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Spawning Seville BLVD Families During Sweetės Girl Mission

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

    O.G

  • Members
  • 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 
  [email protected] == 99 
jf @HOODS5_251 
032B: [email protected] = create_weapon_pickup #COLT45 type 3 ammo 20 at 2444.895 -1981.524 13.933 
02A8: [email protected] = create_marker 6 at 2444.895 -1981.524 13.933 
02A8: [email protected] = create_marker 6 at 2444.895 -1981.524 13.933 
[email protected] = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
[email protected] = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
[email protected] = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
[email protected] = Marker.CreateAboveActor([email protected])
[email protected] = Marker.CreateAboveActor([email protected])
[email protected] = Marker.CreateAboveActor([email protected])
[email protected] = Marker.CreateAboveActor([email protected])
03DC: [email protected] = 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

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union
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    Helpfulness Awards [Mods]

#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
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#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 
  [email protected] == 99 
else_jump @HOODS5_251 
032B: [email protected] = create_weapon_pickup #COLT45 type 3 ammo 7 at 2444.895 -1981.524 13.933 
02A8: [email protected] = create_marker 6 at 2444.895 -1981.524 13.933 
02A8: [email protected] = create_marker 6 at 2444.895 -1981.524 13.933 
[email protected] = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
[email protected] = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
[email protected] = Actor.Create(Gang2, #SPECIAL01, 2752.341, -1948.867, 16.3125)
[email protected] = Marker.CreateAboveActor([email protected])
[email protected] = Marker.CreateAboveActor([email protected])
[email protected] = Marker.CreateAboveActor([email protected])
[email protected] = Marker.CreateAboveActor([email protected])
03DC: [email protected] = create_marker_above_pickup [email protected] 

:HOODS5_251
increment_mission_attempts 
$ONMISSION = 1 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
[email protected] = 14 
[email protected] = 15 
[email protected] = 16 
[email protected] = 17 
[email protected] = 18 
[email protected] = 21 
[email protected] = 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)
[email protected] = 0 

:HOODS5_393
if 
  6 > [email protected] 
else_jump @HOODS5_454 
if 
   not Actor.Dead([email protected]([email protected],6i))
else_jump @HOODS5_440 
05BE: AS_actor [email protected]([email protected],6i) die 

:HOODS5_440
[email protected] += 1 
jump @HOODS5_393 

:HOODS5_454
if 
0735:   is_keyboard_key_pressed 70 
else_jump @HOODS5_476 
[email protected] = 7 

:HOODS5_476
0871: init_jump_table [email protected] 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 
[email protected] = 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 
  [email protected] == 1 
else_jump @HOODS5_783 
jump @HOODS5_15264 

:HOODS5_783
jump @HOODS5_325 
return 

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

:HOODS5_849
if 
   Actor.Dead([email protected])
else_jump @HOODS5_888 
[email protected] = 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([email protected])
Marker.Disable([email protected])

: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 [email protected] // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to [email protected] // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to [email protected] // 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 [email protected] event 12 
0708: reset_decision_maker [email protected] event 9 
0708: reset_decision_maker [email protected] event 31 
$6675 = 0 
$6676 = 0 
$6677 = 0 
$6678 = 0 
$6679 = 0 
$6680 = 0 
[email protected] = 99999.0 
[email protected] = 99999.0 
return 

:HOODS5_1306
if 
  [email protected] > 1 
else_jump @HOODS5_1383 
if 
  [email protected] == 0 
else_jump @HOODS5_1383 
if 
08D0:   should_skip_cutscene 
else_jump @HOODS5_1383 
[email protected] = 7 
[email protected] = 1 
[email protected] = 5 
[email protected] = 0 

:HOODS5_1383
if 
  [email protected] == 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: [email protected] = create_checkpoint_at 2775.793 -1942.909 15.6576 
08FB: set_checkpoint [email protected] type_to 2 
02A8: [email protected] = 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: [email protected] = create_marker_above_pickup $PICKUP_EMMETS_COLT45 
018B: set_marker [email protected] radar_mode 1 
04E4: refresh_game_renderer_at 2770.116 -1915.896 
Actor.PutAt($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 
[email protected] = 29 
[email protected] = 1 
0085: [email protected] = [email protected] // (int) 
[email protected] += 2000 

:HOODS5_1790
if 
  [email protected] == 1 
else_jump @HOODS5_1864 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_1864 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: [email protected] = [email protected] // (int) 
[email protected] += 2200 
[email protected] = 3 
[email protected] = 20 

:HOODS5_1864
if 
  [email protected] == 20 
else_jump @HOODS5_2066 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_2066 
if 
  [email protected] == 0 
else_jump @HOODS5_2066 
[email protected] = Actor.Create(Mission3, #SPECIAL01, 2752.341, -1948.867, 16.3125)
[email protected] = Car.Create(#GREENWOO, 2745.545, -1942.74, 12.5394)
Car.Angle([email protected]) = 90.0
Actor.Angle([email protected]) = 0.0
[email protected] = Actor.Create(Mission3, #BFYST, 2751.282, -1948.867, 16.3125)
Actor.Angle([email protected]) = 0.0
060B: set_actor [email protected] decision_maker_to [email protected] 
0085: [email protected] = [email protected] // (int) 
0085: [email protected] = [email protected] // (int) 
[email protected] = 1 
[email protected] = 7 
[email protected] = 2 

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

:HOODS5_2154
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_2237 
0615: define_AS_pack_begin [email protected] 
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 [email protected] 
0618: assign_actor [email protected] to_AS_pack [email protected] 
061B: remove_references_to_AS_pack [email protected] 

:HOODS5_2237
[email protected] = Actor.Create(Mission2, #SEV2, 2751.515, -1973.178, 16.3051)
Actor.WeaponAccuracy([email protected]) = 80
060B: set_actor [email protected] decision_maker_to [email protected] 
Actor.GiveWeaponAndAmmo([email protected], Pistol, 99999)
04EB: AS_actor [email protected] crouch 1 
0615: define_AS_pack_begin [email protected] 
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 [email protected] 
0618: assign_actor [email protected] to_AS_pack [email protected] 
061B: remove_references_to_AS_pack [email protected] 
[email protected] = Actor.Create(Mission2, #SEV1, 2753.197, -1973.946, 16.3051)
Actor.WeaponAccuracy([email protected]) = 80
Actor.GiveWeaponAndAmmo([email protected], Pistol, 99999)
04EB: AS_actor [email protected] crouch 1 
0668: AS_actor [email protected] rotate_and_shoot_at 2753.15 -1949.642 16.5866 -2 ms 
0085: [email protected] = [email protected] // (int) 
[email protected] += 2000 
[email protected] = 3 

:HOODS5_2475
if 
  [email protected] == 3 
else_jump @HOODS5_2604 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_2604 
if 
  [email protected] == 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: [email protected] = [email protected] // (int) 
[email protected] += 4000 
[email protected] = 4 

:HOODS5_2604
if 
  [email protected] == 4 
else_jump @HOODS5_2664 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_2664 
0085: [email protected] = [email protected] // (int) 
[email protected] += 4000 
[email protected] = 5 

