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skatefilter5

Is it possible to edit .scm for DYOM? Sanny Bulider doesn't work

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skatefilter5

I tried to open .scm with sanny builder so I can add more health, car mass, more objects such as the static cargo plane.

I need help of opening that script so I can modified, what program I have to use to edit the .scm scripts for DYOM with more options as well as invincible actor?

 

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SatournFan

DYOM is not open-source, and so far all attempts to improve it by editing the code have been shut down by the creators (even for personal use I believe)

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skatefilter5

DYOM is not open-source, and so far all attempts to improve it by editing the code have been shut down by the creators (even for personal use I believe)

I see one person edited DYOM http://www.gtagarage.com/mods/show.php?id=16684 with drive-by options, talking on the cellphone during cutscene and others few stuff.

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SatournFan

 

 

 

DYOM is not open-source, and so far all attempts to improve it by editing the code have been shut down by the creators (even for personal use I believe)

I see one person edited DYOM http://www.gtagarage.com/mods/show.php?id=16684 with drive-by options, talking on the cellphone during cutscene and others few stuff.

 

if you actually bothered to download it, you'd see it was an outside CLEO modification

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The John David

There is no way that you could possible edit the main.scm for DYOM. The reason is just for me, is been likely published by Dutchy3010 and PatrickW

I agree with SatourFan too. DYOM is not an open-source too.

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boludoz
On ‎11‎/‎19‎/‎2016 at 2:59 PM, skatefilter5 said:

I tried to open .scm with sanny builder so I can add more health, car mass, more objects such as the static cargo plane.

I need help of opening that script so I can modified, what program I have to use to edit the .scm scripts for DYOM with more options as well as invincible actor?

 

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
DEFINE OBJECTS 390
DEFINE OBJECT SANNY BUILDER 3.1.2     
DEFINE OBJECT CJ_MONEY_BAG             // Object number -1
DEFINE OBJECT TRAFFICCONE              // Object number -2
DEFINE OBJECT CLOTHESP                 // Object number -3
DEFINE OBJECT GREEN_GLOOP              // Object number -4
DEFINE OBJECT BRIEFCASE                // Object number -5
DEFINE OBJECT KMB_RHYMESBOOK           // Object number -6
DEFINE OBJECT IMY_SHASH_WALL           // Object number -7
DEFINE OBJECT HEALTH                   // Object number -8
DEFINE OBJECT BODYARMOUR               // Object number -9
DEFINE OBJECT BRIBE                    // Object number -10
DEFINE OBJECT KEYCARD                  // Object number -11
DEFINE OBJECT GUNPARA                  // Object number -12
DEFINE OBJECT INFO                     // Object number -13
DEFINE OBJECT CAMERAPICKUP             // Object number -14
DEFINE OBJECT MONEY                    // Object number -15
DEFINE OBJECT CIGAR_GLOW               // Object number -16
DEFINE OBJECT WATERJUMP1               // Object number -17
DEFINE OBJECT LANDJUMP2                // Object number -18
DEFINE OBJECT WATERJUMPX2              // Object number -19
DEFINE OBJECT DYN_RAMP                 // Object number -20
DEFINE OBJECT AD_JUMP                  // Object number -21
DEFINE OBJECT ROADWORKBARRIER1         // Object number -22
DEFINE OBJECT DYN_ROADBARRIER_2        // Object number -23
DEFINE OBJECT DYN_ROADBARRIER_3        // Object number -24
DEFINE OBJECT DYN_ROADBARRIER_4        // Object number -25
DEFINE OBJECT IMY_TRACK_BARRIER        // Object number -26
DEFINE OBJECT BARRIER_4ANDY            // Object number -27
DEFINE OBJECT WS_APGATE                // Object number -28
DEFINE OBJECT GATE_AUTOL               // Object number -29
DEFINE OBJECT GATE_AUTOR               // Object number -30
DEFINE OBJECT WONGS_GATE               // Object number -31
DEFINE OBJECT CT_GATEXR                // Object number -32
DEFINE OBJECT KMB_SHUTTER              // Object number -33
DEFINE OBJECT SFCOPDR                  // Object number -34
DEFINE OBJECT AD_FLATDOOR              // Object number -35
DEFINE OBJECT KB_BANDIT_U              // Object number -36
DEFINE OBJECT ROULETTE_TBL             // Object number -37
DEFINE OBJECT OTB_MACHINE              // Object number -38
DEFINE OBJECT CJ_COIN_OP_3             // Object number -39
DEFINE OBJECT CJ_COIN_OP_2             // Object number -40
DEFINE OBJECT CJ_COIN_OP_1             // Object number -41
DEFINE OBJECT CJ_COIN_OP               // Object number -42
DEFINE OBJECT SWANK_CONSOLE            // Object number -43
DEFINE OBJECT SNESISH                  // Object number -44
DEFINE OBJECT LOW_CONSOLE              // Object number -45
DEFINE OBJECT VENDMACHFD               // Object number -46
DEFINE OBJECT VENDIN3                  // Object number -47
DEFINE OBJECT CJ_SPRUNK1               // Object number -48
DEFINE OBJECT CJ_CANDYVENDOR           // Object number -49
DEFINE OBJECT CJ_EXT_CANDY             // Object number -50
DEFINE OBJECT CJ_EXT_SPRUNK            // Object number -51
DEFINE OBJECT ICESCART_PROP            // Object number -52
DEFINE OBJECT CHILLIDOGCART            // Object number -53
DEFINE OBJECT NOODLECART_PROP          // Object number -54
DEFINE OBJECT GYM_BIKE                 // Object number -55
DEFINE OBJECT GYM_BENCH1               // Object number -56
DEFINE OBJECT GYM_TREADMILL            // Object number -57
DEFINE OBJECT GYM_MAT1                 // Object number -58
DEFINE OBJECT BSKBALL_LAX              // Object number -59
DEFINE OBJECT VGSXREFBBALLNET          // Object number -60
DEFINE OBJECT VGSXREFBBALLNET2         // Object number -61
DEFINE OBJECT K_POOLTABLESM            // Object number -62
DEFINE OBJECT NEIL_SLOT                // Object number -63
DEFINE OBJECT CJ_SLOT_BANK             // Object number -64
DEFINE OBJECT BLCK_JACK                // Object number -65
DEFINE OBJECT WHEEL_O_FORTUNE          // Object number -66
DEFINE OBJECT WOODENBOX                // Object number -67
DEFINE OBJECT NF_BLACKBOARD            // Object number -68
DEFINE OBJECT GEN_DOOREXT03            // Object number -69
DEFINE OBJECT GEN_DOOREXT07            // Object number -70
DEFINE OBJECT GEN_DOORSHOP02           // Object number -71
DEFINE OBJECT GEN_DOOREXT04            // Object number -72
DEFINE OBJECT GEN_DOORSHOP3            // Object number -73
DEFINE OBJECT c*ntGIRLDOOR             // Object number -74
DEFINE OBJECT PIZZAHIGH                // Object number -75
DEFINE OBJECT CJ_PIZZA_1               // Object number -76
DEFINE OBJECT CJ_PIZZA_2               // Object number -77
DEFINE OBJECT BURGERHIGH               // Object number -78
DEFINE OBJECT CJ_BURG_1                // Object number -79
DEFINE OBJECT CJ_BURG_2                // Object number -80
DEFINE OBJECT CIGAR                    // Object number -81
DEFINE OBJECT TRDCSGRGDOOR_LVS         // Object number -82
DEFINE OBJECT CR_DOOR_01               // Object number -83
DEFINE OBJECT CR_DOOR_03               // Object number -84
DEFINE OBJECT SHUTTER_VEGAS            // Object number -85
DEFINE OBJECT CR1_DOOR                 // Object number -86
DEFINE OBJECT A51_BLASTDOORR           // Object number -87
DEFINE OBJECT A51_BLASTDOORL           // Object number -88
DEFINE OBJECT A51_LABDOOR              // Object number -89
DEFINE OBJECT A51_JETDOOR              // Object number -90
DEFINE OBJECT PORTAKABIN               // Object number -91
DEFINE OBJECT FREIGHT_SFW_DOOR         // Object number -92
DEFINE OBJECT AB_CASDORLOK             // Object number -93
DEFINE OBJECT IMY_SHASH_WALL           // Object number -94
DEFINE OBJECT TWRCRANE_M_04            // Object number -95
DEFINE OBJECT TWRCRANE_M_01            // Object number -96
DEFINE OBJECT A51_VENTCOVERB           // Object number -97
DEFINE OBJECT CARRIER_DOOR_SFSE        // Object number -98
DEFINE OBJECT CARRIER_LIFT2_SFSE       // Object number -99
DEFINE OBJECT CARRIER_LIFT1_SFSE       // Object number -100
DEFINE OBJECT GWFORUM1_LAE             // Object number -101
DEFINE OBJECT GANGSHOPS4_LAE2          // Object number -102
DEFINE OBJECT K_POOLQ                  // Object number -103
DEFINE OBJECT K_POOLBALLCUE            // Object number -104
DEFINE OBJECT K_POOLBALLSPT01          // Object number -105
DEFINE OBJECT K_POOLBALLSPT02          // Object number -106
DEFINE OBJECT K_POOLBALLSPT03          // Object number -107
DEFINE OBJECT K_POOLBALLSPT04          // Object number -108
DEFINE OBJECT K_POOLBALLSPT05          // Object number -109
DEFINE OBJECT K_POOLBALLSPT06          // Object number -110
DEFINE OBJECT K_POOLBALLSPT07          // Object number -111
DEFINE OBJECT K_POOLBALL8              // Object number -112
DEFINE OBJECT K_POOLBALLSTP01          // Object number -113
DEFINE OBJECT K_POOLBALLSTP02          // Object number -114
DEFINE OBJECT K_POOLBALLSTP03          // Object number -115
DEFINE OBJECT K_POOLBALLSTP04          // Object number -116
DEFINE OBJECT K_POOLBALLSTP05          // Object number -117
DEFINE OBJECT K_POOLBALLSTP06          // Object number -118
DEFINE OBJECT K_POOLBALLSTP07          // Object number -119
DEFINE OBJECT K_POOLQ2                 // Object number -120
DEFINE OBJECT DYN_WINE_BIG             // Object number -121
DEFINE OBJECT KB_BEER                  // Object number -122
DEFINE OBJECT CASKET_LAW               // Object number -123
DEFINE OBJECT BD_WINDOW                // Object number -124
DEFINE OBJECT CR_AMMOBOX               // Object number -125
DEFINE OBJECT BD_WINDOW_SHATTER        // Object number -126
DEFINE OBJECT SEC_KEYPAD               // Object number -127
DEFINE OBJECT KMB_RAMP                 // Object number -128
DEFINE OBJECT IMCMPTRKDRL_LAS          // Object number -129
DEFINE OBJECT IMCMPTRKDRR_LAS          // Object number -130
DEFINE OBJECT IMCOMPMOVEDR1_LAS        // Object number -131
DEFINE OBJECT BARREL4                  // Object number -132
DEFINE OBJECT IMY_BBOX                 // Object number -133
DEFINE OBJECT IMY_LA_DOOR              // Object number -134
DEFINE OBJECT DB_AMMO                  // Object number -135
DEFINE OBJECT MED_BED_8                // Object number -136
DEFINE OBJECT CR_GUNCRATE              // Object number -137
DEFINE OBJECT GUNBOX                   // Object number -138
DEFINE OBJECT TMP_BIN                  // Object number -139
DEFINE OBJECT AMMOTRN_OBJ              // Object number -140
DEFINE OBJECT KMB_FRONTGATE            // Object number -141
DEFINE OBJECT WAREHOUSE_DOOR2B         // Object number -142
DEFINE OBJECT WAREHOUSE_DOOR1          // Object number -143
DEFINE OBJECT CJ_CARDBRD_PICKUP        // Object number -144
DEFINE OBJECT CM_BOX                   // Object number -145
DEFINE OBJECT FAKE_MULE_COL            // Object number -146
DEFINE OBJECT CARDBOARDBOX2            // Object number -147
DEFINE OBJECT LAE_SMOKECUTSCENE        // Object number -148
DEFINE OBJECT IMMMCRAN                 // Object number -149
DEFINE OBJECT KMB_SKIP                 // Object number -150
DEFINE OBJECT STORM_DRAIN_COVER        // Object number -151
DEFINE OBJECT WHEEL_OR1                // Object number -152
DEFINE OBJECT DYN_WOODPILE2            // Object number -153
DEFINE OBJECT KMB_RHYMESBOOK           // Object number -154
DEFINE OBJECT CJ_JUICE_CAN             // Object number -155
DEFINE OBJECT KMB_GOFLAG               // Object number -156
DEFINE OBJECT IMY_SKYLIGHT             // Object number -157
DEFINE OBJECT KMB_TROLLEY              // Object number -158
DEFINE OBJECT LXR_MOTEL_DOORSIM        // Object number -159
DEFINE OBJECT LXR_MOTELVENT            // Object number -160
DEFINE OBJECT DYN_SCAFFOLD_4B          // Object number -161
DEFINE OBJECT MUNCH_DONUT              // Object number -162
DEFINE OBJECT WD_FENCE_ANIM            // Object number -163
DEFINE OBJECT CHOPCOP_ARMR             // Object number -164
DEFINE OBJECT CHOPCOP_LEGR             // Object number -165
DEFINE OBJECT CHOPCOP_HEAD             // Object number -166
DEFINE OBJECT CHOPCOP_TORSO            // Object number -167
DEFINE OBJECT CHOPCOP_ARML             // Object number -168
DEFINE OBJECT CHOPCOP_LEGL             // Object number -169
DEFINE OBJECT DYN_SCAFFOLD_3B          // Object number -170
DEFINE OBJECT KMB_ATM1                 // Object number -171
DEFINE OBJECT KMB_ATM2                 // Object number -172
DEFINE OBJECT KMB_ATM3                 // Object number -173
DEFINE OBJECT MTSAFE                   // Object number -174
DEFINE OBJECT MAN_SAFENEW              // Object number -175
DEFINE OBJECT KEV_SAFE                 // Object number -176
DEFINE OBJECT RIDER1_DOOR              // Object number -177
DEFINE OBJECT KMB_MARIJUANA            // Object number -178
DEFINE OBJECT SW_HAYBREAK02            // Object number -179
DEFINE OBJECT GRASSPLANT               // Object number -180
DEFINE OBJECT PARKBENCH1               // Object number -181
DEFINE OBJECT PORTALOO                 // Object number -182
DEFINE OBJECT CLOTHESP                 // Object number -183
DEFINE OBJECT LAMPPOST3                // Object number -184
DEFINE OBJECT CT_STALL1                // Object number -185
DEFINE OBJECT CT_TABLE                 // Object number -186
DEFINE OBJECT CHINATGARAGEDOOR         // Object number -187
DEFINE OBJECT CHINA_TOWN_GATEB         // Object number -188
DEFINE OBJECT A51_SPOTBASE             // Object number -189
DEFINE OBJECT A51_SPOTHOUSING          // Object number -190
DEFINE OBJECT A51_SPOTBULB             // Object number -191
DEFINE OBJECT KMB_CONTAINER_RED        // Object number -192
DEFINE OBJECT CJ_CHRIS_CRATE           // Object number -193
DEFINE OBJECT CJ_CHRIS_CRATE_LD        // Object number -194
DEFINE OBJECT CJ_CHRIS_CRATE_RD        // Object number -195
DEFINE OBJECT CJ_PADLOCK               // Object number -196
DEFINE OBJECT MOBILE1993B              // Object number -197
DEFINE OBJECT KMB_PACKET               // Object number -198
DEFINE OBJECT NTO_B_S                  // Object number -199
DEFINE OBJECT CARDBOARDBOX             // Object number -200
DEFINE OBJECT DYN_DUMPSTER             // Object number -201
DEFINE OBJECT KMB_CONTAINER_BLUE       // Object number -202
DEFINE OBJECT KMB_CONTAINER_YEL        // Object number -203
DEFINE OBJECT KMB_CONTAINER_OPEN       // Object number -204
DEFINE OBJECT TEMP_STINGER2            // Object number -205
DEFINE OBJECT TRAFFICCONE              // Object number -206
DEFINE OBJECT GARYS_LUV_RAMP           // Object number -207
DEFINE OBJECT AD_ROADMARK1             // Object number -208
DEFINE OBJECT AD_ROADMARK2             // Object number -209
DEFINE OBJECT AD_FINISH                // Object number -210
DEFINE OBJECT MINIGUN_BASE             // Object number -211
DEFINE OBJECT WONGS_ERECTION           // Object number -212
DEFINE OBJECT WONGS_ERECTION2          // Object number -213
DEFINE OBJECT RCBOMB                   // Object number -214
DEFINE OBJECT BARREL2                  // Object number -215
DEFINE OBJECT MINI_MAGNET              // Object number -216
DEFINE OBJECT KMB_PLANK                // Object number -217
DEFINE OBJECT KMB_HOLDALL              // Object number -218
DEFINE OBJECT KMB_PARACHUTE            // Object number -219
DEFINE OBJECT AMMO_CAPSULE             // Object number -220
DEFINE OBJECT BARREL1                  // Object number -221
DEFINE OBJECT KB_BARREL                // Object number -222
DEFINE OBJECT CR_CRATESTACK            // Object number -223
DEFINE OBJECT D9_RUNWAY                // Object number -224
DEFINE OBJECT CARGO_TEST               // Object number -225
DEFINE OBJECT CARGO_STUFF              // Object number -226
DEFINE OBJECT CARGO_STORE              // Object number -227
DEFINE OBJECT KMILITARY_CRATE          // Object number -228
DEFINE OBJECT KMILITARY_BASE           // Object number -229
DEFINE OBJECT BLOCKPALLET              // Object number -230
DEFINE OBJECT TEMP_CRATE1              // Object number -231
DEFINE OBJECT K_SMASHBOXES             // Object number -232
DEFINE OBJECT K_CARGO1                 // Object number -233
DEFINE OBJECT K_CARGO4                 // Object number -234
DEFINE OBJECT BASEJUMP_TARGET          // Object number -235
DEFINE OBJECT DES_QUARRYGATE2          // Object number -236
DEFINE OBJECT DES_QUARRYGATE           // Object number -237
DEFINE OBJECT CJ_DYN_PLUNGE_1          // Object number -238
DEFINE OBJECT DYNAMITE                 // Object number -239
DEFINE OBJECT DYNO_BOX_A               // Object number -240
DEFINE OBJECT DYNO_BOX_B               // Object number -241
DEFINE OBJECT PRIVATESIGN3             // Object number -242
DEFINE OBJECT PRIVATESIGN1             // Object number -243
DEFINE OBJECT CJ_CHIP_MAKER_BITS       // Object number -244
DEFINE OBJECT CJ_CHIP_MAKER            // Object number -245
DEFINE OBJECT CJ_WHEELCHAIR1           // Object number -246
DEFINE OBJECT AB_CARCASS               // Object number -247
DEFINE OBJECT AB_HOOK                  // Object number -248
DEFINE OBJECT FREEZER_DOOR             // Object number -249
DEFINE OBJECT CJ_MEAT_BAG_1            // Object number -250
DEFINE OBJECT CJ_MEAT_1                // Object number -251
DEFINE OBJECT CJ_MEAT_2                // Object number -252
DEFINE OBJECT JET_BAGGAGE_DOOR         // Object number -253
DEFINE OBJECT JET_INTERIOR             // Object number -254
DEFINE OBJECT SMLPLANE_DOOR            // Object number -255
DEFINE OBJECT JET_DOOR                 // Object number -256
DEFINE OBJECT SMASH_BOX_STAY           // Object number -257
DEFINE OBJECT SMASH_BOX_BRK            // Object number -258
DEFINE OBJECT SMASHBOXPILE             // Object number -259
DEFINE OBJECT ST_ARCH_PLAN             // Object number -260
DEFINE OBJECT GEN_DOORINT01            // Object number -261
DEFINE OBJECT KMB_LOCKEDDOOR           // Object number -262
DEFINE OBJECT DYN_AIRCON               // Object number -263
DEFINE OBJECT GENERATOR_BIG            // Object number -264
DEFINE OBJECT AB_VAULTDOOR             // Object number -265
DEFINE OBJECT GENERATOR_BIG_D          // Object number -266
DEFINE OBJECT CARGO_REAR               // Object number -267
DEFINE OBJECT D9_RAMP                  // Object number -268
DEFINE OBJECT OPMANS01_c*ntE           // Object number -269
DEFINE OBJECT MISSILE_07_SFXR          // Object number -270
DEFINE OBJECT KMB_KEYPAD               // Object number -271
DEFINE OBJECT BBALL_INGAME             // Object number -272
DEFINE OBJECT LA_f*ckCAR1              // Object number -273
DEFINE OBJECT LA_f*ckCAR2              // Object number -274
DEFINE OBJECT TARGET_FRAME             // Object number -275
DEFINE OBJECT TARGET_LLEG              // Object number -276
DEFINE OBJECT TARGET_RLEG              // Object number -277
DEFINE OBJECT TARGET_LTORSO            // Object number -278
DEFINE OBJECT TARGET_RTORSO            // Object number -279
DEFINE OBJECT TARGET_LARM              // Object number -280
DEFINE OBJECT TARGET_RARM              // Object number -281
DEFINE OBJECT TARGET_HEAD              // Object number -282
DEFINE OBJECT DEAD_TIED_COP            // Object number -283
DEFINE OBJECT DYN_QUARRYROCK03         // Object number -284
DEFINE OBJECT BLACKBAG2                // Object number -285
DEFINE OBJECT DYN_WOODPILE             // Object number -286
DEFINE OBJECT DYN_QUARRYROCK02         // Object number -287
DEFINE OBJECT BOUY                     // Object number -288
DEFINE OBJECT BB_PICKUP                // Object number -289
DEFINE OBJECT CHIP_STACK07             // Object number -290
DEFINE OBJECT CHIP_STACK08             // Object number -291
DEFINE OBJECT CHIP_STACK12             // Object number -292
DEFINE OBJECT CHIP_STACK09             // Object number -293
DEFINE OBJECT CHIP_STACK11             // Object number -294
DEFINE OBJECT WHEEL_WEE                // Object number -295
DEFINE OBJECT ROULETTE_MARKER          // Object number -296
DEFINE OBJECT KMB_BPRESS               // Object number -297
DEFINE OBJECT BEACHTOWEL01             // Object number -298
DEFINE OBJECT BEACHTOWEL03             // Object number -299
DEFINE OBJECT BEACHTOWEL04             // Object number -300
DEFINE OBJECT KMB_DUMBBELL_R           // Object number -301
DEFINE OBJECT KMB_DUMBBELL_L           // Object number -302
DEFINE OBJECT BBALL_COL                // Object number -303
DEFINE OBJECT KMB_ROCK                 // Object number -304
DEFINE OBJECT CHIP_STACK10             // Object number -305
DEFINE OBJECT CHIP_STACK13             // Object number -306
DEFINE OBJECT CHIP_STACK14             // Object number -307
DEFINE OBJECT WHEEL_SUPPORT            // Object number -308
DEFINE OBJECT WHEEL_TABLE              // Object number -309
DEFINE OBJECT CLICKER                  // Object number -310
DEFINE OBJECT CJ_FF_TILL_QUE           // Object number -311
DEFINE OBJECT CJ_BURG_CHAIR            // Object number -312
DEFINE OBJECT CJ_PIZZA_CHAIR           // Object number -313
DEFINE OBJECT CJ_PIZZA_CHAIR2          // Object number -314
DEFINE OBJECT CJ_PIZZA_CHAIR3          // Object number -315
DEFINE OBJECT CJ_BARSTOOL              // Object number -316
DEFINE OBJECT CJ_BINCO_DOOR            // Object number -317
DEFINE OBJECT CJ_SUBURB_DOOR_2         // Object number -318
DEFINE OBJECT CJ_PRO_DOOR_01           // Object number -319
DEFINE OBJECT CJ_GAP_DOOR_             // Object number -320
DEFINE OBJECT CJ_VICTIM_DOOR           // Object number -321
DEFINE OBJECT CJ_DS_DOOR               // Object number -322
DEFINE OBJECT PIZZALOW                 // Object number -323
DEFINE OBJECT PIZZAMED                 // Object number -324
DEFINE OBJECT PIZZA_HEALTHY            // Object number -325
DEFINE OBJECT CLUCKLOW                 // Object number -326
DEFINE OBJECT CLUCKMED                 // Object number -327
DEFINE OBJECT CLUCKHIGH                // Object number -328
DEFINE OBJECT CLUCK_HEALTHY            // Object number -329
DEFINE OBJECT BURGERLOW                // Object number -330
DEFINE OBJECT BURGERMED                // Object number -331
DEFINE OBJECT BURGER_HEALTHY           // Object number -332
DEFINE OBJECT POLICE_BARRIER           // Object number -333
DEFINE OBJECT LAESKATETUBE1            // Object number -334
DEFINE OBJECT SFSE_ROADBLOCK5          // Object number -335
DEFINE OBJECT SFSE_ROADBLOCK2          // Object number -336
DEFINE OBJECT SUB_ROADRIGHT            // Object number -337
DEFINE OBJECT SUB_ROADLEFT             // Object number -338
DEFINE OBJECT ESCL_SINGLELA            // Object number -339
DEFINE OBJECT FER_CARS3_SFE            // Object number -340
DEFINE OBJECT VICJUMP_SFE              // Object number -341
DEFINE OBJECT OTTOS_RAMP               // Object number -342
DEFINE OBJECT ODRAMPBIT                // Object number -343
DEFINE OBJECT IMCOMPSTRS02             // Object number -344
DEFINE OBJECT LHROOFST14               // Object number -345
DEFINE OBJECT A51_SPOTTOWER            // Object number -346
DEFINE OBJECT DK_CARGOSHP03D           // Object number -347
DEFINE OBJECT W7BARK                   // Object number -348
DEFINE OBJECT NWDKBRIDD_LAS2           // Object number -349
DEFINE OBJECT SW_JETTY                 // Object number -350
DEFINE OBJECT LOOPBIG                  // Object number -351
DEFINE OBJECT LOOPWEE                  // Object number -352
DEFINE OBJECT KICKRAMP06               // Object number -353
DEFINE OBJECT SF_JUMP                  // Object number -354
DEFINE OBJECT CONCPIPE_SFXRF           // Object number -355
DEFINE OBJECT ELECSTIONV_SFS           // Object number -356
DEFINE OBJECT DES_GUNBLDG01            // Object number -357
DEFINE OBJECT CRGOSTNTRMP              // Object number -358
DEFINE OBJECT SW_CONT05                // Object number -359
DEFINE OBJECT LAS2DKWAR04              // Object number -360
DEFINE OBJECT SFNVILLA001_CM           // Object number -361
DEFINE OBJECT VGSSREDBRIX02            // Object number -362
DEFINE OBJECT DES_INDRUIN02            // Object number -363
DEFINE OBJECT DES_PUEBLO3              // Object number -364
DEFINE OBJECT DES_PUEBLO4              // Object number -365
DEFINE OBJECT DES_PUEBLO06             // Object number -366
DEFINE OBJECT DES_PUEBLO1              // Object number -367
DEFINE OBJECT BIGHANGAR1_SFX           // Object number -368
DEFINE OBJECT GAZ4_LAW                 // Object number -369
DEFINE OBJECT CHATEAU01_LAWN           // Object number -370
DEFINE OBJECT COMPBIGHO2_LAE           // Object number -371
DEFINE OBJECT COMPMEDHOS4_LAE          // Object number -372
DEFINE OBJECT LOGCABINN01              // Object number -373
DEFINE OBJECT OFFICEDESK1              // Object number -374
DEFINE OBJECT KB_SWIVELCHAIR2          // Object number -375
DEFINE OBJECT DYN_TABLE_03             // Object number -376
DEFINE OBJECT MRK_SEATING1             // Object number -377
DEFINE OBJECT MRK_BED1                 // Object number -378
DEFINE OBJECT VEG_TREEA3               // Object number -379
DEFINE OBJECT VEG_PALWEE01             // Object number -380
DEFINE OBJECT VEG_PALMBIG14            // Object number -381
DEFINE OBJECT SJMCACTI03               // Object number -382
DEFINE OBJECT PINETREE01               // Object number -383
DEFINE OBJECT FIRTREE2                 // Object number -384
DEFINE OBJECT SM_VEG_TREE5             // Object number -385
DEFINE OBJECT AW_STREETTREE1           // Object number -386
DEFINE OBJECT SUBMARR_SFE              // Object number -387
DEFINE OBJECT PARACHUTE                // Object number -388
DEFINE OBJECT PARA_COLLISION           // Object number -389

