w~Here you go lady.
0004: $CHICO_AUDIO_FLAG = 8
end
if and
0038: $CHICO_AUDIO_FLAG == 8
03D2: wav_ended
then
020E: actor $CHICO_DRUGDEALER look_at_actor $MARIA
020E: actor $MARIA look_at_actor $CHICO_DRUGDEALER
03CF: load_wav 'S1_C1'
0004: $CHICO_AUDIO_FLAG = 9
end
if and
0038: $CHICO_AUDIO_FLAG == 9
03D0: wav_loaded
then
00A0: get_char_coordinates $CHICO_DRUGDEALER store_to $CHICO_X $CHICO_Y $CHICO_Z
03D1: play_wav
00BC: print_now 'FM1_S1' duration 15000 ms flag 2 // ~w~Hey, maybe you should check out the warehouse party at the east end of Atlantic Quays.
0004: $CHICO_AUDIO_FLAG = 10
end
if and
0038: $CHICO_AUDIO_FLAG == 10
03D2: wav_ended
then
020E: actor $CHICO_DRUGDEALER look_at_actor $MARIA
020E: actor $MARIA look_at_actor $CHICO_DRUGDEALER
03CF: load_wav 'S1_D'
0372: set_actor $CHICO_DRUGDEALER anim WAITSTATE_FALSE wait_state_time 100 ms
0004: $CHICO_AUDIO_FLAG = 11
end
if and
0038: $CHICO_AUDIO_FLAG == 11
03D0: wav_loaded
then
00A0: get_char_coordinates $MARIA store_to $CHICO_X $CHICO_Y $CHICO_Z
03D1: play_wav
00BC: print_now 'FM1_T' duration 4000 ms flag 2 // ~w~Thanks Chico. See you around.
0372: set_actor $MARIA anim WAITSTATE_PLAYANIM_CHAT wait_state_time 10000 ms
0004: $CHICO_AUDIO_FLAG = 12
end
if and
0038: $CHICO_AUDIO_FLAG == 12
03D2: wav_ended
then
020E: actor $CHICO_DRUGDEALER look_at_actor $MARIA
020E: actor $MARIA look_at_actor $CHICO_DRUGDEALER
03CF: load_wav 'S1_E'
0372: set_actor $MARIA anim WAITSTATE_FALSE wait_state_time 100 ms
0004: $CHICO_AUDIO_FLAG = 13
end
if and
0038: $CHICO_AUDIO_FLAG == 13
03D0: wav_loaded
then
00A0: get_char_coordinates $CHICO_DRUGDEALER store_to $CHICO_X $CHICO_Y $CHICO_Z
03D1: play_wav
00BC: print_now 'FM1_U' duration 2000 ms flag 1 // ~w~Gracias and enjoy. That's good stuff.
0372: set_actor $CHICO_DRUGDEALER anim WAITSTATE_PLAYANIM_CHAT wait_state_time 10000 ms
0004: $CHICO_AUDIO_FLAG = 14
end
if
0038: $CHICO_AUDIO_FLAG == 14
then
03CF: load_wav 'S1_F'
0372: set_actor $CHICO_DRUGDEALER anim WAITSTATE_FALSE wait_state_time 100 ms
0004: $CHICO_AUDIO_FLAG = 15
end
end //while
:MARIA_GETTING_INTO_CAR
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
03EB: clear_small_messages_only
01D4: actor $MARIA go_to_car $MARIAS_STRETCH and_enter_it_as_a_passenger
0319: set_actor $MARIA running 1
01C2: remove_references_to_actor $CHICO_DRUGDEALER
022A: switch_ped_roads_on 759.0 -616.0 11.0 to 782.0 -536.0 26.0
while 80DB: not is_char_in_car $MARIA car $MARIAS_STRETCH
wait 0 ms
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
end //while
if
0038: $ONMISSION == 0
then
0186: $FM1_BLIP = create_marker_above_car $MARIAS_STRETCH
0187: $MARIA_BLIP = create_marker_above_actor $MARIA
end
01B4: set_player $PLAYER_CHAR controllable 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
02A3: toggle_widescreen 0
03F4: set_all_cars_can_be_damaged 1
0319: set_actor $MARIA running 0
02EB: restore_camera_jumpcut
03C8: set_camera_directly_before_player
while 83D0: not wav_loaded
wait 0 ms
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
end //while
03D1: play_wav
00BC: print_now 'FM1_V' duration 5000 ms flag 1 // ~w~C'mon Fido, let's go and check out this party!
