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Spawning Seville BLVD Families During Sweetės Girl Mission

7 replies to this topic
Mr.try1
  • Mr.try1

    O.G

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  • Joined: 22 Feb 2014
  • Finland

#1

Posted 28 March 2014 - 11:59 PM Edited by Mr.try1, 29 March 2014 - 12:01 AM.

Hi everybody, i have a lil question... So i have a modded main, with the sex minigame enabled, than i have temple drive families and seville blvd families spawning in their respective areas, with their mùrespective models, i have modified some parameters in certain missions, but modifing one mission im finding some issues... So In the mission number 18 in Main.scm the so called Sweetìs girl i have changed the model that need to be spawned . After the short cutscene before the mission itself (The one in which CJ goes inside sweetìs crib and nobody is there) Sweet calls me, than start that short footage with sweet calling me while he is trapped in some building flat and two gang members are shooting at him, so in that part of footage the models tHAt i want to spawn,THEY spawn accordingly... No trouble so far, the models for my Seville BLVD are called SEV1,SEV2. But after that scene when i enter the SEV hoods and there are 5 gang member shooting behind some vehicles, the gangmembers models are wrong, i mean why the heck spawns grove street members instead my seville members???  

Im posting the part of the mission script that i assume has to do something  with this: (If im wrong pls point it out)

/-------------Mission 18---------------
// Originally: Sweet's Girl

:HOODS5
thread 'HOODS5' 
gosub @HOODS5_251 
if 
wasted_or_busted 
jf @HOODS5_38 
gosub @HOODS5_15256 

:HOODS5_38
gosub @HOODS5_15329 
end_thread 
if 
  127@ == 99 
jf @HOODS5_251 
032B: 50@ = create_weapon_pickup #COLT45 type 3 ammo 20 at 2444.895 -1981.524 13.933 
02A8: 49@ = create_marker 6 at 2444.895 -1981.524 13.933 
02A8: 48@ = create_marker 6 at 2444.895 -1981.524 13.933 
75@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
43@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
37@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
71@ = Marker.CreateAboveActor(75@)
72@ = Marker.CreateAboveActor(75@)
201@ = Marker.CreateAboveActor(75@)
202@ = Marker.CreateAboveActor(75@)
03DC: 167@ = create_marker_above_pickup

If somebody outthere have some spare time in hand could direct me to a solution for my dilemma?? Much appreciated


ZAZ
  • ZAZ

    Kernlochbohrer

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  • Joined: 10 Jan 2005
  • European-Union

#2

Posted 29 March 2014 - 12:44 AM

did you added ped definitions for sev1, sev2 etc.. in ped.ide?
if yes, then post the definition lines

can you spawn them by a cleoscript?
if yes, then post the parts of the missionscript where you changed the model names from fam to sev

Mr.try1
  • Mr.try1

    O.G

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  • Joined: 22 Feb 2014
  • Finland

#3

Posted 29 March 2014 - 12:14 PM Edited by Mr.try1, 29 March 2014 - 03:28 PM.

Yes sure just a sec

//-------------Mission 18---------------
// Originally: Sweet's Girl

:HOODS5
thread 'HOODS5' 
gosub @HOODS5_251 
if 
wasted_or_busted 
else_jump @HOODS5_38 
gosub @HOODS5_15264 

:HOODS5_38
gosub @HOODS5_15337 
end_thread 
if 
  127@ == 99 
else_jump @HOODS5_251 
032B: 50@ = create_weapon_pickup #COLT45 type 3 ammo 7 at 2444.895 -1981.524 13.933 
02A8: 49@ = create_marker 6 at 2444.895 -1981.524 13.933 
02A8: 48@ = create_marker 6 at 2444.895 -1981.524 13.933 
75@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
43@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
37@ = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
71@ = Marker.CreateAboveActor(75@)
72@ = Marker.CreateAboveActor(75@)
201@ = Marker.CreateAboveActor(75@)
202@ = Marker.CreateAboveActor(75@)
03DC: 167@ = create_marker_above_pickup 50@ 

:HOODS5_251
increment_mission_attempts 
$ONMISSION = 1 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
154@ = 14 
155@ = 15 
156@ = 16 
157@ = 17 
158@ = 18 
161@ = 21 
148@ = 0 
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 

:HOODS5_325
wait 0 
if 
0735:   is_keyboard_key_pressed 83 
else_jump @HOODS5_351 
jump @HOODS5_15282 

:HOODS5_351
if 
0735:   is_keyboard_key_pressed 68 
else_jump @HOODS5_454 
Actor.PutAt($PLAYER_ACTOR, 2769.492, -1967.329, 12.3834)
36@ = 0 

:HOODS5_393
if 
  6 > 36@ 
else_jump @HOODS5_454 
if 
   not Actor.Dead(37@(36@,6i))
else_jump @HOODS5_440 
05BE: AS_actor 37@(36@,6i) die 

:HOODS5_440
36@ += 1 
jump @HOODS5_393 

:HOODS5_454
if 
0735:   is_keyboard_key_pressed 70 
else_jump @HOODS5_476 
127@ = 7 

:HOODS5_476
0871: init_jump_table 127@ total_jumps 9 default_jump 0 @HOODS5_737 jumps 0 @HOODS5_604 1 @HOODS5_625 2 @HOODS5_639 3 @HOODS5_653 4 @HOODS5_667 5 @HOODS5_681 6 @HOODS5_695 
0872: jump_table_jumps 7 @HOODS5_709 8 @HOODS5_723 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 -1 @HOODS5_737 

:HOODS5_604
gosub @HOODS5_918 
127@ = 1 
jump @HOODS5_737 

:HOODS5_625
gosub @HOODS5_1306 
jump @HOODS5_737 

:HOODS5_639
gosub @HOODS5_3519 
jump @HOODS5_737 

:HOODS5_653
gosub @HOODS5_4674 
jump @HOODS5_737 

:HOODS5_667
gosub @HOODS5_5159 
jump @HOODS5_737 

:HOODS5_681
gosub @HOODS5_5489 
jump @HOODS5_737 

:HOODS5_695
gosub @HOODS5_7810 
jump @HOODS5_737 

:HOODS5_709
gosub @HOODS5_9692 
jump @HOODS5_737 

:HOODS5_723
jump @HOODS5_15282 
jump @HOODS5_737 

:HOODS5_737
gosub @HOODS5_792 
gosub @HOODS5_890 
gosub @HOODS5_13232 
if 
  126@ == 1 
else_jump @HOODS5_783 
jump @HOODS5_15264 

:HOODS5_783
jump @HOODS5_325 
return 

:HOODS5_792
if 
  125@ == 1 
else_jump @HOODS5_888 
if 
   Actor.Dead(75@)
else_jump @HOODS5_849 
126@ = 1 
00BB: show_text_lowpriority GXT 'SW5_L' time 4000 flag 1  // ~r~Sweet died!

:HOODS5_849
if 
   Actor.Dead(43@)
else_jump @HOODS5_888 
126@ = 1 
00BB: show_text_lowpriority GXT 'SW5_M' time 4000 flag 1  // ~r~Sweet's girl died!

:HOODS5_888
return 

:HOODS5_890
if 
   Pickup.Picked_up($PICKUP_EMMETS_COLT45)
else_jump @HOODS5_916 
Marker.Disable(49@)
Marker.Disable(167@)

:HOODS5_916
return 

:HOODS5_918
0395: clear_area 1 at $138 $139 $140 radius 5.0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
Model.Load(#CELLPHONE)
Model.Load(#BFYST)
Model.Load(#TEC9)
Model.Load(#BUCCANEE)
Model.Load(#COLT45)
Model.Load(#GREENWOO)
Model.Load(#SEV1)
Model.Load(#SEV2)
023C: load_special_actor 'SWEET' as 1 // models 290-299 
038B: load_requested_models 

:HOODS5_997
if or
   not Model.Available(#CELLPHONE)
   not Model.Available(#BFYST)
   not Model.Available(#TEC9)
   not Model.Available(#COLT45)
   not Model.Available(#BUCCANEE)
else_jump @HOODS5_1043 
wait 0 
jump @HOODS5_997 

:HOODS5_1043
if or
823D:   not special_actor 1 loaded 
   not Model.Available(#SEV1)
   not Model.Available(#SEV2)
   not Model.Available(#GREENWOO)
else_jump @HOODS5_1084 
wait 0 
jump @HOODS5_1043 

:HOODS5_1084
04ED: load_animation "SWEET" 
04ED: load_animation "GANGS" 

:HOODS5_1102
if or
84EE:   not animation "SWEET" loaded 
84EE:   not animation "GANGS" loaded 
else_jump @HOODS5_1142 
wait 0 
jump @HOODS5_1102 

:HOODS5_1142
07C0: load_path 153 
07C0: load_path 154 

:HOODS5_1152
if or
87C1:   not path 153 available 
87C1:   not path 154 available 
else_jump @HOODS5_1184 
wait 0 
jump @HOODS5_1152 

:HOODS5_1184
060A: create_decision_maker_type 0 store_to 99@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 100@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 47@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 26 
0708: reset_decision_maker 47@ event 12 
0708: reset_decision_maker 47@ event 9 
0708: reset_decision_maker 47@ event 31 
$6675 = 0 
$6676 = 0 
$6677 = 0 
$6678 = 0 
$6679 = 0 
$6680 = 0 
198@ = 99999.0 
199@ = 99999.0 
return 

:HOODS5_1306
if 
  148@ > 1 
else_jump @HOODS5_1383 
if 
  166@ == 0 
else_jump @HOODS5_1383 
if 
08D0:   should_skip_cutscene 
else_jump @HOODS5_1383 
148@ = 7 
147@ = 1 
355@ = 5 
35@ = 0 

:HOODS5_1383
if 
  148@ == 0 
else_jump @HOODS5_1790 
054C: use_GXT_table 'SWEET5' 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
select_interior 1 
02E4: load_cutscene_data 'SWEET5A' 

:HOODS5_1441
if 
86B9:   not cutscene_data_loaded 
else_jump @HOODS5_1465 
wait 0 
jump @HOODS5_1441 

:HOODS5_1465
02E7: start_cutscene 
fade 1 1000 

:HOODS5_1474
if 
82E9:   not cutscene_reached_end 
else_jump @HOODS5_1498 
wait 0 
jump @HOODS5_1474 

:HOODS5_1498
fade 0 0 

:HOODS5_1504
if 
fading 
else_jump @HOODS5_1528 
wait 0 
jump @HOODS5_1504 

:HOODS5_1528
02EA: end_cutscene 
select_interior 0 
018A: 48@ = create_checkpoint_at 2775.793 -1942.909 15.6576 
08FB: set_checkpoint 48@ type_to 2 
02A8: 49@ = create_marker 18 at 2444.895 -1981.524 13.933 
Pickup.Destroy($PICKUP_EMMETS_COLT45)
032B: $PICKUP_EMMETS_COLT45 = create_weapon_pickup #COLT45 type 15 ammo 7 at 2447.773 -1975.663 13.0 
03DC: 167@ = create_marker_above_pickup $PICKUP_EMMETS_COLT45 
018B: set_marker 167@ radar_mode 1 
04E4: refresh_game_renderer_at 2770.116 -1915.896 
Actor.PutAt($PLAYER_ACTOR, 2770.116, -1915.896, 11.651)
0792: disembark_instantly_actor $PLAYER_ACTOR 
Camera.SetAtPos(2770.116, -1915.896, 11.651)
Camera.SetPosition(2770.897, -1915.951, 12.6746, 0.0, 0.0, 0.0)
Camera.PointAt(2770.337, -1916.334, 13.4091, 2)
02A3: enable_widescreen 1 
Player.CanMove($PLAYER_CHAR) = False
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
fade 1 1500 
352@ = 29 
148@ = 1 
0085: 35@ = 32@ // (int) 
35@ += 2000 

:HOODS5_1790
if 
  148@ == 1 
else_jump @HOODS5_1864 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_1864 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 35@ = 32@ // (int) 
35@ += 2200 
355@ = 3 
148@ = 20 

:HOODS5_1864
if 
  148@ == 20 
else_jump @HOODS5_2066 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_2066 
if 
  352@ == 0 
else_jump @HOODS5_2066 
75@ = Actor.Create(Mission3, #SPECIAL01, 2752.341, -1948.867, 16.3125)
105@ = Car.Create(#GREENWOO, 2745.545, -1942.74, 12.5394)
Car.Angle(105@) = 90.0
Actor.Angle(75@) = 0.0
43@ = Actor.Create(Mission3, #BFYST, 2751.282, -1948.867, 16.3125)
Actor.Angle(43@) = 0.0
060B: set_actor 43@ decision_maker_to 99@ 
0085: 399@ = 75@ // (int) 
0085: 400@ = 43@ // (int) 
352@ = 1 
354@ = 7 
148@ = 2 

:HOODS5_2066
if 
  148@ == 2 
else_jump @HOODS5_2475 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_2475 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_2154 
0615: define_AS_pack_begin 68@ 
04EB: AS_actor -1 crouch 1 
0729: AS_actor -1 hold_cellphone 1 
0616: define_AS_pack_end 68@ 
0618: assign_actor 75@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_2154
if 
   not Actor.Dead(43@)
else_jump @HOODS5_2237 
0615: define_AS_pack_begin 68@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "DUCK_COWER" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 16000 
0616: define_AS_pack_end 68@ 
0618: assign_actor 43@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_2237
37@ = Actor.Create(Mission2, #SEV2, 2751.515, -1973.178, 16.3051)
Actor.WeaponAccuracy(37@) = 80
060B: set_actor 37@ decision_maker_to 99@ 
Actor.GiveWeaponAndAmmo(37@, Pistol, 99999)
04EB: AS_actor 37@ crouch 1 
0615: define_AS_pack_begin 68@ 
05B9: AS_actor -1 stay_idle 2500 ms 
05D3: AS_actor -1 goto_point 2751.791 -1964.08 16.3125 mode 4 time -2 ms // versionA 
05B9: AS_actor -1 stay_idle 3500 ms 
05D3: AS_actor -1 goto_point 2751.791 -1954.08 16.3125 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 68@ 
0618: assign_actor 37@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
38@ = Actor.Create(Mission2, #SEV1, 2753.197, -1973.946, 16.3051)
Actor.WeaponAccuracy(38@) = 80
Actor.GiveWeaponAndAmmo(38@, Pistol, 99999)
04EB: AS_actor 38@ crouch 1 
0668: AS_actor 38@ rotate_and_shoot_at 2753.15 -1949.642 16.5866 -2 ms 
0085: 35@ = 32@ // (int) 
35@ += 2000 
148@ = 3 

:HOODS5_2475
if 
  148@ == 3 
else_jump @HOODS5_2604 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_2604 
if 
  352@ == 3 
else_jump @HOODS5_2604 
Camera.SetPosition(2753.784, -1947.466, 16.489, 0.0, 0.0, 0.0)
Camera.PointAt(2753.255, -1948.292, 16.6835, 2)
0085: 35@ = 32@ // (int) 
35@ += 4000 
148@ = 4 

:HOODS5_2604
if 
  148@ == 4 
else_jump @HOODS5_2664 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_2664 
0085: 35@ = 32@ // (int) 
35@ += 4000 
148@ = 5 

:HOODS5_2664
if 
  148@ == 5 
else_jump @HOODS5_2797 
if 
  352@ == 7 
else_jump @HOODS5_2797 
Camera.SetPosition(2770.897, -1915.951, 12.6746, 0.0, 0.0, 0.0)
Camera.PointAt(2770.337, -1916.334, 13.4091, 2)
if 
   not Actor.Dead(75@)
else_jump @HOODS5_2774 
Actor.WeaponAccuracy(75@) = 100

:HOODS5_2774
0085: 35@ = 32@ // (int) 
35@ += 4500 
148@ = 21 

:HOODS5_2797
if 
  148@ == 21 
else_jump @HOODS5_2864 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_2864 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
148@ = 6 
0085: 35@ = 32@ // (int) 
35@ += 1000 

:HOODS5_2864
if 
  148@ == 6 
else_jump @HOODS5_3117 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_3117 
Camera.SetPosition(2756.252, -1949.02, 17.513, 0.0, 0.0, 0.0)
Camera.PointAt(2755.402, -1949.518, 17.3404, 2)
if 
   not Actor.Dead(75@)
else_jump @HOODS5_3094 
0792: disembark_instantly_actor 75@ 
04EB: AS_actor 75@ crouch 1 
Actor.GiveWeaponAndAmmo(75@, Pistol, 500)
01B9: set_actor 75@ armed_weapon_to 22 
Actor.Angle(75@) = 180.0
0615: define_AS_pack_begin 68@ 
0605: actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
if 
   not Actor.Dead(37@)
else_jump @HOODS5_3076 
074D: AS_actor -1 turns_to_and_look_at_actor 37@ timelimit -2 

:HOODS5_3076
0616: define_AS_pack_end 68@ 
0618: assign_actor 75@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_3094
0085: 35@ = 32@ // (int) 
35@ += 2500 
148@ = 7 

:HOODS5_3117
if 
  148@ == 7 
else_jump @HOODS5_3177 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_3177 
00BE: text_clear_all 
166@ = 1 
fade 0 1000 
148@ = 8 

:HOODS5_3177
if 
  148@ == 8 
else_jump @HOODS5_3351 
if 
   not fading 
else_jump @HOODS5_3351 
04E4: refresh_game_renderer_at 2518.789 -1677.22 
Actor.PutAt($PLAYER_ACTOR, 2518.448, -1677.224, 13.4109)
Actor.Angle($PLAYER_ACTOR) = 90.691
Camera.SetAtPos(2510.284, -1674.066, 14.5338)
0085: 35@ = 32@ // (int) 
35@ += 300 
148@ = 9 
$6681 = 100 
0209: 170@ = random_int_in_ranges 2500 6000 
005A: 170@ += 32@ // (int) 
03C4: set_status_text $6681 type 1 GXT 'SW5_A3' // global_variable  // SWEET
0209: 170@ = random_int_in_ranges 2500 6000 
005A: 170@ += 32@ // (int) 