DEFINE MISSIONS 5
DEFINE MISSION 0 AT @NONAME_8          // Initial 1
DEFINE MISSION 1 AT @DYOM              // Initial 2
DEFINE MISSION 2 AT @INTTOOL           // Intro
DEFINE MISSION 3 AT @JTOMTOOL          // Video Game: They Crawled From Uranus
DEFINE MISSION 4 AT @JTOCTOOL          // Video Game: Dualuty

DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 0

//-------------MAIN---------------
thread 'MAIN' 
01F0: set_max_wanted_level_to 0 
set_wb_check_to 0 
08F8: display_stat_update_box 0 
00C0: set_current_time_hours_to 8 minutes_to 0 
04E4: refresh_game_renderer_at 2488.56 -1666.84 
Camera.SetAtPos(2488.56, -1666.84, 13.38)
$PLAYER_CHAR = Player.Create(0, 2488.56, -1666.84, 12.38)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
Camera.SetBehindPlayer
set_weather 0 
wait 0 
Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)
Player.Build($PLAYER_CHAR)
Player.CanMove($PLAYER_CHAR) = True
Player.Money($PLAYER_CHAR) += 10000
select_interior 0 
0629: change_integer_stat 181 to 4 
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 
$DEFAULT_WAIT_TIME = 250 
$8271 = 1 
$8272 = 0 
$8273 = 0 
$8274 = 0 
$8275 = 0 
03E6: remove_text_box 
06C8: enable_riot 0 
03BA: clear_cars_from_cube_cornerA -3000.0 -3000.0 -100.0 cornerB 3000.0 3000.0 2000.0 
042B: clear_peds_from_cube_cornerA -3000.0 -3000.0 -100.0 cornerB 3000.0 3000.0 2000.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
gosub @MAIN_854 
gosub @ANIMATE_9529 
create_thread @ACTLOAD 
create_thread @ANIMATE 
start_mission 0  // Initial 1

:MAIN_406
wait 10 
  $8272 == 1 
jf @MAIN_406 
if 
   not $8274 == 1 
jf @MAIN_449 
gosub @DYOMMENU_50490 

:MAIN_449
gosub @MAIN_4275 
create_thread @NONAME_5 
create_thread @NONAME_3 
create_thread @DYOMMENU 
create_thread @NONAME_1 
create_thread @NONAME_4 

:MAIN_496
wait 50 
   Player.Defined($PLAYER_CHAR)
jf @MAIN_496 
   Actor.HasWeapon($PLAYER_ACTOR, 46)
jf @MAIN_496 
create_thread_wb @PLCHUTE 

:MAIN_533
wait 50 
   Player.Defined($PLAYER_CHAR)
jf @MAIN_533 
   not Actor.HasWeapon($PLAYER_ACTOR, 46)
jf @MAIN_533 
end_thread_named 'PLCHUTE' 
jump @MAIN_496 
$8276 = 0 
$8277($8276,200i) = 1 
$8477($8276,200i) = 2 
$8677($8276,200f) = 1.0 
$8877($8276,200f) = 99.0 
$9077($8276,200f) = 2.0 
$9277($8276,200f) = 99.0 
$9477($8276,200f) = 3.0 
$9677($8276,200f) = 99.0 
hex
 44 59 4F 4D 00 00 00 00 00 00 44 59 4F 4D 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 4D 69 73 73
 69 6F 6E 64 65 73 69 67 6E 20 62 79 20 7E 4E 7E
 7E 79 7E 44 59 4F
end
jf 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
0000: NOP 
hex
 53 44 2F 41 42 43 44 45 2F 78 78 2E 6D 70
end
  
hex
 09 09 44 59 4F 4D 54 58 54 00
end

:MAIN_854
0A9F: [email protected] = current_thread_pointer 
[email protected] += 20 
0A8D: $9877 = read_memory [email protected] size 4 virtual_protect 0 
$9877 -= 76166 
$9877 -= 9 
0084: $9878 = $9877 // (int) 
$9878 += 76004 
0084: $9879 = $9877 // (int) 
$9879 += 76077 
0084: $9880 = $9877 // (int) 
$9880 += 76054 
0084: $9881 = $9877 // (int) 
$9881 += 75994 
0AC8: $9882 = allocate_memory_size 300 
0AC8: $9883 = allocate_memory_size 10000 
0AC8: $9884 = allocate_memory_size 400 
0AC8: $9885 = allocate_memory_size 50 
0AC8: $9886 = allocate_memory_size 20 
0084: [email protected] = $9883 // (int) 
[email protected] = 0 

:MAIN_1020
0AD3: [email protected] = format " "  
[email protected] += 100 
[email protected] += 1 
  [email protected] > 99 
jf @MAIN_1020 
0084: $9887 = $9877 // (int) 
$9887 += 76127 
0084: $9888 = $9877 // (int) 
$9888 += 76143 
$9888 += 3 
return 

:MS_VEHICLE_SUBMISSIONS
if 
0AA9:   is_game_version_original 
jf @MAIN_1143 
0AA5: call 5802976 num_params 4 pop 4 0 0 0 $9889  
jump @MAIN_1164 

:MAIN_1143
0AA5: call 5804976 num_params 4 pop 4 0 0 0 $9889  

:MAIN_1164
return 

:MAIN_1166
if 
0AA9:   is_game_version_original 
jf @MAIN_1227 
0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 $9888 [email protected]  
0AA5: call 7439872 num_params 2 pop 2 [email protected] $9889  
jump @MAIN_1268 

:MAIN_1227
0AA8: call_function_method 6948976 struct 12704512 num_params 1 pop 0 $9888 [email protected]  
0AA5: call 7442064 num_params 2 pop 2 [email protected] $9889  

:MAIN_1268
0512: show_permanent_text_box 'DYOMTXT'  // 12345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890
return 

:MAIN_1281
0A8C: write_memory $9889 size 1 value 0 virtual_protect 0 
return 

:MAIN_1294
0085: [email protected] = $9889 // (int) 

:MAIN_1302
0A8D: $9890 = read_memory [email protected] size 1 virtual_protect 0 
File.Write($9891, 1, $9890)
[email protected] += 1 
  $9890 == 0 
jf @MAIN_1302 
return 

:MAIN_1347
0085: [email protected] = $9889 // (int) 

:MAIN_1355
File.Read($9891, 1, $9890)
0A8C: write_memory [email protected] size 1 value $9890 virtual_protect 0 
[email protected] += 1 
  $9890 == 0 
jf @MAIN_1355 
return 

:MAIN_1400
gosub @MAIN_1281 

:MAIN_1407
0085: [email protected] = $9889 // (int) 
$9892 = 0 

:MAIN_1422
0A8D: $9893 = read_memory [email protected] size 1 virtual_protect 0 
if 
  $9893 == 126 
jf @MAIN_1463 
0A8C: write_memory [email protected] size 1 value 43 virtual_protect 0 

:MAIN_1463
if 
   not $9893 == 0 
jf @MAIN_1495 
[email protected] += 1 
$9892 += 1 

:MAIN_1495
  $9893 == 0 
jf @MAIN_1422 
if 
803C:   not  $9889 == [email protected] // (int) 
jf @MAIN_1535 
gosub @MAIN_1166 

:MAIN_1535
0085: [email protected] = [email protected] // (int) 
$9893 = 0 

:MAIN_1550
wait 10 
$9894 = 65 

:MAIN_1561
if and
0AB0:   key_pressed $9894 
803A:   not  $9892 == $9895 // (int) 
jf @MAIN_1796 
0084: $9890 = $9894 // (int) 
if 
8AB0:   not key_pressed 16 
jf @MAIN_1615 
$9890 += 32 

:MAIN_1615
if 
0AB0:   key_pressed 17 
jf @MAIN_1743 
$9892 += 3 
if 
802C:   not  $9892 >= $9895 // (int) 
jf @MAIN_1729 
0A8C: write_memory [email protected] size 1 value 43 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value $9890 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 43 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
jump @MAIN_1736 

:MAIN_1729
$9892 += -3 

:MAIN_1736
jump @MAIN_1780 

:MAIN_1743
0A8C: write_memory [email protected] size 1 value $9890 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_1780
wait 0 
8AB0:   not key_pressed $9894 
jf @MAIN_1780 

:MAIN_1796
$9894 += 1 
  $9894 > 90 
jf @MAIN_1561 
$9894 = 48 

:MAIN_1824
if and
0AB0:   key_pressed $9894 
803A:   not  $9892 == $9895 // (int) 
jf @MAIN_2433 
if 
8AB0:   not key_pressed 16 
jf @MAIN_1907 
0A8C: write_memory [email protected] size 1 value $9894 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 
jump @MAIN_2417 

:MAIN_1907
if 
0AB0:   key_pressed 48 
jf @MAIN_1958 
0A8C: write_memory [email protected] size 1 value 41 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_1958
if 
0AB0:   key_pressed 49 
jf @MAIN_2009 
0A8C: write_memory [email protected] size 1 value 33 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_2009
if 
0AB0:   key_pressed 50 
jf @MAIN_2060 
0A8C: write_memory [email protected] size 1 value 43 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_2060
if 
0AB0:   key_pressed 51 
jf @MAIN_2111 
0A8C: write_memory [email protected] size 1 value 63 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_2111
if 
0AB0:   key_pressed 52 
jf @MAIN_2162 
0A8C: write_memory [email protected] size 1 value 36 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_2162
if 
0AB0:   key_pressed 53 
jf @MAIN_2213 
0A8C: write_memory [email protected] size 1 value 37 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_2213
if 
0AB0:   key_pressed 54 
jf @MAIN_2264 
0A8C: write_memory [email protected] size 1 value 58 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_2264
if 
0AB0:   key_pressed 55 
jf @MAIN_2315 
0A8C: write_memory [email protected] size 1 value 47 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_2315
if 
0AB0:   key_pressed 56 
jf @MAIN_2366 
0A8C: write_memory [email protected] size 1 value 39 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_2366
if 
0AB0:   key_pressed 57 
jf @MAIN_2417 
0A8C: write_memory [email protected] size 1 value 40 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_2417
wait 0 
8AB0:   not key_pressed $9894 
jf @MAIN_2417 

:MAIN_2433
$9894 += 1 
  $9894 > 57 
jf @MAIN_1824 
if and
0AB0:   key_pressed 32 
803A:   not  $9892 == $9895 // (int) 
jf @MAIN_2553 
0A8C: write_memory [email protected] size 1 value 32 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 95 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
[email protected] -= 1 
$9892 += 1 

:MAIN_2538
wait 0 
8AB0:   not key_pressed 32 
jf @MAIN_2538 

:MAIN_2553
if and
0AB0:   key_pressed 188 
803A:   not  $9892 == $9895 // (int) 
jf @MAIN_2629 
0A8C: write_memory [email protected] size 1 value 44 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_2613
wait 0 
8AB0:   not key_pressed 188 
jf @MAIN_2613 

:MAIN_2629
if and
0AB0:   key_pressed 190 
803A:   not  $9892 == $9895 // (int) 
jf @MAIN_2705 
0A8C: write_memory [email protected] size 1 value 46 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_2689
wait 0 
8AB0:   not key_pressed 190 
jf @MAIN_2689 

:MAIN_2705
if and
0AB0:   key_pressed 192 
0AB0:   key_pressed 16 
803A:   not  $9892 == $9895 // (int) 
jf @MAIN_2785 
0A8C: write_memory [email protected] size 1 value 126 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_2769
wait 0 
8AB0:   not key_pressed 192 
jf @MAIN_2769 

:MAIN_2785
if 
0AB0:   key_pressed 8 
jf @MAIN_2840 
[email protected] -= 1 
0A8C: write_memory [email protected] size 1 value 95 virtual_protect 0 
$9892 -= 1 

:MAIN_2825
wait 0 
8AB0:   not key_pressed 8 
jf @MAIN_2825 

:MAIN_2840
if 
0AB0:   key_pressed 13 
jf @MAIN_2877 
$9893 = 1 

:MAIN_2862
wait 0 
8AB0:   not key_pressed 13 
jf @MAIN_2862 

:MAIN_2877
if 
803B:   not  [email protected] == [email protected] // (int) 
jf @MAIN_2911 
gosub @MAIN_1166 
0085: [email protected] = [email protected] // (int) 

:MAIN_2911
  $9893 == 1 
jf @MAIN_1550 
03E6: remove_text_box 
0085: [email protected] = $9889 // (int) 

:MAIN_2935
0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0 
if 
  [email protected] == 43 
jf @MAIN_2976 
0A8C: write_memory [email protected] size 1 value 126 virtual_protect 0 

:MAIN_2976
[email protected] += 1 
  [email protected] == 0 
jf @MAIN_2935 
return 

:MAIN_2999
0085: [email protected] = $9889 // (int) 
0085: [email protected] = [email protected] // (int) 
$9893 = 0 
$9892 = 0 
gosub @MAIN_1281 
$9896 = 0 
0084: $9897 = $9898 // (int) 

:MAIN_3051
  $9897 > 0 
jf @MAIN_3086 
$9897 /= 10 
$9896 += 1 
jump @MAIN_3051 

:MAIN_3086
0084: $9897 = $9898 // (int) 
0084: $9892 = $9896 // (int) 

:MAIN_3102
  $9896 > 0 
jf @MAIN_3276 
$9894 = 1 
0084: $9899 = $9897 // (int) 

:MAIN_3131
802C:   not  $9894 >= $9896 // (int) 
jf @MAIN_3167 
$9899 /= 10 
$9894 += 1 
jump @MAIN_3131 

:MAIN_3167
$9899 += 48 
0A8C: write_memory [email protected] size 1 value $9899 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9899 += -48 
$9894 = 1 

:MAIN_3218
802C:   not  $9894 >= $9896 // (int) 
jf @MAIN_3254 
$9899 *= 10 
$9894 += 1 
jump @MAIN_3218 

:MAIN_3254
0060: $9897 -= $9899 // (int) 
$9896 += -1 
jump @MAIN_3102 

:MAIN_3276
if 
  $9898 == 0 
jf @MAIN_3330 
0A8C: write_memory [email protected] size 1 value 48 virtual_protect 0 
[email protected] += 1 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 = 1 

:MAIN_3330
wait 10 
$9894 = 48 

:MAIN_3341
if and
0AB0:   key_pressed $9894 
803A:   not  $9892 == $9895 // (int) 
jf @MAIN_3448 
0A8C: write_memory [email protected] size 1 value $9894 virtual_protect 0 
[email protected] += 1 
$9898 *= 10 
0084: $9899 = $9894 // (int) 
$9899 -= 48 
0058: $9898 += $9899 // (int) 
0A8C: write_memory [email protected] size 1 value 0 virtual_protect 0 
$9892 += 1 