:HOODS5_2664
if 
  [email protected] == 5 
else_jump @HOODS5_2797 
if 
  [email protected] == 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([email protected])
else_jump @HOODS5_2774 
Actor.WeaponAccuracy([email protected]) = 100

:HOODS5_2774
0085: [email protected] = [email protected] // (int) 
[email protected] += 4500 
[email protected] = 21 

:HOODS5_2797
if 
  [email protected] == 21 
else_jump @HOODS5_2864 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_2864 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
[email protected] = 6 
0085: [email protected] = [email protected] // (int) 
[email protected] += 1000 

:HOODS5_2864
if 
  [email protected] == 6 
else_jump @HOODS5_3117 
if 
001D:   [email protected] > [email protected] // (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([email protected])
else_jump @HOODS5_3094 
0792: disembark_instantly_actor [email protected] 
04EB: AS_actor [email protected] crouch 1 
Actor.GiveWeaponAndAmmo([email protected], Pistol, 500)
01B9: set_actor [email protected] armed_weapon_to 22 
Actor.Angle([email protected]) = 180.0
0615: define_AS_pack_begin [email protected] 
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([email protected])
else_jump @HOODS5_3076 
074D: AS_actor -1 turns_to_and_look_at_actor [email protected] timelimit -2 

:HOODS5_3076
0616: define_AS_pack_end [email protected] 
0618: assign_actor [email protected] to_AS_pack [email protected] 
061B: remove_references_to_AS_pack [email protected] 

:HOODS5_3094
0085: [email protected] = [email protected] // (int) 
[email protected] += 2500 
[email protected] = 7 

:HOODS5_3117
if 
  [email protected] == 7 
else_jump @HOODS5_3177 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_3177 
00BE: text_clear_all 
[email protected] = 1 
fade 0 1000 
[email protected] = 8 

:HOODS5_3177
if 
  [email protected] == 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: [email protected] = [email protected] // (int) 
[email protected] += 300 
[email protected] = 9 
$6681 = 100 
0209: [email protected] = random_int_in_ranges 2500 6000 
005A: [email protected] += [email protected] // (int) 
03C4: set_status_text $6681 type 1 GXT 'SW5_A3' // global_variable  // SWEET
0209: [email protected] = random_int_in_ranges 2500 6000 
005A: [email protected] += [email protected] // (int) 

:HOODS5_3351
if 
  [email protected] == 9 
else_jump @HOODS5_3517 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_3517 
fade 1 1500 
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to [email protected] // ret 7 if not found 
00BB: show_text_lowpriority GXT 'SW5_A2' time 6000 flag 1  // ~s~Get over to Sweet before the ~r~Seville Boulevard set~s~ finish him off.
00BB: show_text_lowpriority GXT 'SW5_17' time 6000 flag 1  // ~s~Get over to Emmet's if you need a piece.
Player.CanMove($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 
[email protected] = 1 
[email protected] = 2 

:HOODS5_3517
return 

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

:HOODS5_3622
if 
  [email protected] == 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 
[email protected] = 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!
[email protected] = 2761.516 
[email protected] = -1972.028 
[email protected] = 12.5459 
04AF: [email protected] = 105 // = constant 
[email protected] = 2761.599 
[email protected] = -1955.673 
[email protected] = 12.5469 
04AF: [email protected] = 106 // = constant 
[email protected] = 2768.451 
[email protected] = -1972.605 
[email protected] = 12.3837 
04AF: [email protected] = 105 // = constant 
[email protected] = 2761.551 
[email protected] = -1980.099 
[email protected] = 12.5478 
04AF: [email protected] = 106 // = constant 
[email protected] = 2752.159 
[email protected] = -1979.574 
[email protected] = 14.0469 
04AF: [email protected] = 106 // = constant 
[email protected] = 2768.451 
[email protected] = -1972.605 
[email protected] = 12.3837 
04AF: [email protected] = 105 // = constant 
[email protected] = Car.Create(#GREENWOO, 2766.923, -1974.348, 12.3783)
Car.Angle([email protected]) = 4.0
[email protected] = 0 

:HOODS5_3977
if 
  5 > [email protected] 
else_jump @HOODS5_4171 
[email protected]([email protected],6i) = Actor.Create(Mission1, [email protected]([email protected],6i), [email protected]([email protected],6f), [email protected]([email protected],6f), [email protected]([email protected],6f))
Actor.WeaponAccuracy([email protected]([email protected],6i)) = 65
if or
  [email protected] == 0 
  [email protected] == 3 
else_jump @HOODS5_4093 
Actor.GiveWeaponAndAmmo([email protected]([email protected],6i), Tec9, 99999)
jump @HOODS5_4109 

:HOODS5_4093
Actor.GiveWeaponAndAmmo([email protected]([email protected],6i), Pistol, 99999)

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

:HOODS5_4171
[email protected] = Marker.CreateAboveActor([email protected])
[email protected] = Marker.CreateAboveActor([email protected])
[email protected] = Marker.CreateAboveActor([email protected])
[email protected] = Marker.CreateAboveActor([email protected])
[email protected] = Marker.CreateAboveActor([email protected])
Marker.Disable([email protected])
060B: set_actor [email protected] decision_maker_to [email protected] 
060B: set_actor [email protected] decision_maker_to [email protected] 
060B: set_actor [email protected] decision_maker_to [email protected] 
060B: set_actor [email protected] decision_maker_to [email protected] 
060B: set_actor [email protected] decision_maker_to [email protected] 
0770: set_actor [email protected] target_priority 1 
0770: set_actor [email protected] target_priority 1 
0770: set_actor [email protected] target_priority 1 
0770: set_actor [email protected] target_priority 1 
0770: set_actor [email protected] 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 
  [email protected] == 1 
else_jump @HOODS5_4672 
gosub @HOODS5_11959 
if 
  [email protected] == 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 
[email protected] = 1 
03E5: show_text_box 'SW5_19'  // Use low walls and objects for cover. Press ~k~~PED_DUCK~ to crouch.

:HOODS5_4480
[email protected] = 0 
[email protected] = 0 

:HOODS5_4494
if 
  5 > [email protected] 
else_jump @HOODS5_4593 
if 
   Actor.Dead([email protected]([email protected],6i))
else_jump @HOODS5_4555 
Marker.Disable([email protected]([email protected],6i))
[email protected] += 1 
jump @HOODS5_4579 

:HOODS5_4555
Actor.WeaponAccuracy([email protected]([email protected],6i)) = [email protected]
07DD: set_actor [email protected]([email protected],6i) attack_rate [email protected] // previously known as temper_to 

:HOODS5_4579
[email protected] += 1 
jump @HOODS5_4494 

:HOODS5_4593
0085: [email protected] = [email protected] // (int) 
[email protected] *= 6 
[email protected] += 60 
if 
  [email protected] == 5 
else_jump @HOODS5_4672 
[email protected] = 0 
[email protected] = 0 
[email protected] = 0 
[email protected] = 0 
[email protected] = 3 
08F4: set_max_group_members 0 

:HOODS5_4672
return 

:HOODS5_4674
if 
  [email protected] == 0 
else_jump @HOODS5_4715 
0085: [email protected] = [email protected] // (int) 
[email protected] += 1500 
[email protected] = 1 