:HOODS5_3351
if 
  148@ == 9 
else_jump @HOODS5_3517 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_3517 
fade 1 1500 
Actor.DestroyInstantly(75@)
Actor.DestroyInstantly(37@)
Actor.DestroyInstantly(38@)
Actor.DestroyInstantly(43@)
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 34@ // ret 7 if not found 
00BB: show_text_lowpriority GXT 'SW5_A2' time 6000 flag 1  // ~s~Get over to Sweet before the ~r~Seville Boulevard set~s~ finish him off.
00BB: show_text_lowpriority GXT 'SW5_17' time 6000 flag 1  // ~s~Get over to Emmet's if you need a piece.
Player.CanMove($PLAYER_CHAR) = True
08F6: restore_player_group 
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
03C7: set_sensitivity_to_crime 0.2 
147@ = 1 
127@ = 2 

:HOODS5_3517
return 

:HOODS5_3519
if 
001D:   32@ > 170@ // (int) 
else_jump @HOODS5_3622 
0209: 170@ = random_int_in_ranges 2500 6000 
005A: 170@ += 32@ // (int) 
0209: 171@ = random_int_in_ranges 2 4 
0066: $6681 -= 171@ // (int) 
if 
  0 >= $6681 
else_jump @HOODS5_3622 
$6681 = 0 
00BB: show_text_lowpriority GXT 'SW5_L' time 4000 flag 1  // ~r~Sweet died!
125@ = 1 

:HOODS5_3622
if 
  97@ == 0 
else_jump @HOODS5_4355 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2775.793 -1942.909 15.6576 radius 100.0 100.0 50.0 
else_jump @HOODS5_4355 
08EA: enable_gangs_spawn 0 
97@ = 1 
00BB: show_text_lowpriority GXT 'SW5_J' time 4000 flag 1  // ~s~The Seville Boulevard Families have Sweet surrounded in his girl's flat. Take those ~r~Seville boys~s~ out!
106@ = 2761.516 
112@ = -1972.028 
118@ = 12.5459 
04AF: 140@ = 105 // = constant 
107@ = 2761.599 
113@ = -1955.673 
119@ = 12.5469 
04AF: 141@ = 106 // = constant 
108@ = 2768.451 
114@ = -1972.605 
120@ = 12.3837 
04AF: 142@ = 105 // = constant 
109@ = 2761.551 
115@ = -1980.099 
121@ = 12.5478 
04AF: 143@ = 106 // = constant 
110@ = 2752.159 
116@ = -1979.574 
122@ = 14.0469 
04AF: 144@ = 106 // = constant 
111@ = 2768.451 
117@ = -1972.605 
123@ = 12.3837 
04AF: 145@ = 105 // = constant 
172@ = Car.Create(#GREENWOO, 2766.923, -1974.348, 12.3783)
Car.Angle(172@) = 4.0
36@ = 0 

:HOODS5_3977
if 
  5 > 36@ 
else_jump @HOODS5_4171 
37@(36@,6i) = Actor.Create(Mission1, 140@(36@,6i), 106@(36@,6f), 112@(36@,6f), 118@(36@,6f))
Actor.WeaponAccuracy(37@(36@,6i)) = 65
if or
  36@ == 0 
  36@ == 3 
else_jump @HOODS5_4093 
Actor.GiveWeaponAndAmmo(37@(36@,6i), Tec9, 99999)
jump @HOODS5_4109 

:HOODS5_4093
Actor.GiveWeaponAndAmmo(37@(36@,6i), Pistol, 99999)

:HOODS5_4109
04EB: AS_actor 37@(36@,6i) crouch 1 
0668: AS_actor 37@(36@,6i) rotate_and_shoot_at 2750.957 -1968.016 17.9291 -2 ms 
0816: set_actor 37@(36@,6i) dont_chase_victim 1 
36@ += 1 
jump @HOODS5_3977 

:HOODS5_4171
51@ = Marker.CreateAboveActor(37@)
52@ = Marker.CreateAboveActor(38@)
53@ = Marker.CreateAboveActor(39@)
54@ = Marker.CreateAboveActor(40@)
55@ = Marker.CreateAboveActor(41@)
Marker.Disable(48@)
060B: set_actor 37@ decision_maker_to 47@ 
060B: set_actor 38@ decision_maker_to 47@ 
060B: set_actor 39@ decision_maker_to 47@ 
060B: set_actor 40@ decision_maker_to 47@ 
060B: set_actor 41@ decision_maker_to 47@ 
0770: set_actor 37@ target_priority 1 
0770: set_actor 38@ target_priority 1 
0770: set_actor 39@ target_priority 1 
0770: set_actor 40@ target_priority 1 
0770: set_actor 41@ target_priority 1 
01E8: create_forbidden_for_cars_cube_cornerA 2793.814 -1987.934 15.3045 cornerB 2754.324 -1900.369 9.8752 
022B: create_forbidden_for_peds_cube_cornerA 2793.814 -1987.934 15.3045 cornerB 2754.324 -1900.369 9.8752 

:HOODS5_4355
if 
  97@ == 1 
else_jump @HOODS5_4672 
gosub @HOODS5_11959 
if 
  146@ == 0 
else_jump @HOODS5_4480 
if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2782.693 -1921.125 11.7984 cornerB 2746.098 -1993.905 16.9599 
else_jump @HOODS5_4480 
if 
   not Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_4480 
146@ = 1 
03E5: show_text_box 'SW5_19'  // Use low walls and objects for cover. Press ~k~~PED_DUCK~ to crouch.

:HOODS5_4480
36@ = 0 
57@ = 0 

:HOODS5_4494
if 
  5 > 36@ 
else_jump @HOODS5_4593 
if 
   Actor.Dead(37@(36@,6i))
else_jump @HOODS5_4555 
Marker.Disable(51@(36@,6i))
57@ += 1 
jump @HOODS5_4579 

:HOODS5_4555
Actor.WeaponAccuracy(37@(36@,6i)) = 173@
07DD: set_actor 37@(36@,6i) attack_rate 173@ // previously known as temper_to 

:HOODS5_4579
36@ += 1 
jump @HOODS5_4494 

:HOODS5_4593
0085: 173@ = 57@ // (int) 
173@ *= 6 
173@ += 60 
if 
  57@ == 5 
else_jump @HOODS5_4672 
148@ = 0 
130@ = 0 
131@ = 0 
128@ = 0 
127@ = 3 
08F4: set_max_group_members 0 

:HOODS5_4672
return 

:HOODS5_4674
if 
  148@ == 0 
else_jump @HOODS5_4715 
0085: 35@ = 32@ // (int) 
35@ += 1500 
148@ = 1 

:HOODS5_4715
if 
  148@ == 1 
else_jump @HOODS5_4787 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_4787 
352@ = 29 
0151: remove_status_text $6681 
0085: 35@ = 32@ // (int) 
35@ += 2500 
148@ = 2 

:HOODS5_4787
if 
  148@ == 2 
else_jump @HOODS5_4854 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_4854 
352@ = 29 
0085: 35@ = 32@ // (int) 
35@ += 2500 
148@ = 3 

:HOODS5_4854
if 
  148@ == 3 
else_jump @HOODS5_4949 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_4949 
if and
8818:   not actor $PLAYER_ACTOR in_air 
89DE:   not actor $PLAYER_ACTOR entering_car 
else_jump @HOODS5_4949 
174@ = 1 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 35@ = 32@ // (int) 
35@ += 2500 
148@ = 4 

:HOODS5_4949
if 
  148@ == 4 
else_jump @HOODS5_5007 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_5007 
148@ = 5 
352@ = 8 
354@ = 2 

:HOODS5_5007
if 
  148@ == 5 
else_jump @HOODS5_5157 
if 
  352@ == 0 
else_jump @HOODS5_5157 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
018A: 48@ = create_checkpoint_at 2764.272 -1979.494 12.5394 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.934 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.934 15.3045 cornerB 2754.324 -1900.369 9.8752 
00BB: show_text_lowpriority GXT 'SW5_14' time 5000 flag 1  // ~s~Fetch a four door car to ~y~pick up~s~ Sweet and his girl.
127@ = 4 

:HOODS5_5157
return 

:HOODS5_5159
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2764.272 -1979.494 12.5394 radius 4.0 4.0 4.0 
else_jump @HOODS5_5487 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_5487 
59@ = Actor.MissionCar($PLAYER_ACTOR)
if 
   not Car.Wrecked(59@)
else_jump @HOODS5_5487 
01EA: 60@ = car 59@ max_passengers 
if 
  2 > 60@ 
else_jump @HOODS5_5321 
if 
  61@ == 0 
else_jump @HOODS5_5314 
00BC: show_text_highpriority GXT 'SW5_G' time 5000 flag 1  // ~s~Get a four door car.
61@ = 1 

:HOODS5_5314
jump @HOODS5_5487 

:HOODS5_5321
08EC: 104@ = car 59@ class 
102@ = Car.Model(59@)
if or
04A4:   104@ == 0 // == constant 
04A4:   104@ == 1 // == constant 
04A4:   104@ == 2 // == constant 
04A4:   104@ == 3 // == constant 
04A4:   102@ == 596 // == constant 
04A4:   102@ == 420 // == constant 
else_jump @HOODS5_5471 
Player.CanMove($PLAYER_CHAR) = False
06C7: AS_actor $PLAYER_ACTOR driver_of_car 59@ perform_action 6 timelimit 2000000 
fade 0 800 

:HOODS5_5421
if 
fading 
else_jump @HOODS5_5445 
wait 0 
jump @HOODS5_5421 

:HOODS5_5445
127@ = 5 
148@ = 0 
Marker.Disable(48@)
jump @HOODS5_5487 

:HOODS5_5471
00BC: show_text_highpriority GXT 'SW5_16' time 1000 flag 1  // Sweet needs a getaway car, not one of these!

:HOODS5_5487
return 

:HOODS5_5489
if 
  130@ == 0 
else_jump @HOODS5_5538 
130@ = 1 
if 
00E1:   player 0 pressed_key 16 
else_jump @HOODS5_5538 
131@ = 1 

:HOODS5_5538
if 
00E1:   player 0 pressed_key 16 
else_jump @HOODS5_5654 
if 
  131@ == 0 
else_jump @HOODS5_5647 
if and
   not Actor.Dead(75@)
   not Actor.Dead(43@)
else_jump @HOODS5_5647 
if and
   not 148@ == 0 
   not 148@ == 5 
else_jump @HOODS5_5647 
148@ = 4 
35@ = 0 
131@ = 1 
355@ = 5 

:HOODS5_5647
jump @HOODS5_5679 

:HOODS5_5654
if 
  131@ == 1 
else_jump @HOODS5_5679 
131@ = 0 

:HOODS5_5679
if 
  148@ == 5 
else_jump @HOODS5_5746 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_5746 
fade 1 800 
0085: 35@ = 32@ // (int) 
35@ += 3000 
148@ = 1 

:HOODS5_5746
if 
  148@ == 0 
else_jump @HOODS5_6501 
00BE: text_clear_all 
03BA: clear_cars_from_cube_cornerA 2746.504 -2001.61 10.775 cornerB 2789.562 -1927.154 21.633 
01E8: create_forbidden_for_cars_cube_cornerA 2793.814 -1987.934 15.3045 cornerB 2754.324 -1900.369 9.8752 
022B: create_forbidden_for_peds_cube_cornerA 2793.814 -1987.934 15.3045 cornerB 2754.324 -1900.369 9.8752 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0708: reset_decision_maker 47@ event 36 
0709: set_decision_maker 47@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
75@ = Actor.Create(Mission3, #SPECIAL01, 2752.341, -1948.867, 16.3125)
43@ = Actor.Create(Mission3, #BFYST, 2751.282, -1948.867, 16.3125)
0085: 399@ = 75@ // (int) 
0085: 400@ = 43@ // (int) 
0446: set_actor 75@ dismemberment_possible 0 
0446: set_actor 43@ dismemberment_possible 0 
02A9: set_actor 75@ immune_to_nonplayer 0 
02A9: set_actor 43@ immune_to_nonplayer 0 
62@ = Car.Create(#GREENWOO, 2766.665, -1901.943, 10.005)
63@ = Car.Create(#BUCCANEE, 2772.638, -1903.127, 10.1479)
Car.Angle(62@) = 180.0
Car.Angle(63@) = 180.0
073B: unknown_car 62@ flag 1 
073B: unknown_car 63@ flag 1 
05EB: assign_car 62@ to_path 153 
05EB: assign_car 63@ to_path 154 
65@ = Actor.CreateAsDriver(Mission2, #SEV1, 63@)
64@ = Actor.CreateAsDriver(Mission2, #SEV2, 62@)
060B: set_actor 64@ decision_maker_to 47@ 
060B: set_actor 65@ decision_maker_to 47@ 
Actor.GiveWeaponAndAmmo(64@, Pistol, 99999)
Actor.GiveWeaponAndAmmo(65@, Pistol, 99999)
06FD: set_car 62@ speed_on_path_to 0.0 
06FD: set_car 63@ speed_on_path_to 0.0 
if 
   not Car.Wrecked(59@)
else_jump @HOODS5_6301 
Car.PutAt(59@, 2763.96, -1978.898, 12.5394)
Car.Angle(59@) = 0.0
if 
8431:   not car 59@ passenger_seat_free 0 
else_jump @HOODS5_6268 
0432: 175@ = get_actor_handle_from_car 59@ passenger_seat 0 
Actor.DestroyInstantly(175@)

:HOODS5_6268
if 
8431:   not car 59@ passenger_seat_free 1 
else_jump @HOODS5_6301 
0432: 175@ = get_actor_handle_from_car 59@ passenger_seat 1 
Actor.DestroyInstantly(175@)

:HOODS5_6301
Camera.SetPosition(2756.231, -1949.667, 18.0543, 0.0, 0.0, 0.0)
Camera.PointAt(2755.751, -1950.535, 17.9303, 2)
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2752.402 -1974.076 16.3125 
Actor.PutAt(43@, 2752.312, -1952.896, 16.3051)
Actor.Angle(43@) = 180.0
05D8: AS_assign_scmpath to_actor 43@ flags 6 0 
Actor.PutAt(75@, 2752.395, -1950.699, 16.3125)
Actor.Angle(75@) = 180.0
0615: define_AS_pack_begin 68@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 68@ 
0618: assign_actor 75@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
0085: 35@ = 32@ // (int) 
35@ += 500 
148@ = 5 

:HOODS5_6501
if 
  148@ == 1 
else_jump @HOODS5_6779 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_6779 
Camera.SetPosition(2764.601, -1986.696, 15.021, 0.0, 0.0, 0.0)
Camera.PointAt(2764.32, -1985.751, 14.8511, 2)
if 
   not Car.Wrecked(59@)
else_jump @HOODS5_6723 
if 
   not Actor.Dead(43@)
else_jump @HOODS5_6664 
Actor.PutAt(43@, 2760.358, -1979.501, 12.5394)
Actor.Angle(43@) = 330.0
05CA: AS_actor 43@ enter_car 59@ passenger_seat 1 time 5000 

:HOODS5_6664
if 
   not Actor.Dead(75@)
else_jump @HOODS5_6723 
Actor.PutAt(75@, 2767.224, -1981.524, 12.381)
Actor.Angle(75@) = 0.0
05CA: AS_actor 75@ enter_car 59@ passenger_seat 0 time 5000 

:HOODS5_6723
if 
   not Car.Wrecked(63@)
else_jump @HOODS5_6756 
06FD: set_car 63@ speed_on_path_to 1.0 
66@ = 1 

:HOODS5_6756
0085: 35@ = 32@ // (int) 
35@ += 500 
148@ = 2 

:HOODS5_6779
if 
  148@ == 2 
else_jump @HOODS5_6872 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_6872 
if 
   not Car.Wrecked(62@)
else_jump @HOODS5_6849 
06FD: set_car 62@ speed_on_path_to 1.0 
66@ = 1 

:HOODS5_6849
0085: 35@ = 32@ // (int) 
35@ += 2000 
148@ = 3 

:HOODS5_6872
if 
  148@ == 3 
else_jump @HOODS5_6939 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_6939 
352@ = 12 
0085: 35@ = 32@ // (int) 
35@ += 2000 
148@ = 4 

:HOODS5_6939
if 
  148@ == 4 
else_jump @HOODS5_7808 
if 
  176@ == 0 
else_jump @HOODS5_7049 
if 
   not Car.Wrecked(62@)
else_jump @HOODS5_7049 
if 
860E:   not car 62@ assigned_to_path 
else_jump @HOODS5_7049 
Car.SetDriverBehaviour(62@, 5)
Car.SetMaxSpeed(62@, 60.0)
Car.Health(62@) = 2500
088B: set_car 62@ form_drag_multiplier_to 0.1 
176@ = 1 

:HOODS5_7049
if 
  177@ == 0 
else_jump @HOODS5_7141 
if 
   not Car.Wrecked(63@)
else_jump @HOODS5_7141 
if 
860E:   not car 63@ assigned_to_path 
else_jump @HOODS5_7141 
Car.SetDriverBehaviour(63@, 5)
Car.SetMaxSpeed(63@, 60.0)
Car.Health(63@) = 2500
088B: set_car 63@ form_drag_multiplier_to 0.1 
177@ = 1 