:MAIN_3432
wait 0 
8AB0:   not key_pressed $9894 
jf @MAIN_3432 

:MAIN_3448
$9894 += 1 
  $9894 > 57 
jf @MAIN_3341 
if and
0AB0:   key_pressed 8 
  $9892 > 0 
jf @MAIN_3538 
[email protected] -= 1 
0A8C: write_memory [email protected] size 1 value 95 virtual_protect 0 
$9892 -= 1 
$9898 /= 10 

:MAIN_3523
wait 0 
8AB0:   not key_pressed 8 
jf @MAIN_3523 

:MAIN_3538
if 
0AB0:   key_pressed 13 
jf @MAIN_3575 
$9893 = 1 

:MAIN_3560
wait 0 
8AB0:   not key_pressed 13 
jf @MAIN_3560 

:MAIN_3575
if 
803B:   not  [email protected] == [email protected] // (int) 
jf @MAIN_3609 
gosub @MAIN_1166 
0085: [email protected] = [email protected] // (int) 

:MAIN_3609
  $9893 == 1 
jf @MAIN_3330 
03E6: remove_text_box 
return 

:MAIN_3627
0085: [email protected] = $9889 // (int) 
0085: [email protected] = $9900 // (int) 

:MAIN_3643
0A8D: $9890 = read_memory [email protected] size 1 virtual_protect 0 
0A8C: write_memory [email protected] size 1 value $9890 virtual_protect 0 
[email protected] += 1 
[email protected] += 1 
  $9890 == 0 
jf @MAIN_3643 
return 

:MAIN_3697
$9901 = 771751983 
0084: $9902 = $9903 // (int) 
$9902 += 1 
$9902 /= 10 
0084: $9904 = $9902 // (int) 
$9902 += 48 
$9902 *= 256 
0058: $9901 += $9902 // (int) 
$9904 *= 10 
0084: $9902 = $9903 // (int) 
$9902 += 1 
0060: $9902 -= $9904 // (int) 
$9902 += 48 
$9902 *= 65536 
0058: $9901 += $9902 // (int) 
0084: $9907 = $9901 // (int) 
$9908 = 3371117 
return 

:MAIN_3835
0A99: chdir 1 
0662: printstring "SOUNDGO" 
wait 200 
gosub @MAIN_3697 
0662: printstring v$9905 
if 
0AAB:   file_exists v$9905 
jf @MAIN_3909 
0662: printstring "PLAYING" 
$9909 = Audiostream.Load(v$9905)
Audiostream.PerformAction($9909, PLAY)

:MAIN_3909
if 
   not $9910 == -1 
jf @MAIN_3991 
$9908 = 6385518 
0662: printstring v$9905 
if 
0AAB:   file_exists v$9905 
jf @MAIN_3984 
0662: printstring "MUTE AMB" 
Audiostream.PerformAction($9910, PAUSE)
jump @MAIN_3991 

:MAIN_3984
Audiostream.PerformAction($9910, RESUME)

:MAIN_3991
return 

:MAIN_3993
0A99: chdir 1 
$9908 = 3371117 
if and
0AAB:   file_exists v$9905 
   not $9909 == -1 
jf @MAIN_4061 
0662: printstring "STOPPING" 
Audiostream.PerformAction($9909, STOP)
Audiostream.Release($9909)
$9909 = -1 

:MAIN_4061
return 

:MAIN_4063
$9907 = 778920239 
$9908 = 3371117 
return 

:MAIN_4085
0A99: chdir 1 
gosub @MAIN_4063 
0662: printstring v$9905 
$9910 = -1 
if 
0AAB:   file_exists v$9905 
jf @MAIN_4161 
0662: printstring "PLAYING" 
$9910 = Audiostream.Load(v$9905)
Audiostream.PerformAction($9910, PLAY)
0663: printint "amp3" $9910 

:MAIN_4161
return 

:MAIN_4163
0A99: chdir 1 
if 
   not $9910 == -1 
jf @MAIN_4216 
0662: printstring "STOPPING" 
Audiostream.PerformAction($9910, STOP)
Audiostream.Release($9910)
$9910 = -1 

:MAIN_4216
return 

:MAIN_4218
0A99: chdir 1 
if 
   not $9910 == -1 
jf @MAIN_4273 
$9910 = Audiostream.State($9911)
if 
   not $9911 >= 0 
jf @MAIN_4273 
Audiostream.PerformAction($9910, PLAY)

:MAIN_4273
return 

:MAIN_4275
06D1: v$9905 = "SD/ABCDE/xx.mp3" // v$ = string 
$9901 = 3097683 
0209: $9912 = random_int_in_ranges 65 91 
$9912 *= 16777216 
0058: $9901 += $9912 // (int) 
0A8C: write_memory $9887 size 4 value $9901 virtual_protect 0 
0084: $9905 = $9901 // (int) 
0084: $9913 = $9887 // (int) 
$9913 += 4 
0209: $9912 = random_int_in_ranges 65 91 
0084: $9901 = $9912 // (int) 
$9901 *= 256 
0209: $9912 = random_int_in_ranges 65 91 
0058: $9901 += $9912 // (int) 
$9901 *= 256 
0209: $9912 = random_int_in_ranges 65 91 
0058: $9901 += $9912 // (int) 
$9901 *= 256 
0209: $9912 = random_int_in_ranges 65 91 
0058: $9901 += $9912 // (int) 
0A8C: write_memory $9913 size 4 value $9901 virtual_protect 0 
0084: $9906 = $9901 // (int) 
0662: printstring v$9905 
return 

:ACTLOAD
thread 'ACTLOAD' 

:ACTLOAD_11
wait 10 
   not $9914 == -1 
jf @ACTLOAD_11 
gosub @ACTLOAD_45 
jump @ACTLOAD_11 
end_thread 

:ACTLOAD_45
if 
  $9914 == 289 
jf @ACTLOAD_400 
if 
  $ONMISSION == 0 
jf @ACTLOAD_97 
$9914 = 264 
jump @ACTLOAD_400 

:ACTLOAD_97
0209: $9914 = random_int_in_ranges 0 299 
if 
  $9914 > 0 
jf @ACTLOAD_132 
$9914 += 6 

:ACTLOAD_132
if 
  $9914 > 7 
jf @ACTLOAD_157 
$9914 += 1 

:ACTLOAD_157
if 
  $9914 > 41 
jf @ACTLOAD_182 
$9914 += 1 

:ACTLOAD_182
if 
  $9914 > 64 
jf @ACTLOAD_207 
$9914 += 1 

:ACTLOAD_207
if 
  $9914 > 73 
jf @ACTLOAD_232 
$9914 += 1 

:ACTLOAD_232
if 
  $9914 > 85 
jf @ACTLOAD_257 
$9914 += 1 

:ACTLOAD_257
if 
  $9914 > 207 
jf @ACTLOAD_283 
$9914 += 1 

:ACTLOAD_283
if 
  $9914 > 118 
jf @ACTLOAD_308 
$9914 += 1 

:ACTLOAD_308
if 
  $9914 > 148 
jf @ACTLOAD_334 
$9914 += 1 

:ACTLOAD_334
if 
  $9914 > 264 
jf @ACTLOAD_360 
$9914 += 9 

:ACTLOAD_360
if 
  $9914 > 288 
jf @ACTLOAD_387 
$9914 += 711 

:ACTLOAD_387
0663: printint "RACTOR" $9914 

:ACTLOAD_400
if 
  $9914 > 999 
jf @ACTLOAD_1512 
if 
  $9914 == 1000 
jf @ACTLOAD_451 
023C: load_special_actor 'ANDRE' as 1 // models 290-299 

:ACTLOAD_451
if 
  $9914 == 1001 
jf @ACTLOAD_483 
023C: load_special_actor 'BBTHIN' as 1 // models 290-299 

:ACTLOAD_483
if 
  $9914 == 1002 
jf @ACTLOAD_515 
023C: load_special_actor 'BB' as 1 // models 290-299 

:ACTLOAD_515
if 
  $9914 == 1003 
jf @ACTLOAD_547 
023C: load_special_actor 'CAT' as 1 // models 290-299 

:ACTLOAD_547
if 
  $9914 == 1004 
jf @ACTLOAD_579 
023C: load_special_actor 'CESAR' as 1 // models 290-299 

:ACTLOAD_579
if 
  $9914 == 1005 
jf @ACTLOAD_611 
023C: load_special_actor 'CLAUDE' as 1 // models 290-299 

:ACTLOAD_611
if 
  $9914 == 1006 
jf @ACTLOAD_643 
023C: load_special_actor 'DWAYNE' as 1 // models 290-299 

:ACTLOAD_643
if 
  $9914 == 1007 
jf @ACTLOAD_675 
023C: load_special_actor 'EMMET' as 1 // models 290-299 

:ACTLOAD_675
if 
  $9914 == 1008 
jf @ACTLOAD_707 
023C: load_special_actor 'FORELLI' as 1 // models 290-299 

:ACTLOAD_707
if 
  $9914 == 1009 
jf @ACTLOAD_739 
023C: load_special_actor 'JANITOR' as 1 // models 290-299 

:ACTLOAD_739
if 
  $9914 == 1010 
jf @ACTLOAD_771 
023C: load_special_actor 'JETHRO' as 1 // models 290-299 

:ACTLOAD_771
if 
  $9914 == 1011 
jf @ACTLOAD_803 
023C: load_special_actor 'JIZZY' as 1 // models 290-299 

:ACTLOAD_803
if 
  $9914 == 1012 
jf @ACTLOAD_835 
023C: load_special_actor 'HERN' as 1 // models 290-299 

:ACTLOAD_835
if 
  $9914 == 1013 
jf @ACTLOAD_867 
023C: load_special_actor 'KENDL' as 1 // models 290-299 

:ACTLOAD_867
if 
  $9914 == 1014 
jf @ACTLOAD_899 
023C: load_special_actor 'MACCER' as 1 // models 290-299 

:ACTLOAD_899
if 
  $9914 == 1015 
jf @ACTLOAD_931 
023C: load_special_actor 'MADDOGG' as 1 // models 290-299 

:ACTLOAD_931
if 
  $9914 == 1016 
jf @ACTLOAD_963 
023C: load_special_actor 'OGLOC' as 1 // models 290-299 

:ACTLOAD_963
if 
  $9914 == 1017 
jf @ACTLOAD_995 
023C: load_special_actor 'PAUL' as 1 // models 290-299 

:ACTLOAD_995
if 
  $9914 == 1018 
jf @ACTLOAD_1027 
023C: load_special_actor 'PULASKI' as 1 // models 290-299 

:ACTLOAD_1027
if 
  $9914 == 1019 
jf @ACTLOAD_1059 
023C: load_special_actor 'ROSE' as 1 // models 290-299 

:ACTLOAD_1059
if 
  $9914 == 1020 
jf @ACTLOAD_1091 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 

:ACTLOAD_1091
if 
  $9914 == 1021 
jf @ACTLOAD_1123 
023C: load_special_actor 'RYDER3' as 1 // models 290-299 

:ACTLOAD_1123
if 
  $9914 == 1022 
jf @ACTLOAD_1155 
023C: load_special_actor 'SINDACO' as 1 // models 290-299 

:ACTLOAD_1155
if 
  $9914 == 1023 
jf @ACTLOAD_1187 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 

:ACTLOAD_1187
if 
  $9914 == 1024 
jf @ACTLOAD_1219 
023C: load_special_actor 'SMOKEV' as 1 // models 290-299 

:ACTLOAD_1219
if 
  $9914 == 1025 
jf @ACTLOAD_1251 
023C: load_special_actor 'SUZIE' as 1 // models 290-299 

:ACTLOAD_1251
if 
  $9914 == 1026 
jf @ACTLOAD_1283 
023C: load_special_actor 'SWEET' as 1 // models 290-299 

:ACTLOAD_1283
if 
  $9914 == 1027 
jf @ACTLOAD_1315 
023C: load_special_actor 'TBONE' as 1 // models 290-299 

:ACTLOAD_1315
if 
  $9914 == 1028 
jf @ACTLOAD_1347 
023C: load_special_actor 'TENPEN' as 1 // models 290-299 

:ACTLOAD_1347
if 
  $9914 == 1029 
jf @ACTLOAD_1379 
023C: load_special_actor 'TORINO' as 1 // models 290-299 

:ACTLOAD_1379
if 
  $9914 == 1030 
jf @ACTLOAD_1411 
023C: load_special_actor 'TRUTH' as 1 // models 290-299 

:ACTLOAD_1411
if 
  $9914 == 1031 
jf @ACTLOAD_1443 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 

:ACTLOAD_1443
if 
  $9914 == 1032 
jf @ACTLOAD_1475 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:ACTLOAD_1475
wait 0 
023D:   special_actor 1 loaded 
jf @ACTLOAD_1475 
$9914 = -1 
$9915 = 290 
jump @ACTLOAD_1550 

:ACTLOAD_1512
Model.Load($9914)
038B: load_requested_models 

:ACTLOAD_1519
wait 0 
   Model.Available($9914)
jf @ACTLOAD_1519 
0084: $9915 = $9914 // (int) 
$9914 = -1 

:ACTLOAD_1550
return 

:ACTLOAD_1552
if 
  $9915 == 290 
jf @ACTLOAD_1582 
0296: unload_special_actor 1 
jump @ACTLOAD_1587 

:ACTLOAD_1582
Model.Destroy($9915)

:ACTLOAD_1587
return 

:ANIMATE
thread 'ANIMATE' 
$9916 = -1 
$9917 = 129 

:ANIMATE_26
wait 10 
   not $9916 == -1 
jf @ANIMATE_26 
if 
  $9916 > -1 
jf @ANIMATE_6590 
$9918 = 1 
$9919 = 1 
if 
   not $9916 >= 10 
jf @ANIMATE_540 
if 
  $9916 == 0 
jf @ANIMATE_136 
$9918 = 0 
06D1: v$9920 = "IDLE_ARMED" // v$ = string 

:ANIMATE_136
if 
  $9916 == 1 
jf @ANIMATE_177 
$9918 = 0 
06D1: v$9920 = "IDLE_CHAT" // v$ = string 

:ANIMATE_177
if 
  $9916 == 2 
jf @ANIMATE_214 
$9918 = 0 
06D1: v$9920 = "f*ckU" // v$ = string 

:ANIMATE_214
if 
  $9916 == 3 
jf @ANIMATE_266 
06D1: v$9924 = "BD_FIRE" // v$ = string 
06D1: v$9920 = "BD_PANIC_LOOP" // v$ = string 

:ANIMATE_266
if 
  $9916 == 4 
jf @ANIMATE_311 
$9918 = 0 
06D1: v$9920 = "WEAPON_CROUCH" // v$ = string 

:ANIMATE_311
if 
  $9916 == 5 
jf @ANIMATE_352 
$9918 = 0 
06D1: v$9920 = "SEAT_IDLE" // v$ = string 

:ANIMATE_352
if 
  $9916 == 6 
jf @ANIMATE_387 
$9918 = 0 
06D1: v$9920 = "ATM" // v$ = string 

:ANIMATE_387
if 
  $9916 == 7 
jf @ANIMATE_435 
06D1: v$9924 = "PARK" // v$ = string 
06D1: v$9920 = "TAI_CHI_LOOP" // v$ = string 

:ANIMATE_435
if 
  $9916 == 8 
jf @ANIMATE_481 
06D1: v$9924 = "MISC" // v$ = string 
06D1: v$9920 = "HIKER_POSE" // v$ = string 

:ANIMATE_481
if 
  $9916 == 9 
jf @ANIMATE_532 
06D1: v$9924 = "MISC" // v$ = string 
06D1: v$9920 = "SCRATCHBALLS_01" // v$ = string 

:ANIMATE_532
$9916 = 9999 

:ANIMATE_540
if 
   not $9916 >= 20 
jf @ANIMATE_1043 
if 
  $9916 == 10 
jf @ANIMATE_603 
06D1: v$9924 = "RIOT" // v$ = string 
06D1: v$9920 = "RIOT_FUKU" // v$ = string 

:ANIMATE_603
if 
  $9916 == 11 
jf @ANIMATE_654 
06D1: v$9924 = "ON_LOOKERS" // v$ = string 
06D1: v$9920 = "WAVE_LOOP" // v$ = string 

:ANIMATE_654
if 
  $9916 == 12 
jf @ANIMATE_700 
06D1: v$9924 = "BD_FIRE" // v$ = string 
06D1: v$9920 = "WASH_UP" // v$ = string 

:ANIMATE_700
if 
  $9916 == 13 
jf @ANIMATE_745 
06D1: v$9924 = "STRIP" // v$ = string 
06D1: v$9920 = "PUN_LOOP" // v$ = string 

:ANIMATE_745
if 
  $9916 == 14 
jf @ANIMATE_794 
06D1: v$9924 = "DANCING" // v$ = string 
06D1: v$9920 = "DAN_LOOP_A" // v$ = string 

:ANIMATE_794
if 
  $9916 == 15 
jf @ANIMATE_841 
06D1: v$9924 = "CASINO" // v$ = string 
06D1: v$9920 = "CARDS_WIN" // v$ = string 

:ANIMATE_841
if 
  $9916 == 16 
jf @ANIMATE_891 
06D1: v$9924 = "POLICE" // v$ = string 
06D1: v$9920 = "COPTRAF_COME" // v$ = string 

:ANIMATE_891
if 
  $9916 == 17 
jf @ANIMATE_941 
06D1: v$9924 = "RIOT" // v$ = string 
06D1: v$9920 = "RIOT_CHALLENGE" // v$ = string 

:ANIMATE_941
if 
  $9916 == 18 
jf @ANIMATE_987 
06D1: v$9924 = "RIOT" // v$ = string 
06D1: v$9920 = "RIOT_CHANT" // v$ = string 

:ANIMATE_987
if 
  $9916 == 19 
jf @ANIMATE_1035 
06D1: v$9924 = "RIOT" // v$ = string 
06D1: v$9920 = "RIOT_PUNCHES" // v$ = string 

:ANIMATE_1035
$9916 = 9999 

:ANIMATE_1043
if 
   not $9916 >= 30 
jf @ANIMATE_1576 
if 
  $9916 == 20 
jf @ANIMATE_1107 
06D1: v$9924 = "RIOT" // v$ = string 
06D1: v$9920 = "RIOT_SHOUT" // v$ = string 

:ANIMATE_1107
if 
  $9916 == 21 
jf @ANIMATE_1151 
06D1: v$9924 = "SNM" // v$ = string 
06D1: v$9920 = "SPANKINGP" // v$ = string 

:ANIMATE_1151
if 
  $9916 == 22 
jf @ANIMATE_1202 
06D1: v$9924 = "SHOP" // v$ = string 
06D1: v$9920 = "ROB_LOOP_THREAT" // v$ = string 

:ANIMATE_1202
if 
  $9916 == 23 
jf @ANIMATE_1253 
06D1: v$9924 = "SWEET" // v$ = string 
06D1: v$9920 = "SWEET_ASS_SLAP" // v$ = string 

:ANIMATE_1253
if 
  $9916 == 24 
jf @ANIMATE_1304 
06D1: v$9924 = "SHOP" // v$ = string 
06D1: v$9920 = "SHP_ROB_HANDSUP" // v$ = string 

:ANIMATE_1304
if 
  $9916 == 25 
jf @ANIMATE_1359 
06D1: v$9924 = "ON_LOOKERS" // v$ = string 
06D1: v$9920 = "LKAROUND_LOOP" // v$ = string 

:ANIMATE_1359
if 
  $9916 == 26 
jf @ANIMATE_1410 
06D1: v$9924 = "ON_LOOKERS" // v$ = string 
06D1: v$9920 = "LKUP_LOOP" // v$ = string 

:ANIMATE_1410
if 
  $9916 == 27 
jf @ANIMATE_1462 
06D1: v$9924 = "ON_LOOKERS" // v$ = string 
06D1: v$9920 = "LKUP_POINT" // v$ = string 

:ANIMATE_1462
if 
  $9916 == 28 
jf @ANIMATE_1514 
06D1: v$9924 = "ON_LOOKERS" // v$ = string 
06D1: v$9920 = "POINT_LOOP" // v$ = string 

:ANIMATE_1514
if 
  $9916 == 29 
jf @ANIMATE_1568 
06D1: v$9924 = "ON_LOOKERS" // v$ = string 
06D1: v$9920 = "POINTUP_LOOP" // v$ = string 

:ANIMATE_1568
$9916 = 9999 

:ANIMATE_1576
if 
   not $9916 >= 40 
jf @ANIMATE_2090 
if 
  $9916 == 30 
jf @ANIMATE_1649 
06D1: v$9924 = "ON_LOOKERS" // v$ = string 
06D1: v$9920 = "POINTUP_SHOUT" // v$ = string 

:ANIMATE_1649
if 
  $9916 == 31 
jf @ANIMATE_1699 
06D1: v$9924 = "ON_LOOKERS" // v$ = string 
06D1: v$9920 = "SHOUT_01" // v$ = string 

:ANIMATE_1699
if 
  $9916 == 32 
jf @ANIMATE_1749 
06D1: v$9924 = "ON_LOOKERS" // v$ = string 
06D1: v$9920 = "SHOUT_02" // v$ = string 

:ANIMATE_1749
if 
  $9916 == 33 
jf @ANIMATE_1801 
06D1: v$9924 = "ON_LOOKERS" // v$ = string 
06D1: v$9920 = "SHOUT_LOOP" // v$ = string 

:ANIMATE_1801
if 
  $9916 == 34 
jf @ANIMATE_1845 
06D1: v$9924 = "MISC" // v$ = string 
06D1: v$9920 = "BNG_WNDW" // v$ = string 

:ANIMATE_1845
if 
  $9916 == 35 
jf @ANIMATE_1896 
06D1: v$9924 = "VENDING" // v$ = string 
06D1: v$9920 = "VEND_DRINK_P" // v$ = string 