0164: disable_marker $FM1_BLIP
0164: disable_marker $MARIA_BLIP
018A: $FM1_BLIP = create_checkpoint_at 1256.563 -1099.25 -11.6875
009A: $FRANK1_MAFIA1 = create_char PEDTYPE_GANG_MAFIA model #GANG01 at 1267.688 -1109.188 11.0
0173: set_actor $FRANK1_MAFIA1 z_angle_to 90.0
011A: set_actor $FRANK1_MAFIA1 search_threat THREAT_GANG_HOOD
0243: set_actor $FRANK1_MAFIA1 ped_stats_to PEDSTAT_TOUGH_GUY
01B2: give_actor $FRANK1_MAFIA1 weapon WEAPONTYPE_PISTOL ammo 99
0192: set_actor $FRANK1_MAFIA1 objective_to_stand_still
0291: set_actor $FRANK1_MAFIA1 attack_when_provoked 1
009A: $FRANK1_MAFIA2 = create_char PEDTYPE_GANG_MAFIA model #GANG01 at 1267.688 -1105.563 11.0
0173: set_actor $FRANK1_MAFIA2 z_angle_to 90.0
011A: set_actor $FRANK1_MAFIA2 search_threat THREAT_GANG_HOOD
0243: set_actor $FRANK1_MAFIA2 ped_stats_to PEDSTAT_TOUGH_GUY
01B2: give_actor $FRANK1_MAFIA2 weapon WEAPONTYPE_PISTOL ammo 99
0192: set_actor $FRANK1_MAFIA2 objective_to_stand_still
0291: set_actor $FRANK1_MAFIA2 attack_when_provoked 1
00A5: $FRANK1_PARTY_CAR1 create_car #SENTINEL at 1243.0 -1112.0 11.0
00A5: $FRANK1_PARTY_CAR2 create_car #CHEETAH at 1247.0 -1112.0 11.0
00A5: $FRANK1_PARTY_CAR3 create_car #MANANA at 1251.0 -1112.0 11.0
/////////////CLUB STUFF////
016F: draw_shadow SHADOW_EXPLOSION at 1270.813 -1107.688 11.0625 rotation 0.0 scale 1.0 transparency 0 colour 255 0 0
0250: create_light_at 1273.188 -1107.25 11.0625 RGB_values 255 0 0
018D: $FRANK1_PARTY_SOUND = create_sound SOUND_RAVE_LOOP_INDUSTRIAL_L at 1269.688 -1100.375 14.0
02A2: create_particle POBJECT_DRY_ICE_SLOWMOTION 0 at 1273.0 -1107.188 10.6875
02A2: create_particle POBJECT_DRY_ICE_SLOWMOTION 0 at 1273.0 -1107.188 10.6875
02A2: create_particle POBJECT_DRY_ICE_SLOWMOTION 0 at 1273.063 -1107.063 10.6875
02A2: create_particle POBJECT_DRY_ICE_SLOWMOTION 0 at 1273.188 -1107.0 10.6875
02A2: create_particle POBJECT_WALL_STEAM_SLOWMOTION 0 at 1270.0 -1107.313 10.75
02A2: create_particle POBJECT_PAVEMENT_STEAM_SLOWMOTION 0 at 1271.5 -1107.5 10.5625
0004: $ADD_SOUND_FLAG = 1
0004: $LOCATE_DOME_FLAG = 1
0004: $CHICO_MESSAGE_FLAG = 0
0004: $FLAG_BLIP_ON_LIMO = 0
0004: $CURRENT_STEP_FOR_BLIP_MANIPULATION = 2
///////////////////////////
while 80F1: not actor $MARIA stopped $LOCATE_DOME_FLAG 1259.0 -1107.75 radius 3.0 3.0
wait 0 ms
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
if and
0038: $CHICO_MESSAGE_FLAG == 0
00EC: actor $MARIA 0 1258.0 -1100.0 radius 50.0 50.0
then
00BC: print_now 'FM1_9' duration 5000 ms flag 1 // ~g~Thats the party up ahead, drop Maria off out front.