:HOODS5_7141
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_7808 
if 
  352@ == 0 
else_jump @HOODS5_7808 
66@ = 1 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.934 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.934 15.3045 cornerB 2754.324 -1900.369 9.8752 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_7283 
0811: 59@ = actor $PLAYER_ACTOR used_car 
088B: set_car 59@ form_drag_multiplier_to 5.0 

:HOODS5_7283
if 
  131@ == 1 
else_jump @HOODS5_7375 
if 
   not Car.Wrecked(62@)
else_jump @HOODS5_7338 
if 
060E:   car 62@ assigned_to_path 
else_jump @HOODS5_7338 
06C5: release_car 62@ from_path 

:HOODS5_7338
if 
   not Car.Wrecked(63@)
else_jump @HOODS5_7375 
if 
060E:   car 63@ assigned_to_path 
else_jump @HOODS5_7375 
06C5: release_car 63@ from_path 

:HOODS5_7375
if and
   not Car.Wrecked(62@)
   not Car.Wrecked(63@)
else_jump @HOODS5_7466 
Car.SetDriverBehaviour(62@, 5)
Car.SetDriverBehaviour(63@, 3)
Car.SetMaxSpeed(62@, 60.0)
Car.SetMaxSpeed(63@, 60.0)
Car.Health(62@) = 2500
Car.Health(63@) = 2500
088B: set_car 62@ form_drag_multiplier_to 0.1 
088B: set_car 63@ form_drag_multiplier_to 0.1 

:HOODS5_7466
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 
07E0: set_marker 73@ type_to 1 
if and
   not Actor.Dead(75@)
   not Car.Wrecked(59@)
   not Actor.Dead(43@)
else_jump @HOODS5_7627 
0631: put_actor 75@ in_group $PLAYER_GROUP 
0631: put_actor 43@ in_group $PLAYER_GROUP 
07CB: set_actor 75@ supporting_fire 0 
07CB: set_actor 43@ supporting_fire 0 
Actor.GiveWeaponAndAmmo(75@, Pistol, 9999)
if 
   not Actor.InCar(75@, 59@)
else_jump @HOODS5_7593 
0792: disembark_instantly_actor 75@ 
0430: put_actor 75@ into_car 59@ passenger_seat 0 

:HOODS5_7593
if 
   not Actor.InCar(43@, 59@)
else_jump @HOODS5_7627 
0792: disembark_instantly_actor 43@ 
0430: put_actor 43@ into_car 59@ passenger_seat 1 

:HOODS5_7627
if and
   not Car.Wrecked(63@)
   not Actor.Dead(65@)
else_jump @HOODS5_7695 
0615: define_AS_pack_begin 68@ 
06C7: AS_actor -1 driver_of_car 63@ perform_action 1 timelimit 1500 
06C7: AS_actor -1 driver_of_car 63@ perform_action 14 timelimit 1000 
0616: define_AS_pack_end 68@ 
0618: assign_actor 65@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_7695
if and
   not Car.Wrecked(62@)
   not Actor.Dead(64@)
else_jump @HOODS5_7729 
06C7: AS_actor 64@ driver_of_car 62@ perform_action 1 timelimit 1500 

:HOODS5_7729
Player.CanMove($PLAYER_CHAR) = True
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SW5_I' time 5000 flag 1  // ~s~Get back to your ~y~hood~s~.
127@ = 6 
125@ = 1 
0085: 153@ = 32@ // (int) 
153@ += 3000 
164@ = 0 
08F6: restore_player_group 

:HOODS5_7808
return 

:HOODS5_7810
if 
  152@ == 0 
else_jump @HOODS5_7946 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_7946 
0811: 149@ = actor $PLAYER_ACTOR used_car 
150@ = Car.Health(149@)
if 
  900 > 150@ 
else_jump @HOODS5_7946 
if 
  352@ == 0 
else_jump @HOODS5_7946 
if 
001D:   32@ > 153@ // (int) 
else_jump @HOODS5_7946 
352@ = 13 
152@ = 1 
0085: 153@ = 32@ // (int) 
153@ += 6000 

:HOODS5_7946
if 
001D:   32@ > 153@ // (int) 
else_jump @HOODS5_8505 
if and
   not Car.Wrecked(62@)
   not Car.Wrecked(63@)
else_jump @HOODS5_8357 
if or
0207:   actor $PLAYER_ACTOR near_car 62@ radius 20.0 20.0 10.0 flag 0 in_car 
0207:   actor $PLAYER_ACTOR near_car 63@ radius 20.0 20.0 10.0 flag 0 in_car 
else_jump @HOODS5_8202 
0209: 151@ = random_int_in_ranges 0 5 
165@ = 0 

:HOODS5_8063
if 
  154@(151@,7i) == 0 
else_jump @HOODS5_8156 
151@ += 1 
165@ += 1 
if 
  151@ > 4 
else_jump @HOODS5_8124 
151@ = 0 

:HOODS5_8124
if 
  165@ > 4 
else_jump @HOODS5_8149 
jump @HOODS5_8179 

:HOODS5_8149
jump @HOODS5_8063 

:HOODS5_8156
0085: 352@ = 154@(151@,7i) // (int) 
154@(151@,7i) = 0 

:HOODS5_8179
0085: 153@ = 32@ // (int) 
153@ += 7500 
jump @HOODS5_8350 

:HOODS5_8202
0209: 151@ = random_int_in_ranges 0 1 
165@ = 0 

:HOODS5_8218
if 
  161@(151@,3i) == 0 
else_jump @HOODS5_8311 
151@ += 1 
165@ += 1 
if 
  151@ > 1 
else_jump @HOODS5_8279 
151@ = 0 

:HOODS5_8279
if 
  165@ > 2 
else_jump @HOODS5_8304 
jump @HOODS5_8489 

:HOODS5_8304
jump @HOODS5_8218 

:HOODS5_8311
0085: 352@ = 161@(151@,3i) // (int) 
161@(151@,3i) = 0 
0085: 153@ = 32@ // (int) 
153@ += 7500 

:HOODS5_8350
jump @HOODS5_8505 

:HOODS5_8357
0209: 151@ = random_int_in_ranges 0 2 
165@ = 0 

:HOODS5_8373
if 
  161@(151@,3i) == 0 
else_jump @HOODS5_8466 
151@ += 1 
165@ += 1 
if 
  151@ > 1 
else_jump @HOODS5_8434 
151@ = 0 

:HOODS5_8434
if 
  165@ > 2 
else_jump @HOODS5_8459 
jump @HOODS5_8489 

:HOODS5_8459
jump @HOODS5_8373 

:HOODS5_8466
0085: 352@ = 161@(151@,3i) // (int) 
161@(151@,3i) = 0 

:HOODS5_8489
0085: 153@ = 32@ // (int) 
153@ += 7500 

:HOODS5_8505
if 
   not Actor.Dead(75@)
else_jump @HOODS5_8720 
if 
86EE:   not actor 75@ in_group $PLAYER_GROUP 
else_jump @HOODS5_8720 
if 
  69@ == 0 
else_jump @HOODS5_8617 
69@ = 1 
00BB: show_text_lowpriority GXT 'SW5_T' time 4000 flag 1  // ~s~You left ~b~Sweet~s~ behind! Go back and get him.
if 
875C:   not marker 71@ enabled 
else_jump @HOODS5_8612 
71@ = Marker.CreateAboveActor(75@)
07E0: set_marker 71@ type_to 1 

:HOODS5_8612
Marker.Disable(73@)

:HOODS5_8617
if and
00F2:   actor $PLAYER_ACTOR near_actor 75@ radius 6.0 6.0 0 
  69@ == 1 
else_jump @HOODS5_8720 
69@ = 0 
0631: put_actor 75@ in_group $PLAYER_GROUP 
07CB: set_actor 75@ supporting_fire 0 
Marker.Disable(71@)
if 
  70@ == 0 
else_jump @HOODS5_8720 
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 

:HOODS5_8720
if 
   not Actor.Dead(43@)
else_jump @HOODS5_8942 
if 
86EE:   not actor 43@ in_group $PLAYER_GROUP 
else_jump @HOODS5_8942 
if 
  70@ == 0 
else_jump @HOODS5_8832 
70@ = 1 
00BB: show_text_lowpriority GXT 'SW5_U' time 4000 flag 1  // ~s~You left ~b~Sweet's girl~s~ behind! Go back and get her.
if 
875C:   not marker 72@ enabled 
else_jump @HOODS5_8827 
72@ = Marker.CreateAboveActor(43@)
07E0: set_marker 72@ type_to 1 

:HOODS5_8827
Marker.Disable(73@)

:HOODS5_8832
if and
00F2:   actor $PLAYER_ACTOR near_actor 43@ radius 6.0 6.0 0 
  70@ == 1 
else_jump @HOODS5_8942 
70@ = 0 
0631: put_actor 43@ in_group $PLAYER_GROUP 
07CB: set_actor 43@ supporting_fire 0 
Marker.Disable(72@)
if 
  69@ == 0 
else_jump @HOODS5_8942 
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 
07E0: set_marker 73@ type_to 1 

:HOODS5_8942
if 
  66@ == 1 
else_jump @HOODS5_9062 
if and
   not Car.Wrecked(63@)
   not Actor.Dead(65@)
else_jump @HOODS5_9062 
if 
8104:   not actor $PLAYER_ACTOR near_actor 65@ radius 50.0 50.0 20.0 sphere 0 
else_jump @HOODS5_9062 
Actor.StorePos($PLAYER_ACTOR, 85@, 86@, 87@)
91@ = Actor.Angle($PLAYER_ACTOR)
66@ = 2 
0085: 67@ = 32@ // (int) 
67@ += 800 

:HOODS5_9062
if and
  66@ == 2 
  103@ == 0 
else_jump @HOODS5_9292 
if 
001D:   32@ > 67@ // (int) 
else_jump @HOODS5_9292 
04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD type 2 store_to 88@ 89@ 90@ 
if 
80C2:   not sphere_onscreen 85@ 86@ 87@ radius 8.0 
else_jump @HOODS5_9292 
if 
8101:   not actor $PLAYER_ACTOR in_sphere 88@ 89@ 90@ radius 10.0 10.0 10.0 sphere 0 stopped 
else_jump @HOODS5_9292 
if and
   not Car.Wrecked(63@)
   not Actor.Dead(65@)
else_jump @HOODS5_9292 
if 
81F4:   not car 63@ flipped 
else_jump @HOODS5_9292 
if 
   Actor.InCar(65@, 63@)
else_jump @HOODS5_9292 
Car.PutAt(63@, 85@, 86@, 87@)
Car.Angle(63@) = 91@
Car.SetSpeedInstantly(63@, 25.0)
66@ = 1 

:HOODS5_9292
if and
   not Actor.Dead(75@)
   not Actor.Dead(43@)
else_jump @HOODS5_9690 
if 
  103@ == 0 
else_jump @HOODS5_9472 
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 63.0 63.0 60.0 
else_jump @HOODS5_9472 
103@ = 1 
if 
   not Car.Wrecked(62@)
else_jump @HOODS5_9429 
Car.SetDriverBehaviour(62@, FollowRoad)
Car.SetMaxSpeed(62@, 20.0)
Car.RemoveReferences(62@)
Actor.RemoveReferences(64@)

:HOODS5_9429
if 
   not Car.Wrecked(63@)
else_jump @HOODS5_9472 
Car.SetDriverBehaviour(63@, FollowRoad)
Car.SetMaxSpeed(63@, 20.0)
Car.RemoveReferences(63@)
Actor.RemoveReferences(65@)

:HOODS5_9472
if and
  70@ == 0 
  69@ == 0 
else_jump @HOODS5_9690 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2509.062 -1672.527 12.386 radius 4.0 4.0 4.0 
else_jump @HOODS5_9690 
if and
00FE:   actor 75@ sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 8.0 8.0 4.0 
00FE:   actor 43@ sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 8.0 8.0 4.0 
else_jump @HOODS5_9690 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_9676 
Player.CanMove($PLAYER_CHAR) = False
$TEMPVAR_ACTOR_CAR = Actor.CurrentCar($PLAYER_ACTOR)
06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 

:HOODS5_9676
127@ = 7 
148@ = 0 

:HOODS5_9690
return 

:HOODS5_9692
if 
  148@ == 0 
else_jump @HOODS5_9740 
125@ = 0 
0085: 35@ = 32@ // (int) 
35@ += 600 
148@ = 12 

:HOODS5_9740
if 
  148@ == 12 
else_jump @HOODS5_10403 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_10403 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_9809 
0811: 59@ = actor $PLAYER_ACTOR used_car 
129@ = Car.Model(59@)

:HOODS5_9809
if 
   not Actor.Dead(75@)
else_jump @HOODS5_9840 
Actor.SetImmunities(75@, 1, 1, 1, 1, 1)

:HOODS5_9840
if 
   not Actor.Dead(43@)
else_jump @HOODS5_9871 
Actor.SetImmunities(43@, 1, 1, 1, 1, 1)

:HOODS5_9871
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
Player.CanMove($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
03BA: clear_cars_from_cube_cornerA 2472.102 -1646.181 19.6421 cornerB 2517.383 -1691.232 9.4098 
042B: clear_peds_from_cube_cornerA 2472.102 -1646.181 19.6421 cornerB 2517.383 -1691.232 9.4098 
if 
   not Car.Wrecked(62@)
else_jump @HOODS5_10000 
if 
   not Actor.InCar($PLAYER_ACTOR, 62@)
else_jump @HOODS5_10000 
Car.Destroy(62@)

:HOODS5_10000
if 
   not Car.Wrecked(63@)
else_jump @HOODS5_10040 
if 
   not Actor.InCar($PLAYER_ACTOR, 63@)
else_jump @HOODS5_10040 
Car.Destroy(63@)

:HOODS5_10040
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_10107 
if 
   not Car.Wrecked(59@)
else_jump @HOODS5_10107 
0633: AS_actor $PLAYER_ACTOR exit_car 
Car.PutAt(59@, 2507.709, -1672.192, 13.458)
Car.Angle(59@) = 340.0

:HOODS5_10107
Camera.SetPosition(2514.24, -1679.268, 14.5054, 0.0, 0.0, 0.0)
Camera.PointAt(2513.649, -1678.482, 14.3221, 2)
if 
   not Actor.Dead(43@)
else_jump @HOODS5_10254 
0811: $TEMPVAR_ACTOR_CAR = actor 43@ used_car 
if 
  $TEMPVAR_ACTOR_CAR == -1 
else_jump @HOODS5_10254 
Actor.PutAt(43@, 2509.821, -1675.815, 12.5469)
Actor.Angle(43@) = 337.0
05D3: AS_actor 43@ goto_point 2512.229 -1672.784 12.4531 mode 4 time -2 ms // versionA 

:HOODS5_10254
if 
   not Actor.Dead(75@)
else_jump @HOODS5_10350 
0811: $TEMPVAR_ACTOR_CAR = actor 75@ used_car 
if 
  $TEMPVAR_ACTOR_CAR == -1 
else_jump @HOODS5_10350 
Actor.PutAt(75@, 2508.821, -1675.815, 12.5469)
Actor.Angle(75@) = 337.0
05D3: AS_actor 75@ goto_point 2511.229 -1672.784 12.4531 mode 4 time -2 ms // versionA 

:HOODS5_10350
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_10396 
0085: 35@ = 32@ // (int) 
35@ += 300 
148@ = 10 
jump @HOODS5_10403 

:HOODS5_10396
148@ = 2 

:HOODS5_10403
if 
  148@ == 10 
else_jump @HOODS5_10510 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_10510 
if 
   not Actor.Dead(43@)
else_jump @HOODS5_10510 
0811: $TEMPVAR_ACTOR_CAR = actor 43@ used_car 
if 
   not $TEMPVAR_ACTOR_CAR == -1 
else_jump @HOODS5_10487 
0633: AS_actor 43@ exit_car 

:HOODS5_10487
0085: 35@ = 32@ // (int) 
35@ += 400 
148@ = 11 

:HOODS5_10510
if 
  148@ == 11 
else_jump @HOODS5_10617 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_10617 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_10617 
0811: $TEMPVAR_ACTOR_CAR = actor 75@ used_car 
if 
   not $TEMPVAR_ACTOR_CAR == -1 
else_jump @HOODS5_10594 
0633: AS_actor 75@ exit_car 

:HOODS5_10594
0085: 35@ = 32@ // (int) 
35@ += 2000 
148@ = 1 

:HOODS5_10617
if 
  148@ == 1 
else_jump @HOODS5_10661 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_10661 
148@ = 2 

:HOODS5_10661
if 
  148@ == 2 
else_jump @HOODS5_11140 
if 
   not Car.Wrecked(59@)
else_jump @HOODS5_10702 
0338: set_car 59@ visibility 0 

:HOODS5_10702
Camera.SetPosition(2509.713, -1671.558, 13.5033, 0.0, 0.0, 0.0)
Camera.PointAt(2510.19, -1672.389, 13.8387, 2)
0972: put_actor $PLAYER_ACTOR at 2509.892 -1672.469 13.5032 no_offset 
Actor.Angle($PLAYER_ACTOR) = 270.0
if and
   not Actor.Dead(75@)
   not Actor.Dead(43@)
else_jump @HOODS5_11014 
Actor.DestroyInstantly(75@)
75@ = Actor.Create(CivMale, #SPECIAL01, 2752.341, -1948.867, 16.3125)
01B9: set_actor 75@ armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06C9: remove_actor 75@ from_group 
06C9: remove_actor 43@ from_group 
0792: disembark_instantly_actor 75@ 
0792: disembark_instantly_actor 43@ 
0972: put_actor 75@ at 2510.792 -1672.469 13.5032 no_offset 
0972: put_actor 43@ at 2510.792 -1673.469 13.5032 no_offset 
Actor.Angle(75@) = 90.0
Actor.Angle(43@) = 90.0
0812: AS_actor 75@ perform_animation "SWEET_ASS_SLAP" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0812: AS_actor 43@ perform_animation "HO_ASS_SLAPPED" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 