:HOODS5_4715
if 
  [email protected] == 1 
else_jump @HOODS5_4787 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_4787 
[email protected] = 29 
0151: remove_status_text $6681 
0085: [email protected] = [email protected] // (int) 
[email protected] += 2500 
[email protected] = 2 

:HOODS5_4787
if 
  [email protected] == 2 
else_jump @HOODS5_4854 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_4854 
[email protected] = 29 
0085: [email protected] = [email protected] // (int) 
[email protected] += 2500 
[email protected] = 3 

:HOODS5_4854
if 
  [email protected] == 3 
else_jump @HOODS5_4949 
if 
001D:   [email protected] > [email protected] // (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 
[email protected] = 1 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: [email protected] = [email protected] // (int) 
[email protected] += 2500 
[email protected] = 4 

:HOODS5_4949
if 
  [email protected] == 4 
else_jump @HOODS5_5007 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_5007 
[email protected] = 5 
[email protected] = 8 
[email protected] = 2 

:HOODS5_5007
if 
  [email protected] == 5 
else_jump @HOODS5_5157 
if 
  [email protected] == 0 
else_jump @HOODS5_5157 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
018A: [email protected] = 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.
[email protected] = 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 
[email protected] = Actor.MissionCar($PLAYER_ACTOR)
if 
   not Car.Wrecked([email protected])
else_jump @HOODS5_5487 
01EA: [email protected] = car [email protected] max_passengers 
if 
  2 > [email protected] 
else_jump @HOODS5_5321 
if 
  [email protected] == 0 
else_jump @HOODS5_5314 
00BC: show_text_highpriority GXT 'SW5_G' time 5000 flag 1  // ~s~Get a four door car.
[email protected] = 1 

:HOODS5_5314
jump @HOODS5_5487 

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

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

:HOODS5_5445
[email protected] = 5 
[email protected] = 0 
Marker.Disable([email protected])
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 
  [email protected] == 0 
else_jump @HOODS5_5538 
[email protected] = 1 
if 
00E1:   player 0 pressed_key 16 
else_jump @HOODS5_5538 
[email protected] = 1 

:HOODS5_5538
if 
00E1:   player 0 pressed_key 16 
else_jump @HOODS5_5654 
if 
  [email protected] == 0 
else_jump @HOODS5_5647 
if and
   not Actor.Dead([email protected])
   not Actor.Dead([email protected])
else_jump @HOODS5_5647 
if and
   not [email protected] == 0 
   not [email protected] == 5 
else_jump @HOODS5_5647 
[email protected] = 4 
[email protected] = 0 
[email protected] = 1 
[email protected] = 5 

:HOODS5_5647
jump @HOODS5_5679 

:HOODS5_5654
if 
  [email protected] == 1 
else_jump @HOODS5_5679 
[email protected] = 0 

:HOODS5_5679
if 
  [email protected] == 5 
else_jump @HOODS5_5746 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_5746 
fade 1 800 
0085: [email protected] = [email protected] // (int) 
[email protected] += 3000 
[email protected] = 1 

:HOODS5_5746
if 
  [email protected] == 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 [email protected] event 36 
0709: set_decision_maker [email protected] 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 
[email protected] = Actor.Create(Mission3, #SPECIAL01, 2752.341, -1948.867, 16.3125)
[email protected] = Actor.Create(Mission3, #BFYST, 2751.282, -1948.867, 16.3125)
0085: [email protected] = [email protected] // (int) 
0085: [email protected] = [email protected] // (int) 
0446: set_actor [email protected] dismemberment_possible 0 
0446: set_actor [email protected] dismemberment_possible 0 
02A9: set_actor [email protected] immune_to_nonplayer 0 
02A9: set_actor [email protected] immune_to_nonplayer 0 
[email protected] = Car.Create(#GREENWOO, 2766.665, -1901.943, 10.005)
[email protected] = Car.Create(#BUCCANEE, 2772.638, -1903.127, 10.1479)
Car.Angle([email protected]) = 180.0
Car.Angle([email protected]) = 180.0
073B: unknown_car [email protected] flag 1 
073B: unknown_car [email protected] flag 1 
05EB: assign_car [email protected] to_path 153 
05EB: assign_car [email protected] to_path 154 
[email protected] = Actor.CreateAsDriver(Mission2, #SEV1, [email protected])
[email protected] = Actor.CreateAsDriver(Mission2, #SEV2, [email protected])
060B: set_actor [email protected] decision_maker_to [email protected] 
060B: set_actor [email protected] decision_maker_to [email protected] 
Actor.GiveWeaponAndAmmo([email protected], Pistol, 99999)
Actor.GiveWeaponAndAmmo([email protected], Pistol, 99999)
06FD: set_car [email protected] speed_on_path_to 0.0 
06FD: set_car [email protected] speed_on_path_to 0.0 
if 
   not Car.Wrecked([email protected])
else_jump @HOODS5_6301 
Car.PutAt([email protected], 2763.96, -1978.898, 12.5394)
Car.Angle([email protected]) = 0.0
if 
8431:   not car [email protected] passenger_seat_free 0 
else_jump @HOODS5_6268 
0432: [email protected] = get_actor_handle_from_car [email protected] passenger_seat 0 
Actor.DestroyInstantly([email protected])

:HOODS5_6268
if 
8431:   not car [email protected] passenger_seat_free 1 
else_jump @HOODS5_6301 
0432: [email protected] = get_actor_handle_from_car [email protected] passenger_seat 1 
Actor.DestroyInstantly([email protected])

: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([email protected], 2752.312, -1952.896, 16.3051)
Actor.Angle([email protected]) = 180.0
05D8: AS_assign_scmpath to_actor [email protected] flags 6 0 
Actor.PutAt([email protected], 2752.395, -1950.699, 16.3125)
Actor.Angle([email protected]) = 180.0
0615: define_AS_pack_begin [email protected] 
05B9: AS_actor -1 stay_idle 1000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end [email protected] 
0618: assign_actor [email protected] to_AS_pack [email protected] 
061B: remove_references_to_AS_pack [email protected] 
0085: [email protected] = [email protected] // (int) 
[email protected] += 500 
[email protected] = 5 

:HOODS5_6501
if 
  [email protected] == 1 
else_jump @HOODS5_6779 
if 
001D:   [email protected] > [email protected] // (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([email protected])
else_jump @HOODS5_6723 
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_6664 
Actor.PutAt([email protected], 2760.358, -1979.501, 12.5394)
Actor.Angle([email protected]) = 330.0
05CA: AS_actor [email protected] enter_car [email protected] passenger_seat 1 time 5000 

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

:HOODS5_6723
if 
   not Car.Wrecked([email protected])
else_jump @HOODS5_6756 
06FD: set_car [email protected] speed_on_path_to 1.0 
[email protected] = 1 

:HOODS5_6756
0085: [email protected] = [email protected] // (int) 
[email protected] += 500 
[email protected] = 2 

:HOODS5_6779
if 
  [email protected] == 2 
else_jump @HOODS5_6872 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_6872 
if 
   not Car.Wrecked([email protected])
else_jump @HOODS5_6849 
06FD: set_car [email protected] speed_on_path_to 1.0 
[email protected] = 1 