0004: $CHICO_MESSAGE_FLAG = 1
end
gosub @CHECK_IN_VEHICLE_STATUS_FRANKIE1
if and
0038: $CHICO_AUDIO_FLAG == 15
03D2: wav_ended
then
03CF: load_wav 'S1_G'
0004: $CHICO_AUDIO_FLAG = 16
end
if and
0038: $CHICO_AUDIO_FLAG == 16
03D0: wav_loaded
then
0004: $CHICO_AUDIO_FLAG = 17
end
end //while
if
8038: not $CHICO_AUDIO_FLAG == 17
then
wait 0 ms
while 83D0: not wav_loaded
wait 0 ms
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
end //while
0004: $CHICO_AUDIO_FLAG = 17
end
00A0: get_char_coordinates $MARIA store_to $CHICO_X $CHICO_Y $CHICO_Z
03D1: play_wav
01B4: set_player $PLAYER_CHAR controllable 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
03F4: set_all_cars_can_be_damaged 0
00BC: print_now 'FM1_W' duration 5000 ms flag 1 // ~w~Alright Fido, you wait here and look after the car while I go and shake my butt alright.
0001: wait 0 ms
while 83D2: not wav_ended
wait 0 ms
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
end //while
01B4: set_player $PLAYER_CHAR controllable 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
03F4: set_all_cars_can_be_damaged 1
01D3: actor $MARIA leave_car $MARIAS_STRETCH
while 00DB: is_char_in_car $MARIA car $MARIAS_STRETCH
wait 0 ms
gosub @DRAW_DISCO_LIGHTS
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
if and
0038: $CHICO_AUDIO_FLAG == 17
03D2: wav_ended
then
03CF: load_wav 'S1_H'
0004: $CHICO_AUDIO_FLAG = 18
end
end //while
0211: actor $MARIA walk_to 1266.813 -1107.625
0006: 16@ = 0
while 80ED: not actor $MARIA 0 1266.813 -1107.625 radius 1.0 1.0
wait 0 ms
gosub @DRAW_DISCO_LIGHTS
if
0019: 16@ > 20000
then
0395: clear_area 0 at 1267.625 -1107.563 range 11.375 3.0
end
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
if and
0038: $CHICO_AUDIO_FLAG == 17
03D2: wav_ended
then
03CF: load_wav 'S1_H'
0004: $CHICO_AUDIO_FLAG = 18
end
end //while
0211: actor $MARIA walk_to $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y
while 80ED: not actor $MARIA #NULL $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y radius 1.0 1.0
wait 0 ms
gosub @DRAW_DISCO_LIGHTS
if
0019: 16@ > 20000
then
0395: clear_area 0 at 1267.625 -1107.563 range 11.375 4.0
end
gosub @CHECK_MARIA_STATUS_FRANKIE1
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
if and
0038: $CHICO_AUDIO_FLAG == 17
03D2: wav_ended
then
03CF: load_wav 'S1_H'
0004: $CHICO_AUDIO_FLAG = 18
end
end //while
0004: $MARIA_EXISTS = 0
009B: delete_char $MARIA
:WAIT_FOR_MARIA ////////////////////////////////////////////////////////////////////////
wait 0 ms
gosub @DRAW_DISCO_LIGHTS
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
0006: 16@ = 0
while 00E3: player $PLAYER_CHAR 0 1262.063 -1099.375 radius 22.0 22.0
wait 0 ms
gosub @DRAW_DISCO_LIGHTS
if
0019: 16@ > 10000
then
goto @CLUB_BUSTED
end
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
if and
0038: $CHICO_AUDIO_FLAG == 17
03D2: wav_ended
then
03CF: load_wav 'S1_H'
0004: $CHICO_AUDIO_FLAG = 18
end
end //while
00BC: print_now 'FM1_4' duration 500 ms flag 2 // ~g~You've dumped the Don's woman! Get back to the warehouse and wait for Maria!