:ANIMATE_1896
if 
  $9916 == 36 
jf @ANIMATE_1949 
06D1: v$9924 = "GYMNASIUM" // v$ = string 
06D1: v$9920 = "GYMSHADOWBOX" // v$ = string 

:ANIMATE_1949
if 
  $9916 == 37 
jf @ANIMATE_1993 
06D1: v$9924 = "GHANDS" // v$ = string 
06D1: v$9920 = "GSIGN1" // v$ = string 

:ANIMATE_1993
if 
  $9916 == 38 
jf @ANIMATE_2037 
06D1: v$9924 = "GHANDS" // v$ = string 
06D1: v$9920 = "GSIGN3" // v$ = string 

:ANIMATE_2037
if 
  $9916 == 39 
jf @ANIMATE_2082 
06D1: v$9924 = "GANGS" // v$ = string 
06D1: v$9920 = "HNDSHKFA" // v$ = string 

:ANIMATE_2082
$9916 = 9999 

:ANIMATE_2090
if 
   not $9916 >= 50 
jf @ANIMATE_2603 
if 
  $9916 == 40 
jf @ANIMATE_2157 
06D1: v$9924 = "GANGS" // v$ = string 
06D1: v$9920 = "HNDSHKFA_SWT" // v$ = string 

:ANIMATE_2157
if 
  $9916 == 41 
jf @ANIMATE_2206 
06D1: v$9924 = "DANCING" // v$ = string 
06D1: v$9920 = "DAN_LOOP_A" // v$ = string 

:ANIMATE_2206
if 
  $9916 == 42 
jf @ANIMATE_2253 
06D1: v$9924 = "DANCING" // v$ = string 
06D1: v$9920 = "DNCE_M_A" // v$ = string 

:ANIMATE_2253
if 
  $9916 == 43 
jf @ANIMATE_2300 
06D1: v$9924 = "DANCING" // v$ = string 
06D1: v$9920 = "DNCE_M_B" // v$ = string 

:ANIMATE_2300
if 
  $9916 == 44 
jf @ANIMATE_2347 
06D1: v$9924 = "DANCING" // v$ = string 
06D1: v$9920 = "DNCE_M_C" // v$ = string 

:ANIMATE_2347
if 
  $9916 == 45 
jf @ANIMATE_2394 
06D1: v$9924 = "DANCING" // v$ = string 
06D1: v$9920 = "DNCE_M_D" // v$ = string 

:ANIMATE_2394
if 
  $9916 == 46 
jf @ANIMATE_2441 
06D1: v$9924 = "DANCING" // v$ = string 
06D1: v$9920 = "DNCE_M_E" // v$ = string 

:ANIMATE_2441
if 
  $9916 == 47 
jf @ANIMATE_2492 
06D1: v$9924 = "BEACH" // v$ = string 
06D1: v$9920 = "PARKSIT_M_LOOP" // v$ = string 

:ANIMATE_2492
if 
  $9916 == 48 
jf @ANIMATE_2543 
06D1: v$9924 = "BEACH" // v$ = string 
06D1: v$9920 = "PARKSIT_W_LOOP" // v$ = string 

:ANIMATE_2543
if 
  $9916 == 49 
jf @ANIMATE_2595 
06D1: v$9924 = "BEACH" // v$ = string 
06D1: v$9920 = "SITNWAIT_LOOP_W" // v$ = string 

:ANIMATE_2595
$9916 = 9999 

:ANIMATE_2603
if 
   not $9916 >= 61 
jf @ANIMATE_3148 
if 
  $9916 == 50 
jf @ANIMATE_2666 
06D1: v$9924 = "BASEBALL" // v$ = string 
06D1: v$9920 = "BAT_4" // v$ = string 

:ANIMATE_2666
if 
  $9916 == 51 
jf @ANIMATE_2719 
$9919 = 0 
06D1: v$9924 = "MISC" // v$ = string 
06D1: v$9920 = "PLUNGER_01" // v$ = string 

:ANIMATE_2719
if 
  $9916 == 52 
jf @ANIMATE_2766 
06D1: v$9924 = "FIGHT_B" // v$ = string 
06D1: v$9920 = "FIGHTB_G" // v$ = string 

:ANIMATE_2766
if 
  $9916 == 53 
jf @ANIMATE_2806 
$9918 = 0 
06D1: v$9920 = "FIGHTA_G" // v$ = string 

:ANIMATE_2806
if 
  $9916 == 54 
jf @ANIMATE_2847 
$9918 = 0 
06D1: v$9920 = "FIGHTIDLE" // v$ = string 

:ANIMATE_2847
if 
  $9916 == 55 
jf @ANIMATE_2892 
06D1: v$9924 = "MISC" // v$ = string 
06D1: v$9920 = "BITCHSLAP" // v$ = string 

:ANIMATE_2892
if 
  $9916 == 56 
jf @ANIMATE_2942 
06D1: v$9924 = "FIGHT_C" // v$ = string 
06D1: v$9920 = "FIGHTC_IDLE" // v$ = string 

:ANIMATE_2942
if 
  $9916 == 57 
jf @ANIMATE_2994 
06D1: v$9924 = "PAULNMAC" // v$ = string 
06D1: v$9920 = "PNM_ARGUE1_A" // v$ = string 

:ANIMATE_2994
if 
  $9916 == 58 
jf @ANIMATE_3046 
06D1: v$9924 = "PAULNMAC" // v$ = string 
06D1: v$9920 = "PNM_ARGUE2_B" // v$ = string 

:ANIMATE_3046
if 
  $9916 == 59 
jf @ANIMATE_3093 
06D1: v$9924 = "FIGHT_D" // v$ = string 
06D1: v$9920 = "FIGHTD_G" // v$ = string 

:ANIMATE_3093
if 
  $9916 == 60 
jf @ANIMATE_3140 
06D1: v$9924 = "FIGHT_D" // v$ = string 
06D1: v$9920 = "FIGHTD_M" // v$ = string 

:ANIMATE_3140
$9916 = 9999 

:ANIMATE_3148
if 
   not $9916 >= 69 
jf @ANIMATE_3498 
06D1: v$9924 = "GANGS" // v$ = string 
if 
  $9916 == 61 
jf @ANIMATE_3217 
06D1: v$9920 = "PRTIAL_GNGTLKA" // v$ = string 

:ANIMATE_3217
if 
  $9916 == 62 
jf @ANIMATE_3256 
06D1: v$9920 = "PRTIAL_GNGTLKB" // v$ = string 

:ANIMATE_3256
if 
  $9916 == 63 
jf @ANIMATE_3295 
06D1: v$9920 = "PRTIAL_GNGTLKC" // v$ = string 

:ANIMATE_3295
if 
  $9916 == 64 
jf @ANIMATE_3334 
06D1: v$9920 = "PRTIAL_GNGTLKD" // v$ = string 

:ANIMATE_3334
if 
  $9916 == 65 
jf @ANIMATE_3373 
06D1: v$9920 = "PRTIAL_GNGTLKE" // v$ = string 

:ANIMATE_3373
if 
  $9916 == 66 
jf @ANIMATE_3412 
06D1: v$9920 = "PRTIAL_GNGTLKF" // v$ = string 

:ANIMATE_3412
if 
  $9916 == 67 
jf @ANIMATE_3451 
06D1: v$9920 = "PRTIAL_GNGTLKG" // v$ = string 

:ANIMATE_3451
if 
  $9916 == 68 
jf @ANIMATE_3490 
06D1: v$9920 = "PRTIAL_GNGTLKH" // v$ = string 

:ANIMATE_3490
$9916 = 9999 

:ANIMATE_3498
if 
   not $9916 >= 80 
jf @ANIMATE_4047 
if 
  $9916 == 69 
jf @ANIMATE_3567 
06D1: v$9924 = "HEIST9" // v$ = string 
06D1: v$9920 = "USE_SWIPECARD" // v$ = string 

:ANIMATE_3567
if 
  $9916 == 70 
jf @ANIMATE_3614 
06D1: v$9924 = "STRIP" // v$ = string 
06D1: v$9920 = "STR_LOOP_A" // v$ = string 

:ANIMATE_3614
if 
  $9916 == 71 
jf @ANIMATE_3661 
06D1: v$9924 = "STRIP" // v$ = string 
06D1: v$9920 = "STR_LOOP_B" // v$ = string 

:ANIMATE_3661
if 
  $9916 == 72 
jf @ANIMATE_3708 
06D1: v$9924 = "STRIP" // v$ = string 
06D1: v$9920 = "STR_LOOP_C" // v$ = string 

:ANIMATE_3708
if 
  $9916 == 73 
jf @ANIMATE_3752 
06D1: v$9924 = "STRIP" // v$ = string 
06D1: v$9920 = "STRIP_A" // v$ = string 

:ANIMATE_3752
if 
  $9916 == 74 
jf @ANIMATE_3796 
06D1: v$9924 = "STRIP" // v$ = string 
06D1: v$9920 = "STRIP_E" // v$ = string 

:ANIMATE_3796
if 
  $9916 == 75 
jf @ANIMATE_3846 
06D1: v$9924 = "RYDER" // v$ = string 
06D1: v$9920 = "RYD_BECKON_01" // v$ = string 

:ANIMATE_3846
if 
  $9916 == 76 
jf @ANIMATE_3896 
06D1: v$9924 = "RYDER" // v$ = string 
06D1: v$9920 = "RYD_BECKON_02" // v$ = string 

:ANIMATE_3896
if 
  $9916 == 77 
jf @ANIMATE_3946 
06D1: v$9924 = "RYDER" // v$ = string 
06D1: v$9920 = "RYD_BECKON_03" // v$ = string 

:ANIMATE_3946
if 
  $9916 == 78 
jf @ANIMATE_3992 
06D1: v$9924 = "CRACK" // v$ = string 
06D1: v$9920 = "CRCKDETH2" // v$ = string 

:ANIMATE_3992
if 
  $9916 == 79 
jf @ANIMATE_4039 
06D1: v$9924 = "WUZI" // v$ = string 
06D1: v$9920 = "CS_DEAD_GUY" // v$ = string 

:ANIMATE_4039
$9916 = 9999 

:ANIMATE_4047
if 
   not $9916 >= 87 
jf @ANIMATE_4369 
06D1: v$9924 = "SWAT" // v$ = string 
if 
  $9916 == 80 
jf @ANIMATE_4116 
06D1: v$9920 = "GNSTWALL_INJURD" // v$ = string 

:ANIMATE_4116
if 
  $9916 == 81 
jf @ANIMATE_4152 
06D1: v$9920 = "SWT_WLLPK_R" // v$ = string 

:ANIMATE_4152
if 
  $9916 == 82 
jf @ANIMATE_4188 
06D1: v$9920 = "SWT_WLLPK_L" // v$ = string 

:ANIMATE_4188
if 
  $9916 == 83 
jf @ANIMATE_4233 
$9919 = 0 
06D1: v$9920 = "SWT_BREACH_01" // v$ = string 

:ANIMATE_4233
if 
  $9916 == 84 
jf @ANIMATE_4278 
$9919 = 0 
06D1: v$9920 = "SWT_BREACH_02" // v$ = string 

:ANIMATE_4278
if 
  $9916 == 85 
jf @ANIMATE_4323 
$9919 = 0 
06D1: v$9920 = "SWT_BREACH_03" // v$ = string 

:ANIMATE_4323
if 
  $9916 == 86 
jf @ANIMATE_4361 
$9919 = 0 
06D1: v$9920 = "SWT_GO" // v$ = string 

:ANIMATE_4361
$9916 = 9999 

:ANIMATE_4369
if 
   not $9916 >= 91 
jf @ANIMATE_4562 
06D1: v$9924 = "COP_AMBIENT" // v$ = string 
if 
  $9916 == 87 
jf @ANIMATE_4442 
06D1: v$9920 = "COPLOOK_LOOP" // v$ = string 

:ANIMATE_4442
if 
  $9916 == 88 
jf @ANIMATE_4478 
06D1: v$9920 = "COPLOOK_NOD" // v$ = string 

:ANIMATE_4478
if 
  $9916 == 89 
jf @ANIMATE_4516 
06D1: v$9920 = "COPLOOK_SHAKE" // v$ = string 

:ANIMATE_4516
if 
  $9916 == 90 
jf @ANIMATE_4554 
06D1: v$9920 = "COPLOOK_THINK" // v$ = string 

:ANIMATE_4554
$9916 = 9999 

:ANIMATE_4562
if 
   not $9916 >= 95 
jf @ANIMATE_4747 
06D1: v$9924 = "LOWRIDER" // v$ = string 
if 
  $9916 == 91 
jf @ANIMATE_4630 
06D1: v$9920 = "RAP_A_LOOP" // v$ = string 

:ANIMATE_4630
if 
  $9916 == 92 
jf @ANIMATE_4665 
06D1: v$9920 = "RAP_B_LOOP" // v$ = string 

:ANIMATE_4665
if 
  $9916 == 93 
jf @ANIMATE_4700 
06D1: v$9920 = "RAP_C_LOOP" // v$ = string 

:ANIMATE_4700
if 
  $9916 == 94 
jf @ANIMATE_4739 
06D1: v$9920 = "M_SMKSTND_LOOP" // v$ = string 

:ANIMATE_4739
$9916 = 9999 

:ANIMATE_4747
if 
   not $9916 >= 100 
jf @ANIMATE_4941 
06D1: v$9924 = "PLAYIDLES" // v$ = string 
if 
  $9916 == 95 
jf @ANIMATE_4811 
06D1: v$9920 = "SHIFT" // v$ = string 

:ANIMATE_4811
if 
  $9916 == 96 
jf @ANIMATE_4841 
06D1: v$9920 = "SHLDR" // v$ = string 

:ANIMATE_4841
if 
  $9916 == 97 
jf @ANIMATE_4873 
06D1: v$9920 = "STRETCH" // v$ = string 

:ANIMATE_4873
if 
  $9916 == 98 
jf @ANIMATE_4904 
06D1: v$9920 = "STRLEG" // v$ = string 

:ANIMATE_4904
if 
  $9916 == 99 
jf @ANIMATE_4933 
06D1: v$9920 = "TIME" // v$ = string 

:ANIMATE_4933
$9916 = 9999 

:ANIMATE_4941
if 
   not $9916 >= 110 
jf @ANIMATE_5452 
if 
  $9916 == 100 
jf @ANIMATE_5005 
06D1: v$9924 = "CHAINSAW" // v$ = string 
06D1: v$9920 = "CSAW_G" // v$ = string 

:ANIMATE_5005
if 
  $9916 == 101 
jf @ANIMATE_5051 
06D1: v$9924 = "CRACK" // v$ = string 
06D1: v$9920 = "CRCKIDLE2" // v$ = string 

:ANIMATE_5051
if 
  $9916 == 102 
jf @ANIMATE_5102 
06D1: v$9924 = "INT_HOUSE" // v$ = string 
06D1: v$9920 = "BED_LOOP_R" // v$ = string 

:ANIMATE_5102
if 
  $9916 == 103 
jf @ANIMATE_5149 
06D1: v$9924 = "GANGS" // v$ = string 
06D1: v$9920 = "INVITE_YES" // v$ = string 

:ANIMATE_5149
if 
  $9916 == 104 
jf @ANIMATE_5195 
06D1: v$9924 = "GANGS" // v$ = string 
06D1: v$9920 = "INVITE_NO" // v$ = string 

:ANIMATE_5195
if 
  $9916 == 105 
jf @ANIMATE_5245 
06D1: v$9924 = "GRAVEYARD" // v$ = string 
06D1: v$9920 = "MRNF_LOOP" // v$ = string 

:ANIMATE_5245
if 
  $9916 == 106 
jf @ANIMATE_5294 
06D1: v$9924 = "MISC" // v$ = string 
06D1: v$9920 = "PLYRLEAN_LOOP" // v$ = string 

:ANIMATE_5294
if 
  $9916 == 107 
jf @ANIMATE_5344 
06D1: v$9924 = "POLICE" // v$ = string 
06D1: v$9920 = "COPTRAF_AWAY" // v$ = string 

:ANIMATE_5344
if 
  $9916 == 108 
jf @ANIMATE_5394 
06D1: v$9924 = "POLICE" // v$ = string 
06D1: v$9920 = "COPTRAF_LEFT" // v$ = string 

:ANIMATE_5394
if 
  $9916 == 109 
jf @ANIMATE_5444 
06D1: v$9924 = "POLICE" // v$ = string 
06D1: v$9920 = "COPTRAF_STOP" // v$ = string 

:ANIMATE_5444
$9916 = 9999 

:ANIMATE_5452
if 
   not $9916 >= 120 
jf @ANIMATE_5955 
if 
  $9916 == 110 
jf @ANIMATE_5517 
06D1: v$9924 = "POLICE" // v$ = string 
06D1: v$9920 = "DOOR_KICK" // v$ = string 

:ANIMATE_5517
if 
  $9916 == 111 
jf @ANIMATE_5571 
06D1: v$9924 = "ATTRACTORS" // v$ = string 
06D1: v$9920 = "STEPSIT_LOOP" // v$ = string 

:ANIMATE_5571
if 
  $9916 == 112 
jf @ANIMATE_5619 
06D1: v$9924 = "MISC" // v$ = string 
06D1: v$9920 = "SEAT_TALK_02" // v$ = string 

:ANIMATE_5619
if 
  $9916 == 113 
jf @ANIMATE_5665 
06D1: v$9924 = "OTB" // v$ = string 
06D1: v$9920 = "BETSLP_LOOP" // v$ = string 

:ANIMATE_5665
if 
  $9916 == 114 
jf @ANIMATE_5713 
06D1: v$9924 = "OTB" // v$ = string 
06D1: v$9920 = "WTCHRACE_LOOP" // v$ = string 

:ANIMATE_5713
if 
  $9916 == 115 
jf @ANIMATE_5759 
06D1: v$9924 = "DEALER" // v$ = string 
06D1: v$9920 = "SHOP_PAY" // v$ = string 

:ANIMATE_5759
if 
  $9916 == 116 
jf @ANIMATE_5811 
06D1: v$9924 = "BOMBER" // v$ = string 
06D1: v$9920 = "BOM_PLANT_LOOP" // v$ = string 

:ANIMATE_5811
if 
  $9916 == 117 
jf @ANIMATE_5859 
06D1: v$9924 = "MISC" // v$ = string 
06D1: v$9920 = "PLYR_SHKHEAD" // v$ = string 

:ANIMATE_5859
if 
  $9916 == 118 
jf @ANIMATE_5906 
06D1: v$9924 = "SHOP" // v$ = string 
06D1: v$9920 = "SHP_GUN_AIM" // v$ = string 

:ANIMATE_5906
if 
  $9916 == 119 
jf @ANIMATE_5947 
$9918 = 0 
06D1: v$9920 = "GUN_STAND" // v$ = string 

:ANIMATE_5947
$9916 = 9999 

:ANIMATE_5955
if 
   not $9916 >= 130 
jf @ANIMATE_6427 
if 
  $9916 == 120 
jf @ANIMATE_6020 
$9918 = 0 
$9919 = 0 
06D1: v$9920 = "EV_DIVE" // v$ = string 

:ANIMATE_6020
if 
  $9916 == 121 
jf @ANIMATE_6072 
$9918 = 0 
$9919 = 0 
06D1: v$9920 = "KO_SKID_FRONT" // v$ = string 

:ANIMATE_6072
if 
  $9916 == 122 
jf @ANIMATE_6112 
$9918 = 0 
06D1: v$9920 = "FACANGER" // v$ = string 

:ANIMATE_6112
if 
  $9916 == 123 
jf @ANIMATE_6150 
$9918 = 0 
06D1: v$9920 = "FACGUM" // v$ = string 

:ANIMATE_6150
if 
  $9916 == 124 
jf @ANIMATE_6189 
$9918 = 0 
06D1: v$9920 = "FACSURP" // v$ = string 

:ANIMATE_6189
if 
  $9916 == 125 
jf @ANIMATE_6229 
$9918 = 0 
06D1: v$9920 = "FACSURPM" // v$ = string 

:ANIMATE_6229
if 
  $9916 == 126 
jf @ANIMATE_6268 
$9918 = 0 
06D1: v$9920 = "FACTALK" // v$ = string 

:ANIMATE_6268
if 
  $9916 == 127 
jf @ANIMATE_6308 
$9918 = 0 
06D1: v$9920 = "FACURIOS" // v$ = string 

:ANIMATE_6308
if 
  $9916 == 128 
jf @ANIMATE_6364 
06D1: v$9924 = "INT_OFFICE" // v$ = string 
06D1: v$9920 = "OFF_SIT_CRASH" // v$ = string 

:ANIMATE_6364
if 
  $9916 == 129 
jf @ANIMATE_6419 
06D1: v$9924 = "INT_OFFICE" // v$ = string 
06D1: v$9920 = "OFF_SIT_READ" // v$ = string 

:ANIMATE_6419
$9916 = 9999 

:ANIMATE_6427
if 
  $ONMISSION == 0 
jf @ANIMATE_6452 
$9919 = 1 

:ANIMATE_6452
$9928 = 1 
0060: $9928 -= $9919 // (int) 
if 
  $9918 == 0 
jf @ANIMATE_6523 
0605: actor $9929 perform_animation v$9920 IFP "PED" framedelta 4.0 loop $9919 lockX $9928 lockY $9928 lockF 0 time -1 
jump @ANIMATE_6578 

:ANIMATE_6523
04ED: load_animation v$9924 

:ANIMATE_6528
wait 0 
04EE:   animation v$9924 loaded 
jf @ANIMATE_6528 
0605: actor $9929 perform_animation v$9920 IFP v$9924 framedelta 4.0 loop $9919 lockX $9928 lockY $9928 lockF 0 time -1 
04EF: release_animation v$9924 