:HOODS5_6849
0085: [email protected] = [email protected] // (int) 
[email protected] += 2000 
[email protected] = 3 

:HOODS5_6872
if 
  [email protected] == 3 
else_jump @HOODS5_6939 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_6939 
[email protected] = 12 
0085: [email protected] = [email protected] // (int) 
[email protected] += 2000 
[email protected] = 4 

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

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

:HOODS5_7141
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_7808 
if 
  [email protected] == 0 
else_jump @HOODS5_7808 
[email protected] = 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: [email protected] = actor $PLAYER_ACTOR used_car 
088B: set_car [email protected] form_drag_multiplier_to 5.0 

:HOODS5_7283
if 
  [email protected] == 1 
else_jump @HOODS5_7375 
if 
   not Car.Wrecked([email protected])
else_jump @HOODS5_7338 
if 
060E:   car [email protected] assigned_to_path 
else_jump @HOODS5_7338 
06C5: release_car [email protected] from_path 

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

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

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

:HOODS5_7593
if 
   not Actor.InCar([email protected], [email protected])
else_jump @HOODS5_7627 
0792: disembark_instantly_actor [email protected] 
0430: put_actor [email protected] into_car [email protected] passenger_seat 1 

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

:HOODS5_7695
if and
   not Car.Wrecked([email protected])
   not Actor.Dead([email protected])
else_jump @HOODS5_7729 
06C7: AS_actor [email protected] driver_of_car [email protected] 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~.
[email protected] = 6 
[email protected] = 1 
0085: [email protected] = [email protected] // (int) 
[email protected] += 3000 
[email protected] = 0 
08F6: restore_player_group 

:HOODS5_7808
return 

:HOODS5_7810
if 
  [email protected] == 0 
else_jump @HOODS5_7946 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_7946 
0811: [email protected] = actor $PLAYER_ACTOR used_car 
[email protected] = Car.Health([email protected])
if 
  900 > [email protected] 
else_jump @HOODS5_7946 
if 
  [email protected] == 0 
else_jump @HOODS5_7946 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_7946 
[email protected] = 13 
[email protected] = 1 
0085: [email protected] = [email protected] // (int) 
[email protected] += 6000 

:HOODS5_7946
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_8505 
if and
   not Car.Wrecked([email protected])
   not Car.Wrecked([email protected])
else_jump @HOODS5_8357 
if or
0207:   actor $PLAYER_ACTOR near_car [email protected] radius 20.0 20.0 10.0 flag 0 in_car 
0207:   actor $PLAYER_ACTOR near_car [email protected] radius 20.0 20.0 10.0 flag 0 in_car 
else_jump @HOODS5_8202 
0209: [email protected] = random_int_in_ranges 0 5 
[email protected] = 0 

:HOODS5_8063
if 
  [email protected]([email protected],7i) == 0 
else_jump @HOODS5_8156 
[email protected] += 1 
[email protected] += 1 
if 
  [email protected] > 4 
else_jump @HOODS5_8124 
[email protected] = 0 

:HOODS5_8124
if 
  [email protected] > 4 
else_jump @HOODS5_8149 
jump @HOODS5_8179 

:HOODS5_8149
jump @HOODS5_8063 

:HOODS5_8156
0085: [email protected] = [email protected]([email protected],7i) // (int) 
[email protected]([email protected],7i) = 0 

:HOODS5_8179
0085: [email protected] = [email protected] // (int) 
[email protected] += 7500 
jump @HOODS5_8350 

:HOODS5_8202
0209: [email protected] = random_int_in_ranges 0 1 
[email protected] = 0 

:HOODS5_8218
if 
  [email protected]([email protected],3i) == 0 
else_jump @HOODS5_8311 
[email protected] += 1 
[email protected] += 1 
if 
  [email protected] > 1 
else_jump @HOODS5_8279 
[email protected] = 0 

:HOODS5_8279
if 
  [email protected] > 2 
else_jump @HOODS5_8304 
jump @HOODS5_8489 

:HOODS5_8304
jump @HOODS5_8218 

:HOODS5_8311
0085: [email protected] = [email protected]([email protected],3i) // (int) 
[email protected]([email protected],3i) = 0 
0085: [email protected] = [email protected] // (int) 
[email protected] += 7500 

:HOODS5_8350
jump @HOODS5_8505 

:HOODS5_8357
0209: [email protected] = random_int_in_ranges 0 2 
[email protected] = 0 

:HOODS5_8373
if 
  [email protected]([email protected],3i) == 0 
else_jump @HOODS5_8466 
[email protected] += 1 
[email protected] += 1 
if 
  [email protected] > 1 
else_jump @HOODS5_8434 
[email protected] = 0 

:HOODS5_8434
if 
  [email protected] > 2 
else_jump @HOODS5_8459 
jump @HOODS5_8489 

:HOODS5_8459
jump @HOODS5_8373 

:HOODS5_8466
0085: [email protected] = [email protected]([email protected],3i) // (int) 
[email protected]([email protected],3i) = 0 

:HOODS5_8489
0085: [email protected] = [email protected] // (int) 
[email protected] += 7500 

:HOODS5_8505
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_8720 
if 
86EE:   not actor [email protected] in_group $PLAYER_GROUP 
else_jump @HOODS5_8720 
if 
  [email protected] == 0 
else_jump @HOODS5_8617 
[email protected] = 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 [email protected] enabled 
else_jump @HOODS5_8612 
[email protected] = Marker.CreateAboveActor([email protected])
07E0: set_marker [email protected] type_to 1 

:HOODS5_8612
Marker.Disable([email protected])

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

:HOODS5_8720
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_8942 
if 
86EE:   not actor [email protected] in_group $PLAYER_GROUP 
else_jump @HOODS5_8942 
if 
  [email protected] == 0 
else_jump @HOODS5_8832 
[email protected] = 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 [email protected] enabled 
else_jump @HOODS5_8827 
[email protected] = Marker.CreateAboveActor([email protected])
07E0: set_marker [email protected] type_to 1 

:HOODS5_8827
Marker.Disable([email protected])

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

:HOODS5_8942
if 
  [email protected] == 1 
else_jump @HOODS5_9062 
if and
   not Car.Wrecked([email protected])
   not Actor.Dead([email protected])
else_jump @HOODS5_9062 
if 
8104:   not actor $PLAYER_ACTOR near_actor [email protected] radius 50.0 50.0 20.0 sphere 0 
else_jump @HOODS5_9062 
Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])
[email protected] = Actor.Angle($PLAYER_ACTOR)
[email protected] = 2 
0085: [email protected] = [email protected] // (int) 
[email protected] += 800 