:HOODS5_11014
0085: 399@ = 75@ // (int) 
$7248 = 1 
203@ = 23 
227@ = 5 
207@ = 100 
208@ = 1900 
209@ = 4200 
210@ = 6000 
211@ = 8000 
217@ = 23 
218@ = 24 
219@ = 25 
220@ = 26 
221@ = 27 
0085: 35@ = 32@ // (int) 
35@ += 1700 
148@ = 3 

:HOODS5_11140
if 
  148@ == 3 
else_jump @HOODS5_11259 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_11259 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_11236 
0812: AS_actor 75@ perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 

:HOODS5_11236
148@ = 4 
0085: 35@ = 32@ // (int) 
35@ += 300 

:HOODS5_11259
if 
  148@ == 4 
else_jump @HOODS5_11360 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_11360 
if 
   not Actor.Dead(43@)
else_jump @HOODS5_11337 
05F5: AS_actor 43@ goto_point_using_paths 2516.686 -1675.86 13.1227 mode 4 time 5500 

:HOODS5_11337
148@ = 5 
0085: 35@ = 32@ // (int) 
35@ += 2000 

:HOODS5_11360
if 
  148@ == 5 
else_jump @HOODS5_11511 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_11511 
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_11488 
0812: AS_actor 75@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 3400 // versionB 

:HOODS5_11488
148@ = 7 
0085: 35@ = 32@ // (int) 
35@ += 4000 

:HOODS5_11511
if 
  148@ == 7 
else_jump @HOODS5_11699 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_11699 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_11676 
0812: AS_actor 75@ perform_animation "SWEET_HNDSHLDR_01" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLYR_HNDSHLDR_01" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
if 
   not Actor.Dead(43@)
else_jump @HOODS5_11676 
Actor.DestroyInstantly(43@)

:HOODS5_11676
148@ = 8 
0085: 35@ = 32@ // (int) 
35@ += 3500 

:HOODS5_11699
if 
  148@ == 8 
else_jump @HOODS5_11807 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_11807 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_11784 
Actor.LockInCurrentPosition(75@) = False
05F5: AS_actor 75@ goto_point_using_paths 2516.686 -1675.86 13.1227 mode 4 time 5500 

:HOODS5_11784
148@ = 9 
0085: 35@ = 32@ // (int) 
35@ += 1500 

:HOODS5_11807
if 
  148@ == 9 
else_jump @HOODS5_11957 
if 
001D:   32@ > 35@ // (int) 
else_jump @HOODS5_11957 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_11865 
Actor.DestroyInstantly(75@)

:HOODS5_11865
if 
   not Actor.Dead(43@)
else_jump @HOODS5_11886 
Actor.DestroyInstantly(43@)

:HOODS5_11886
if 
   not Car.Wrecked(59@)
else_jump @HOODS5_11909 
0338: set_car 59@ visibility 1 

:HOODS5_11909
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
Player.CanMove($PLAYER_CHAR) = True
Actor.Angle($PLAYER_ACTOR) = 90.0
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
08F6: restore_player_group 
127@ = 8 

:HOODS5_11957
return 

:HOODS5_11959
if 
001D:   32@ > 179@ // (int) 
else_jump @HOODS5_13230 
0085: 179@ = 32@ // (int) 
179@ += 50 
180@ += 1 
if 
  180@ == 5 
else_jump @HOODS5_12025 
180@ = 0 

:HOODS5_12025
if 
   not Actor.Dead(37@(180@,6i))
else_jump @HOODS5_13117 
if 
  96@ == 0 
else_jump @HOODS5_12093 
if 
051A:   actor 37@(180@,6i) damaged_by_actor $PLAYER_ACTOR 
else_jump @HOODS5_12093 
96@ = 1 

:HOODS5_12093
Actor.StorePos(37@(180@,6i), 82@, 83@, 84@)
Actor.StorePos($PLAYER_ACTOR, 85@, 86@, 87@)
0509: 200@ = distance_between_XY 85@ 86@ and_XY 82@ 83@ 
if 
803B:   not  193@ == 180@ // (int) 
else_jump @HOODS5_12219 
if 
0025:   198@ > 200@ // (float) 
else_jump @HOODS5_12212 
0085: 194@ = 193@ // (int) 
0087: 199@ = 198@ // (float) 
0087: 198@ = 200@ // (float) 
0085: 193@ = 180@ // (int) 

:HOODS5_12212
jump @HOODS5_12227 

:HOODS5_12219
0087: 198@ = 200@ // (float) 

:HOODS5_12227
if 
803B:   not  194@ == 180@ // (int) 
else_jump @HOODS5_12307 
if 
803B:   not  193@ == 180@ // (int) 
else_jump @HOODS5_12300 
if 
0025:   199@ > 200@ // (float) 
else_jump @HOODS5_12300 
0085: 194@ = 180@ // (int) 
0087: 199@ = 200@ // (float) 

:HOODS5_12300
jump @HOODS5_12315 

:HOODS5_12307
0087: 199@ = 200@ // (float) 

:HOODS5_12315
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_12581 
0811: 59@ = actor $PLAYER_ACTOR used_car 
02E3: 188@ = car 59@ speed 
if 
  188@ > 5.0 
else_jump @HOODS5_12581 
0208: 197@ = random_float_in_ranges -0.2 0.2 
0087: 196@ = 188@ // (float) 
196@ *= 1.6 
005B: 196@ += 197@ // (float) 
if 
0025:   196@ > 200@ // (float) 
else_jump @HOODS5_12581 
0087: 196@ = 87@ // (float) 
0063: 196@ -= 84@ // (float) 
0097: make 196@ absolute_float 
if 
  1.0 > 196@ 
else_jump @HOODS5_12581 
0087: 195@ = 82@ // (float) 
0063: 195@ -= 85@ // (float) 
0087: 196@ = 83@ // (float) 
0063: 196@ -= 86@ // (float) 
0604: get_Z_angle_for_point 195@ 196@ store_to 190@ 
189@ = Car.Angle(59@)
0087: 195@ = 190@ // (float) 
0063: 195@ -= 189@ // (float) 
0097: make 195@ absolute_float 
if 
  5.0 > 195@ 
else_jump @HOODS5_12581 
96@ = 1 
181@(180@,6i) = 4 

:HOODS5_12581
if 
  181@(180@,6i) == 4 
else_jump @HOODS5_12669 
062E: get_actor 37@(180@,6i) task 1651 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // == constant 
else_jump @HOODS5_12669 
0673: AS_actor 37@(180@,6i) dive_to_offset 1.0 0.0 time_on_ground 500 ms 
181@(180@,6i) = 5 

:HOODS5_12669
if 
  181@(180@,6i) == 5 
else_jump @HOODS5_12735 
062E: get_actor 37@(180@,6i) task 1651 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // == constant 
else_jump @HOODS5_12735 
181@(180@,6i) = 0 

:HOODS5_12735
if 
  181@(180@,6i) == 0 
else_jump @HOODS5_12813 
if 
  96@ == 1 
else_jump @HOODS5_12813 
if or
003B:   180@ == 193@ // (int) 
003B:   180@ == 194@ // (int) 
else_jump @HOODS5_12813 
181@(180@,6i) = 1 

:HOODS5_12813
if 
  181@(180@,6i) == 1 
else_jump @HOODS5_13110 
062E: get_actor 37@(180@,6i) task 1869 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // == constant 
else_jump @HOODS5_12961 
062E: get_actor 37@(180@,6i) task 1506 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // == constant 
else_jump @HOODS5_12961 
0209: 187@ = random_int_in_ranges 0 2 
if 
  187@ == 0 
else_jump @HOODS5_12949 
074D: AS_actor 37@(180@,6i) turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2 
jump @HOODS5_12961 

:HOODS5_12949
05E2: AS_actor 37@(180@,6i) kill_actor $PLAYER_ACTOR 

:HOODS5_12961
if and
803B:   not  180@ == 193@ // (int) 
803B:   not  180@ == 194@ // (int) 
else_jump @HOODS5_13110 
062E: get_actor 37@(180@,6i) task 1560 status_store_to 34@ // ret 7 if not found 
if 
04A4:   34@ == 7 // == constant 
else_jump @HOODS5_13110 
0615: define_AS_pack_begin 68@ 
05F5: AS_actor -1 goto_point_using_paths 106@(180@,6f) 112@(180@,6f) 118@(180@,6f) mode 6 time 6000 
0668: AS_actor -1 rotate_and_shoot_at 2750.957 -1968.016 17.9291 -2 ms 
0616: define_AS_pack_end 68@ 
0618: assign_actor 37@(180@,6i) to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
181@(180@,6i) = 0 

:HOODS5_13110
jump @HOODS5_13230 

:HOODS5_13117
if 
  96@ == 0 
else_jump @HOODS5_13142 
96@ = 1 

:HOODS5_13142
if 
003B:   180@ == 193@ // (int) 
else_jump @HOODS5_13194 
0085: 193@ = 194@ // (int) 
0087: 198@ = 199@ // (float) 
194@ = 0 
199@ = 99999.0 

:HOODS5_13194
if 
003B:   180@ == 194@ // (int) 
else_jump @HOODS5_13230 
194@ = 0 
199@ = 99999.0 

:HOODS5_13230
return 

:HOODS5_13232
if 
   not 203@ == 0 
else_jump @HOODS5_13432 
if 
  204@ == 0 
else_jump @HOODS5_13310 
204@ = 1 
0085: 205@ = 32@ // (int) 
206@ = 0 
0085: 408@ = 205@ // (int) 
005A: 408@ += 207@(206@,10i) // (int) 

:HOODS5_13310
if 
  204@ == 1 
else_jump @HOODS5_13432 
if 
001D:   32@ > 408@ // (int) 
else_jump @HOODS5_13432 
0085: 352@ = 217@(206@,10i) // (int) 
206@ += 1 
227@ -= 1 
if 
  227@ == 0 
else_jump @HOODS5_13412 
203@ = 0 
204@ = 0 
jump @HOODS5_13432 

:HOODS5_13412
0085: 408@ = 205@ // (int) 
005A: 408@ += 207@(206@,10i) // (int) 

:HOODS5_13432
0871: init_jump_table 355@ total_jumps 6 default_jump 0 @HOODS5_15262 jumps 0 @HOODS5_13495 1 @HOODS5_14404 2 @HOODS5_14933 3 @HOODS5_15009 4 @HOODS5_15067 5 @HOODS5_15181 -1 @HOODS5_15262 

:HOODS5_13495
05AA: 230@s = 'MSWE13A' // @s = 'short'  // ~z~Eh.
04AF: 309@ = 29137 // = constant 
05AA: 232@s = 'MSWE13B' // @s = 'short'  // ~z~Carl! No time to chit chat!
04AF: 310@ = 29138 // = constant 
05AA: 234@s = 'MSWE13C' // @s = 'short'  // ~z~Been seeing a Seville Family bia.
04AF: 311@ = 29139 // = constant 
05AA: 236@s = 'MSWE13D' // @s = 'short'  // ~z~Word got out on the street and the boys don't like it.
04AF: 312@ = 29140 // = constant 
05AA: 238@s = 'MSWE13E' // @s = 'short'  // ~z~I'm pinned down in the Seville hood, and we need a ride out of here, pronto!
04AF: 313@ = 29141 // = constant 
05AA: 240@s = 'MSWE13F' // @s = 'short'  // ~z~Oh for sure man. Hang in there!
04AF: 314@ = 29142 // = constant 
05AA: 242@s = 'MSWE13G' // @s = 'short'  // ~z~Drive by Emmet's and get heated.
04AF: 315@ = 29143 // = constant 
05AA: 244@s = 'SWE5_FA' // @s = 'short'  // ~z~That's my brother!
04AF: 316@ = 38226 // = constant 
05AA: 246@s = 'SWE5_FB' // @s = 'short'  // ~z~Get a car and we'll meet you out front!
04AF: 317@ = 38227 // = constant 
05AA: 248@s = 'SWE5_GH' // @s = 'short'  // ~z~This ain't my idea of a good time, Sweet!
04AF: 318@ = 38235 // = constant 
05AA: 250@s = 'SWE5_CA' // @s = 'short'  // ~z~We got Seville on our tail, CJ!
04AF: 319@ = 38216 // = constant 
05AA: 252@s = 'SWE5_CC' // @s = 'short'  // ~z~Seville Families on our case, nigga!
04AF: 320@ = 38218 // = constant 
05AA: 254@s = 'SWE5_GA' // @s = 'short'  // ~z~Don't worry, girl, I don't drive as bad as CJ!
04AF: 321@ = 38228 // = constant 
05AA: 256@s = 'SWE5_GC' // @s = 'short'  // ~z~Man, Seville Families gone too far this time!
04AF: 322@ = 38230 // = constant 
05AA: 258@s = 'SWE5_GD' // @s = 'short'  // ~z~Seville trying to start a war or something!
04AF: 323@ = 38231 // = constant 
05AA: 260@s = 'SWE5_GE' // @s = 'short'  // ~z~Yo' dick getting us both in trouble again, Sweet!
04AF: 324@ = 38232 // = constant 
05AA: 262@s = 'SWE5_GF' // @s = 'short'  // ~z~sh*t is crazy, bro! We gotta bring the Families back together!
04AF: 325@ = 38233 // = constant 
05AA: 264@s = 'SWE5_GG' // @s = 'short'  // ~z~Green blasting on green ain't no way to run the Families!
04AF: 326@ = 38234 // = constant 
05AA: 266@s = 'SWE5_GJ' // @s = 'short'  // ~z~You better make this up to me, Sweet!
04AF: 327@ = 38236 // = constant 
05AA: 268@s = 'SWE5_GK' // @s = 'short'  // ~z~Now I can never go back home!
04AF: 328@ = 38237 // = constant 
05AA: 270@s = 'SWE5_GB' // @s = 'short'  // ~z~She's got a sister CJ, you want her number?
04AF: 329@ = 38229 // = constant 
05AA: 272@s = 'SWE5_GL' // @s = 'short'  // ~z~Sweet, we gotta go back for my stuff!
04AF: 330@ = 38238 // = constant 
05AA: 274@s = 'SWE5_EA' // @s = 'short'  // ~z~I'll see you inside, baby.
04AF: 331@ = 38221 // = constant 
05AA: 276@s = 'SWE5_EB' // @s = 'short'  // ~z~Man, this set tripping is killing the Families.
04AF: 332@ = 38222 // = constant 
05AA: 278@s = 'SWE5_EC' // @s = 'short'  // ~z~You did good back there!
04AF: 333@ = 38223 // = constant 
05AA: 280@s = 'SWE5_ED' // @s = 'short'  // ~z~Hey, I'm a Johnson boy!
04AF: 334@ = 38224 // = constant 
05AA: 282@s = 'SWE5_EE' // @s = 'short'  // ~z~Hey, I got unfinished business. Big love.
04AF: 335@ = 38225 // = constant 
05AA: 286@s = 'MOBRING' // @s = 'short'  // ~z~(Phone ringing)
04AF: 337@ = 23000 // = constant 
358@ = 1 
359@ = 0 
360@ = 0 
361@ = 0 
362@ = 0 
363@ = 1 
364@ = 0 
365@ = 0 
366@ = 0 
367@ = 3 
368@ = 0 
369@ = 0 
370@ = 2 
371@ = 2 
372@ = 2 
373@ = 1 
374@ = 1 
375@ = 1 
376@ = 3 
377@ = 3 
378@ = 2 
379@ = 3 
380@ = 2 
381@ = 2 
382@ = 2 
383@ = 1 
384@ = 2 
385@ = 2 
386@ = 0 
008B: 398@ = $PLAYER_ACTOR // (int) 
355@ = 1 
03CF: load_wav 309@ as 1 
03CF: load_wav 310@ as 2 
349@ = 1 
350@ = 2 
jump @HOODS5_15262 

:HOODS5_14404
if 
   not 352@ == 0 
else_jump @HOODS5_14926 
if 
001D:   32@ > 356@ // (int) 
else_jump @HOODS5_14926 
if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
else_jump @HOODS5_14926 
if 
003B:   349@ == 352@ // (int) 
else_jump @HOODS5_14493 
351@ = 1 
jump @HOODS5_14556 

:HOODS5_14493
if 
003B:   350@ == 352@ // (int) 
else_jump @HOODS5_14526 
351@ = 2 
jump @HOODS5_14556 

:HOODS5_14526
351@ = 1 
0085: 349@ = 352@ // (int) 
040D: unload_wav 1 
03CF: load_wav 308@(352@,40i) as 1 

:HOODS5_14556
if 
03D0:   wav 351@ loaded 
else_jump @HOODS5_14914 
if 
   not 357@(352@,40i) == 0 
else_jump @HOODS5_14687 
0085: 405@ = 357@(352@,40i) // (int) 
0085: 406@ = 397@(405@,7i) // (int) 
if 
   not Actor.Dead(406@)
else_jump @HOODS5_14687 
0949: link_wav 351@ to_actor 406@ 
if 
894D:   not actor 406@ mutally_active 
else_jump @HOODS5_14680 
404@ = 1 
0967: actor 406@ move_mouth 15000 ms 
jump @HOODS5_14687 

:HOODS5_14680
094E: set_actor 406@ mute_pain_audio 0 

:HOODS5_14687
if 
  357@(352@,40i) == 0 
else_jump @HOODS5_14716 
404@ = 1 

:HOODS5_14716
if 
  404@ == 1 
else_jump @HOODS5_14907 
03D1: play_wav 351@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 228@(352@,40s) time 10000 flag 1 
355@ += 1 
404@ = 0 
352@ += 1 
0085: 353@ = 352@ // (int) 
if 
   not 308@(352@,40i) == 0 
else_jump @HOODS5_14907 
if 
  351@ == 1 
else_jump @HOODS5_14869 
if 
803B:   not  350@ == 352@ // (int) 
else_jump @HOODS5_14862 
03CF: load_wav 308@(352@,40i) as 2 
0085: 350@ = 352@ // (int) 