:ANIMATE_6578
0662: printstring v$9920 
jump @ANIMATE_9224 

:ANIMATE_6590
if or
  $9916 == -2 
  $9916 == -3 
  $9916 == -9 
  $9916 == -10 
jf @ANIMATE_6885 
[email protected] = 4 
if 
  $9916 == -3 
jf @ANIMATE_6661 
[email protected] = 6 

:ANIMATE_6661
if 
  $9916 == -9 
jf @ANIMATE_6686 
[email protected] = 7 

:ANIMATE_6686
if 
  $9916 == -10 
jf @ANIMATE_6711 
04EB: AS_actor $9929 crouch 1 

:ANIMATE_6711
0615: define_AS_pack_begin [email protected] 
05D6: clear_scmpath 
$9930 = 0 
0084: $9894 = $9931 // (int) 

:ANIMATE_6733
if 
  $9930 == 8 
jf @ANIMATE_6769 
05D8: AS_assign_scmpath to_actor -1 flags [email protected] 0 
05D6: clear_scmpath 
$9930 = 0 

:ANIMATE_6769
05D7: add_point_to_scmpath $8677($9894,200f) $9077($9894,200f) $9477($9894,200f) 
0084: $9932 = $9894 // (int) 
0084: $9894 = $8277($9932,200i) // (int) 
$9930 += 1 
   not $9894 > 0 
jf @ANIMATE_6733 
05D8: AS_assign_scmpath to_actor -1 flags [email protected] 0 
if 
  $9894 == -2 
jf @ANIMATE_6867 
0643: set_AS_pack [email protected] loop 1 

:ANIMATE_6867
0616: define_AS_pack_end [email protected] 
0618: assign_actor $9929 to_AS_pack [email protected] 
061B: remove_references_to_AS_pack [email protected] 

:ANIMATE_6885
if or
  $9916 == -99 
  $9916 == -100 
jf @ANIMATE_7096 
if 
  $9916 == -99 
jf @ANIMATE_6942 
$9933 = 4 
jump @ANIMATE_6949 

:ANIMATE_6942
$9933 = 6 

:ANIMATE_6949
008C: $9934 = float $9931 to_integer 
$9934 += 2 
$9934 *= 1000 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $9929 with_offset 0.0 0.0 0.0 
04C4: store_coords_to $9935 $9936 $9937 from_actor $9929 with_offset 0.0 $9931 0.0 
0615: define_AS_pack_begin [email protected] 
05D3: AS_actor -1 goto_point $9935 $9936 $9937 mode $9933 time $9934 ms // versionA 
05D3: AS_actor -1 goto_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 mode $9933 time $9934 ms // versionA 
0643: set_AS_pack [email protected] loop 1 
0616: define_AS_pack_end [email protected] 
0618: assign_actor $9929 to_AS_pack [email protected] 
061B: remove_references_to_AS_pack [email protected] 

:ANIMATE_7096
if 
  $9916 == -7 
jf @ANIMATE_7164 
060A: create_decision_maker_type 0 store_to [email protected] // decision\allowed\m_.ped files 
060B: set_actor $9929 decision_maker_to [email protected] 
Actor.Health($9929) = 20
Actor.SetMaxHealth($9929, 100)
077A: set_actor $9929 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
Actor.WeaponAccuracy($9929) = 5
0762: AS_actor $9929 dies 

:ANIMATE_7164
if 
  $9916 == -8 
jf @ANIMATE_7189 
05BC: AS_actor $9929 jump 1 

:ANIMATE_7189
if 
  $9916 == -11 
jf @ANIMATE_7434 
0084: $9894 = $9931 // (int) 
$9930 = 0 

:ANIMATE_7222
0084: $9932 = $9894 // (int) 
0084: $9894 = $8277($9932,200i) // (int) 
$9930 += 1 
   not $9894 > 0 
jf @ANIMATE_7222 
$9930 += 1 
0209: [email protected] = random_int_in_ranges 1 $9930 
0084: $9894 = $9931 // (int) 

:ANIMATE_7288
  [email protected] > 1 
jf @ANIMATE_7336 
0084: $9932 = $9894 // (int) 
0084: $9894 = $8277($9932,200i) // (int) 
[email protected] += -1 
jump @ANIMATE_7288 

:ANIMATE_7336
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $9929 with_offset 0.0 0.0 0.0 
0061: $TEMPVAR_FLOAT_1 -= $8677($9894,200f) // (float) 
0061: $TEMPVAR_FLOAT_2 -= $9077($9894,200f) // (float) 
0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ANGLE 
Actor.PutAt($9929, $8677($9894,200f), $9077($9894,200f), $9477($9894,200f))
Actor.Angle($9929) = $TEMPVAR_ANGLE

:ANIMATE_7434
if 
  $9916 == -12 
jf @ANIMATE_7500 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $9929 with_offset 0.0 10.0 0.0 
0667: AS_actor $9929 aim_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 1000000 ms 

:ANIMATE_7500
if or
  $9916 == -4 
  $9916 == -5 
  $9916 == -6 
jf @ANIMATE_9224 
Actor.StorePos($9929, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
$9938 = 999.0 
$9939 = 0 
$9940 = 0 

:ANIMATE_7570
001C:   $9941 > $9940 // (int) 
jf @ANIMATE_7724 
wait 0 
if and
801C:   not  $9942($9940,50i) > $9903 // (int) 
001C:   $9992($9940,50i) > $9903 // (int) 
jf @ANIMATE_7710 
050A: $10192 = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $10042($9940,50f) $10092($9940,50f) $10142($9940,50f) 
if 
8034:   not  $10192 >= $9938 // (float) 
jf @ANIMATE_7710 
0086: $9938 = $10192 // (float) 
0084: $9939 = $10193($9940,50i) // (int) 
0084: $10243 = $10244($9940,50i) // (int) 

:ANIMATE_7710
$9940 += 1 
jump @ANIMATE_7570 

:ANIMATE_7724
if or
  $10294($9903,101i) == 1 
  $10294($9903,101i) == 9 
jf @ANIMATE_7843 
050A: $10192 = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) 
if 
8034:   not  $10192 >= $9938 // (float) 
jf @ANIMATE_7843 
0086: $9938 = $10192 // (float) 
0084: $9939 = $10699($9903,101i) // (int) 
0084: $10243 = $10800($9903,101i) // (int) 

:ANIMATE_7843
if 
   not $10901 == -1 
jf @ANIMATE_7941 
Car.StorePos($10901, $9935, $9936, $9937)
050A: $10192 = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $9935 $9936 $9937 
if 
8034:   not  $10192 >= $9938 // (float) 
jf @ANIMATE_7941 
0086: $9938 = $10192 // (float) 
0084: $9939 = $10901 // (int) 
$10243 = Car.Model($10901)

:ANIMATE_7941
if 
   not $9939 == 0 
jf @ANIMATE_9224 
060A: create_decision_maker_type 0 store_to [email protected] // decision\allowed\m_.ped files 
060B: set_actor $9929 decision_maker_to [email protected] 
[email protected] = 0 
$10902 = 0 
if 
  $9916 == -4 
jf @ANIMATE_8092 
if 
   not $9931 > 0 
jf @ANIMATE_8053 
0615: define_AS_pack_begin [email protected] 
05B9: AS_actor -1 stay_idle 1000 ms 
05CB: AS_actor -1 enter_car $9939 as_driver 10000 ms 
jump @ANIMATE_8085 

:ANIMATE_8053
$9931 -= 1 
0615: define_AS_pack_begin [email protected] 
05B9: AS_actor -1 stay_idle 1000 ms 
05CA: AS_actor -1 enter_car $9939 passenger_seat $9931 time 10000 

:ANIMATE_8085
jump @ANIMATE_8153 

:ANIMATE_8092
if 
   not $9931 > 0 
jf @ANIMATE_8130 
072A: put_actor $9929 into_car $9939 driverseat 
0615: define_AS_pack_begin [email protected] 
jump @ANIMATE_8153 

:ANIMATE_8130
$9931 -= 1 
072B: put_actor $9929 into_car $9939 passengerseat $9931 
0615: define_AS_pack_begin [email protected] 

:ANIMATE_8153
if 
   not $9931 >= 0 
jf @ANIMATE_9011 
if or
0820:   model $10243 heli 
081F:   model $10243 plane 
jf @ANIMATE_8660 
$10902 = 1 
if 
  $9931 == -4 
jf @ANIMATE_8307 
if 
  $9916 == -4 
jf @ANIMATE_8251 
05CB: AS_actor $9929 enter_car $9939 as_driver 2900 ms 
wait 3000 

:ANIMATE_8251
if 
0820:   model $10243 heli 
jf @ANIMATE_8292 
0825: set_helicopter $9939 instant_rotor_start 
0724: heli $9939 follow_and_attack_player $PLAYER_CHAR radius 50.0 
jump @ANIMATE_8307 

:ANIMATE_8292
0710: plane $9939 follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 

:ANIMATE_8307
if 
  $9931 == -5 
jf @ANIMATE_8417 
if 
  $9916 == -4 
jf @ANIMATE_8359 
05CB: AS_actor $9929 enter_car $9939 as_driver 2900 ms 
wait 3000 

:ANIMATE_8359
if 
0820:   model $10243 heli 
jf @ANIMATE_8402 
0825: set_helicopter $9939 instant_rotor_start 
0726: heli $9939 follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
jump @ANIMATE_8417 

:ANIMATE_8402
0710: plane $9939 follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 

:ANIMATE_8417
if 
   not $9931 >= -500 
jf @ANIMATE_8653 
if and
   not $9931 >= -500 
   not -1500 >= $9931 
jf @ANIMATE_8489 
Car.SetMaxSpeed($9939, 20.0)
0084: $9894 = $9931 // (int) 
$9894 += 1000 

:ANIMATE_8489
if and
   not $9931 >= -1500 
   not -2500 >= $9931 
jf @ANIMATE_8542 
Car.SetMaxSpeed($9939, 100.0)
0084: $9894 = $9931 // (int) 
$9894 += 2000 

:ANIMATE_8542
if and
   not $9931 >= -2500 
   not -3500 >= $9931 
jf @ANIMATE_8585 
0084: $9894 = $9931 // (int) 
$9894 += 3000 

:ANIMATE_8585
if 
0820:   model $10243 heli 
jf @ANIMATE_8633 
0825: set_helicopter $9939 instant_rotor_start 
create_thread @HELI $9929 $9939 $9894 $9916 
jump @ANIMATE_8653 

:ANIMATE_8633
create_thread @PLANE $9929 $9939 $9894 $9916 

:ANIMATE_8653
jump @ANIMATE_9004 

:ANIMATE_8660
if 
  $9931 == -4 
jf @ANIMATE_8696 
06E1: AS_actor -1 using_car $9939 target_car -1 with_order 2 max_speed 60.0 traffic_flag 3 

:ANIMATE_8696
if 
  $9931 == -5 
jf @ANIMATE_8732 
06E1: AS_actor -1 using_car $9939 target_car -1 with_order 43 max_speed 60.0 traffic_flag 2 

:ANIMATE_8732
if 
   not $9931 >= -500 
jf @ANIMATE_9004 
if and
   not $9931 >= -500 
   not -1500 >= $9931 
jf @ANIMATE_8821 
$10903 = 0 
$10904 = 20.0 
$10905 = 5.0 
0084: $9894 = $9931 // (int) 
$9894 += 1000 

:ANIMATE_8821
if and
   not $9931 >= -1500 
   not -2500 >= $9931 
jf @ANIMATE_8891 
$10903 = 2 
$10904 = 30.0 
$10905 = 7.0 
0084: $9894 = $9931 // (int) 
$9894 += 2000 

:ANIMATE_8891
if and
   not $9931 >= -2500 
   not -3500 >= $9931 
jf @ANIMATE_8961 
$10903 = 2 
$10904 = 40.0 
$10905 = 10.0 
0084: $9894 = $9931 // (int) 
$9894 += 3000 

:ANIMATE_8961
0587: enable_car $9939 validate_position 1 
$10902 = 1 
create_thread @CAR $9929 $9939 $9894 $9916 $10904 $10903 $10905 

:ANIMATE_9004
jump @ANIMATE_9123 

:ANIMATE_9011
if or
  $10906 == 24 
  $10906 == 26 
jf @ANIMATE_9071 
0713: actor -1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 40 

:ANIMATE_9071
if 
  $10906 == 25 
jf @ANIMATE_9123 
0713: actor -1 driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 40 

:ANIMATE_9123
if 
  $9916 == -5 
jf @ANIMATE_9180 
if 
   not $9931 > 0 
jf @ANIMATE_9180 
05B9: AS_actor -1 stay_idle 1000 ms 
05CD: AS_actor -1 exit_car $9939 
jump @ANIMATE_9180 

:ANIMATE_9180
0643: set_AS_pack [email protected] loop [email protected] 
0616: define_AS_pack_end [email protected] 
if 
  $10902 == 0 
jf @ANIMATE_9219 
0618: assign_actor $9929 to_AS_pack [email protected] 

:ANIMATE_9219
061B: remove_references_to_AS_pack [email protected] 

:ANIMATE_9224
$9916 = -1 
jump @ANIMATE_26 
end_thread 

:ANIMATE_9240
wait 20 
80E1:   not player 0 pressed_key 16 
jf @ANIMATE_9240 

:ANIMATE_9257
wait 20 
8AB0:   not key_pressed 13 
jf @ANIMATE_9257 
return 

:ANIMATE_9274
$10907 = 0 
0512: show_permanent_text_box 'MENU'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select.~N~~k~~PED_SPRINT~ Select~N~F Exit
gosub @ANIMATE_9240 

:ANIMATE_9299
wait 0 
if 
00E1:   player 0 pressed_key 15 
jf @ANIMATE_9353 
08DA: remove_panel $10908 
03E6: remove_text_box 

:ANIMATE_9327
wait 20 
80E1:   not player 0 pressed_key 15 
jf @ANIMATE_9327 
$10907 = 1 
return 

:ANIMATE_9353
if 
0AB0:   key_pressed 13 
jf @ANIMATE_9375 
jump @ANIMATE_9388 

:ANIMATE_9375
00E1:   player 0 pressed_key 16 
jf @ANIMATE_9299 

:ANIMATE_9388
gosub @ANIMATE_9240 
08D7: $10909 = panel $10908 active_row 
08DA: remove_panel $10908 
03E6: remove_text_box 
return 

:ANIMATE_9412
gosub @ANIMATE_9240 
$10910 = 0 

:ANIMATE_9426
wait 0 
if 
00E1:   player 0 pressed_key 15 
jf @ANIMATE_9479 

:ANIMATE_9447
wait 20 
80E1:   not player 0 pressed_key 15 
jf @ANIMATE_9447 
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$10910 = 1 
return 

:ANIMATE_9479
if 
0AB0:   key_pressed 13 
jf @ANIMATE_9501 
jump @ANIMATE_9514 

:ANIMATE_9501
00E1:   player 0 pressed_key 16 
jf @ANIMATE_9426 

:ANIMATE_9514
gosub @ANIMATE_9240 
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:ANIMATE_9529
   not Player.Defined($PLAYER_CHAR)
jf @ANIMATE_9552 
wait 20 
jump @ANIMATE_9529 

:ANIMATE_9552
04D8: set_actor $PLAYER_ACTOR drowns_in_water 0 
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
055D: make_player $PLAYER_CHAR fireproof 1 
03BA: clear_cars_from_cube_cornerA -3000.0 -3000.0 -100.0 cornerB 3000.0 3000.0 2000.0 
042B: clear_peds_from_cube_cornerA -3000.0 -3000.0 -100.0 cornerB 3000.0 3000.0 2000.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
return 

:ANIMATE_9661
   not Player.Defined($PLAYER_CHAR)
jf @ANIMATE_9684 
wait 20 
jump @ANIMATE_9661 

:ANIMATE_9684
04D8: set_actor $PLAYER_ACTOR drowns_in_water 1 
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
055D: make_player $PLAYER_CHAR fireproof 0 
return 

:DYOMMENU
thread 'DYOMMENU' 

:DYOMMENU_19
$10911 = 0 
wait 20 
if and
   Player.Defined($PLAYER_CHAR)
  $ONMISSION == 0 
  $8274 == 0 
jf @DYOMMENU_19 
if and
0AB0:   key_pressed 17 
0AB0:   key_pressed 80 
jf @DYOMMENU_86 
gosub @DYOMMENU_56140 

:DYOMMENU_86
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_19 

:DYOMMENU_103
$10911 = 1 
Player.CanMove($PLAYER_CHAR) = False
08D4: $10908 = create_panel_with_title 'MAIN MEN' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel $10908 column 0 header 'MAIN MEN' data 'MMENU' 'SMENU' 'SETTING' 'PLAYER' 'OBJECTI' 'ACTORS' 'CARS' 'PICKUPS' 'OBJECTS' 'TOOLS' 'DUMMY' 'DUMMY'  // Mission Menu // Storyline Menu // Settings // Player // Objectives // Actors // Cars // Pickups // Objects & Effects // Tools
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_326 
jump @DYOMMENU_10375 

:DYOMMENU_326
if 
  $10909 == 0 
jf @DYOMMENU_2672 
08D4: $10908 = create_panel_with_title 'MISSIE' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Missions
08DB: set_panel $10908 column 0 header 'MMENU' data 'PLAY' 'SAVEMIS' 'LOAD' 'PUBL' 'NEW' 'AUDIO' 'OTEXP' 'OTIMP' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Mission Menu // Play Mission // Save Mission // Load Mission // Publish Mission // New Mission // Show Missionaudio Code // Export Objective Texts // Import Objective Texts
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_537 
jump @DYOMMENU_103 

:DYOMMENU_537
if 
  $10909 == 0 
jf @DYOMMENU_928 
if and
  $ONMISSION == 0 
   Player.Controllable($PLAYER_CHAR)
jf @DYOMMENU_921 
$ONMISSION = 1 
fade 0 300 
if 
0AA9:   is_game_version_original 
jf @DYOMMENU_653 
0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 $9888 [email protected]  
0AA5: call 7439872 num_params 2 pop 2 [email protected] $9878  
jump @DYOMMENU_694 

:DYOMMENU_653
0AA8: call_function_method 6948976 struct 12704512 num_params 1 pop 0 $9888 [email protected]  
0AA5: call 7442064 num_params 2 pop 2 [email protected] $9878  

:DYOMMENU_694
00BA: show_text_styled GXT 'DYOMTXT' time 1000 style 2  // 12345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890
wait 300 
gosub @DYOMMENU_47656 

:DYOMMENU_722
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_745 
wait 100 
jump @DYOMMENU_722 

:DYOMMENU_745
gosub @ANIMATE_9661 
Player.CanMove($PLAYER_CHAR) = True
start_mission 1  // Initial 2

:DYOMMENU_763
wait 200 
  $ONMISSION == 0 
jf @DYOMMENU_763 
014F: stop_timer $10912 

:DYOMMENU_787
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_810 
wait 100 
jump @DYOMMENU_787 

:DYOMMENU_810
Player.CanMove($PLAYER_CHAR) = False
wait 4000 
fade 0 2000 
wait 2000 
gosub @DYOMMENU_47656 
wait 100 
gosub @DYOMMENU_50490 
wait 1000 

:DYOMMENU_857
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_880 
wait 100 
jump @DYOMMENU_857 

:DYOMMENU_880
gosub @ANIMATE_9529 
09C7: change_player $PLAYER_CHAR model_to #NULL 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
048F: actor $PLAYER_ACTOR remove_weapons 
06C8: enable_riot 0 
fade 1 500 
Player.CanMove($PLAYER_CHAR) = True

:DYOMMENU_921
jump @DYOMMENU_10375 

:DYOMMENU_928
if 
  $10909 == 1 
jf @DYOMMENU_960 
gosub @DYOMMENU_10940 
jump @DYOMMENU_10375 

:DYOMMENU_960
if 
  $10909 == 2 
jf @DYOMMENU_1484 
gosub @DYOMMENU_12372 
if and
  $10913 == 0 
   not $10914 == 0 
jf @DYOMMENU_1026 
00BC: show_text_highpriority GXT 'FILERRL' time 3000 flag 1  // Selected file could not be read

:DYOMMENU_1026
if 
   not $10914 == 0 
jf @DYOMMENU_1477 
if 
  $10915 == 0 
jf @DYOMMENU_1116 
fade 0 0 
wait 500 
gosub @DYOMMENU_50490 
Camera.SetBehindPlayer
wait 0 
fade 1 500 
00BC: show_text_highpriority GXT 'MISLOAD' time 3000 flag 1  // ~s~Mission Loaded. 
jump @DYOMMENU_1477 

:DYOMMENU_1116
wait 1000 
$ONMISSION = 1 
fade 0 500 
if 
0AA9:   is_game_version_original 
jf @DYOMMENU_1196 
0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 $9888 [email protected]  
0AA5: call 7439872 num_params 2 pop 2 [email protected] $9878  
jump @DYOMMENU_1237 

:DYOMMENU_1196
0AA8: call_function_method 6948976 struct 12704512 num_params 1 pop 0 $9888 [email protected]  
0AA5: call 7442064 num_params 2 pop 2 [email protected] $9878  

:DYOMMENU_1237
00BA: show_text_styled GXT 'DYOMTXT' time 1000 style 2  // 12345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890

:DYOMMENU_1253
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_1276 
wait 100 
jump @DYOMMENU_1253 

:DYOMMENU_1276
Player.CanMove($PLAYER_CHAR) = True
gosub @ANIMATE_9661 
start_mission 1  // Initial 2

:DYOMMENU_1294
wait 200 
  $ONMISSION == 0 
jf @DYOMMENU_1294 
014F: stop_timer $10912 