:HOODS5_9062
if and
  [email protected] == 2 
  [email protected] == 0 
else_jump @HOODS5_9292 
if 
001D:   [email protected] > [email protected] // (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 [email protected] [email protected] [email protected] 
if 
80C2:   not sphere_onscreen [email protected] [email protected] [email protected] radius 8.0 
else_jump @HOODS5_9292 
if 
8101:   not actor $PLAYER_ACTOR in_sphere [email protected] [email protected] [email protected] radius 10.0 10.0 10.0 sphere 0 stopped 
else_jump @HOODS5_9292 
if and
   not Car.Wrecked([email protected])
   not Actor.Dead([email protected])
else_jump @HOODS5_9292 
if 
81F4:   not car [email protected] flipped 
else_jump @HOODS5_9292 
if 
   Actor.InCar([email protected], [email protected])
else_jump @HOODS5_9292 
Car.PutAt([email protected], [email protected], [email protected], [email protected])
Car.Angle([email protected]) = [email protected]
Car.SetSpeedInstantly([email protected], 25.0)
[email protected] = 1 

:HOODS5_9292
if and
   not Actor.Dead([email protected])
   not Actor.Dead([email protected])
else_jump @HOODS5_9690 
if 
  [email protected] == 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 
[email protected] = 1 
if 
   not Car.Wrecked([email protected])
else_jump @HOODS5_9429 
Car.SetDriverBehaviour([email protected], FollowRoad)
Car.SetMaxSpeed([email protected], 20.0)
Car.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])

:HOODS5_9429
if 
   not Car.Wrecked([email protected])
else_jump @HOODS5_9472 
Car.SetDriverBehaviour([email protected], FollowRoad)
Car.SetMaxSpeed([email protected], 20.0)
Car.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])

:HOODS5_9472
if and
  [email protected] == 0 
  [email protected] == 0 
else_jump @HOODS5_9690 
if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2509.062 -1672.527 12.386 radius 4.0 4.0 4.0 
else_jump @HOODS5_9690 
if and
00FE:   actor [email protected] sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 8.0 8.0 4.0 
00FE:   actor [email protected] sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 8.0 8.0 4.0 
else_jump @HOODS5_9690 
if 
   Actor.Driving($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
[email protected] = 7 
[email protected] = 0 

:HOODS5_9690
return 

:HOODS5_9692
if 
  [email protected] == 0 
else_jump @HOODS5_9740 
[email protected] = 0 
0085: [email protected] = [email protected] // (int) 
[email protected] += 600 
[email protected] = 12 

:HOODS5_9740
if 
  [email protected] == 12 
else_jump @HOODS5_10403 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_10403 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_9809 
0811: [email protected] = actor $PLAYER_ACTOR used_car 
[email protected] = Car.Model([email protected])

:HOODS5_9809
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_9840 
Actor.SetImmunities([email protected], 1, 1, 1, 1, 1)

:HOODS5_9840
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_9871 
Actor.SetImmunities([email protected], 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($PLAYER_CHAR) = False
02A3: enable_widescreen 1 
03BA: clear_cars_from_cube_cornerA 2472.102 -1646.181 19.6421 cornerB 2517.383 -1691.232 9.4098 
042B: clear_peds_from_cube_cornerA 2472.102 -1646.181 19.6421 cornerB 2517.383 -1691.232 9.4098 
if 
   not Car.Wrecked([email protected])
else_jump @HOODS5_10000 
if 
   not Actor.InCar($PLAYER_ACTOR, [email protected])
else_jump @HOODS5_10000 
Car.Destroy([email protected])

:HOODS5_10000
if 
   not Car.Wrecked([email protected])
else_jump @HOODS5_10040 
if 
   not Actor.InCar($PLAYER_ACTOR, [email protected])
else_jump @HOODS5_10040 
Car.Destroy([email protected])

:HOODS5_10040
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_10107 
if 
   not Car.Wrecked([email protected])
else_jump @HOODS5_10107 
0633: AS_actor $PLAYER_ACTOR exit_car 
Car.PutAt([email protected], 2507.709, -1672.192, 13.458)
Car.Angle([email protected]) = 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([email protected])
else_jump @HOODS5_10254 
0811: $TEMPVAR_ACTOR_CAR = actor [email protected] used_car 
if 
  $TEMPVAR_ACTOR_CAR == -1 
else_jump @HOODS5_10254 
Actor.PutAt([email protected], 2509.821, -1675.815, 12.5469)
Actor.Angle([email protected]) = 337.0
05D3: AS_actor [email protected] goto_point 2512.229 -1672.784 12.4531 mode 4 time -2 ms // versionA 

:HOODS5_10254
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_10350 
0811: $TEMPVAR_ACTOR_CAR = actor [email protected] used_car 
if 
  $TEMPVAR_ACTOR_CAR == -1 
else_jump @HOODS5_10350 
Actor.PutAt([email protected], 2508.821, -1675.815, 12.5469)
Actor.Angle([email protected]) = 337.0
05D3: AS_actor [email protected] 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: [email protected] = [email protected] // (int) 
[email protected] += 300 
[email protected] = 10 
jump @HOODS5_10403 

:HOODS5_10396
[email protected] = 2 

:HOODS5_10403
if 
  [email protected] == 10 
else_jump @HOODS5_10510 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_10510 
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_10510 
0811: $TEMPVAR_ACTOR_CAR = actor [email protected] used_car 
if 
   not $TEMPVAR_ACTOR_CAR == -1 
else_jump @HOODS5_10487 
0633: AS_actor [email protected] exit_car 

:HOODS5_10487
0085: [email protected] = [email protected] // (int) 
[email protected] += 400 
[email protected] = 11 

:HOODS5_10510
if 
  [email protected] == 11 
else_jump @HOODS5_10617 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_10617 
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_10617 
0811: $TEMPVAR_ACTOR_CAR = actor [email protected] used_car 
if 
   not $TEMPVAR_ACTOR_CAR == -1 
else_jump @HOODS5_10594 
0633: AS_actor [email protected] exit_car 

:HOODS5_10594
0085: [email protected] = [email protected] // (int) 
[email protected] += 2000 
[email protected] = 1 

:HOODS5_10617
if 
  [email protected] == 1 
else_jump @HOODS5_10661 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_10661 
[email protected] = 2 

:HOODS5_10661
if 
  [email protected] == 2 
else_jump @HOODS5_11140 
if 
   not Car.Wrecked([email protected])
else_jump @HOODS5_10702 
0338: set_car [email protected] 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([email protected])
   not Actor.Dead([email protected])
else_jump @HOODS5_11014 
Actor.DestroyInstantly([email protected])
[email protected] = Actor.Create(CivMale, #SPECIAL01, 2752.341, -1948.867, 16.3125)
01B9: set_actor [email protected] armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06C9: remove_actor [email protected] from_group 
06C9: remove_actor [email protected] from_group 
0792: disembark_instantly_actor [email protected] 
0792: disembark_instantly_actor [email protected] 
0972: put_actor [email protected] at 2510.792 -1672.469 13.5032 no_offset 
0972: put_actor [email protected] at 2510.792 -1673.469 13.5032 no_offset 
Actor.Angle([email protected]) = 90.0
Actor.Angle([email protected]) = 90.0
0812: AS_actor [email protected] perform_animation "SWEET_ASS_SLAP" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0812: AS_actor [email protected] perform_animation "HO_ASS_SLAPPED" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 