:HOODS5_14862
jump @HOODS5_14907 

:HOODS5_14869
if 
803B:   not  349@ == 352@ // (int) 
else_jump @HOODS5_14907 
03CF: load_wav 308@(352@,40i) as 1 
0085: 349@ = 352@ // (int) 

:HOODS5_14907
jump @HOODS5_14926 

:HOODS5_14914
03CF: load_wav 308@(352@,40i) as 351@ 

:HOODS5_14926
jump @HOODS5_15262 

:HOODS5_14933
if 
03D2:   wav 351@ ended 
else_jump @HOODS5_14963 
355@ += 1 
jump @HOODS5_15002 

:HOODS5_14963
if 
056D:   actor 406@ defined 
else_jump @HOODS5_15002 
if 
   Actor.Dead(406@)
else_jump @HOODS5_15002 
355@ += 1 

:HOODS5_15002
jump @HOODS5_15262 

:HOODS5_15009
040D: unload_wav 351@ 
348@(351@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(406@)
else_jump @HOODS5_15053 
0968: actor 406@ stop_mouth 
094F: enable_actor 406@ pain_audio 

:HOODS5_15053
355@ += 1 
jump @HOODS5_15262 

:HOODS5_15067
352@ += 1 
if 
   not 308@(352@,40i) == 0 
else_jump @HOODS5_15120 
03CF: load_wav 308@(352@,40i) as 351@ 
0085: 348@(351@,3i) = 352@ // (int) 

:HOODS5_15120
354@ -= 1 
if 
   not 354@ > 0 
else_jump @HOODS5_15159 
352@ = 0 
jump @HOODS5_15167 

:HOODS5_15159
0085: 352@ = 353@ // (int) 

:HOODS5_15167
355@ = 1 
jump @HOODS5_15262 

:HOODS5_15181
355@ = 1 
352@ = 0 
354@ = 0 
203@ = 0 
227@ = 0 
040D: unload_wav 351@ 
348@(351@,3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead(406@)
else_jump @HOODS5_15255 
094F: enable_actor 406@ pain_audio 

:HOODS5_15255
jump @HOODS5_15262 

:HOODS5_15262
return 

:HOODS5_15264
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:HOODS5_15282
$SWEET_TOTAL_PASSED_MISSIONS += 1 
0318: set_latest_mission_passed 'SWEET_5'  // Sweet's Girl
030C: progress_made = 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 7 
return 

:HOODS5_15337
$ONMISSION = 0 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
08F4: set_max_group_members 99 
if 
056D:   actor 75@ defined 
else_jump @HOODS5_15421 
if 
   not Actor.Dead(75@)
else_jump @HOODS5_15421 
Actor.SetImmunities(75@, 0, 0, 0, 0, 0)
02A9: set_actor 75@ immune_to_nonplayer 0 
0568: set_actor 75@ untargetable 0 
Actor.RemoveReferences(75@)

:HOODS5_15421
if 
056D:   actor 43@ defined 
else_jump @HOODS5_15487 
if 
   not Actor.Dead(43@)
else_jump @HOODS5_15487 
Actor.SetImmunities(43@, 0, 0, 0, 0, 0)
02A9: set_actor 43@ immune_to_nonplayer 0 
0568: set_actor 43@ untargetable 0 
Actor.RemoveReferences(43@)

:HOODS5_15487
36@ = 0 

:HOODS5_15494
if 
  5 > 36@ 
else_jump @HOODS5_15535 
Actor.RemoveReferences(37@(36@,6i))
36@ += 1 
jump @HOODS5_15494 

:HOODS5_15535
if 
   not Actor.Dead($PLAYER_ACTOR)
else_jump @HOODS5_15558 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:HOODS5_15558
04EF: release_animation "SWEET" 
04EF: release_animation "GANGS" 
Model.Destroy(#CELLPHONE)
Model.Destroy(#BFYST)
Model.Destroy(#TEC9)
Model.Destroy(#BUCCANEE)
Model.Destroy(#COLT45)
Model.Destroy(#GREENWOO)
Model.Destroy(#SEV1)
Model.Destroy(#SEV2)
0296: unload_special_actor 1 
0873: release_path 153 
0873: release_path 154 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.934 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.934 15.3045 cornerB 2754.324 -1900.369 9.8752 
091D: remove_forbidden_for_boats_cube_cornerA 2463.375 -1702.694 17.9193 cornerB 2508.735 -1644.574 10.5835 
if 
   not Car.Wrecked(105@)
else_jump @HOODS5_15746 
Car.RemoveReferences(105@)

:HOODS5_15746
0151: remove_status_text $6681 
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
Marker.Disable(51@)
Marker.Disable(52@)
Marker.Disable(53@)
Marker.Disable(54@)
Marker.Disable(55@)
Marker.Disable(48@)
Marker.Disable(73@)
Marker.Disable(49@)
Marker.Disable(71@)
Marker.Disable(72@)
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 8 
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
065C: release_decision_maker 47@ 
065C: release_decision_maker 99@ 
08EA: enable_gangs_spawn 1 
0A20: disable_player $PLAYER_CHAR group_control_back 0 
$ONMISSION = 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
mission_cleanup 
return 

The all mission script

 