:DYOMMENU_1318
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_1341 
wait 100 
jump @DYOMMENU_1318 

:DYOMMENU_1341
Player.CanMove($PLAYER_CHAR) = False
wait 4000 
fade 0 2000 
wait 2000 
gosub @DYOMMENU_47656 
$8272 = 0 
start_mission 0  // Initial 1

:DYOMMENU_1383
wait 10 
  $8272 == 1 
jf @DYOMMENU_1383 
gosub @DYOMMENU_50490 
wait 1000 

:DYOMMENU_1413
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_1436 
wait 100 
jump @DYOMMENU_1413 

:DYOMMENU_1436
gosub @ANIMATE_9529 
09C7: change_player $PLAYER_CHAR model_to #NULL 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
048F: actor $PLAYER_ACTOR remove_weapons 
06C8: enable_riot 0 
fade 1 500 
Player.CanMove($PLAYER_CHAR) = True

:DYOMMENU_1477
jump @DYOMMENU_10375 

:DYOMMENU_1484
if 
  $10909 == 3 
jf @DYOMMENU_1527 
gosub @DYOMMENU_10985 
03E5: show_text_box 'PUBLHLP'  // A read-only file has been saved: ~y~DYOM0.DAT~s~. ~N~Please upload this file to ~y~dyom.gtagames.nl~s~.
jump @DYOMMENU_10375 

:DYOMMENU_1527
if 
  $10909 == 4 
jf @DYOMMENU_1668 
gosub @DYOMMENU_47656 
$8272 = 0 
start_mission 0  // Initial 1

:DYOMMENU_1563
wait 10 
  $8272 == 1 
jf @DYOMMENU_1563 
gosub @MAIN_4275 
0512: show_permanent_text_box 'NAMEHLP'  // Type your Mission Name
0084: $9889 = $9878 // (int) 
$9895 = 49 
gosub @MAIN_1400 
0512: show_permanent_text_box 'MAUTHLP'  // Type your name
0084: $9889 = $9879 // (int) 
$9895 = 49 
gosub @MAIN_1400 
gosub @DYOMMENU_50490 
jump @DYOMMENU_10375 

:DYOMMENU_1668
if 
  $10909 == 5 
jf @DYOMMENU_1708 
0084: $9889 = $9887 // (int) 
gosub @MS_VEHICLE_SUBMISSIONS 
jump @DYOMMENU_10375 

:DYOMMENU_1708
if 
  $10909 == 6 
jf @DYOMMENU_2405 
0A99: chdir 1 
if 
$9891 = File.Open("DYOMtemp.txt", "wt+")
jf @DYOMMENU_2398 
$9894 = 0 

:DYOMMENU_1772
802C:   not  $9894 >= $10916 // (int) 
jf @DYOMMENU_1844 
0084: $9932 = $9894 // (int) 
$9932 *= 100 
0058: $9932 += $9883 // (int) 
File.WriteString($9891, $9932)
0AD9: write_formatted_text "%c" in_file $9891 10  
$9894 += 1 
jump @DYOMMENU_1772 

:DYOMMENU_1844
0AD9: write_formatted_text "---------= DYOM Objective texts =-------%c" in_file $9891 10  
0AD9: write_formatted_text "The first %d lines of this file should contain the objective texts to be imported.%c" in_file $9891 $10916 10  
0AD9: write_formatted_text "One line per objective, Maximum 99 characters per line.%c" in_file $9891 10  
0AD9: write_formatted_text "Warning:%c" in_file $9891 10  
0AD9: write_formatted_text " * Save your mission before importing texts.%c" in_file $9891 10  
0AD9: write_formatted_text " * Lines that are too long will mess up your mission.%c" in_file $9891 10  
0AD9: write_formatted_text " * Trailing spaces on a line will make your text invisible ingame.%c" in_file $9891 10  
0AD9: write_formatted_text " * Not all characters are supported by the ingame font.%c" in_file $9891 10  
File.Close($9891)
0ACD: show_text_highpriority "Objective texts exported to DYOMtemp.txt" time 2000 

:DYOMMENU_2398
jump @DYOMMENU_10375 

:DYOMMENU_2405
if 
  $10909 == 7 
jf @DYOMMENU_2665 
0A99: chdir 1 
if 
$9891 = File.Open("DYOMtemp.txt", "r")
jf @DYOMMENU_2601 
$9894 = 0 

:DYOMMENU_2467
802C:   not  $9894 >= $10916 // (int) 
jf @DYOMMENU_2540 
0084: $9932 = $9894 // (int) 
$9932 *= 100 
0058: $9932 += $9883 // (int) 
File.ReadString($9891, $9932, 99)
0ACD: show_text_highpriority $9932 time 100 
wait 100 
$9894 += 1 
jump @DYOMMENU_2467 

:DYOMMENU_2540
File.Close($9891)
0ACD: show_text_highpriority "Objective texts imported from DYOMtemp.txt" time 2000 
jump @DYOMMENU_2658 

:DYOMMENU_2601
0ACD: show_text_highpriority "Failed to import objective texts from DYOMtemp.txt" time 2000 

:DYOMMENU_2658
jump @DYOMMENU_10375 

:DYOMMENU_2665
jump @DYOMMENU_10375 

:DYOMMENU_2672
if 
  $10909 == 1 
jf @DYOMMENU_4433 
08D4: $10908 = create_panel_with_title 'SLINE' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Storyline
if 
  $8273 == 0 
jf @DYOMMENU_2876 
08DB: set_panel $10908 column 0 header 'SMENU' data 'STEST' 'SCLEAR' 'MMENU' 'SAUTO' 'MTADD' 'MTEDIT' 'MTDEL' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Storyline Menu // Test Storyline // Clear Storyline // Mission Menu // Make storyline autorun // Add Missiontrigger // Edit Missiontrigger // Remove MissionTrigger
jump @DYOMMENU_3000 

:DYOMMENU_2876
08DB: set_panel $10908 column 0 header 'SMENU' data 'STEST' 'SCLEAR' 'MMENU' 'SNOAUTO' 'MTADD' 'MTEDIT' 'MTDEL' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Storyline Menu // Test Storyline // Clear Storyline // Mission Menu // Make storyline not autorun // Add Missiontrigger // Edit Missiontrigger // Remove MissionTrigger

:DYOMMENU_3000
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_3032 
jump @DYOMMENU_103 

:DYOMMENU_3032
if 
  $10909 == 0 
jf @DYOMMENU_3065 
create_thread @NONAME_6 
jump @DYOMMENU_10375 

:DYOMMENU_3065
if 
  $10909 == 1 
jf @DYOMMENU_3200 
gosub @DYOMMENU_47656 
$10917 = 1 
gosub @DYOMMENU_50490 
gosub @DYOMMENU_20220 
06D1: v$10918 = "DSL/_intro.dat" // v$ = string 
gosub @DYOMMENU_12176 
06D1: v$10918 = "DSL/_outro.dat" // v$ = string 
gosub @DYOMMENU_12176 
06D1: v$10918 = "DSL/_autorun" // v$ = string 
gosub @DYOMMENU_12176 
jump @DYOMMENU_10375 

:DYOMMENU_3200
if 
  $10909 == 2 
jf @DYOMMENU_4212 
08D4: $10908 = create_panel_with_title 'SLINE' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Storyline
08DB: set_panel $10908 column 0 header 'MMENU' data 'SSAVE' 'SINTRO' 'SOUTRO' 'SLOAD' 'LINTRO' 'LOUTRO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Mission Menu // Save Mission to DSL // Save Mission as intro // Save Mission as outro // Load Mission from DSL // Load intro Mission // Load outro Mission
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_3411 
jump @DYOMMENU_103 

:DYOMMENU_3411
if 
  $10909 == 0 
jf @DYOMMENU_3570 
0512: show_permanent_text_box 'FILETXT'  // Enter Filename
0084: $9889 = $9885 // (int) 
$9895 = 10 
gosub @MAIN_1400 
06D2: [email protected] = "DSL/" // @v = string 
0A9F: [email protected] = current_thread_pointer 
[email protected] += 60 
[email protected] += 8 
if 
0AA9:   is_game_version_original 
jf @DYOMMENU_3530 
0AA5: call 7439872 num_params 2 pop 2 [email protected] $9885  
jump @DYOMMENU_3548 

:DYOMMENU_3530
0AA5: call 7442064 num_params 2 pop 2 [email protected] $9885  

:DYOMMENU_3548
06D1: v$10918 = [email protected] // v$ = string 
gosub @DYOMMENU_10971 
jump @DYOMMENU_10375 

:DYOMMENU_3570
if 
  $10909 == 1 
jf @DYOMMENU_3623 
06D1: v$10918 = "DSL/_intro.dat" // v$ = string 
gosub @DYOMMENU_10971 
jump @DYOMMENU_10375 

:DYOMMENU_3623
if 
  $10909 == 2 
jf @DYOMMENU_3676 
06D1: v$10918 = "DSL/_outro.dat" // v$ = string 
gosub @DYOMMENU_10971 
jump @DYOMMENU_10375 

:DYOMMENU_3676
if 
  $10909 == 3 
jf @DYOMMENU_3923 
0512: show_permanent_text_box 'FILETXT'  // Enter Filename
0084: $9889 = $9885 // (int) 
$9895 = 10 
gosub @MAIN_1400 
06D2: [email protected] = "DSL/" // @v = string 
0A9F: [email protected] = current_thread_pointer 
[email protected] += 60 
[email protected] += 8 
if 
0AA9:   is_game_version_original 
jf @DYOMMENU_3795 
0AA5: call 7439872 num_params 2 pop 2 [email protected] $9885  
jump @DYOMMENU_3813 

:DYOMMENU_3795
0AA5: call 7442064 num_params 2 pop 2 [email protected] $9885  

:DYOMMENU_3813
06D1: v$10918 = [email protected] // v$ = string 
$10922 = 1 
gosub @DYOMMENU_12415 
if 
  $10913 == 0 
jf @DYOMMENU_3869 
00BC: show_text_highpriority GXT 'FILERRL' time 3000 flag 1  // Selected file could not be read

:DYOMMENU_3869
fade 0 0 
wait 500 
gosub @DYOMMENU_50490 
Camera.SetBehindPlayer
wait 0 
fade 1 500 
00BC: show_text_highpriority GXT 'MISLOAD' time 3000 flag 1  // ~s~Mission Loaded. 
jump @DYOMMENU_10375 

:DYOMMENU_3923
if 
  $10909 == 4 
jf @DYOMMENU_4064 
06D1: v$10918 = "DSL/_intro.dat" // v$ = string 
$10922 = 1 
gosub @DYOMMENU_12415 
if 
  $10913 == 0 
jf @DYOMMENU_4010 
00BC: show_text_highpriority GXT 'FILERRL' time 3000 flag 1  // Selected file could not be read

:DYOMMENU_4010
fade 0 0 
wait 500 
gosub @DYOMMENU_50490 
Camera.SetBehindPlayer
wait 0 
fade 1 500 
00BC: show_text_highpriority GXT 'MISLOAD' time 3000 flag 1  // ~s~Mission Loaded. 
jump @DYOMMENU_10375 

:DYOMMENU_4064
if 
  $10909 == 5 
jf @DYOMMENU_4205 
06D1: v$10918 = "DSL/_outro.dat" // v$ = string 
$10922 = 1 
gosub @DYOMMENU_12415 
if 
  $10913 == 0 
jf @DYOMMENU_4151 
00BC: show_text_highpriority GXT 'FILERRL' time 3000 flag 1  // Selected file could not be read

:DYOMMENU_4151
fade 0 0 
wait 500 
gosub @DYOMMENU_50490 
Camera.SetBehindPlayer
wait 0 
fade 1 500 
00BC: show_text_highpriority GXT 'MISLOAD' time 3000 flag 1  // ~s~Mission Loaded. 
jump @DYOMMENU_10375 

:DYOMMENU_4205
jump @DYOMMENU_10375 

:DYOMMENU_4212
if 
  $10909 == 3 
jf @DYOMMENU_4309 
06D1: v$10918 = "DSL/_autorun" // v$ = string 
if 
  $8273 == 0 
jf @DYOMMENU_4288 
gosub @DYOMMENU_12249 
$8273 = 1 
jump @DYOMMENU_4302 

:DYOMMENU_4288
gosub @DYOMMENU_12176 
$8273 = 0 

:DYOMMENU_4302
jump @DYOMMENU_10375 

:DYOMMENU_4309
if 
  $10909 == 4 
jf @DYOMMENU_4348 
gosub @DYOMMENU_67204 
gosub @DYOMMENU_20220 
jump @DYOMMENU_10375 

:DYOMMENU_4348
if 
  $10909 == 5 
jf @DYOMMENU_4387 
gosub @DYOMMENU_67632 
gosub @DYOMMENU_20220 
jump @DYOMMENU_10375 

:DYOMMENU_4387
if 
  $10909 == 6 
jf @DYOMMENU_4426 
gosub @DYOMMENU_68059 
gosub @DYOMMENU_20220 
jump @DYOMMENU_10375 

:DYOMMENU_4426
jump @DYOMMENU_10375 

:DYOMMENU_4433
if 
  $10909 == 2 
jf @DYOMMENU_5906 

:DYOMMENU_4451
08D4: $10908 = create_panel_with_title 'SETTING' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Settings
08DB: set_panel $10908 column 0 header 'SETTING' data 'MNAME' 'MINTRO' 'TIMELIM' 'TIMED' 'DAYTIME' 'WEATHER' 'MINWANT' 'MAXWANT' 'RIOT' 'DUMMY' 'DUMMY' 'DUMMY'  // Settings // Mission Name // Intro Text // Time Limit // Timed Mission // Time Of Day // Weather // Minimum wanted level // Maximum wanted level // Riot Mode
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_4644 
jump @DYOMMENU_103 

:DYOMMENU_4644
if 
  $10909 == 0 
jf @DYOMMENU_4702 
0512: show_permanent_text_box 'NAMEHLP'  // Type your Mission Name
0084: $9889 = $9878 // (int) 
$9895 = 49 
gosub @MAIN_1400 
jump @DYOMMENU_10375 

:DYOMMENU_4702
if 
  $10909 == 1 
jf @DYOMMENU_4810 
0512: show_permanent_text_box 'MINTHLP'  // Type your Intro Text (max 3 screens)
0084: $9889 = $9882 // (int) 
$9895 = 99 
gosub @MAIN_1400 
0512: show_permanent_text_box 'MINTHLP'  // Type your Intro Text (max 3 screens)
$9889 += 100 
gosub @MAIN_1400 
0512: show_permanent_text_box 'MINTHLP'  // Type your Intro Text (max 3 screens)
$9889 += 100 
gosub @MAIN_1400 
jump @DYOMMENU_10375 

:DYOMMENU_4810
if 
  $10909 == 2 
jf @DYOMMENU_4842 
gosub @DYOMMENU_42159 
jump @DYOMMENU_10375 

:DYOMMENU_4842
if 
  $10909 == 3 
jf @DYOMMENU_5110 
08D4: $10908 = create_panel_with_title 'SETTING' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Settings
08DB: set_panel $10908 column 0 header 'TIMED' data 'ON' 'OFF' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Timed Mission // On // Off
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_5053 
jump @DYOMMENU_4451 

:DYOMMENU_5053
if 
  $10909 == 0 
jf @DYOMMENU_5078 
08BA: set $10923 bit 2 

:DYOMMENU_5078
if 
  $10909 == 1 
jf @DYOMMENU_5103 
08C0: clear $10923 bit 2 

:DYOMMENU_5103
jump @DYOMMENU_10375 

:DYOMMENU_5110
if 
  $10909 == 4 
jf @DYOMMENU_5142 
gosub @DYOMMENU_39717 
jump @DYOMMENU_10375 

:DYOMMENU_5142
if 
  $10909 == 5 
jf @DYOMMENU_5190 
0084: $10924 = $10925 // (int) 
gosub @DYOMMENU_40199 
0084: $10925 = $10924 // (int) 
jump @DYOMMENU_10375 

:DYOMMENU_5190
if 
  $10909 == 6 
jf @DYOMMENU_5416 
08D4: $10908 = create_panel_with_title 'SETTING' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Settings
08DB: set_panel $10908 column 0 header 'MINWANT' data 'WANT0' 'WANT1' 'WANT2' 'WANT3' 'WANT4' 'WANT5' 'WANT6' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Minimum wanted level // 0 stars // 1 star // 2 stars // 3 stars // 4 stars // 5 stars // 6 stars
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_5401 
jump @DYOMMENU_4451 

:DYOMMENU_5401
0084: $10926 = $10909 // (int) 
jump @DYOMMENU_10375 

:DYOMMENU_5416
if 
  $10909 == 7 
jf @DYOMMENU_5642 
08D4: $10908 = create_panel_with_title 'SETTING' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Settings
08DB: set_panel $10908 column 0 header 'MAXWANT' data 'WANT0' 'WANT1' 'WANT2' 'WANT3' 'WANT4' 'WANT5' 'WANT6' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Maximum wanted level // 0 stars // 1 star // 2 stars // 3 stars // 4 stars // 5 stars // 6 stars
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_5627 
jump @DYOMMENU_4451 

:DYOMMENU_5627
0084: $10927 = $10909 // (int) 
jump @DYOMMENU_10375 

:DYOMMENU_5642
if 
  $10909 == 8 
jf @DYOMMENU_5899 
08D4: $10908 = create_panel_with_title 'SETTING' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Settings
08DB: set_panel $10908 column 0 header 'RIOT' data 'ON' 'OFF' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Riot Mode // On // Off
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_5853 
jump @DYOMMENU_4451 

:DYOMMENU_5853
if 
  $10909 == 0 
jf @DYOMMENU_5885 
08BA: set $10923 bit 1 
jump @DYOMMENU_5892 

:DYOMMENU_5885
08C0: clear $10923 bit 1 

:DYOMMENU_5892
jump @DYOMMENU_10375 

:DYOMMENU_5899
jump @DYOMMENU_10375 

:DYOMMENU_5906
if 
  $10909 == 3 
jf @DYOMMENU_5938 
gosub @DYOMMENU_52949 
jump @DYOMMENU_10375 

:DYOMMENU_5938
if 
  $10909 == 4 
jf @DYOMMENU_7639 
08D4: $10908 = create_panel_with_title 'OBJECTI' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Objectives
08DB: set_panel $10908 column 0 header 'OBJECTI' data 'ADDOBJ' 'EDOBJ' 'DEOBJ' 'SELOBJ' 'MOVE' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Objectives // Add Objective // Edit Objective // Delete Objective // Select Objective // Put After Selected
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_6149 
jump @DYOMMENU_103 

:DYOMMENU_6149
if 
  $10909 == 0 
jf @DYOMMENU_7486 
if 
  100 > $10916 
jf @DYOMMENU_7479 

:DYOMMENU_6185
08D4: $10908 = create_panel_with_title 'OBJECTI' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Objectives
08DB: set_panel $10908 column 0 header 'ADDOBJ' data 'ADDCAR' 'ADDACT' 'ADDPIC' 'ADDCHE' 'ADDOB' 'ADDSPEC' 'ADDSPC1' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Add Objective // Add Car // Add Actor // Add Pickup // Add Checkpoint // Add Object // Add Special Player Objective // Add Special Env. Objective
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_6378 
jump @DYOMMENU_103 

:DYOMMENU_6378
if 
  $10909 == 0 
jf @DYOMMENU_6410 
gosub @DYOMMENU_78898 
jump @DYOMMENU_10375 

:DYOMMENU_6410
if 
  $10909 == 1 
jf @DYOMMENU_6442 
gosub @DYOMMENU_74869 
jump @DYOMMENU_10375 

:DYOMMENU_6442
if 
  $10909 == 2 
jf @DYOMMENU_6474 
gosub @DYOMMENU_80553 
jump @DYOMMENU_10375 

:DYOMMENU_6474
if 
  $10909 == 3 
jf @DYOMMENU_6506 
gosub @DYOMMENU_81243 
jump @DYOMMENU_10375 

:DYOMMENU_6506
if 
  $10909 == 4 
jf @DYOMMENU_6538 
gosub @DYOMMENU_90385 
jump @DYOMMENU_10375 

:DYOMMENU_6538
if 
  $10909 == 5 
jf @DYOMMENU_7012 
08D4: $10908 = create_panel_with_title 'OBJECTI' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Objectives
08DB: set_panel $10908 column 0 header 'SPECIAL' data 'ADDTELE' 'ANNIM' 'ADDTCAR' 'ADDWANT' 'NOWEAP' 'ADDPH' 'ADDAM' 'ADDSM' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Special Objective // Teleport // Player Animation // Teleport to car // Set Wanted Level // Remove Weapons // Talk on Phone // Add Money // Subtract Money
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_6749 
jump @DYOMMENU_6185 

:DYOMMENU_6749
if 
  $10909 == 0 
jf @DYOMMENU_6781 
gosub @DYOMMENU_82123 
jump @DYOMMENU_10375 

:DYOMMENU_6781
if 
  $10909 == 1 
jf @DYOMMENU_6813 
gosub @DYOMMENU_91960 
jump @DYOMMENU_10375 

:DYOMMENU_6813
if 
  $10909 == 2 
jf @DYOMMENU_6845 
gosub @DYOMMENU_85722 
jump @DYOMMENU_10375 

:DYOMMENU_6845
if 
  $10909 == 3 
jf @DYOMMENU_6877 
gosub @DYOMMENU_88411 
jump @DYOMMENU_10375 

:DYOMMENU_6877
if 
  $10909 == 4 
jf @DYOMMENU_6909 
gosub @DYOMMENU_89538 
jump @DYOMMENU_10375 

:DYOMMENU_6909
if 
  $10909 == 5 
jf @DYOMMENU_6941 
gosub @DYOMMENU_89786 
jump @DYOMMENU_10375 