:HOODS5_11014
0085: [email protected] = [email protected] // (int) 
$7248 = 1 
[email protected] = 23 
[email protected] = 5 
[email protected] = 100 
[email protected] = 1900 
[email protected] = 4200 
[email protected] = 6000 
[email protected] = 8000 
[email protected] = 23 
[email protected] = 24 
[email protected] = 25 
[email protected] = 26 
[email protected] = 27 
0085: [email protected] = [email protected] // (int) 
[email protected] += 1700 
[email protected] = 3 

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

:HOODS5_11236
[email protected] = 4 
0085: [email protected] = [email protected] // (int) 
[email protected] += 300 

:HOODS5_11259
if 
  [email protected] == 4 
else_jump @HOODS5_11360 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_11360 
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_11337 
05F5: AS_actor [email protected] goto_point_using_paths 2516.686 -1675.86 13.1227 mode 4 time 5500 

:HOODS5_11337
[email protected] = 5 
0085: [email protected] = [email protected] // (int) 
[email protected] += 2000 

:HOODS5_11360
if 
  [email protected] == 5 
else_jump @HOODS5_11511 
if 
001D:   [email protected] > [email protected] // (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([email protected])
else_jump @HOODS5_11488 
0812: AS_actor [email protected] perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 3400 // versionB 

:HOODS5_11488
[email protected] = 7 
0085: [email protected] = [email protected] // (int) 
[email protected] += 4000 

:HOODS5_11511
if 
  [email protected] == 7 
else_jump @HOODS5_11699 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_11699 
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_11676 
0812: AS_actor [email protected] 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([email protected])
else_jump @HOODS5_11676 
Actor.DestroyInstantly([email protected])

:HOODS5_11676
[email protected] = 8 
0085: [email protected] = [email protected] // (int) 
[email protected] += 3500 

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

:HOODS5_11784
[email protected] = 9 
0085: [email protected] = [email protected] // (int) 
[email protected] += 1500 

:HOODS5_11807
if 
  [email protected] == 9 
else_jump @HOODS5_11957 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_11957 
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_11865 
Actor.DestroyInstantly([email protected])

:HOODS5_11865
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_11886 
Actor.DestroyInstantly([email protected])

:HOODS5_11886
if 
   not Car.Wrecked([email protected])
else_jump @HOODS5_11909 
0338: set_car [email protected] 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 
[email protected] = 8 

:HOODS5_11957
return 

:HOODS5_11959
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_13230 
0085: [email protected] = [email protected] // (int) 
[email protected] += 50 
[email protected] += 1 
if 
  [email protected] == 5 
else_jump @HOODS5_12025 
[email protected] = 0 

:HOODS5_12025
if 
   not Actor.Dead([email protected]([email protected],6i))
else_jump @HOODS5_13117 
if 
  [email protected] == 0 
else_jump @HOODS5_12093 
if 
051A:   actor [email protected]([email protected],6i) damaged_by_actor $PLAYER_ACTOR 
else_jump @HOODS5_12093 
[email protected] = 1 

:HOODS5_12093
Actor.StorePos([email protected]([email protected],6i), [email protected], [email protected], [email protected])
Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])
0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY [email protected] [email protected] 
if 
803B:   not  [email protected] == [email protected] // (int) 
else_jump @HOODS5_12219 
if 
0025:   [email protected] > [email protected] // (float) 
else_jump @HOODS5_12212 
0085: [email protected] = [email protected] // (int) 
0087: [email protected] = [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0085: [email protected] = [email protected] // (int) 

:HOODS5_12212
jump @HOODS5_12227 

:HOODS5_12219
0087: [email protected] = [email protected] // (float) 

:HOODS5_12227
if 
803B:   not  [email protected] == [email protected] // (int) 
else_jump @HOODS5_12307 
if 
803B:   not  [email protected] == [email protected] // (int) 
else_jump @HOODS5_12300 
if 
0025:   [email protected] > [email protected] // (float) 
else_jump @HOODS5_12300 
0085: [email protected] = [email protected] // (int) 
0087: [email protected] = [email protected] // (float) 

:HOODS5_12300
jump @HOODS5_12315 

:HOODS5_12307
0087: [email protected] = [email protected] // (float) 

:HOODS5_12315
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @HOODS5_12581 
0811: [email protected] = actor $PLAYER_ACTOR used_car 
02E3: [email protected] = car [email protected] speed 
if 
  [email protected] > 5.0 
else_jump @HOODS5_12581 
0208: [email protected] = random_float_in_ranges -0.2 0.2 
0087: [email protected] = [email protected] // (float) 
[email protected] *= 1.6 
005B: [email protected] += [email protected] // (float) 
if 
0025:   [email protected] > [email protected] // (float) 
else_jump @HOODS5_12581 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0097: make [email protected] absolute_float 
if 
  1.0 > [email protected] 
else_jump @HOODS5_12581 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected] 
[email protected] = Car.Angle([email protected])
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0097: make [email protected] absolute_float 
if 
  5.0 > [email protected] 
else_jump @HOODS5_12581 
[email protected] = 1 
[email protected]([email protected],6i) = 4 

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

:HOODS5_12669
if 
  [email protected]([email protected],6i) == 5 
else_jump @HOODS5_12735 
062E: get_actor [email protected]([email protected],6i) task 1651 status_store_to [email protected] // ret 7 if not found 
if 
04A4:   [email protected] == 7 // == constant 
else_jump @HOODS5_12735 
[email protected]([email protected],6i) = 0 

:HOODS5_12735
if 
  [email protected]([email protected],6i) == 0 
else_jump @HOODS5_12813 
if 
  [email protected] == 1 
else_jump @HOODS5_12813 
if or
003B:   [email protected] == [email protected] // (int) 
003B:   [email protected] == [email protected] // (int) 
else_jump @HOODS5_12813 
[email protected]([email protected],6i) = 1 

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

:HOODS5_12949
05E2: AS_actor [email protected]([email protected],6i) kill_actor $PLAYER_ACTOR 

:HOODS5_12961
if and
803B:   not  [email protected] == [email protected] // (int) 
803B:   not  [email protected] == [email protected] // (int) 
else_jump @HOODS5_13110 
062E: get_actor [email protected]([email protected],6i) task 1560 status_store_to [email protected] // ret 7 if not found 
if 
04A4:   [email protected] == 7 // == constant 
else_jump @HOODS5_13110 
0615: define_AS_pack_begin [email protected] 
05F5: AS_actor -1 goto_point_using_paths [email protected]([email protected],6f) [email protected]([email protected],6f) [email protected]([email protected],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 [email protected] 
0618: assign_actor [email protected]([email protected],6i) to_AS_pack [email protected] 
061B: remove_references_to_AS_pack [email protected] 
[email protected]([email protected],6i) = 0 

:HOODS5_13110
jump @HOODS5_13230 

:HOODS5_13117
if 
  [email protected] == 0 
else_jump @HOODS5_13142 
[email protected] = 1 

:HOODS5_13142
if 
003B:   [email protected] == [email protected] // (int) 
else_jump @HOODS5_13194 
0085: [email protected] = [email protected] // (int) 
0087: [email protected] = [email protected] // (float) 
[email protected] = 0 
[email protected] = 99999.0 

:HOODS5_13194
if 
003B:   [email protected] == [email protected] // (int) 
else_jump @HOODS5_13230 
[email protected] = 0 
[email protected] = 99999.0 