Thn the ped ide

peds
0, null, generic, PLAYER1, STAT_PLAYER, player, 0, 0, null, 9, 9, PED_TYPE_PLAYER, VOICE_PLY_CR, VOICE_PLY_CR
7, male01, male01, CIVMALE, STAT_SENSIBLE_GUY, man, 0, 0, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_MALE01, VOICE_GEN_MALE01
9, BFORI, BFORI, CIVFEMALE, STAT_COWARD, woman, 120C, 0, man, 7, 3, PED_TYPE_GEN, VOICE_GEN_BFORI, VOICE_GEN_BFORI
10, BFOST, BFOST, CIVFEMALE, STAT_STREET_GIRL, oldfatwoman, 1003, 0, null, 9, 3, PED_TYPE_GEN, VOICE_GEN_BFOST, VOICE_GEN_BFOST
11, VBFYCRP, VBFYCRP, CIVFEMALE, STAT_SUIT_GIRL, woman, 130C, 0, null, 3, 7, PED_TYPE_GEN, VOICE_GEN_BFYCRP, VOICE_GEN_BFYCRP
12, BFYRI, BFYRI, CIVFEMALE, STAT_COWARD, sexywoman, 120C, 1, null, 7, 9, PED_TYPE_GEN, VOICE_GEN_BFYRI, VOICE_GEN_BFYRI
13, BFYST, BFYST, CIVFEMALE, STAT_STREET_GIRL, woman, 1983, 1, null, 0, 3, PED_TYPE_GEN, VOICE_GEN_BFYST, VOICE_GEN_BFYST
14, BMORI, bmori, CIVMALE, STAT_COWARD, man, 120C, 0, man, 9, 8, PED_TYPE_GEN, VOICE_GEN_BMORI, VOICE_GEN_BMORI
15, BMOST, bmost, CIVMALE, STAT_STREET_GUY, man, 1003, 0, man, 8, 9, PED_TYPE_GEN, VOICE_GEN_BMOST, VOICE_GEN_BMOST
16, BMYAP, BMYAP, CIVMALE, STAT_COWARD, man, 110F, 0, null, 0, 8, PED_TYPE_GEN, VOICE_GEN_BMYAP, VOICE_GEN_BMYAP
17, BMYBU, BMYBU, CIVMALE, STAT_SUIT_GUY, man, 120C, 1, man, 7, 9, PED_TYPE_GEN, VOICE_GEN_BMYBU, VOICE_GEN_BMYBU
18, BMYBE, BMYBE, CIVMALE, STAT_BEACH_GUY, man, 1000, 0, beach, 7, 3, PED_TYPE_GEN, VOICE_GEN_BMYBE, VOICE_GEN_BMYBE
19, BMYDJ, BMYDJ, CIVMALE, STAT_STREET_GUY, gang1, 170F, 1, null, 5, 0, PED_TYPE_GEN, VOICE_GEN_BMYDJ, VOICE_GEN_BMYDJ
20, BMYRI, BMYRI, CIVMALE, STAT_COWARD, man, 120C, 1, null, 7, 5, PED_TYPE_GEN, VOICE_GEN_BMYRI, VOICE_GEN_BMYRI
21, BMYCR, BMYCR, CRIMINAL, STAT_CRIMINAL, gang1, 110F, 1, man, 5, 0, PED_TYPE_GEN, VOICE_GEN_BMYCR, VOICE_GEN_BMYCR
22, BMYST, BMYST, CIVMALE, STAT_STREET_GUY, gang2, 1983, 1, null, 0, 3, PED_TYPE_GEN, VOICE_GEN_BMYST, VOICE_GEN_BMYST
23, WMYBMX, WMYBMX, CIVMALE, STAT_STREET_GUY, man, 0800, 0, null, 6, 4, PED_TYPE_GEN, VOICE_GEN_WMYBMX, VOICE_GEN_WMYBMX
24, WBDYG1, WBDYG1, CIVMALE, STAT_TOUGH_GUY, man, 170F, 1, man, 10, 1, PED_TYPE_GEN, VOICE_GEN_BBDYG1, VOICE_GEN_BBDYG1
25, WBDYG2, WBDYG2, CIVMALE, STAT_TOUGH_GUY, man, 170F, 1, man, 2, 1, PED_TYPE_GEN, VOICE_GEN_BBDYG2, VOICE_GEN_BBDYG2
26, WMYBP, WMYBP, CIVMALE, STAT_GEEK_GUY, man, 1000, 1, man, 2, 6, PED_TYPE_GEN, VOICE_GEN_WMYBP, VOICE_GEN_WMYBP
27, WMYCON, WMYCON, CIVMALE, STAT_SUIT_GUY, man, 130C, 1, man, 1, 2, PED_TYPE_GEN, VOICE_GEN_WMYCON, VOICE_GEN_WMYCON
28, BMYDRUG, BMYdrug, CRIMINAL, STAT_CRIMINAL, gang2, 110F, 0, man, 5, 5, PED_TYPE_GEN, VOICE_GEN_BMYDRUG, VOICE_GEN_BMYDRUG
29, WMYDRUG, WMYdrug, CRIMINAL, STAT_CRIMINAL, man, 110F, 0, man, 4, 4, PED_TYPE_GEN, VOICE_GEN_WMYDRUG, VOICE_GEN_WMYDRUG
30, HMYDRUG, HMYdrug, CRIMINAL, STAT_CRIMINAL, man, 110F, 0, man, 9, 7, PED_TYPE_GEN, VOICE_GEN_HMYDRUG, VOICE_GEN_HMYDRUG
31, DWFOLC, dwfolc, CIVFEMALE, STAT_OLD_GIRL, oldfatwoman, 1003, 0, null, 1, 10, PED_TYPE_GEN, VOICE_GEN_DWFOLC, VOICE_GEN_DWFOLC
32, DWMOLC1, dwmolc1, CIVMALE, STAT_OLD_GUY, man, 1003, 0, null, 1, 10, PED_TYPE_GEN, VOICE_GEN_DWMOLC1, VOICE_GEN_DWMOLC1
33, DWMOLC2, dwmolc2, CIVMALE, STAT_OLD_GUY, man, 1003, 0, null, 1, 2, PED_TYPE_GEN, VOICE_GEN_DWMOLC2, VOICE_GEN_DWMOLC2
34, DWMYLC1, dwmylc1, CIVMALE, STAT_TOUGH_GUY, man, 1983, 1, null, 2, 1, PED_TYPE_GEN, VOICE_GEN_DWMYLC1, VOICE_GEN_DWMYLC2
35, HMOGAR, HMOgar, CIVMALE, STAT_OLD_GUY, man, 1003, 0, null, 10, 2, PED_TYPE_GEN, VOICE_GEN_WMYGAR, VOICE_GEN_WMYGAR
36, WMYGOL1, WMYgol1, CIVMALE, STAT_COWARD, man, 170F, 0, null, 2, 3, PED_TYPE_GEN, VOICE_GEN_WMYGOL1, VOICE_GEN_WMYGOL1
37, WMYGOL2, WMYgol2, CIVMALE, STAT_COWARD, man, 170F, 0, null, 7, 3, PED_TYPE_GEN, VOICE_GEN_WMYGOL2, VOICE_GEN_WMYGOL2
38, HFORI, hfori, CIVFEMALE, STAT_COWARD, woman, 120C, 0, man, 10, 9, PED_TYPE_GEN, VOICE_GEN_HFORI, VOICE_GEN_HFORI
39, HFOST, hfost, CIVFEMALE, STAT_OLD_GIRL, oldfatwoman, 1003, 0, man, 9, 3, PED_TYPE_GEN, VOICE_GEN_HFOST, VOICE_GEN_HFOST
40, HFYRI, HFYRI, CIVFEMALE, STAT_COWARD, sexywoman, 120C, 1, null, 7, 3, PED_TYPE_GEN, VOICE_GEN_HFYRI, VOICE_GEN_HFYRI
41, HFYST, HFYST, CIVFEMALE, STAT_STREET_GIRL, woman, 1983, 1, null, 6, 1, PED_TYPE_GEN, VOICE_GEN_HFYST, VOICE_GEN_HFYST
43, HMORI, HMORI, CIVMALE, STAT_COWARD, man, 120C, 0, man, 10, 9, PED_TYPE_GEN, VOICE_GEN_HMORI, VOICE_GEN_HMORI
44, HMOST, HMOST, CIVMALE, STAT_STREET_GUY, man, 1003, 0, man, 2, 2, PED_TYPE_GEN, VOICE_GEN_HMOST, VOICE_GEN_HMOST
45, HMYBE, HMYBE, CIVMALE, STAT_BEACH_GUY, man, 1000, 0, beach, 7, 3, PED_TYPE_GEN, VOICE_GEN_HMYBE, VOICE_GEN_HMYBE
46, HMYRI, HMYRI, CIVMALE, STAT_SUIT_GUY, man, 1983, 1, null, 6, 4, PED_TYPE_GEN, VOICE_GEN_HMYRI, VOICE_GEN_HMYRI
47, HMYCR, HMYCR, CRIMINAL, STAT_CRIMINAL, man, 110F, 1, man, 0, 0, PED_TYPE_GEN, VOICE_GEN_HMYCR, VOICE_GEN_HMYCR
48, HMYST, HMYST, CIVMALE, STAT_TOURIST, man, 1983, 1, man, 0, 5, PED_TYPE_GEN, VOICE_GEN_HMYST, VOICE_GEN_HMYST
49, OMOKUNG, OMOkung, CIVMALE, STAT_OLD_GUY, oldman, 1003, 0, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_OMOKUNG, VOICE_GEN_OMOKUNG
50, WMYMECH, WMYMECH, CIVMALE, STAT_TOUGH_GUY, man, 1433, 1, null, 6, 6, PED_TYPE_GEN, VOICE_GEN_WMYMECH, VOICE_GEN_WMYMECH
51, BMYMOUN, BMYMOUN, CIVMALE, STAT_SENSIBLE_GUY, man, 0800, 1, man, 2, 0, PED_TYPE_GEN, VOICE_GEN_BMYMOUN, VOICE_GEN_BMYMOUN
52, WMYMOUN, WMYMOUN, CIVMALE, STAT_SENSIBLE_GUY, man, 0800, 1, man, 6, 2, PED_TYPE_GEN, VOICE_GEN_WMYMOUN, VOICE_GEN_WMYMOUN
53, OFORI, OFORI, CIVFEMALE, STAT_OLD_GIRL, oldwoman, 120C, 0, man, 10, 1, PED_TYPE_GEN, VOICE_GEN_OFORI, VOICE_GEN_OFORI
54, OFOST, OFOST, CIVFEMALE, STAT_STREET_GIRL, oldwoman, 1003, 0, null, 10, 3, PED_TYPE_GEN, VOICE_GEN_OFOST, VOICE_GEN_OFOST
55, OFYRI, OFYRI, CIVFEMALE, STAT_COWARD, woman, 120C, 1, null, 2, 7, PED_TYPE_GEN, VOICE_GEN_OFYRI, VOICE_GEN_OFYRI
56, OFYST, OFYST, CIVFEMALE, STAT_TOURIST, woman, 1003, 1, null, 6, 6, PED_TYPE_GEN, VOICE_GEN_OFYST, VOICE_GEN_OFYST
57, OMORI, OMORI, CIVMALE, STAT_COWARD, man, 120C, 0, man, 10, 10, PED_TYPE_GEN, VOICE_GEN_OMORI, VOICE_GEN_OMORI
58, OMOST, OMOST, CIVMALE, STAT_STREET_GUY, man, 1003, 0, man, 2, 1, PED_TYPE_GEN, VOICE_GEN_OMOST, VOICE_GEN_OMOST
59, OMYRI, OMYRI, CIVMALE, STAT_COWARD, man, 120C, 1, null, 2, 4, PED_TYPE_GEN, VOICE_GEN_OMYRI, VOICE_GEN_OMYRI
60, OMYST, OMYST, CIVMALE, STAT_TOURIST, man, 1983, 1, null, 3, 6, PED_TYPE_GEN, VOICE_GEN_OMYST, VOICE_GEN_OMYST
61, WMYPLT, WMYPLT, CIVMALE, STAT_SUIT_GUY, man, 1000, 1, null, 1, 2, PED_TYPE_GEN, VOICE_GEN_WMYPLT, VOICE_GEN_WMYPLT
62, WMOPJ, WMOpj, CIVMALE, STAT_OLD_GUY, oldman, 1000, 0, null, 1, 1, PED_TYPE_GEN, VOICE_GEN_WMOPJ, VOICE_GEN_WMOPJ
63, BFYPRO, BFYPRO, PROSTITUTE, STAT_PROSTITUTE, pro, 1000, 1, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_BFYPRO, VOICE_GEN_BFYPRO
64, HFYPRO, HFYPRO, PROSTITUTE, STAT_PROSTITUTE, pro, 1000, 1, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_HFYPRO, VOICE_GEN_HFYPRO
66, BMYPOL1, BMYpol1, CIVMALE, STAT_TOUGH_GUY, man, 110F, 1, man, 0, 0, PED_TYPE_GEN, VOICE_GEN_BMYPOL1, VOICE_GEN_BMYPOL1
67, BMYPOL2, BMYpol2, CIVMALE, STAT_TOUGH_GUY, man, 110F, 1, man, 8, 8, PED_TYPE_GEN, VOICE_GEN_BMYPOL2, VOICE_GEN_BMYPOL2
68, WMOPREA, WMOprea, CIVMALE, STAT_SUIT_GUY, man, 170F, 0, man, 1, 10, PED_TYPE_GEN, VOICE_GEN_WMOPREA, VOICE_GEN_WMOPREA
69, SBFYST, sbfyst, CIVFEMALE, STAT_TOURIST, woman, 1983, 1, null, 4, 6, PED_TYPE_GEN, VOICE_GEN_SBFYST, VOICE_GEN_SBFYST
70, WMOSCI, WMOsci, CIVMALE, STAT_OLD_GUY, man, 120C, 0, null, 10, 10, PED_TYPE_GEN, VOICE_GEN_WMOSCI, VOICE_GEN_WMOSCI
71, WMYSGRD, WMYSGRD, CIVMALE, STAT_TOUGH_GUY, man, 170F, 1, null, 2, 6, PED_TYPE_GEN, VOICE_GEN_WMYSGRAD, VOICE_GEN_WMYSGRAD
72, SWMYHP1, SWMYhp1, CIVMALE, STAT_TOUGH_GUY, man, 1983, 1, man, 8, 2, PED_TYPE_GEN, VOICE_GEN_SWMYHP1, VOICE_GEN_SWMYHP1
73, SWMYHP2, SWMYhp2, CIVMALE, STAT_COWARD, man, 1882, 1, man, 2, 8, PED_TYPE_GEN, VOICE_GEN_SWMYHP2, VOICE_GEN_SWMYHP2
75, SWFOPRO, sWFOpro, PROSTITUTE, STAT_PROSTITUTE, pro, 1000, 1, null, 3, 3, PED_TYPE_GEN, VOICE_GEN_SWFOPRO, VOICE_GEN_SWFOPRO
76, WFYSTEW, WFYSTEW, CIVFEMALE, STAT_GEEK_GIRL, sexywoman, 1000, 1, null, 6, 4, PED_TYPE_GEN, VOICE_GEN_WFYSTEW, VOICE_GEN_WFYSTEW
77, SWMOTR1, sWMOtr1, GANG2, STAT_GANG2, gang2, 110F, 1, null, 5, 5, PED_TYPE_GANG, VOICE_GNG_FAM1, VOICE_GNG_FAM2
78, WMOTR1, WMOTR1, GANG2, STAT_GANG2, gang1, 110F, 1, null, 5, 5, PED_TYPE_GANG, VOICE_GNG_FAM3, VOICE_GNG_FAM4
79, BMOTR1, BMOTR1, GANG2, STAT_GANG2, gang2, 110F, 1, null, 5, 5, PED_TYPE_GANG, VOICE_GNG_FAM5, VOICE_GNG_FAM5
80, VBMYBOX, VBMYbox, CIVMALE, STAT_TOUGH_GUY, man, 1000, 0, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_BMYBOX, VOICE_GEN_BMYBOX
81, VWMYBOX, VWMYbox, CIVMALE, STAT_TOUGH_GUY, man, 1000, 0, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_WMYBOX, VOICE_GEN_WMYBOX
82, VHMYELV, VHMYELV, CIVMALE, STAT_COWARD, man, 170F, 1, null, 1, 2, PED_TYPE_GEN, VOICE_GEN_VHMYELV, VOICE_GEN_VHMYELV
83, VBMYELV, VBMYELV, CIVMALE, STAT_TOUGH_GUY, man, 170F, 1, null, 2, 1, PED_TYPE_GEN, VOICE_GEN_VBMYELV, VOICE_GEN_VBMYELV
84, VIMYELV, VIMYELV, CIVMALE, STAT_COWARD, man, 170F, 1, null, 1, 1, PED_TYPE_GEN, VOICE_GEN_VIMYELV, VOICE_GEN_VIMYELV
85, VWFYPRO, VWFYPRO, PROSTITUTE, STAT_PROSTITUTE, pro, 1000, 1, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_VWFYPRO, VOICE_GEN_VWFYPRO
87, VWFYST1, VWFYST1, CIVFEMALE, STAT_STREET_GIRL, sexywoman, 1000, 1, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_VWFYST1, VOICE_GEN_VWFYST1
88, WFORI, WFORI, CIVFEMALE, STAT_COWARD, oldwoman, 120C, 0, man, 10, 1, PED_TYPE_GEN, VOICE_GEN_WFORI, VOICE_GEN_WFORI
89, WFOST, WFOST, CIVFEMALE, STAT_STREET_GIRL, oldfatwoman, 1003, 0, man, 1, 2, PED_TYPE_GEN, VOICE_GEN_WFOST, VOICE_GEN_WFOST
90, WFYJG, WFYJG, CIVFEMALE, STAT_COWARD, jogwoman, 1000, 0, beach, 9, 9, PED_TYPE_GEN, VOICE_GEN_WFYJG, VOICE_GEN_WFYJG
91, WFYRI, WFYRI, CIVFEMALE, STAT_COWARD, sexywoman, 120C, 1, null, 4, 6, PED_TYPE_GEN, VOICE_GEN_WFYRI, VOICE_GEN_WFYRI
92, WFYRO, WFYRO, CIVFEMALE, STAT_SKATER, skate, 1000, 1, skate, 1, 4, PED_TYPE_GEN, VOICE_GEN_WFYRO, VOICE_GEN_WFYRO
93, WFYST, WFYST, CIVFEMALE, STAT_STREET_GIRL, sexywoman, 1983, 1, null, 4, 6, PED_TYPE_GEN, VOICE_GEN_WFYST, VOICE_GEN_WFYST
94, WMORI, WMORI, CIVMALE, STAT_SUIT_GUY, man, 120C, 0, man, 10, 10, PED_TYPE_GEN, VOICE_GEN_WMORI, VOICE_GEN_WMORI
95, WMOST, WMOST, CIVMALE, STAT_OLD_GUY, man, 1003, 0, man, 8, 1, PED_TYPE_GEN, VOICE_GEN_WMOST, VOICE_GEN_WMOST
96, WMYJG, WMYJG, CIVMALE, STAT_SENSIBLE_GUY, jogger, 1000, 0, null, 9, 9, PED_TYPE_GEN, VOICE_GEN_WMYJG, VOICE_GEN_WMYJG
97, WMYLG, WMYlG, CIVMALE, STAT_GEEK_GUY, jogger, 1000, 0, null, 9, 9, PED_TYPE_GEN, VOICE_GEN_WMYLG, VOICE_GEN_WMYLG
98, WMYRI, WMYRI, CIVMALE, STAT_SHOPPER, man, 120C, 1, null, 6, 9, PED_TYPE_GEN, VOICE_GEN_WMYRI, VOICE_GEN_WMYRI
99, WMYRO, WMYRO, CIVMALE, STAT_SKATER, skate, 1000, 0, skate, 9, 9, PED_TYPE_GEN, VOICE_GEN_WMYRO, VOICE_GEN_WMYRO
100, WMYCR, WMYCR, CRIMINAL, STAT_CRIMINAL, man, 110F, 1, man, 2, 6, PED_TYPE_GEN, VOICE_GEN_WMYCR, VOICE_GEN_WMYCR
101, WMYST, WMYST, CIVMALE, STAT_STREET_GUY, man, 1983, 1, null, 4, 3, PED_TYPE_GEN, VOICE_GEN_WMYST, VOICE_GEN_WMYST
102, BALLAS1, BALLAS1, GANG1, STAT_GANG1, gang1, 110F, 1, null, 3, 3, PED_TYPE_GANG, VOICE_GNG_BALLAS1, VOICE_GNG_BALLAS2
103, BALLAS2, BALLAS2, GANG1, STAT_GANG1, gang2, 110F, 1, null, 3, 3, PED_TYPE_GANG, VOICE_GNG_BALLAS3, VOICE_GNG_BALLAS4
104, BALLAS3, BALLAS3, GANG1, STAT_GANG1, gang1, 110F, 1, null, 3, 3, PED_TYPE_GANG, VOICE_GNG_BALLAS5, VOICE_GNG_BALLAS5
105, FAM1, FAM1, GANG2, STAT_GANG2, gang2, 110F, 1, null, 5, 5, PED_TYPE_GANG, VOICE_GNG_FAM1, VOICE_GNG_FAM2
106, FAM2, FAM2, GANG2, STAT_GANG2, gang1, 110F, 1, null, 5, 5, PED_TYPE_GANG, VOICE_GNG_FAM3, VOICE_GNG_FAM4
107, FAM3, FAM3, GANG2, STAT_GANG2, gang2, 110F, 1, null, 5, 5, PED_TYPE_GANG, VOICE_GNG_FAM5, VOICE_GNG_FAM5
108, LSV1, LSV1, GANG3, STAT_GANG3, gang1, 110F, 1, null, 9, 2, PED_TYPE_GANG, VOICE_GNG_LSV1, VOICE_GNG_LSV2
109, LSV2, LSV2, GANG3, STAT_GANG3, gang2, 110F, 1, null, 9, 2, PED_TYPE_GANG, VOICE_GNG_LSV3, VOICE_GNG_LSV4
110, LSV3, LSV3, GANG3, STAT_GANG3, gang1, 110F, 1, null, 9, 2, PED_TYPE_GANG, VOICE_GNG_LSV5, VOICE_GNG_LSV5
111, MAFFA, MAFFA, CRIMINAL, STAT_CRIMINAL, man, 110F, 1, null, 2, 2, PED_TYPE_GEN, VOICE_GEN_MAFFA, VOICE_GEN_MAFFA
112, MAFFB, MAFFB, CRIMINAL, STAT_CRIMINAL, man, 110F, 1, null, 2, 2, PED_TYPE_GEN, VOICE_GEN_MAFFB, VOICE_GEN_MAFFB
113, MAFBOSS, MAFBOSS, CRIMINAL, STAT_CRIMINAL, man, 110F, 1, null, 2, 2, PED_TYPE_GANG, VOICE_GNG_MAFBOSS, VOICE_GNG_MAFBOSS
114, VLA1, VLA1, GANG8, STAT_GANG8, gang1, 110F, 1, man, 0, 0, PED_TYPE_GANG, VOICE_GNG_VLA1, VOICE_GNG_VLA2
115, VLA2, VLA2, GANG8, STAT_GANG8, gang2, 110F, 1, man, 0, 0, PED_TYPE_GANG, VOICE_GNG_VLA3, VOICE_GNG_VLA4
116, VLA3, VLA3, GANG8, STAT_GANG8, gang1, 110F, 1, man, 0, 0, PED_TYPE_GANG, VOICE_GNG_VLA5, VOICE_GNG_VLA5
117, TRIADA, TRIADA, GANG7, STAT_GANG7, man, 110F, 1, man, 4, 4, PED_TYPE_GANG, VOICE_GNG_STRI1, VOICE_GNG_STRI5
118, TRIADB, TRIADB, GANG7, STAT_GANG7, man, 110F, 1, man, 4, 4, PED_TYPE_GANG, VOICE_GNG_STRI1, VOICE_GNG_STRI1
120, TRIBOSS, TRIBOSS, GANG7, STAT_GANG7, man, 110F, 1, man, 4, 4, PED_TYPE_GANG, VOICE_GNG_STRI1, VOICE_GNG_STRI1
121, DNB1, DNB1, GANG5, STAT_GANG5, gang1, 110F, 1, man, 3, 4, PED_TYPE_GANG, VOICE_GNG_DNB1, VOICE_GNG_DNB1
122, DNB2, DNB2, GANG5, STAT_GANG5, gang2, 110F, 1, man, 3, 4, PED_TYPE_GANG, VOICE_GNG_DNB2, VOICE_GNG_DNB2
123, DNB3, DNB3, GANG5, STAT_GANG5, gang1, 110F, 1, man, 3, 4, PED_TYPE_GANG, VOICE_GNG_DNB3, VOICE_GNG_DNB5
124, VMAFF1, VMAFF1, GANG6, STAT_GANG6, gang1, 110F, 1, man, 2, 2, PED_TYPE_GANG, VOICE_GNG_VMAFF1, VOICE_GNG_VMAFF2
125, VMAFF2, VMAFF2, GANG6, STAT_GANG6, man, 110F, 1, man, 2, 2, PED_TYPE_GANG, VOICE_GNG_VMAFF3, VOICE_GNG_VMAFF3
126, VMAFF3, VMAFF3, GANG6, STAT_GANG6, man, 110F, 1, man, 2, 2, PED_TYPE_GANG, VOICE_GNG_VMAFF4, VOICE_GNG_VMAFF4
127, VMAFF4, VMAFF4, GANG6, STAT_GANG6, man, 110F, 1, man, 2, 2, PED_TYPE_GANG, VOICE_GNG_VMAFF5, VOICE_GNG_VMAFF5
128, DNMYLC, DNMYLC, CIVMALE, STAT_TOUGH_GUY, man, 1FFF, 0, man, 2, 1, PED_TYPE_GEN, VOICE_GEN_DNMYLC, VOICE_GEN_DNMYLC
129, DNFOLC1, DNFOLC1, CIVFEMALE, STAT_COWARD, oldwoman, 1003, 0, man, 10, 2, PED_TYPE_GEN, VOICE_GEN_DNFOLC1, VOICE_GEN_DNFOLC1
130, DNFOLC2, DNFOLC2, CIVFEMALE, STAT_COWARD, oldwoman, 1003, 0, man, 10, 10, PED_TYPE_GEN, VOICE_GEN_DNFOLC2, VOICE_GEN_DNFOLC2
131, DNFYLC, DNFYLC, CIVFEMALE, STAT_COWARD, sexywoman, 1FFF, 1, man, 2, 6, PED_TYPE_GEN, VOICE_GEN_DNFYLC, VOICE_GEN_DNFYLC
132, DNMOLC1, DNMOLC1, CIVMALE, STAT_OLD_GUY, man, 1003, 0, man, 1, 10, PED_TYPE_GEN, VOICE_GEN_DNMOLC1, VOICE_GEN_DNMOLC1
133, DNMOLC2, DNMOLC2, CIVMALE, STAT_OLD_GUY, man, 1003, 0, man, 10, 2, PED_TYPE_GEN, VOICE_GEN_DNMOLC2, VOICE_GEN_DNMOLC2
134, SBMOTR2, SBMOTR2, GANG1, STAT_GANG1, gang1, 110F, 1, null, 3, 3, PED_TYPE_GANG, VOICE_GNG_BALLAS1, VOICE_GNG_BALLAS2
135, SWMOTR2, SWMOTR2, GANG1, STAT_GANG1, gang2, 110F, 1, null, 3, 3, PED_TYPE_GANG, VOICE_GNG_BALLAS3, VOICE_GNG_BALLAS4
136, SBMYTR3, SBMYTR3, GANG9, STAT_GANG9, gang1, 110F, 1, null, 3, 3, PED_TYPE_GANG, VOICE_GNG_BALLAS5, VOICE_GNG_BALLAS5
137, SWMOTR3, SWMOTR3, GANG1, STAT_GANG1, gang1, 110F, 1, null, 3, 3, PED_TYPE_GANG, VOICE_GNG_BALLAS5, VOICE_GNG_BALLAS5
138, WFYBE, WFYBE, CIVFEMALE, STAT_COWARD, woman, 1000, 0, beach, 1, 4, PED_TYPE_GEN, VOICE_GEN_WFYBE, VOICE_GEN_WFYBE
139, BFYBE, BFYBE, CIVFEMALE, STAT_BEACH_GIRL, woman, 1000, 0, beach, 1, 4, PED_TYPE_GEN, VOICE_GEN_BFYBE, VOICE_GEN_BFYBE
140, HFYBE, HFYBE, CIVFEMALE, STAT_BEACH_GIRL, woman, 1000, 0, beach, 1, 4, PED_TYPE_GEN, VOICE_GEN_HFYBE, VOICE_GEN_HFYBE
141, SOFYBU, SOFYBU, CIVFEMALE, STAT_SUIT_GIRL, busywoman, 120C, 0, man, 4, 0, PED_TYPE_GEN, VOICE_GEN_SOFYBU, VOICE_GEN_SOFYBU
142, SBMYST, SBMYST, CIVMALE, STAT_STREET_GUY, man, 1983, 1, man, 8, 5, PED_TYPE_GEN, VOICE_GEN_SBMYST, VOICE_GEN_SBMYST
143, SBMYCR, SBMYCR, CRIMINAL, STAT_CRIMINAL, gang1, 110F, 1, man, 5, 0, PED_TYPE_GEN, VOICE_GEN_SBMYCR, VOICE_GEN_SBMYCR
144, BMYCG, bmycg, CRIMINAL, STAT_CRIMINAL, gang2, 110F, 1, man, 8, 3, PED_TYPE_GEN, VOICE_GEN_BMYCG, VOICE_GEN_BMYCG
145, WFYCRK, Wfycrk, CIVFEMALE, STAT_CRIMINAL, woman, 110F, 1, man, 4, 3, PED_TYPE_GEN, VOICE_GEN_WFYCRK, VOICE_GEN_WFYCRK
146, HMYCM, hmycm, CRIMINAL, STAT_CRIMINAL, man, 110F, 1, man, 8, 10, PED_TYPE_GEN, VOICE_GEN_HMYCM, VOICE_GEN_HMYCM
147, WMYBU, wmybu, CIVMALE, STAT_COWARD, man, 120C, 1, man, 6, 3, PED_TYPE_GEN, VOICE_GEN_WMYBU, VOICE_GEN_WMYBU
148, BFYBU, bfybu, CIVFEMALE, STAT_SUIT_GIRL, busywoman, 120C, 1, man, 3, 7, PED_TYPE_GEN, VOICE_GEN_BFYBU, VOICE_GEN_BFYBU
150, WFYBU, wfybu, CIVFEMALE, STAT_SUIT_GIRL, busywoman, 120C, 1, man, 9, 2, PED_TYPE_GEN, VOICE_GEN_WFYBU, VOICE_GEN_WFYBU
151, DWFYLC1, Dwfylc1, CIVFEMALE, STAT_TOUGH_GIRL, sexywoman, 1983, 1, man, 1, 1, PED_TYPE_GEN, VOICE_GEN_DWFYLC1, VOICE_GEN_DWFYLC2