:DYOMMENU_6941
if 
  $10909 == 6 
jf @DYOMMENU_6973 
gosub @DYOMMENU_91216 
jump @DYOMMENU_10375 

:DYOMMENU_6973
if 
  $10909 == 7 
jf @DYOMMENU_7005 
gosub @DYOMMENU_91588 
jump @DYOMMENU_10375 

:DYOMMENU_7005
jump @DYOMMENU_10375 

:DYOMMENU_7012
if 
  $10909 == 6 
jf @DYOMMENU_7479 
08D4: $10908 = create_panel_with_title 'OBJECTI' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Objectives
08DB: set_panel $10908 column 0 header 'SPECIAL' data 'ADDCUT' 'ADDDOWN' 'ADDTIME' 'ADDWEAT' 'ADDSTIM' 'ADDPED' 'ADDTIMR' 'ADDTIMO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Special Objective // Cutscene // Countdown // Timeout // Weather Change // Set Time // Ped/Car Behaviour // Adjust Timelimit // Start Timed Section
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_7223 
jump @DYOMMENU_6185 

:DYOMMENU_7223
if 
  $10909 == 0 
jf @DYOMMENU_7255 
gosub @DYOMMENU_84347 
jump @DYOMMENU_10375 

:DYOMMENU_7255
if 
  $10909 == 1 
jf @DYOMMENU_7287 
gosub @DYOMMENU_85358 
jump @DYOMMENU_10375 

:DYOMMENU_7287
if 
  $10909 == 2 
jf @DYOMMENU_7319 
gosub @DYOMMENU_86845 
jump @DYOMMENU_10375 

:DYOMMENU_7319
if 
  $10909 == 3 
jf @DYOMMENU_7351 
gosub @DYOMMENU_87346 
jump @DYOMMENU_10375 

:DYOMMENU_7351
if 
  $10909 == 4 
jf @DYOMMENU_7383 
gosub @DYOMMENU_87701 
jump @DYOMMENU_10375 

:DYOMMENU_7383
if 
  $10909 == 5 
jf @DYOMMENU_7415 
gosub @DYOMMENU_88056 
jump @DYOMMENU_10375 

:DYOMMENU_7415
if 
  $10909 == 6 
jf @DYOMMENU_7447 
gosub @DYOMMENU_88935 
jump @DYOMMENU_10375 

:DYOMMENU_7447
if 
  $10909 == 7 
jf @DYOMMENU_7479 
gosub @DYOMMENU_89290 
jump @DYOMMENU_10375 

:DYOMMENU_7479
jump @DYOMMENU_10375 

:DYOMMENU_7486
if 
  $10909 == 1 
jf @DYOMMENU_7536 
if 
  $10916 > 0 
jf @DYOMMENU_7529 
gosub @DYOMMENU_68546 

:DYOMMENU_7529
jump @DYOMMENU_10375 

:DYOMMENU_7536
if 
  $10909 == 2 
jf @DYOMMENU_7568 
gosub @DYOMMENU_70119 
jump @DYOMMENU_10375 

:DYOMMENU_7568
if 
  $10909 == 3 
jf @DYOMMENU_7600 
gosub @DYOMMENU_72313 
jump @DYOMMENU_10375 

:DYOMMENU_7600
if 
  $10909 == 4 
jf @DYOMMENU_7632 
gosub @DYOMMENU_72002 
jump @DYOMMENU_10375 

:DYOMMENU_7632
jump @DYOMMENU_10375 

:DYOMMENU_7639
if 
  $10909 == 5 
jf @DYOMMENU_8053 
08D4: $10908 = create_panel_with_title 'ACTORS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Actors
08DB: set_panel $10908 column 0 header 'ACTORS' data 'ADDACT' 'SACT' 'HACT' 'EDACT' 'DEACT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Actors // Add Actor // Spawn Actor // Hide Actor // Edit Actor // Delete Actor
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_7850 
jump @DYOMMENU_103 

:DYOMMENU_7850
if 
  $10909 == 0 
jf @DYOMMENU_7900 
if 
  100 > $10928 
jf @DYOMMENU_7893 
gosub @DYOMMENU_56670 

:DYOMMENU_7893
jump @DYOMMENU_10375 

:DYOMMENU_7900
if 
  $10928 > 0 
jf @DYOMMENU_8046 
if 
  $10909 == 1 
jf @DYOMMENU_7950 
gosub @DYOMMENU_57098 
jump @DYOMMENU_10375 

:DYOMMENU_7950
if 
  $10909 == 2 
jf @DYOMMENU_7982 
gosub @DYOMMENU_57220 
jump @DYOMMENU_10375 

:DYOMMENU_7982
if 
  $10909 == 3 
jf @DYOMMENU_8014 
gosub @DYOMMENU_57342 
jump @DYOMMENU_10375 

:DYOMMENU_8014
if 
  $10909 == 4 
jf @DYOMMENU_8046 
gosub @DYOMMENU_58086 
jump @DYOMMENU_10375 

:DYOMMENU_8046
jump @DYOMMENU_10375 

:DYOMMENU_8053
if 
  $10909 == 6 
jf @DYOMMENU_8467 
08D4: $10908 = create_panel_with_title 'CARS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Cars
08DB: set_panel $10908 column 0 header 'CARS' data 'ADDCAR' 'SCAR' 'HCAR' 'EDCAR' 'DECAR' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cars // Add Car // Spawn Car // Hide Car // Edit Car // Delete Car
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_8264 
jump @DYOMMENU_103 

:DYOMMENU_8264
if 
  $10909 == 0 
jf @DYOMMENU_8314 
if 
  50 > $9941 
jf @DYOMMENU_8307 
gosub @DYOMMENU_60860 

:DYOMMENU_8307
jump @DYOMMENU_10375 

:DYOMMENU_8314
if 
  $9941 > 0 
jf @DYOMMENU_8460 
if 
  $10909 == 1 
jf @DYOMMENU_8364 
gosub @DYOMMENU_61214 
jump @DYOMMENU_10375 

:DYOMMENU_8364
if 
  $10909 == 2 
jf @DYOMMENU_8396 
gosub @DYOMMENU_61336 
jump @DYOMMENU_10375 

:DYOMMENU_8396
if 
  $10909 == 3 
jf @DYOMMENU_8428 
gosub @DYOMMENU_61458 
jump @DYOMMENU_10375 

:DYOMMENU_8428
if 
  $10909 == 4 
jf @DYOMMENU_8460 
gosub @DYOMMENU_61931 
jump @DYOMMENU_10375 

:DYOMMENU_8460
jump @DYOMMENU_10375 

:DYOMMENU_8467
if 
  $10909 == 7 
jf @DYOMMENU_8881 
08D4: $10908 = create_panel_with_title 'PICKUPS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Pickups
08DB: set_panel $10908 column 0 header 'PICKUPS' data 'ADDPIC' 'SPU' 'HPU' 'EDPU' 'DEPIC' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Pickups // Add Pickup // Spawn Pickup // Hide Pickup // Edit Pickup // Delete Pickup
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_8678 
jump @DYOMMENU_103 

:DYOMMENU_8678
if 
  $10909 == 0 
jf @DYOMMENU_8728 
if 
  50 > $10929 
jf @DYOMMENU_8721 
gosub @DYOMMENU_62574 

:DYOMMENU_8721
jump @DYOMMENU_10375 

:DYOMMENU_8728
if 
  $10929 > 0 
jf @DYOMMENU_8874 
if 
  $10909 == 1 
jf @DYOMMENU_8778 
gosub @DYOMMENU_62755 
jump @DYOMMENU_10375 

:DYOMMENU_8778
if 
  $10909 == 2 
jf @DYOMMENU_8810 
gosub @DYOMMENU_62854 
jump @DYOMMENU_10375 

:DYOMMENU_8810
if 
  $10909 == 3 
jf @DYOMMENU_8842 
gosub @DYOMMENU_62953 
jump @DYOMMENU_10375 

:DYOMMENU_8842
if 
  $10909 == 4 
jf @DYOMMENU_8874 
gosub @DYOMMENU_63115 
jump @DYOMMENU_10375 

:DYOMMENU_8874
jump @DYOMMENU_10375 

:DYOMMENU_8881
if 
  $10909 == 8 
jf @DYOMMENU_9295 
08D4: $10908 = create_panel_with_title 'OBJECTZ' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Objects/Effects
08DB: set_panel $10908 column 0 header 'OBJECTS' data 'ADDOB' 'SOB' 'HOB' 'EDOB' 'DEOB' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Objects & Effects // Add Object // Spawn Object // Hide Object // Edit Object // Destroy Object
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_9092 
jump @DYOMMENU_103 

:DYOMMENU_9092
if 
  $10909 == 0 
jf @DYOMMENU_9142 
if 
  100 > $10930 
jf @DYOMMENU_9135 
gosub @DYOMMENU_64659 

:DYOMMENU_9135
jump @DYOMMENU_10375 

:DYOMMENU_9142
if 
  $10930 > 0 
jf @DYOMMENU_9288 
if 
  $10909 == 1 
jf @DYOMMENU_9192 
gosub @DYOMMENU_65519 
jump @DYOMMENU_10375 

:DYOMMENU_9192
if 
  $10909 == 2 
jf @DYOMMENU_9224 
gosub @DYOMMENU_65611 
jump @DYOMMENU_10375 

:DYOMMENU_9224
if 
  $10909 == 3 
jf @DYOMMENU_9256 
gosub @DYOMMENU_65703 
jump @DYOMMENU_10375 

:DYOMMENU_9256
if 
  $10909 == 4 
jf @DYOMMENU_9288 
gosub @DYOMMENU_66740 
jump @DYOMMENU_10375 

:DYOMMENU_9288
jump @DYOMMENU_10375 

:DYOMMENU_9295
if 
  $10909 == 9 
jf @DYOMMENU_10375 
08D4: $10908 = create_panel_with_title 'TOOLS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Tools
08DB: set_panel $10908 column 0 header 'TOOLS' data 'TELEPRT' 'TELEOBJ' 'JETPACK' 'TESTCAR' 'INTER' 'PRTPLAY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Tools // Teleport to Marker // Teleport to Objective // JetPack // Spawn Test Vehicle // Browse Interiors // Play From Selected
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_9506 
jump @DYOMMENU_103 

:DYOMMENU_9506
if 
  $10909 == 0 
jf @DYOMMENU_9596 
$ONMISSION = 1 
start_mission 3  // Video Game: They Crawled From Uranus

:DYOMMENU_9535
wait 200 
  $ONMISSION == 0 
jf @DYOMMENU_9535 

:DYOMMENU_9554
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_9577 
wait 100 
jump @DYOMMENU_9554 

:DYOMMENU_9577
wait 2000 
gosub @ANIMATE_9529 
jump @DYOMMENU_10375 

:DYOMMENU_9596
if 
  $10909 == 1 
jf @DYOMMENU_9686 
$ONMISSION = 1 
start_mission 4  // Video Game: Dualuty

:DYOMMENU_9625
wait 200 
  $ONMISSION == 0 
jf @DYOMMENU_9625 

:DYOMMENU_9644
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_9667 
wait 100 
jump @DYOMMENU_9644 

:DYOMMENU_9667
wait 2000 
gosub @ANIMATE_9529 
jump @DYOMMENU_10375 

:DYOMMENU_9686
if 
  $10909 == 2 
jf @DYOMMENU_9709 
07A7: put_jetpack_on_actor $PLAYER_ACTOR 

:DYOMMENU_9709
if 
  $10909 == 3 
jf @DYOMMENU_9981 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 3.0 -1.0 
077E: get_active_interior_to $10931 
$TEMPVAR_ANGLE = Actor.Angle($PLAYER_ACTOR)
$TEMPVAR_ANGLE += 270.0 
04C4: store_coords_to $10932 $10933 $10934 from_actor $PLAYER_ACTOR with_offset 2.0 -10.0 2.0 
Camera.SetPosition($10932, $10933, $10934, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
gosub @DYOMMENU_28724 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
  $10935 == 0 
jf @DYOMMENU_9972 

:DYOMMENU_9876
wait 20 
8AB0:   not key_pressed 13 
jf @DYOMMENU_9876 
03E6: remove_text_box 
0512: show_permanent_text_box 'TCARHLP'  // 
Player.CanMove($PLAYER_CHAR) = True
072A: put_actor $PLAYER_ACTOR into_car $10936 driverseat 

:DYOMMENU_9919
wait 200 
0A30: repair_car $10936 
if 
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_9952 
jump @DYOMMENU_9967 

:DYOMMENU_9952
   not Actor.InCar($PLAYER_ACTOR, $10936)
jf @DYOMMENU_9919 

:DYOMMENU_9967
Car.Destroy($10936)

:DYOMMENU_9972
03E6: remove_text_box 
jump @DYOMMENU_10375 

:DYOMMENU_9981
if 
  $10909 == 4 
jf @DYOMMENU_10071 
$ONMISSION = 1 
start_mission 2  // Intro

:DYOMMENU_10010
wait 200 
  $ONMISSION == 0 
jf @DYOMMENU_10010 

:DYOMMENU_10029
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_10052 
wait 100 
jump @DYOMMENU_10029 

:DYOMMENU_10052
wait 2000 
gosub @ANIMATE_9529 
jump @DYOMMENU_10375 

:DYOMMENU_10071
if 
  $10909 == 5 
jf @DYOMMENU_10368 
if and
  $ONMISSION == 0 
   Player.Controllable($PLAYER_CHAR)
jf @DYOMMENU_10361 
$10937 = 1 
$ONMISSION = 1 
fade 0 300 
0ACB: show_styled_text $9878 time 1000 style 2 
wait 300 
gosub @DYOMMENU_47656 

:DYOMMENU_10155
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_10178 
wait 100 
jump @DYOMMENU_10155 

:DYOMMENU_10178
gosub @ANIMATE_9661 
Player.CanMove($PLAYER_CHAR) = True
start_mission 1  // Initial 2

:DYOMMENU_10196
wait 200 
  $ONMISSION == 0 
jf @DYOMMENU_10196 
014F: stop_timer $10912 

:DYOMMENU_10220
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_10243 
wait 100 
jump @DYOMMENU_10220 

:DYOMMENU_10243
Player.CanMove($PLAYER_CHAR) = False
wait 4000 
fade 0 2000 
wait 2000 
gosub @DYOMMENU_47656 
wait 100 
gosub @DYOMMENU_50490 
wait 1000 

:DYOMMENU_10290
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_10313 
wait 100 
jump @DYOMMENU_10290 

:DYOMMENU_10313
gosub @ANIMATE_9529 
09C7: change_player $PLAYER_CHAR model_to #NULL 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
048F: actor $PLAYER_ACTOR remove_weapons 
06C8: enable_riot 0 
fade 1 500 
Player.CanMove($PLAYER_CHAR) = True
$10937 = 0 

:DYOMMENU_10361
jump @DYOMMENU_10375 

:DYOMMENU_10368
jump @DYOMMENU_10375 

:DYOMMENU_10375
Player.CanMove($PLAYER_CHAR) = True
$10938 = 0 

:DYOMMENU_10389
001C:   $10930 > $10938 // (int) 
jf @DYOMMENU_10474 
if 
  $10939($10938,100i) == -16 
jf @DYOMMENU_10460 
02CF: $11339($10938,100i) = create_fire_at $11039($10938,100f) $11139($10938,100f) $11239($10938,100f) propagation 0 size 1 

:DYOMMENU_10460
$10938 += 1 
jump @DYOMMENU_10389 

:DYOMMENU_10474
wait 500 
jump @DYOMMENU_19 

:DYOMMENU_10486
$11439 = 1 

:DYOMMENU_10493
0084: $9889 = $9885 // (int) 
0AD3: v$10918 = format "DYOM%d.dat" $11439  
0AD3: v$11440 = format "FILE%d" $11439  
if 
$9891 = File.Open(v$10918, 25202)
jf @DYOMMENU_10646 
File.Read($9891, 4, [email protected])
0095: make [email protected] absolute_integer 
if 
  [email protected] > 2 
jf @DYOMMENU_10608 
gosub @MAIN_1347 
jump @DYOMMENU_10626 

:DYOMMENU_10608
0AD3: $9889 = format "Slot %d" $11439  

:DYOMMENU_10626
0ADF: add_dynamic_GXT_entry v$11440 text $9889 
File.Close($9891)
jump @DYOMMENU_10671 

:DYOMMENU_10646
0ADF: add_dynamic_GXT_entry v$11440 text "This slot is empty" 

:DYOMMENU_10671
$11439 += 1 
  $11439 > 8 
jf @DYOMMENU_10493 
Player.CanMove($PLAYER_CHAR) = False
0581: enable_radar 0 
08D4: $10908 = create_panel_with_title 'SLMENU' position 29.0 170.0 width 240.0 columns 1 interactive 1 background 1 alignment 0  // Dyom Files
08DB: set_panel $10908 column 0 header 'SLMENU' data "FILE1" "FILE2" "FILE3" "FILE4" "FILE5" "FILE6" "FILE7" "FILE8" 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Dyom Files
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_10880 
jump @DYOMMENU_10927 

:DYOMMENU_10880
0084: $10914 = $10909 // (int) 
$10914 += 1 
0AD3: v$10918 = format "DYOM%d.dat" $10914  
0662: printstring v$10918 
0581: enable_radar 1 
return 

:DYOMMENU_10927
$10914 = 0 
0581: enable_radar 1 
return 

:DYOMMENU_10940
0A99: chdir 1 
gosub @DYOMMENU_10486 
if 
  $10914 == 0 
jf @DYOMMENU_10971 
return 

:DYOMMENU_10971
$11444 = 6 
jump @DYOMMENU_11008 

:DYOMMENU_10985
06D1: v$10918 = "DYOM0.dat" // v$ = string 
$11444 = -6 

:DYOMMENU_11008
0A99: chdir 1 
if 
$9891 = File.Open(v$10918, 25207)
jf @DYOMMENU_12158 
File.Write($9891, 4, $11444)
0084: $9889 = $9878 // (int) 
gosub @MAIN_1294 
0084: $9889 = $9879 // (int) 
gosub @MAIN_1294 
0084: $9889 = $9882 // (int) 
gosub @MAIN_1294 
$9889 += 100 
gosub @MAIN_1294 
$9889 += 100 
gosub @MAIN_1294 
0084: $9889 = $9887 // (int) 
gosub @MAIN_1294 
File.Write($9891, 4, $10916)
File.Write($9891, 4, $10928)
File.Write($9891, 4, $9941)
File.Write($9891, 4, $10929)
File.Write($9891, 4, $10930)
File.Write($9891, 4, $11445)
File.Write($9891, 4, $11446)
File.Write($9891, 4, $10925)
File.Write($9891, 4, $10926)
File.Write($9891, 4, $10927)
File.Write($9891, 4, $10923)
File.Write($9891, 4, $11447)
File.Write($9891, 4, $11448)
File.Write($9891, 4, $11449)
File.Write($9891, 4, $11450)
File.Write($9891, 4, $11451)
File.Write($9891, 4, $11452)
File.Write($9891, 4, $11453)
File.Write($9891, 4, $11454)
File.Write($9891, 4, $11455)
File.Write($9891, 400, $10395[0])
File.Write($9891, 400, $10497[0])
File.Write($9891, 400, $10598[0])
File.Write($9891, 400, $11456[0])
File.Write($9891, 400, $11557[0])
File.Write($9891, 400, $10294[0])
File.Write($9891, 400, $10800[0])
File.Write($9891, 400, $11658[0])
File.Write($9891, 400, $11759[0])
File.Write($9891, 400, $11860[0])
File.Write($9891, 400, $11961[0])
File.Write($9891, 400, $12062[0])
File.Write($9891, 400, $12163[0])
File.Write($9891, 400, $12264[0])
File.Write($9891, 400, $12365[0])
File.Write($9891, 400, $12466[0])
0084: $9889 = $9883 // (int) 
$9894 = 0 

:DYOMMENU_11523
gosub @MAIN_1294 
$9889 += 100 
$9894 += 1 
  $9894 > 99 
jf @DYOMMENU_11523 
File.Write($9891, 400, $12567[0])
File.Write($9891, 400, $12667[0])
File.Write($9891, 400, $12767[0])
File.Write($9891, 400, $12867[0])
File.Write($9891, 400, $12967[0])
File.Write($9891, 400, $13067[0])
File.Write($9891, 400, $13167[0])
File.Write($9891, 400, $13267[0])
File.Write($9891, 400, $13367[0])
File.Write($9891, 400, $13467[0])
File.Write($9891, 400, $13567[0])
File.Write($9891, 400, $13667[0])
File.Write($9891, 400, $13767[0])
File.Write($9891, 400, $13867[0])
File.Write($9891, 400, $13967[0])
File.Write($9891, 400, $14067[0])
File.Write($9891, 400, $14167[0])
File.Write($9891, 200, $10244[0])
File.Write($9891, 200, $14267[0])
File.Write($9891, 200, $14317[0])
File.Write($9891, 200, $10042[0])
File.Write($9891, 200, $10092[0])
File.Write($9891, 200, $10142[0])
File.Write($9891, 200, $14367[0])
File.Write($9891, 200, $14417[0])
File.Write($9891, 200, $14467[0])
File.Write($9891, 200, $14517[0])
File.Write($9891, 200, $9942[0])
File.Write($9891, 200, $9992[0])
File.Write($9891, 200, $14567[0])
File.Write($9891, 200, $14617[0])
File.Write($9891, 200, $14667[0])
File.Write($9891, 200, $14717[0])
File.Write($9891, 200, $14767[0])
File.Write($9891, 200, $14817[0])
File.Write($9891, 200, $14867[0])
File.Write($9891, 200, $14917[0])
File.Write($9891, 200, $14967[0])
File.Write($9891, 400, $10939[0])
File.Write($9891, 400, $11039[0])
File.Write($9891, 400, $11139[0])
File.Write($9891, 400, $11239[0])
File.Write($9891, 400, $15017[0])
File.Write($9891, 400, $15117[0])
File.Write($9891, 400, $15217[0])
File.Write($9891, 400, $15317[0])
File.Write($9891, 400, $15417[0])
File.Write($9891, 400, $15517[0])
File.Write($9891, 1600, $8277[0])
File.Write($9891, 1600, $8677[0])
File.Write($9891, 1600, $9077[0])
File.Write($9891, 1600, $9477[0])
File.Close($9891)
00BC: show_text_highpriority GXT 'MISSAVE' time 3000 flag 1  // ~s~Mission Saved.
jump @DYOMMENU_12174 