goto @WAIT_FOR_MARIA
:CLUB_BUSTED//////////////////////////////////////////////////////////////////////////
while true
if or
8248: not model #ENFORCER available
8248: not model #SWAT available
8248: not model #P_MAN1 available
8248: not model #FEMALE01 available
8248: not model #FEMALE02 available
jf break
wait 0 ms
end //while
:SWAT_CAR_ONE
00A5: $FRANK1_ENFORCER1 = create_car #ENFORCER at 1293.0 -925.0 -100.0
0175: set_car $FRANK1_ENFORCER1 z_angle_to 225.0
00AD: set_car_cruise_speed $FRANK1_ENFORCER1 to 40.0
00AE: set_car_driving_style $FRANK1_ENFORCER1 to DRIVINGMODE_AVOIDCARS
0397: car $FRANK1_ENFORCER1 siren = 1
020A: set_car $FRANK1_ENFORCER1 door_status_to CARLOCK_LOCKOUT_PLAYER_ONLY
0129: $FRANK1_SWAT1 = create_actor PEDTYPE_GANG_HOOD #SWAT in_car $FRANK1_ENFORCER1 driverseat
011A: set_actor $FRANK1_SWAT1 search_threat THREAT_GANG_MAFIA
0243: set_actor $FRANK1_SWAT1 ped_stats_to PEDSTAT_TOUGH_GUY
01B2: give_actor $FRANK1_SWAT1 weapon WEAPONTYPE_PISTOL ammo 99
01C8: $FRANK1_SWAT2 = create_actor PEDTYPE_GANG_HOOD model #SWAT in_car $FRANK1_ENFORCER1 passenger_seat 0
011A: set_actor $FRANK1_SWAT2 search_threat THREAT_GANG_MAFIA
0243: set_actor $FRANK1_SWAT2 ped_stats_to PEDSTAT_TOUGH_GUY
01B2: give_actor $FRANK1_SWAT2 weapon WEAPONTYPE_PISTOL ammo 99
01C8: $FRANK1_SWAT3 = create_actor PEDTYPE_GANG_HOOD model #SWAT in_car $FRANK1_ENFORCER1 passenger_seat 1
011A: set_actor $FRANK1_SWAT3 search_threat THREAT_GANG_MAFIA
0243: set_actor $FRANK1_SWAT3 ped_stats_to PEDSTAT_TOUGH_GUY
01B2: give_actor $FRANK1_SWAT3 weapon WEAPONTYPE_PISTOL ammo 99
01C8: $FRANK1_SWAT4 = create_actor PEDTYPE_GANG_HOOD model #SWAT in_car $FRANK1_ENFORCER1 passenger_seat 2
011A: set_actor $FRANK1_SWAT4 search_threat THREAT_GANG_MAFIA
0243: set_actor $FRANK1_SWAT4 ped_stats_to PEDSTAT_TOUGH_GUY
01B2: give_actor $FRANK1_SWAT4 weapon WEAPONTYPE_PISTOL ammo 99
00A7: car_goto_coordinates $FRANK1_ENFORCER1 coords 1252.0 -1086.0 -100.0
if
0038: $CREATE_MORE_SWAT == 1
then
0004: $CREATE_MORE_SWAT = 0
return
end
:SWAT_CAR_TWO
00A5: $FRANK1_ENFORCER2 = create_car #ENFORCER at 1084.0 -1012.0 -100.0
0175: set_car $FRANK1_ENFORCER2 z_angle_to 180.0
00AD: set_car_cruise_speed $FRANK1_ENFORCER2 to 40.0
00AE: set_car_driving_style $FRANK1_ENFORCER2 to DRIVINGMODE_AVOIDCARS
0397: car $FRANK1_ENFORCER2 siren = 1
020A: set_car $FRANK1_ENFORCER2 door_status_to CARLOCK_LOCKOUT_PLAYER_ONLY
0129: $FRANK1_SWAT5 = create_actor PEDTYPE_GANG_HOOD #SWAT in_car $FRANK1_ENFORCER2 driverseat