:HOODS5_13230
return 

:HOODS5_13232
if 
   not [email protected] == 0 
else_jump @HOODS5_13432 
if 
  [email protected] == 0 
else_jump @HOODS5_13310 
[email protected] = 1 
0085: [email protected] = [email protected] // (int) 
[email protected] = 0 
0085: [email protected] = [email protected] // (int) 
005A: [email protected] += [email protected]([email protected],10i) // (int) 

:HOODS5_13310
if 
  [email protected] == 1 
else_jump @HOODS5_13432 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_13432 
0085: [email protected] = [email protected]([email protected],10i) // (int) 
[email protected] += 1 
[email protected] -= 1 
if 
  [email protected] == 0 
else_jump @HOODS5_13412 
[email protected] = 0 
[email protected] = 0 
jump @HOODS5_13432 

:HOODS5_13412
0085: [email protected] = [email protected] // (int) 
005A: [email protected] += [email protected]([email protected],10i) // (int) 

:HOODS5_13432
0871: init_jump_table [email protected] 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: [email protected] = 'MSWE13A' // @s = 'short'  // ~z~Eh.
04AF: [email protected] = 29137 // = constant 
05AA: [email protected] = 'MSWE13B' // @s = 'short'  // ~z~Carl! No time to chit chat!
04AF: [email protected] = 29138 // = constant 
05AA: [email protected] = 'MSWE13C' // @s = 'short'  // ~z~Been seeing a Seville Family bia.
04AF: [email protected] = 29139 // = constant 
05AA: [email protected] = 'MSWE13D' // @s = 'short'  // ~z~Word got out on the street and the boys don't like it.
04AF: [email protected] = 29140 // = constant 
05AA: [email protected] = 'MSWE13E' // @s = 'short'  // ~z~I'm pinned down in the Seville hood, and we need a ride out of here, pronto!
04AF: [email protected] = 29141 // = constant 
05AA: [email protected] = 'MSWE13F' // @s = 'short'  // ~z~Oh for sure man. Hang in there!
04AF: [email protected] = 29142 // = constant 
05AA: [email protected] = 'MSWE13G' // @s = 'short'  // ~z~Drive by Emmet's and get heated.
04AF: [email protected] = 29143 // = constant 
05AA: [email protected] = 'SWE5_FA' // @s = 'short'  // ~z~That's my brother!
04AF: [email protected] = 38226 // = constant 
05AA: [email protected] = 'SWE5_FB' // @s = 'short'  // ~z~Get a car and we'll meet you out front!
04AF: [email protected] = 38227 // = constant 
05AA: [email protected] = 'SWE5_GH' // @s = 'short'  // ~z~This ain't my idea of a good time, Sweet!
04AF: [email protected] = 38235 // = constant 
05AA: [email protected] = 'SWE5_CA' // @s = 'short'  // ~z~We got Seville on our tail, CJ!
04AF: [email protected] = 38216 // = constant 
05AA: [email protected] = 'SWE5_CC' // @s = 'short'  // ~z~Seville Families on our case, nigga!
04AF: [email protected] = 38218 // = constant 
05AA: [email protected] = 'SWE5_GA' // @s = 'short'  // ~z~Don't worry, girl, I don't drive as bad as CJ!
04AF: [email protected] = 38228 // = constant 
05AA: [email protected] = 'SWE5_GC' // @s = 'short'  // ~z~Man, Seville Families gone too far this time!
04AF: [email protected] = 38230 // = constant 
05AA: [email protected] = 'SWE5_GD' // @s = 'short'  // ~z~Seville trying to start a war or something!
04AF: [email protected] = 38231 // = constant 
05AA: [email protected] = 'SWE5_GE' // @s = 'short'  // ~z~Yo' dick getting us both in trouble again, Sweet!
04AF: [email protected] = 38232 // = constant 
05AA: [email protected] = 'SWE5_GF' // @s = 'short'  // ~z~sh*t is crazy, bro! We gotta bring the Families back together!
04AF: [email protected] = 38233 // = constant 
05AA: [email protected] = 'SWE5_GG' // @s = 'short'  // ~z~Green blasting on green ain't no way to run the Families!
04AF: [email protected] = 38234 // = constant 
05AA: [email protected] = 'SWE5_GJ' // @s = 'short'  // ~z~You better make this up to me, Sweet!
04AF: [email protected] = 38236 // = constant 
05AA: [email protected] = 'SWE5_GK' // @s = 'short'  // ~z~Now I can never go back home!
04AF: [email protected] = 38237 // = constant 
05AA: [email protected] = 'SWE5_GB' // @s = 'short'  // ~z~She's got a sister CJ, you want her number?
04AF: [email protected] = 38229 // = constant 
05AA: [email protected] = 'SWE5_GL' // @s = 'short'  // ~z~Sweet, we gotta go back for my stuff!
04AF: [email protected] = 38238 // = constant 
05AA: [email protected] = 'SWE5_EA' // @s = 'short'  // ~z~I'll see you inside, baby.
04AF: [email protected] = 38221 // = constant 
05AA: [email protected] = 'SWE5_EB' // @s = 'short'  // ~z~Man, this set tripping is killing the Families.
04AF: [email protected] = 38222 // = constant 
05AA: [email protected] = 'SWE5_EC' // @s = 'short'  // ~z~You did good back there!
04AF: [email protected] = 38223 // = constant 
05AA: [email protected] = 'SWE5_ED' // @s = 'short'  // ~z~Hey, I'm a Johnson boy!
04AF: [email protected] = 38224 // = constant 
05AA: [email protected] = 'SWE5_EE' // @s = 'short'  // ~z~Hey, I got unfinished business. Big love.
04AF: [email protected] = 38225 // = constant 
05AA: [email protected] = 'MOBRING' // @s = 'short'  // ~z~(Phone ringing)
04AF: [email protected] = 23000 // = constant 
[email protected] = 1 
[email protected] = 0 
[email protected] = 0 
[email protected] = 0 
[email protected] = 0 
[email protected] = 1 
[email protected] = 0 
[email protected] = 0 
[email protected] = 0 
[email protected] = 3 
[email protected] = 0 
[email protected] = 0 
[email protected] = 2 
[email protected] = 2 
[email protected] = 2 
[email protected] = 1 
[email protected] = 1 
[email protected] = 1 
[email protected] = 3 
[email protected] = 3 
[email protected] = 2 
[email protected] = 3 
[email protected] = 2 
[email protected] = 2 
[email protected] = 2 
[email protected] = 1 
[email protected] = 2 
[email protected] = 2 
[email protected] = 0 
008B: [email protected] = $PLAYER_ACTOR // (int) 
[email protected] = 1 
03CF: load_wav [email protected] as 1 
03CF: load_wav [email protected] as 2 
[email protected] = 1 
[email protected] = 2 
jump @HOODS5_15262 

:HOODS5_14404
if 
   not [email protected] == 0 
else_jump @HOODS5_14926 
if 
001D:   [email protected] > [email protected] // (int) 
else_jump @HOODS5_14926 
if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
else_jump @HOODS5_14926 
if 
003B:   [email protected] == [email protected] // (int) 
else_jump @HOODS5_14493 
[email protected] = 1 
jump @HOODS5_14556 