152, WFYPRO, WFYpro, PROSTITUTE, STAT_PROSTITUTE, pro, 1000, 1, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_WFYPRO, VOICE_GEN_WFYPRO
153, WMYCONB, wmyconb, CIVMALE, STAT_SUIT_GUY, man, 170F, 1, man, 6, 2, PED_TYPE_GEN, VOICE_GEN_WMYCONB, VOICE_GEN_WMYCONB
154, WMYBE, wmybe, CIVMALE, STAT_SENSIBLE_GUY, man, 1000, 1, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_WMYBE, VOICE_GEN_WMYBE
155, WMYPIZZ, wmypizz, CIVMALE, STAT_SENSIBLE_GUY, man, 1000, 1, man, 1, 4, PED_TYPE_GFD, VOICE_GFD_WMYPIZZ, VOICE_GFD_WMYPIZZ
156, BMOBAR, bmobar, CIVMALE, STAT_OLD_GUY, man, 1000, 0, man, 1, 4, PED_TYPE_GFD, VOICE_GFD_BMOBAR, VOICE_GFD_BMOBAR
157, CWFYHB, cwfyhb, CIVFEMALE, STAT_TOUGH_GIRL, woman, 1000, 1, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_CWFYHB1, VOICE_GEN_CWFYHB1
158, CWMOFR, cwmofr, CIVMALE, STAT_OLD_GUY, man, 1000, 0, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_CWMOFR1, VOICE_GEN_CWMOFR1
159, CWMOHB1, cwmohb1, CIVMALE, STAT_OLD_GUY, man, 110F, 0, man, 1, 1, PED_TYPE_GEN, VOICE_GEN_CWMOHB1, VOICE_GEN_CWMOHB1
160, CWMOHB2, cwmohb2, CIVMALE, STAT_OLD_GUY, oldman, 1983, 0, man, 1, 1, PED_TYPE_GEN, VOICE_GEN_CWMOHB2, VOICE_GEN_CWMOHB2
161, CWMYFR, cwmyfr, CIVMALE, STAT_TOUGH_GUY, man, 1983, 1, man, 1, 6, PED_TYPE_GEN, VOICE_GEN_CWMYFR, VOICE_GEN_CWMYFR
162, CWMYHB1, cwmyhb1, CIVMALE, STAT_TOUGH_GUY, oldman, 1983, 0, man, 6, 2, PED_TYPE_GEN, VOICE_GEN_CWMYHB1, VOICE_GEN_CWMYHB1
163, BMYBOUN, bmyboun, CIVMALE, STAT_TOUGH_GUY, man, 170F, 1, man, 5, 8, PED_TYPE_GEN, VOICE_GEN_BMYBOUN, VOICE_GEN_BMYBOUN
164, WMYBOUN, wmyboun, CIVMALE, STAT_TOUGH_GUY, man, 170F, 1, man, 5, 6, PED_TYPE_GEN, VOICE_GEN_WMYBOUN, VOICE_GEN_WMYBOUN
165, WMOMIB, wmomib, CIVMALE, STAT_SUIT_GUY, man, 120C, 0, man, 10, 11, PED_TYPE_GEN, VOICE_GEN_WMOMIB, VOICE_GEN_WMOMIB
166, BMYMIB, bmymib, CIVMALE, STAT_SUIT_GUY, man, 120C, 0, man, 11, 10, PED_TYPE_GEN, VOICE_GEN_BMYMIB, VOICE_GEN_BMYMIB
167, WMYBELL, wmybell, CIVMALE, STAT_SENSIBLE_GUY, man, 1000, 1, man, 1, 4, PED_TYPE_GFD, VOICE_GFD_WMYBELL, VOICE_GFD_WMYBELL
168, BMOCHIL, bmochil, CIVMALE, STAT_SENSIBLE_GUY, man, 1000, 1, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_BMOST, VOICE_GEN_BMOST
169, SOFYRI, sofyri, CIVFEMALE, STAT_COWARD, sexywoman, 120C, 1, man, 6, 4, PED_TYPE_GEN, VOICE_GEN_SOFYRI, VOICE_GEN_SOFYRI
170, SOMYST, somyst, CIVMALE, STAT_COWARD, man, 1983, 0, man, 4, 9, PED_TYPE_GEN, VOICE_GEN_SOMYST, VOICE_GEN_SOMYST
171, VWMYBJD, vwmybjd, CIVMALE, STAT_SUIT_GUY, man, 1000, 1, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_VWMYBJD, VOICE_GEN_VWMYBJD
172, VWFYCRP, vwfycrp, CIVFEMALE, STAT_SUIT_GIRL, busywoman, 1000, 1, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_WFYCRP, VOICE_GEN_WFYCRP
173, SFR1, SFR1, GANG4, STAT_GANG4, gang1, 110F, 1, man, 8, 8, PED_TYPE_GANG, VOICE_GNG_SFR1, VOICE_GNG_SFR2
174, SFR2, SFR2, GANG4, STAT_GANG4, gang2, 110F, 1, man, 8, 8, PED_TYPE_GANG, VOICE_GNG_SFR3, VOICE_GNG_SFR4
175, SFR3, SFR3, GANG4, STAT_GANG4, gang1, 110F, 1, man, 8, 8, PED_TYPE_GANG, VOICE_GNG_SFR5, VOICE_GNG_SFR5
176, BMYBAR, BMYBAR, CIVMALE, STAT_SENSIBLE_GUY, man, 1000, 1, man, 1, 4, PED_TYPE_GFD, VOICE_GFD_BMYBARB, VOICE_GFD_BMYBARB
177, WMYBAR, WMYBAR, CIVMALE, STAT_SENSIBLE_GUY, man, 1000, 1, man, 1, 4, PED_TYPE_GFD, VOICE_GFD_WMYBARB, VOICE_GFD_WMYBARB
178, WFYSEX, WFYSEX, CIVFEMALE, STAT_STREET_GIRL, sexywoman, 1000, 1, null, 1, 4, PED_TYPE_GEN, VOICE_GEN_NOVOICE, VOICE_GEN_NOVOICE
179, WMYAMMO, WMYAMMO, CIVMALE, STAT_TOUGH_GUY, man, 1000, 1, man, 1, 4, PED_TYPE_GFD, VOICE_GFD_WMYAMMO, VOICE_GFD_WMYAMMO
180, BMYTATT, BMYTATT, CIVMALE, STAT_TOUGH_GUY, man, 1000, 1, man, 1, 4, PED_TYPE_GFD, VOICE_GFD_BMYTATT, VOICE_GFD_BMYTATT
181, VWMYCR, VWMYCR, CRIMINAL, STAT_CRIMINAL, man, 110F, 1, man, 2, 9, PED_TYPE_GEN, VOICE_GEN_VWMYCR, VOICE_GEN_VWMYCR
182, VBMOCD, VBMOCD, CIVMALE, STAT_TAXIDRIVER, man, 0040, 0, null, 8, 9, PED_TYPE_GEN, VOICE_GEN_VBMOCD, VOICE_GEN_VBMOCD
183, VBMYCR, VBMYCR, CRIMINAL, STAT_CRIMINAL, man, 110F, 1, man, 5, 0, PED_TYPE_GEN, VOICE_GEN_VBMYCR, VOICE_GEN_VBMYCR
184, VHMYCR, VHMYCR, CRIMINAL, STAT_CRIMINAL, man, 110F, 1, man, 0, 3, PED_TYPE_GEN, VOICE_GEN_VHMYCR, VOICE_GEN_VHMYCR
185, SBMYRI, SBMYRI, CIVMALE, STAT_STREET_GUY, man, 120C, 1, null, 7, 4, PED_TYPE_GEN, VOICE_GEN_SBMYRI, VOICE_GEN_SBMYRI
186, SOMYRI, SOMYRI, CIVMALE, STAT_SUIT_GUY, man, 120C, 1, null, 4, 0, PED_TYPE_GEN, VOICE_GEN_SOMYRI, VOICE_GEN_SOMYRI
187, SOMYBU, SOMYBU, CIVMALE, STAT_SUIT_GUY, man, 120C, 1, man, 4, 4, PED_TYPE_GEN, VOICE_GEN_SOMYBU, VOICE_GEN_SOMYBU
188, SWMYST, SWMYST, CIVMALE, STAT_TOURIST, man, 1983, 1, null, 0, 3, PED_TYPE_GEN, VOICE_GEN_SWMYST, VOICE_GEN_SWMYST
189, WMYVA, WMYVA, CIVMALE, STAT_STREET_GUY, man, 1983, 1, null, 6, 2, PED_TYPE_GEN, VOICE_GEN_WMYVA, VOICE_GEN_WMYVA
190, COPGRL3, COPGRL3, CIVFEMALE, STAT_STREET_GIRL, busywoman, 1FFF, 0, null, 0, 3, PED_TYPE_GFD, VOICE_GFD_BARBARA, VOICE_GFD_BARBARA
191, GUNGRL3, GUNGRL3, CIVFEMALE, STAT_STREET_GIRL, woman, 1FFF, 0, null, 0, 3, PED_TYPE_GFD, VOICE_GFD_HELENA, VOICE_GFD_HELENA
192, MECGRL3, MECGRL3, CIVFEMALE, STAT_STREET_GIRL, sexywoman, 1FFF, 0, null, 0, 3, PED_TYPE_GFD, VOICE_GFD_MICHELLE, VOICE_GFD_MICHELLE
193, NURGRL3, NURGRL3, CIVFEMALE, STAT_SUIT_GIRL, sexywoman, 1FFF, 0, null, 0, 3, PED_TYPE_GFD, VOICE_GFD_KATIE, VOICE_GFD_KATIE
194, CROGRL3, CROGRL3, CIVFEMALE, STAT_SUIT_GIRL, sexywoman, 1FFF, 0, null, 0, 3, PED_TYPE_GFD, VOICE_GFD_MILLIE, VOICE_GFD_MILLIE
195, GANGRL3, GANGRL3, CIVFEMALE, STAT_STREET_GIRL, woman, 1FFF, 0, null, 0, 3, PED_TYPE_GFD, VOICE_GFD_DENISE, VOICE_GFD_DENISE
196, CWFOFR, CWFOFR, CIVFEMALE, STAT_COWARD, oldwoman, 1003, 0, null, 1, 1, PED_TYPE_GEN, VOICE_GEN_CWFOFR, VOICE_GEN_CWFOFR
197, CWFOHB, CWFOHB, CIVFEMALE, STAT_OLD_GIRL, oldwoman, 1003, 0, null, 1, 1, PED_TYPE_GEN, VOICE_GEN_CWFOHB, VOICE_GEN_CWFOHB
198, CWFYFR1, CWFYFR1, CIVFEMALE, STAT_TOUGH_GIRL, woman, 1983, 0, null, 2, 1, PED_TYPE_GEN, VOICE_GEN_CWFYFR1, VOICE_GEN_CWFYFR1
199, CWFYFR2, CWFYFR2, CIVFEMALE, STAT_STREET_GIRL, woman, 1983, 0, null, 1, 1, PED_TYPE_GEN, VOICE_GEN_CWFYFR2, VOICE_GEN_CWFYFR2
200, CWMYHB2, CWMYHB2, CIVMALE, STAT_TOUGH_GUY, man, 1983, 1, null, 1, 1, PED_TYPE_GEN, VOICE_GEN_CWMYHB2, VOICE_GEN_CWMYHB2
201, DWFYLC2, DWFYLC2, CIVFEMALE, STAT_STREET_GIRL, woman, 1983, 0, null, 6, 2, PED_TYPE_GEN, VOICE_GEN_DWFYLC2, VOICE_GEN_DWFYLC2
202, DWMYLC2, DWMYLC2, CIVMALE, STAT_TOUGH_GUY, man, 1983, 1, null, 6, 2, PED_TYPE_GEN, VOICE_GEN_DWMYLC2, VOICE_GEN_DWMYLC2
203, OMYKARA, OMYKARA, CIVMALE, STAT_TOUGH_GUY, man, 1FFF, 0, null, 0, 7, PED_TYPE_GEN, VOICE_GEN_NOVOICE, VOICE_GEN_NOVOICE
204, WMYKARA, WMYKARA, CIVMALE, STAT_TOUGH_GUY, man, 1FFF, 0, null, 2, 0, PED_TYPE_GEN, VOICE_GEN_NOVOICE, VOICE_GEN_NOVOICE
205, WFYBURG, WFYBURG, CIVFEMALE, STAT_STREET_GIRL, woman, 1FFF, 1, null, 0, 3, PED_TYPE_GFD, VOICE_GFD_WFYBURG, VOICE_GFD_WFYBURG
206, VWMYCD, VWMYCD, CIVMALE, STAT_TAXIDRIVER, man, 0040, 0, null, 6, 5, PED_TYPE_GEN, VOICE_GEN_VWMYCD, VOICE_GEN_VWMYCD
207, VHFYPRO, VHFYPRO, PROSTITUTE, STAT_PROSTITUTE, pro, 1000, 1, man, 1, 4, PED_TYPE_GEN, VOICE_GEN_VHFYPRO, VOICE_GEN_VHFYPRO
209, OMONOOD, OMONOOD, CIVMALE, STAT_OLD_GUY, oldman, 1FFF, 0, null, 1, 4, PED_TYPE_GEN, VOICE_GEN_OMOST, VOICE_GEN_OMOST
210, OMOBOAT, OMOBOAT, CIVMALE, STAT_OLD_GUY, oldman, 1FFF, 0, null, 1, 4, PED_TYPE_GEN, VOICE_GEN_OMOBOAT, VOICE_GEN_OMOBOAT
211, WFYCLOT, WFYCLOT, CIVFEMALE, STAT_STREET_GIRL, woman, 1FFF, 0, null, 1, 4, PED_TYPE_GFD, VOICE_GFD_WFYCLOT, VOICE_GFD_WFYCLOT
212, VWMOTR1, VWMOTR1, GANG10, STAT_GANG10, gang1, 110F, 1, null, 3, 3, PED_TYPE_GANG, VOICE_GNG_BALLAS1, VOICE_GNG_BALLAS2
213, VWMOTR2, VWMOTR2, GANG10, STAT_GANG10, gang2, 110F, 1, null, 3, 3, PED_TYPE_GANG, VOICE_GNG_BALLAS3, VOICE_GNG_BALLAS4
214, VWFYWAI, VWFYWAI, CIVFEMALE, STAT_STREET_GIRL, woman, 1FFF, 0, null, 1, 4, PED_TYPE_GEN, VOICE_GEN_VWFYWAI, VOICE_GEN_VWFYWAI
215, SBFORI, SBFORI, CIVFEMALE, STAT_COWARD, woman, 120C, 0, null, 9, 10, PED_TYPE_GEN, VOICE_GEN_SBFORI, VOICE_GEN_SBFORI
216, SWFYRI, SWFYRI, CIVFEMALE, STAT_SHOPPER, woman, 120C, 0, null, 4, 6, PED_TYPE_GEN, VOICE_GEN_SWFYRI, VOICE_GEN_SWFYRI
217, WMYCLOT, WMYCLOT, CIVMALE, STAT_STREET_GUY, man, 1FFF, 1, null, 1, 4, PED_TYPE_GFD, VOICE_GFD_WMYCLOT, VOICE_GFD_WMYCLOT
218, SBFOST, SBFOST, CIVFEMALE, STAT_STREET_GIRL, woman, 1003, 0, null, 8, 9, PED_TYPE_GEN, VOICE_GEN_SBFOST, VOICE_GEN_SBFOST
219, SBFYRI, SBFYRI, CIVFEMALE, STAT_COWARD, woman, 120C, 0, null, 7, 4, PED_TYPE_GEN, VOICE_GEN_SBFYRI, VOICE_GEN_SBFYRI
220, SBMOCD, SBMOCD, CIVMALE, STAT_TAXIDRIVER, man, 0040, 0, null, 0, 0, PED_TYPE_GEN, VOICE_GEN_SBMOCD, VOICE_GEN_SBMOCD
221, SBMORI, SBMORI, CIVMALE, STAT_SUIT_GUY, man, 120C, 1, null, 8, 0, PED_TYPE_GEN, VOICE_GEN_SBMORI, VOICE_GEN_SBMORI
222, SBMOST, SBMOST, CIVMALE, STAT_STREET_GUY, man, 1003, 0, null, 0, 8, PED_TYPE_GEN, VOICE_GEN_SBMOST, VOICE_GEN_SBMOST
223, SHMYCR, SHMYCR, CRIMINAL, STAT_CRIMINAL, man, 110F, 1, null, 4, 9, PED_TYPE_GEN, VOICE_GEN_SHMYCR, VOICE_GEN_SHMYCR
224, SOFORI, SOFORI, CIVFEMALE, STAT_OLD_GIRL, woman, 120C, 0, null, 1, 10, PED_TYPE_GEN, VOICE_GEN_SOFORI, VOICE_GEN_SOFORI
225, SOFOST, SOFOST, CIVFEMALE, STAT_STREET_GIRL, woman, 1003, 0, null, 9, 10, PED_TYPE_GEN, VOICE_GEN_SOFOST, VOICE_GEN_SOFOST
226, SOFYST, SOFYST, CIVFEMALE, STAT_STREET_GIRL, woman, 1003, 1, null, 4, 7, PED_TYPE_GEN, VOICE_GEN_SOFYST, VOICE_GEN_SOFYST
227, SOMOBU, SOMOBU, CIVMALE, STAT_SUIT_GUY, man, 120C, 0, null, 10, 10, PED_TYPE_GEN, VOICE_GEN_SOMOBU, VOICE_GEN_SOMOBU
228, SOMORI, SOMORI, CIVMALE, STAT_COWARD, man, 120C, 0, null, 9, 3, PED_TYPE_GEN, VOICE_GEN_SOMORI, VOICE_GEN_SOMORI
229, SOMOST, SOMOST, CIVMALE, STAT_STREET_GUY, man, 1003, 0, null, 9, 2, PED_TYPE_GEN, VOICE_GEN_SOMOST, VOICE_GEN_SOMOST
230, SWMOTR5, SWMOTR5, GANG10, STAT_GANG10, gang1, 110F, 1, null, 3, 3, PED_TYPE_GANG, VOICE_GNG_BALLAS5, VOICE_GNG_BALLAS5
231, SWFORI, SWFORI, CIVFEMALE, STAT_COWARD, woman, 120C, 0, null, 10, 1, PED_TYPE_GEN, VOICE_GEN_SWFORI, VOICE_GEN_SWFORI
232, SWFOST, SWFOST, CIVFEMALE, STAT_STREET_GIRL, woman, 1003, 0, null, 7, 10, PED_TYPE_GEN, VOICE_GEN_SWFOST, VOICE_GEN_SWFOST
233, SWFYST, SWFYST, CIVFEMALE, STAT_STREET_GIRL, woman, 1983, 1, null, 7, 3, PED_TYPE_GEN, VOICE_GEN_SWFYST, VOICE_GEN_SWFYST
234, SWMOCD, SWMOCD, CIVMALE, STAT_TAXIDRIVER, man, 0040, 0, null, 2, 9, PED_TYPE_GEN, VOICE_GEN_SWMOCD, VOICE_GEN_SWMOCD
235, SWMORI, SWMORI, CIVMALE, STAT_SUIT_GUY, man, 120C, 0, null, 7, 0, PED_TYPE_GEN, VOICE_GEN_SWMORI, VOICE_GEN_SWMORI
236, SWMOST, SWMOST, CIVMALE, STAT_STREET_GUY, man, 1983, 0, null, 2, 1, PED_TYPE_GEN, VOICE_GEN_SWMOST, VOICE_GEN_SWMOST
237, SHFYPRO, SHFYPRO, PROSTITUTE, STAT_PROSTITUTE, pro, 1000, 1, null, 1, 4, PED_TYPE_GEN, VOICE_GEN_SHFYPRO, VOICE_GEN_SHFYPRO
238, SBFYPRO, SBFYPRO, PROSTITUTE, STAT_PROSTITUTE, pro, 1000, 1, null, 1, 4, PED_TYPE_GEN, VOICE_GEN_SBFYPRO, VOICE_GEN_SBFYPRO
239, SWMOTR4, SWMOTR4, CRIMINAL, STAT_CRIMINAL, gang1, 110F, 1, null, 0, 0, PED_TYPE_GANG, VOICE_GNG_BALLAS5, VOICE_GNG_BALLAS5
240, SWMYRI, SWMYRI, CIVMALE, STAT_COWARD, man, 120C, 1, null, 4, 4, PED_TYPE_GEN, VOICE_GEN_SWMYRI, VOICE_GEN_SWMYRI
241, SMYST, SMYST, CIVMALE, STAT_STREET_GUY, man, 1983, 1, null, 0, 5, PED_TYPE_GEN, VOICE_GEN_SMYST, VOICE_GEN_SMYST
242, SMYST2, SMYST2, CIVMALE, STAT_STREET_GUY, man, 130C, 1, null, 0, 8, PED_TYPE_GEN, VOICE_GEN_SMYST2, VOICE_GEN_SMYST2
243, SFYPRO, SFYPRO, PROSTITUTE, STAT_PROSTITUTE, pro, 1000, 1, null, 1, 4, PED_TYPE_GEN, VOICE_GEN_SFYPRO, VOICE_GEN_SFYPRO
244, VBFYST2, VBFYST2, CIVFEMALE, STAT_STREET_GIRL, sexywoman, 1000, 1, null, 1, 4, PED_TYPE_GEN, VOICE_GEN_VBFYST2, VOICE_GEN_VBFYST2
245, VBFYPRO, VBFYPRO, PROSTITUTE, STAT_PROSTITUTE, pro, 1000, 1, null, 1, 4, PED_TYPE_GEN, VOICE_GEN_VBFYPRO, VOICE_GEN_VBFYPRO
246, VHFYST3, VHFYST3, CIVFEMALE, STAT_STREET_GIRL, sexywoman, 1000, 1, null, 1, 4, PED_TYPE_GEN, VOICE_GEN_VHFYST3, VOICE_GEN_VHFYST3
247, BIKERA, BIKERA, CIVMALE, STAT_TOUGH_GUY, man, 0, 1, null, 5, 2, PED_TYPE_GEN, VOICE_GEN_BIKERA, VOICE_GEN_BIKERA
248, BIKERB, BIKERB, CIVMALE, STAT_TOUGH_GUY, man, 0, 1, null, 2, 5, PED_TYPE_GEN, VOICE_GEN_BIKERB, VOICE_GEN_BIKERB
249, BMYPIMP, BMYPIMP, CIVMALE, STAT_STREET_GUY, man, 130C, 1, null, 3, 7, PED_TYPE_GEN, VOICE_GEN_BMYPI, VOICE_GEN_BMYPI
250, SWMYCR, SWMYCR, CRIMINAL, STAT_CRIMINAL, man, 110F, 1, man, 6, 0, PED_TYPE_GEN, VOICE_GEN_SWMYCR, VOICE_GEN_SWMYCR
251, WFYLG, WFYLG, CIVFEMALE, STAT_BEACH_GIRL, woman, 1000, 0, beach, 1, 4, PED_TYPE_GEN, VOICE_GEN_WFYLG, VOICE_GEN_WFYLG
252, WMYVA2, WMYVA2, CIVMALE, STAT_STREET_GUY, man, 1983, 1, null, 9, 7, PED_TYPE_GEN, VOICE_GEN_WMYVA, VOICE_GEN_WMYVA
253, BMOSEC, BMOSEC, CIVMALE, STAT_OLD_GUY, man, 1003, 0, null, 8, 0, PED_TYPE_GEN, VOICE_GEN_BMOSEC, VOICE_GEN_BMOSEC
254, BIKDRUG, BIKDRUG, CIVMALE, STAT_CRIMINAL, man, 0, 1, null, 6, 2, PED_TYPE_GEN, VOICE_GEN_BIKDRUG, VOICE_GEN_BIKDRUG
255, WMYCH, WMYCH, CIVMALE, STAT_TOUGH_GUY, man, 0, 1, null, 7, 0, PED_TYPE_GEN, VOICE_GEN_WMYCH, VOICE_GEN_WMYCH
256, SBFYSTR, SBFYSTR, CIVFEMALE, STAT_STREET_GIRL, sexywoman, 130C, 0, null, 3, 7, PED_TYPE_GEN, VOICE_GEN_SBFYST, VOICE_GEN_SBFYST
257, SWFYSTR, SWFYSTR, CIVFEMALE, STAT_STREET_GIRL, sexywoman, 130C, 0, null, 5, 9, PED_TYPE_GEN, VOICE_GEN_SWFYST, VOICE_GEN_SWFYST
258, HECK1, HECK1, CIVMALE, STAT_TOUGH_GUY, man, 0, 1, null, 7, 0, PED_TYPE_GEN, VOICE_GEN_NOVOICE, VOICE_GEN_NOVOICE
259, HECK2, HECK2, CIVMALE, STAT_TOUGH_GUY, man, 0, 1, null, 7, 0, PED_TYPE_GEN, VOICE_GEN_NOVOICE, VOICE_GEN_NOVOICE
260, BMYCON, BMYCON, CIVMALE, STAT_TOUGH_GUY, man, 0, 1, null, 7, 0, PED_TYPE_GEN, VOICE_GEN_BMYCON, VOICE_GEN_BMYCON
261, WMYCD1, WMYCD1, CIVMALE, STAT_TAXIDRIVER, man, 0040, 1, null, 6, 1, PED_TYPE_GEN, VOICE_GEN_WMYCD1, VOICE_GEN_WMYCD1
262, BMOCD, BMOCD, CIVMALE, STAT_TAXIDRIVER, man, 0040, 0, null, 8, 0, PED_TYPE_GEN, VOICE_GEN_BMOCD, VOICE_GEN_BMOCD
263, VWFYWA2, VWFYWA2, CIVFEMALE, STAT_STREET_GIRL, woman, 1FFF, 0, null, 1, 4, PED_TYPE_GEN, VOICE_GEN_VWFYWAI, VOICE_GEN_VWFYWAI
264, WMOICE, WMOICE, CIVMALE, STAT_STREET_GUY, man, 1FFF, 0, null, 1, 4, PED_TYPE_GEN, VOICE_GEN_NOVOICE, VOICE_GEN_NOVOICE
265, SEV1, SEV1, GANG9, STAT_GANG9, gang1, 110F, 1, null, 3, 3, PED_TYPE_GANG, VOICE_GNG_BALLAS1, VOICE_GNG_BALLAS2
266, SEV2, SEV2, GANG9, STAT_GANG9, gang2, 110F, 1, null, 3, 3, PED_TYPE_GANG, VOICE_GNG_BALLAS3, VOICE_GNG_BALLAS4
274, laemt1, laemt1, MEDIC, STAT_MEDIC, swat, 1FFF, 0, medic, 9, 9, PED_TYPE_EMG, VOICE_EMG_EMT1, VOICE_EMG_EMT5
275, lvemt1, lvemt1, MEDIC, STAT_MEDIC, swat, 1FFF, 0, medic, 9, 9, PED_TYPE_EMG, VOICE_EMG_EMT1, VOICE_EMG_EMT5
276, sfemt1, sfemt1, MEDIC, STAT_MEDIC, swat, 1FFF, 0, medic, 9, 9, PED_TYPE_EMG, VOICE_EMG_EMT1, VOICE_EMG_EMT5
277, lafd1, lafd1, FIREMAN, STAT_FIREMAN, swat, 1FFF, 0, null, 9, 9, PED_TYPE_GEN, VOICE_GEN_NOVOICE, VOICE_GEN_NOVOICE
278, lvfd1, lvfd1, FIREMAN, STAT_FIREMAN, swat, 1FFF, 0, null, 9, 9, PED_TYPE_GEN, VOICE_GEN_NOVOICE, VOICE_GEN_NOVOICE
279, sffd1, sffd1, FIREMAN, STAT_FIREMAN, swat, 1FFF, 0, null, 9, 9, PED_TYPE_GEN, VOICE_GEN_NOVOICE, VOICE_GEN_NOVOICE
280, lapd1, lapd1, COP, STAT_COP, swat, 1FFF, 0, null, 9, 9, PED_TYPE_EMG, VOICE_EMG_LAPD1, VOICE_EMG_LAPD8
281, sfpd1, sfpd1, COP, STAT_COP, swat, 1FFF, 0, null, 9, 9, PED_TYPE_EMG, VOICE_EMG_SFPD1, VOICE_EMG_SFPD5
282, lvpd1, lvpd1, COP, STAT_COP, swat, 1FFF, 0, null, 9, 9, PED_TYPE_EMG, VOICE_EMG_LVPD1, VOICE_EMG_LVPD5
283, csher, csher, COP, STAT_COP, swat, 1FFF, 0, null, 9, 9, PED_TYPE_EMG, VOICE_EMG_RCOP1, VOICE_EMG_RCOP4
284, lapdm1, lapdm1, COP, STAT_COP, swat, 1FFF, 0, null, 9, 9, PED_TYPE_EMG, VOICE_EMG_MCOP1, VOICE_EMG_MCOP6
285, swat, swat, COP, STAT_COP, swat, 1FFF, 0, null, 9, 9, PED_TYPE_EMG, VOICE_EMG_SWAT1, VOICE_EMG_SWAT6
286, fbi, fbi, COP, STAT_COP, swat, 1FFF, 0, null, 9, 9, PED_TYPE_EMG, VOICE_EMG_FBI2, VOICE_EMG_FBI6
287, army, army, COP, STAT_COP, swat, 1FFF, 0, null, 9, 9, PED_TYPE_EMG, VOICE_EMG_ARMY1, VOICE_EMG_ARMY3
288, dsher, dsher, COP, STAT_COP, swat, 1FFF, 0, null, 9, 9, PED_TYPE_EMG, VOICE_EMG_RCOP1, VOICE_EMG_RCOP4
290, special01, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9, 9, PED_TYPE_SPC, 0, 0
291, special02, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9, 9, PED_TYPE_SPC, 0, 0
292, special03, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9, 9, PED_TYPE_SPC, 0, 0
293, special04, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9, 9, PED_TYPE_SPC, 0, 0
294, special05, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9, 9, PED_TYPE_SPC, 0, 0
295, special06, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9, 9, PED_TYPE_SPC, 0, 0
296, special07, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9, 9, PED_TYPE_SPC, 0, 0
297, special08, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9, 9, PED_TYPE_SPC, 0, 0
298, special09, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9, 9, PED_TYPE_SPC, 0, 0
299, special10, generic, CIVMALE, STAT_STD_MISSION, fatman, 1FFF, 0, null, 9, 9, PED_TYPE_SPC, 0, 0
end