011A: set_actor $FRANK1_SWAT5 search_threat THREAT_GANG_MAFIA
0243: set_actor $FRANK1_SWAT5 ped_stats_to PEDSTAT_TOUGH_GUY
01B2: give_actor $FRANK1_SWAT5 weapon WEAPONTYPE_PISTOL ammo 99
01C8: $FRANK1_SWAT6 = create_actor PEDTYPE_GANG_HOOD model #SWAT in_car $FRANK1_ENFORCER2 passenger_seat 0
011A: set_actor $FRANK1_SWAT6 search_threat THREAT_GANG_MAFIA
0243: set_actor $FRANK1_SWAT6 ped_stats_to PEDSTAT_TOUGH_GUY
01B2: give_actor $FRANK1_SWAT6 weapon WEAPONTYPE_PISTOL ammo 99
01C8: $FRANK1_SWAT7 = create_actor PEDTYPE_GANG_HOOD model #SWAT in_car $FRANK1_ENFORCER2 passenger_seat 1
011A: set_actor $FRANK1_SWAT7 search_threat THREAT_GANG_MAFIA
0243: set_actor $FRANK1_SWAT7 ped_stats_to PEDSTAT_TOUGH_GUY
01B2: give_actor $FRANK1_SWAT7 weapon WEAPONTYPE_PISTOL ammo 99
01C8: $FRANK1_SWAT8 = create_actor PEDTYPE_GANG_HOOD model #SWAT in_car $FRANK1_ENFORCER2 passenger_seat 2
011A: set_actor $FRANK1_SWAT8 search_threat THREAT_GANG_MAFIA
0243: set_actor $FRANK1_SWAT8 ped_stats_to PEDSTAT_TOUGH_GUY
01B2: give_actor $FRANK1_SWAT8 weapon WEAPONTYPE_PISTOL ammo 99
00A7: car_goto_coordinates $FRANK1_ENFORCER2 coords 1235.0 -1099.0 -100.0
01B4: set_player $PLAYER_CHAR controllable 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
02A3: toggle_widescreen 1
03F4: set_all_cars_can_be_damaged 0
015F: set_camera_position 1309.875 -1061.313 15.6875 0.0 rotation 0.0 0.0
0158: camera_on_vehicle $FRANK1_ENFORCER1 mode FIXED switchstyle JUMP_CUT
03EA: generate_cars_around_camera 1
0004: $SWAT_CAM_NEEDS_RESTORING = 1
if
0038: $CREATE_MORE_SWAT == 1
then
0004: $CREATE_MORE_SWAT = 0
return
end
if
8038: not $CHICO_AUDIO_FLAG == 18
then
while 83D2: not wav_ended
wait 100 ms
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
end //while
03CF: load_wav 'S1_H'
0004: $CHICO_AUDIO_FLAG = 18
end
if
0038: $CHICO_AUDIO_FLAG == 18
then
while 83D0: not wav_loaded
wait 0 ms
gosub @CHECK_VEHICLE_STATUS_FRANKIE1
end //while
0004: $CHICO_AUDIO_FLAG = 19
end
03D1: play_wav
00BC: print_now 'FM1_SS' duration 4000 ms flag 2 // ~r~SCANNER: ~g~Four-five to all units: Assist narcotics raid Atlantic Quays...
while true
if or
0038: $SWAT1_EXIT_CAR == 0
0038: $SWAT2_EXIT_CAR == 0
jf break
wait 0 ms
if
0038: $FUCKUP_FLAG = 0
then
01BD: $FUCKUP_TIMER_START = current_time_in_ms
0004: $FUCKUP_FLAG = 1
end
if
0038: $FUCKUP_FLAG = 1
then
01BD: $FUCKUP_TIMER_CURRENT = current_time_in_ms
0084: $FUCKUP_TIMER = $FUCKUP_TIMER_CURRENT
0060: $FUCKUP_TIMER -= $FUCKUP_TIMER_START
if
0018: $FUCKUP_TIMER > 180000
then