:HOODS5_14493
if 
003B:   35[email protected] == [email protected] // (int) 
else_jump @HOODS5_14526 
[email protected] = 2 
jump @HOODS5_14556 

:HOODS5_14526
[email protected] = 1 
0085: [email protected] = [email protected] // (int) 
040D: unload_wav 1 
03CF: load_wav [email protected]([email protected],40i) as 1 

:HOODS5_14556
if 
03D0:   wav [email protected] loaded 
else_jump @HOODS5_14914 
if 
   not [email protected]([email protected],40i) == 0 
else_jump @HOODS5_14687 
0085: [email protected] = [email protected]([email protected],40i) // (int) 
0085: [email protected] = [email protected]([email protected],7i) // (int) 
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_14687 
0949: link_wav [email protected] to_actor [email protected] 
if 
894D:   not actor [email protected] mutally_active 
else_jump @HOODS5_14680 
[email protected] = 1 
0967: actor [email protected] move_mouth 15000 ms 
jump @HOODS5_14687 

:HOODS5_14680
094E: set_actor [email protected] mute_pain_audio 0 

:HOODS5_14687
if 
  [email protected]([email protected],40i) == 0 
else_jump @HOODS5_14716 
[email protected] = 1 

:HOODS5_14716
if 
  [email protected] == 1 
else_jump @HOODS5_14907 
03D1: play_wav [email protected] 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT [email protected]([email protected],40s) time 10000 flag 1 
[email protected] += 1 
[email protected] = 0 
[email protected] += 1 
0085: [email protected] = [email protected] // (int) 
if 
   not [email protected]([email protected],40i) == 0 
else_jump @HOODS5_14907 
if 
  [email protected] == 1 
else_jump @HOODS5_14869 
if 
803B:   not  [email protected] == [email protected] // (int) 
else_jump @HOODS5_14862 
03CF: load_wav [email protected]([email protected],40i) as 2 
0085: [email protected] = [email protected] // (int) 

:HOODS5_14862
jump @HOODS5_14907 

:HOODS5_14869
if 
803B:   not  [email protected] == [email protected] // (int) 
else_jump @HOODS5_14907 
03CF: load_wav [email protected]([email protected],40i) as 1 
0085: [email protected] = [email protected] // (int) 

:HOODS5_14907
jump @HOODS5_14926 

:HOODS5_14914
03CF: load_wav [email protected]([email protected],40i) as [email protected] 

:HOODS5_14926
jump @HOODS5_15262 

:HOODS5_14933
if 
03D2:   wav [email protected] ended 
else_jump @HOODS5_14963 
[email protected] += 1 
jump @HOODS5_15002 

:HOODS5_14963
if 
056D:   actor [email protected] defined 
else_jump @HOODS5_15002 
if 
   Actor.Dead([email protected])
else_jump @HOODS5_15002 
[email protected] += 1 

:HOODS5_15002
jump @HOODS5_15262 

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

:HOODS5_15053
[email protected] += 1 
jump @HOODS5_15262 

:HOODS5_15067
[email protected] += 1 
if 
   not [email protected]([email protected],40i) == 0 
else_jump @HOODS5_15120 
03CF: load_wav [email protected]([email protected],40i) as [email protected] 
0085: [email protected]([email protected],3i) = [email protected] // (int) 

:HOODS5_15120
[email protected] -= 1 
if 
   not [email protected] > 0 
else_jump @HOODS5_15159 
[email protected] = 0 
jump @HOODS5_15167 

:HOODS5_15159
0085: [email protected] = [email protected] // (int) 

:HOODS5_15167
[email protected] = 1 
jump @HOODS5_15262 

:HOODS5_15181
[email protected] = 1 
[email protected] = 0 
[email protected] = 0 
[email protected] = 0 
[email protected] = 0 
040D: unload_wav [email protected] 
[email protected]([email protected],3i) = 0 
00BE: text_clear_all 
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_15255 
094F: enable_actor [email protected] 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 [email protected] defined 
else_jump @HOODS5_15421 
if 
   not Actor.Dead([email protected])
else_jump @HOODS5_15421 
Actor.SetImmunities([email protected], 0, 0, 0, 0, 0)
02A9: set_actor [email protected] immune_to_nonplayer 0 
0568: set_actor [email protected] untargetable 0 
Actor.RemoveReferences([email protected])

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

:HOODS5_15487
[email protected] = 0 

:HOODS5_15494
if 
  5 > [email protected] 
else_jump @HOODS5_15535 
Actor.RemoveReferences([email protected]([email protected],6i))
[email protected] += 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([email protected])
else_jump @HOODS5_15746 
Car.RemoveReferences([email protected])

:HOODS5_15746
0151: remove_status_text $6681 
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
Marker.Disable([email protected])
Marker.Disable([email protected])
Marker.Disable([email protected])
Marker.Disable([email protected])
Marker.Disable([email protected])
Marker.Disable([email protected])
Marker.Disable([email protected])
Marker.Disable([email protected])
Marker.Disable([email protected])
Marker.Disable([email protected])
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 [email protected] 
065C: release_decision_maker [email protected] 
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 [email protected]([email protected],6i)
the ped id's are defined a little bit above

[email protected] = 2761.516 
[email protected] = -1972.028 
[email protected] = 12.5459 
04AF: [email protected] = 105 // = constant  <------- fam1 ped id
[email protected] = 2761.599 
[email protected] = -1955.673 
[email protected] = 12.5469 
04AF: [email protected] = 106 // = constant  <------- fam2 ped id
[email protected] = 2768.451 
[email protected] = -1972.605 
[email protected] = 12.3837 
04AF: [email protected] = 105 // = constant  <------- fam1 ped id
[email protected] = 2761.551 
[email protected] = -1980.099 
[email protected] = 12.5478 
04AF: [email protected] = 106 // = constant  <------- fam2 ped id
[email protected] = 2752.159 
[email protected] = -1979.574 
[email protected] = 14.0469 
04AF: [email protected] = 106 // = constant  <------- fam2 ped id
[email protected] = 2768.451 
[email protected] = -1972.605 
[email protected] = 12.3837 
04AF: [email protected] = 105 // = constant  <------- fam1 ped id
[email protected] = Car.Create(#GREENWOO, 2766.923, -1974.348, 12.3783)
Car.Angle([email protected]) = 4.0
[email protected] = 0 

:HOODS5_3977
if 
  5 > [email protected] 
else_jump @HOODS5_4171 
[email protected]([email protected],6i) = Actor.Create(Mission1, [email protected]([email protected],6i), [email protected]([email protected],6f), [email protected]([email protected],6f), [email protected]([email protected],6f))       <-------  Actor.Create by array

so change ped id's here

04AF: [email protected] = 265 // = constant  <------- ped id
 
04AF: [email protected] = 266 // = constant  <------- ped id

04AF: [email protected] = 265 // = constant  <------- ped id
 
04AF: [email protected] = 266 // = constant  <------- ped id
 
04AF: [email protected] = 266 // = constant  <------- ped id
 
04AF: [email protected] = 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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