number 265, 266 are he sev1 and sev 2, they spawn in Playa del sev respectivly.

Man thank a lot fo ur help really mych appriciated seriously


ZAZ
  • ZAZ

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#4

Posted 29 March 2014 - 04:25 PM

there's one Actor.Create line you didn't found
it creates the fam actor by an array and use a local var array as ped id numbers 140@(36@,6i)
the ped id's are defined a little bit above

106@ = 2761.516 
112@ = -1972.028 
118@ = 12.5459 
04AF: 140@ = 105 // = constant  <------- fam1 ped id
107@ = 2761.599 
113@ = -1955.673 
119@ = 12.5469 
04AF: 141@ = 106 // = constant  <------- fam2 ped id
108@ = 2768.451 
114@ = -1972.605 
120@ = 12.3837 
04AF: 142@ = 105 // = constant  <------- fam1 ped id
109@ = 2761.551 
115@ = -1980.099 
121@ = 12.5478 
04AF: 143@ = 106 // = constant  <------- fam2 ped id
110@ = 2752.159 
116@ = -1979.574 
122@ = 14.0469 
04AF: 144@ = 106 // = constant  <------- fam2 ped id
111@ = 2768.451 
117@ = -1972.605 
123@ = 12.3837 
04AF: 145@ = 105 // = constant  <------- fam1 ped id
172@ = Car.Create(#GREENWOO, 2766.923, -1974.348, 12.3783)
Car.Angle(172@) = 4.0
36@ = 0 

:HOODS5_3977
if 
  5 > 36@ 
else_jump @HOODS5_4171 
37@(36@,6i) = Actor.Create(Mission1, 140@(36@,6i), 106@(36@,6f), 112@(36@,6f), 118@(36@,6f))       <-------  Actor.Create by array

so change ped id's here

04AF: 140@ = 265 // = constant  <------- ped id
 
04AF: 141@ = 266 // = constant  <------- ped id

04AF: 142@ = 265 // = constant  <------- ped id
 
04AF: 143@ = 266 // = constant  <------- ped id
 
04AF: 144@ = 266 // = constant  <------- ped id
 
04AF: 145@ = 265 // = constant  <------- ped id

please, next time post such big scripts at pastebin


Mr.try1
  • Mr.try1

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#5

Posted 29 March 2014 - 07:42 PM Edited by Mr.try1, 29 March 2014 - 07:47 PM.

Damn man do u know that i love u right?XD

Any way how da heck did u know about it?? I havent noticed that , but maybe cuz imm a noob still with c++

And i have another questin so i have 3 models for seville blvd famlies can i input there 3 different ids instead of only 2?


ZAZ
  • ZAZ

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#6

Posted 29 March 2014 - 08:00 PM

it was easy, i searched for Actor.Create in your posted script

the array constructs in main.scm aren't a secret for me, i know what this means:

37@(36@,6i) = Actor.Create(Mission1, 140@(36@,6i), 106@(36@,6f), 112@(36@,6f), 118@(36@,6f))

 

more ped definitions? i assume you will get problems but check it out and make experience


Mr.try1
  • Mr.try1

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#7

Posted 29 March 2014 - 08:58 PM

Reporting back from duty ... Indeed with 3 models crashes even before getting there , crashed during sweet phone call unfortunatley but with only 2 models works just fine thank to u man!


ZAZ
  • ZAZ

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#8

Posted 29 March 2014 - 09:40 PM

thanks for report ;)





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