:DYOMMENU_12158
00BC: show_text_highpriority GXT 'FILERRS' time 3000 flag 1  // Selected file could not be written

:DYOMMENU_12174
return 

:DYOMMENU_12176
0A99: chdir 1 
$10913 = 0 
if 
$9891 = File.Open(v$10918, 25207)
jf @DYOMMENU_12231 
File.Write($9891, 4, $10913)
File.Close($9891)
jump @DYOMMENU_12247 

:DYOMMENU_12231
00BC: show_text_highpriority GXT 'FILERRS' time 3000 flag 1  // Selected file could not be written

:DYOMMENU_12247
return 

:DYOMMENU_12249
0A99: chdir 1 
$10913 = 1 
if 
$9891 = File.Open(v$10918, 25207)
jf @DYOMMENU_12304 
File.Write($9891, 4, $10913)
File.Close($9891)
jump @DYOMMENU_12320 

:DYOMMENU_12304
00BC: show_text_highpriority GXT 'FILERRS' time 3000 flag 1  // Selected file could not be written

:DYOMMENU_12320
return 

:DYOMMENU_12322
0A99: chdir 1 
$10913 = 0 
if 
$9891 = File.Open(v$10918, 25202)
jf @DYOMMENU_12370 
File.Read($9891, 4, $10913)
File.Close($9891)

:DYOMMENU_12370
return 

:DYOMMENU_12372
0A99: chdir 1 
gosub @DYOMMENU_10486 
if 
  $10914 == 0 
jf @DYOMMENU_12403 
return 

:DYOMMENU_12403
fade 0 500 
wait 500 

:DYOMMENU_12415
0A99: chdir 1 
$10913 = 0 
if 
$9891 = File.Open(v$10918, 25202)
jf @DYOMMENU_20211 
gosub @DYOMMENU_47656 
File.Read($9891, 4, $11444)
if 
   not $11444 >= 0 
jf @DYOMMENU_12586 
[email protected] = 0 
0064: [email protected] -= $11444 // (int) 
008A: $11444 = [email protected] // (int) 
$10915 = 1 
if 
  $10922 == 1 
jf @DYOMMENU_12579 
File.Close($9891)
04E4: refresh_game_renderer_at $11447 $11448 
Camera.SetAtPos($11447, $11448, $11449)
0084: $15617 = $10916 // (int) 
fade 1 500 
$10922 = 0 
return 

:DYOMMENU_12579
jump @DYOMMENU_12593 

:DYOMMENU_12586
$10915 = 0 

:DYOMMENU_12593
if 
  $11444 == 1 
jf @DYOMMENU_13795 
$10913 = 1 
0084: $9889 = $9878 // (int) 
gosub @MAIN_1281 
0084: $9889 = $9879 // (int) 
gosub @MAIN_1281 
0084: $9889 = $9882 // (int) 
gosub @MAIN_1281 
$9889 += 100 
gosub @MAIN_1281 
$9889 += 100 
gosub @MAIN_1281 
gosub @MAIN_4275 
File.Read($9891, 4, $10916)
File.Read($9891, 4, $10928)
File.Read($9891, 4, $9941)
File.Read($9891, 4, $10929)
$10930 = 0 
File.Read($9891, 4, $11445)
File.Read($9891, 4, $11446)
File.Read($9891, 4, $10925)
File.Read($9891, 4, $10926)
File.Read($9891, 4, $10927)
$10923 = 0 
File.Read($9891, 4, $11447)
File.Read($9891, 4, $11448)
File.Read($9891, 4, $11449)
File.Read($9891, 4, $11450)
File.Read($9891, 4, $11451)
File.Read($9891, 4, $11452)
File.Read($9891, 4, $11453)
File.Read($9891, 4, $11454)
$11455 = 1000 
File.Read($9891, 80, $10395[0])
File.Read($9891, 80, $10497[0])
File.Read($9891, 80, $10598[0])
File.Read($9891, 80, $11456[0])
File.Read($9891, 80, $11557[0])
File.Read($9891, 80, $10294[0])
File.Read($9891, 80, $10800[0])
File.Read($9891, 80, $11658[0])
File.Read($9891, 80, $11759[0])
File.Read($9891, 80, $11860[0])
File.Read($9891, 80, $11961[0])
$9894 = 0 

:DYOMMENU_13007
$12062($9894,101i) = 1000 
$12163($9894,101i) = 500 
$12264($9894,101i) = 0 
$12365($9894,101i) = -1 
$12466($9894,101f) = 0.0 
$9894 += 1 
  $9894 > 19 
jf @DYOMMENU_13007 
0084: $9889 = $9883 // (int) 
$9894 = 0 

:DYOMMENU_13103
gosub @MAIN_1281 
$9889 += 100 
$9894 += 1 
  $9894 > 19 
jf @DYOMMENU_13103 
File.Read($9891, 400, $12567[0])
File.Read($9891, 400, $12667[0])
File.Read($9891, 400, $12767[0])
File.Read($9891, 400, $12867[0])
File.Read($9891, 400, $12967[0])
File.Read($9891, 400, $13067[0])
File.Read($9891, 400, $13167[0])
File.Read($9891, 400, $13267[0])
File.Read($9891, 400, $13367[0])
File.Read($9891, 400, $13467[0])
File.Read($9891, 400, $13567[0])
File.Read($9891, 400, $13667[0])
File.Read($9891, 400, $13767[0])
File.Read($9891, 400, $13967[0])
$9894 = 0 

:DYOMMENU_13299
$14067($9894,100i) = -1 
$14167($9894,100f) = 0.0 
$13867($9894,100i) = 1000 
$15618 = 0 
if or
  $13467($9894,100i) == 2 
  $13467($9894,100i) == 4 
jf @DYOMMENU_13383 
08BA: set $15618 bit 1 

:DYOMMENU_13383
if or
  $13467($9894,100i) == 3 
  $13467($9894,100i) == 4 
jf @DYOMMENU_13423 
08BA: set $15618 bit 2 

:DYOMMENU_13423
if 
  $13467($9894,100i) == 5 
jf @DYOMMENU_13452 
08BA: set $15618 bit 3 

:DYOMMENU_13452
0084: $13467($9894,100i) = $15618 // (int) 
$9894 += 1 
  $9894 > 99 
jf @DYOMMENU_13299 
File.Read($9891, 80, $10244[0])
File.Read($9891, 80, $14267[0])
File.Read($9891, 80, $14317[0])
File.Read($9891, 80, $10042[0])
File.Read($9891, 80, $10092[0])
File.Read($9891, 80, $10142[0])
File.Read($9891, 80, $14367[0])
File.Read($9891, 80, $14417[0])
File.Read($9891, 80, $14467[0])
File.Read($9891, 80, $14517[0])
File.Read($9891, 80, $9942[0])
File.Read($9891, 80, $14567[0])
$9894 = 0 

:DYOMMENU_13612
$9992($9894,50i) = 1000 
$9894 += 1 
  $9894 > 19 
jf @DYOMMENU_13612 
File.Read($9891, 80, $14617[0])
File.Read($9891, 80, $14667[0])
File.Read($9891, 80, $14717[0])
File.Read($9891, 80, $14767[0])
File.Read($9891, 80, $14817[0])
File.Read($9891, 80, $14867[0])
File.Read($9891, 80, $14917[0])
$9894 = 0 

:DYOMMENU_13722
$14967($9894,50i) = 1000 
$9894 += 1 
  $9894 > 19 
jf @DYOMMENU_13722 
$9894 = 0 

:DYOMMENU_13762
$8277($9894,200i) = 0 
$9894 += 1 
  $9894 > 399 
jf @DYOMMENU_13762 

:DYOMMENU_13795
if 
  $11444 == 2 
jf @DYOMMENU_14993 
$10913 = 1 
0084: $9889 = $9878 // (int) 
gosub @MAIN_1281 
0084: $9889 = $9879 // (int) 
gosub @MAIN_1281 
0084: $9889 = $9882 // (int) 
gosub @MAIN_1281 
$9889 += 100 
gosub @MAIN_1281 
$9889 += 100 
gosub @MAIN_1281 
gosub @MAIN_4275 
File.Read($9891, 4, $10916)
File.Read($9891, 4, $10928)
File.Read($9891, 4, $9941)
File.Read($9891, 4, $10929)
$10930 = 0 
File.Read($9891, 4, $11445)
File.Read($9891, 4, $11446)
File.Read($9891, 4, $10925)
File.Read($9891, 4, $10926)
File.Read($9891, 4, $10927)
$10923 = 0 
File.Read($9891, 4, $11447)
File.Read($9891, 4, $11448)
File.Read($9891, 4, $11449)
File.Read($9891, 4, $11450)
File.Read($9891, 4, $11451)
File.Read($9891, 4, $11452)
File.Read($9891, 4, $11453)
File.Read($9891, 4, $11454)
$11455 = 1000 
File.Read($9891, 80, $10395[0])
File.Read($9891, 80, $10497[0])
File.Read($9891, 80, $10598[0])
File.Read($9891, 80, $11456[0])
File.Read($9891, 80, $11557[0])
File.Read($9891, 80, $10294[0])
File.Read($9891, 80, $10800[0])
File.Read($9891, 80, $11658[0])
File.Read($9891, 80, $11759[0])
File.Read($9891, 80, $11860[0])
File.Read($9891, 80, $11961[0])
File.Read($9891, 80, $12062[0])
File.Read($9891, 80, $12163[0])
$9894 = 0 

:DYOMMENU_14229
$12264($9894,101i) = 0 
$12365($9894,101i) = -1 
$12466($9894,101f) = 0.0 
$9894 += 1 
  $9894 > 19 
jf @DYOMMENU_14229 
0084: $9889 = $9883 // (int) 
$9894 = 0 

:DYOMMENU_14301
gosub @MAIN_1281 
$9889 += 100 
$9894 += 1 
  $9894 > 19 
jf @DYOMMENU_14301 
File.Read($9891, 400, $12567[0])
File.Read($9891, 400, $12667[0])
File.Read($9891, 400, $12767[0])
File.Read($9891, 400, $12867[0])
File.Read($9891, 400, $12967[0])
File.Read($9891, 400, $13067[0])
File.Read($9891, 400, $13167[0])
File.Read($9891, 400, $13267[0])
File.Read($9891, 400, $13367[0])
File.Read($9891, 400, $13467[0])
File.Read($9891, 400, $13567[0])
File.Read($9891, 400, $13667[0])
File.Read($9891, 400, $13767[0])
File.Read($9891, 400, $13967[0])
$9894 = 0 

:DYOMMENU_14497
$14067($9894,100i) = -1 
$14167($9894,100f) = 0.0 
$13867($9894,100i) = 1000 
$15618 = 0 
if or
  $13467($9894,100i) == 2 
  $13467($9894,100i) == 4 
jf @DYOMMENU_14581 
08BA: set $15618 bit 1 

:DYOMMENU_14581
if or
  $13467($9894,100i) == 3 
  $13467($9894,100i) == 4 
jf @DYOMMENU_14621 
08BA: set $15618 bit 2 

:DYOMMENU_14621
if 
  $13467($9894,100i) == 5 
jf @DYOMMENU_14650 
08BA: set $15618 bit 3 

:DYOMMENU_14650
0084: $13467($9894,100i) = $15618 // (int) 
$9894 += 1 
  $9894 > 99 
jf @DYOMMENU_14497 
File.Read($9891, 80, $10244[0])
File.Read($9891, 80, $14267[0])
File.Read($9891, 80, $14317[0])
File.Read($9891, 80, $10042[0])
File.Read($9891, 80, $10092[0])
File.Read($9891, 80, $10142[0])
File.Read($9891, 80, $14367[0])
File.Read($9891, 80, $14417[0])
File.Read($9891, 80, $14467[0])
File.Read($9891, 80, $14517[0])
File.Read($9891, 80, $9942[0])
File.Read($9891, 80, $14567[0])
$9894 = 0 

:DYOMMENU_14810
$9992($9894,50i) = 1000 
$9894 += 1 
  $9894 > 19 
jf @DYOMMENU_14810 
File.Read($9891, 80, $14617[0])
File.Read($9891, 80, $14667[0])
File.Read($9891, 80, $14717[0])
File.Read($9891, 80, $14767[0])
File.Read($9891, 80, $14817[0])
File.Read($9891, 80, $14867[0])
File.Read($9891, 80, $14917[0])
$9894 = 0 

:DYOMMENU_14920
$14967($9894,50i) = 1000 
$9894 += 1 
  $9894 > 19 
jf @DYOMMENU_14920 
$9894 = 0 

:DYOMMENU_14960
$8277($9894,200i) = 0 
$9894 += 1 
  $9894 > 399 
jf @DYOMMENU_14960 

:DYOMMENU_14993
if 
  $11444 == 3 
jf @DYOMMENU_16193 
$10913 = 1 
0084: $9889 = $9878 // (int) 
gosub @MAIN_1347 
0084: $9889 = $9879 // (int) 
gosub @MAIN_1347 
0084: $9889 = $9882 // (int) 
gosub @MAIN_1347 
$9889 += 100 
gosub @MAIN_1347 
$9889 += 100 
gosub @MAIN_1347 
gosub @MAIN_4275 
File.Read($9891, 4, $10916)
File.Read($9891, 4, $10928)
File.Read($9891, 4, $9941)
File.Read($9891, 4, $10929)
$10930 = 0 
File.Read($9891, 4, $11445)
File.Read($9891, 4, $11446)
File.Read($9891, 4, $10925)
File.Read($9891, 4, $10926)
File.Read($9891, 4, $10927)
File.Read($9891, 4, $10923)
File.Read($9891, 4, $11447)
File.Read($9891, 4, $11448)
File.Read($9891, 4, $11449)
File.Read($9891, 4, $11450)
File.Read($9891, 4, $11451)
File.Read($9891, 4, $11452)
File.Read($9891, 4, $11453)
File.Read($9891, 4, $11454)
$11455 = 1000 
File.Read($9891, 80, $10395[0])
File.Read($9891, 80, $10497[0])
File.Read($9891, 80, $10598[0])
File.Read($9891, 80, $11456[0])
File.Read($9891, 80, $11557[0])
File.Read($9891, 80, $10294[0])
File.Read($9891, 80, $10800[0])
File.Read($9891, 80, $11658[0])
File.Read($9891, 80, $11759[0])
File.Read($9891, 80, $11860[0])
File.Read($9891, 80, $11961[0])
File.Read($9891, 80, $12062[0])
File.Read($9891, 80, $12163[0])
File.Read($9891, 80, $12264[0])
$9894 = 0 

:DYOMMENU_15440
$12365($9894,101i) = -1 
$12466($9894,101f) = 0.0 
$9894 += 1 
  $9894 > 19 
jf @DYOMMENU_15440 
0084: $9889 = $9883 // (int) 
$9894 = 0 

:DYOMMENU_15501
gosub @MAIN_1347 
$9889 += 100 
$9894 += 1 
  $9894 > 19 
jf @DYOMMENU_15501 
File.Read($9891, 400, $12567[0])
File.Read($9891, 400, $12667[0])
File.Read($9891, 400, $12767[0])
File.Read($9891, 400, $12867[0])
File.Read($9891, 400, $12967[0])
File.Read($9891, 400, $13067[0])
File.Read($9891, 400, $13167[0])
File.Read($9891, 400, $13267[0])
File.Read($9891, 400, $13367[0])
File.Read($9891, 400, $13467[0])
File.Read($9891, 400, $13567[0])
File.Read($9891, 400, $13667[0])
File.Read($9891, 400, $13767[0])
File.Read($9891, 400, $13967[0])
$9894 = 0 

:DYOMMENU_15697
$14067($9894,100i) = -1 
$14167($9894,100f) = 0.0 
$13867($9894,100i) = 1000 
$15618 = 0 
if or
  $13467($9894,100i) == 2 
  $13467($9894,100i) == 4 
jf @DYOMMENU_15781 
08BA: set $15618 bit 1 

:DYOMMENU_15781
if or
  $13467($9894,100i) == 3 
  $13467($9894,100i) == 4 
jf @DYOMMENU_15821 
08BA: set $15618 bit 2 

:DYOMMENU_15821
if 
  $13467($9894,100i) == 5 
jf @DYOMMENU_15850 
08BA: set $15618 bit 3 

:DYOMMENU_15850
0084: $13467($9894,100i) = $15618 // (int) 
$9894 += 1 
  $9894 > 99 
jf @DYOMMENU_15697 
File.Read($9891, 80, $10244[0])
File.Read($9891, 80, $14267[0])
File.Read($9891, 80, $14317[0])
File.Read($9891, 80, $10042[0])
File.Read($9891, 80, $10092[0])
File.Read($9891, 80, $10142[0])
File.Read($9891, 80, $14367[0])
File.Read($9891, 80, $14417[0])
File.Read($9891, 80, $14467[0])
File.Read($9891, 80, $14517[0])
File.Read($9891, 80, $9942[0])
File.Read($9891, 80, $14567[0])
$9894 = 0 

:DYOMMENU_16010
$9992($9894,50i) = 1000 
$9894 += 1 
  $9894 > 19 
jf @DYOMMENU_16010 
File.Read($9891, 80, $14617[0])
File.Read($9891, 80, $14667[0])
File.Read($9891, 80, $14717[0])
File.Read($9891, 80, $14767[0])
File.Read($9891, 80, $14817[0])
File.Read($9891, 80, $14867[0])
File.Read($9891, 80, $14917[0])
$9894 = 0 

:DYOMMENU_16120
$14967($9894,50i) = 1000 
$9894 += 1 
  $9894 > 19 
jf @DYOMMENU_16120 
$9894 = 0 

:DYOMMENU_16160
$8277($9894,200i) = 0 
$9894 += 1 
  $9894 > 399 
jf @DYOMMENU_16160 

:DYOMMENU_16193
if 
  $11444 == 4 
jf @DYOMMENU_17523 
$10913 = 1 
0084: $9889 = $9878 // (int) 
gosub @MAIN_1347 
0084: $9889 = $9879 // (int) 
gosub @MAIN_1347 
0084: $9889 = $9882 // (int) 
gosub @MAIN_1347 
$9889 += 100 
gosub @MAIN_1347 
$9889 += 100 
gosub @MAIN_1347 
gosub @MAIN_4275 
File.Read($9891, 4, $10916)
File.Read($9891, 4, $10928)
File.Read($9891, 4, $9941)
File.Read($9891, 4, $10929)
File.Read($9891, 4, $10930)
File.Read($9891, 4, $11445)
File.Read($9891, 4, $11446)
File.Read($9891, 4, $10925)
File.Read($9891, 4, $10926)
File.Read($9891, 4, $10927)
File.Read($9891, 4, $10923)
File.Read($9891, 4, $11447)
File.Read($9891, 4, $11448)
File.Read($9891, 4, $11449)
File.Read($9891, 4, $11450)
File.Read($9891, 4, $11451)
File.Read($9891, 4, $11452)
File.Read($9891, 4, $11453)
File.Read($9891, 4, $11454)
File.Read($9891, 4, $11455)
File.Read($9891, 200, $10395[0])
File.Read($9891, 200, $10497[0])
File.Read($9891, 200, $10598[0])
File.Read($9891, 200, $11456[0])
File.Read($9891, 200, $11557[0])
File.Read($9891, 200, $10294[0])
File.Read($9891, 200, $10800[0])
File.Read($9891, 200, $11658[0])
File.Read($9891, 200, $11759[0])
File.Read($9891, 200, $11860[0])
File.Read($9891, 200, $11961[0])
File.Read($9891, 200, $12062[0])
File.Read($9891, 200, $12163[0])
File.Read($9891, 200, $12264[0])
File.Read($9891, 200, $12365[0])
File.Read($9891, 200, $12466[0])
0084: $9889 = $9883 // (int) 
$9894 = 0 

:DYOMMENU_16689
gosub @MAIN_1347 
$9889 += 100 
$9894 += 1 
  $9894 > 49 
jf @DYOMMENU_16689 
File.Read($9891, 400, $12567[0])
File.Read($9891, 400, $12667[0])
File.Read($9891, 400, $12767[0])
File.Read($9891, 400, $12867[0])
File.Read($9891, 400, $12967[0])
File.Read($9891, 400, $13067[0])
File.Read($9891, 400, $13167[0])
File.Read($9891, 400, $13267[0])
File.Read($9891, 400, $13367[0])
File.Read($9891, 400, $13467[0])
File.Read($9891, 400, $13567[0])
File.Read($9891, 400, $13667[0])
File.Read($9891, 400, $13767[0])
File.Read($9891, 400, $13867[0])
File.Read($9891, 400, $13967[0])
File.Read($9891, 400, $14067[0])
File.Read($9891, 400, $14167[0])
$9894 = 0 

:DYOMMENU_16918
if 
  $13867($9894,100i) == -1 
jf @DYOMMENU_16952 
$13867($9894,100i) = 1000 

:DYOMMENU_16952
if 
  $14067($9894,100i) == -2 
jf @DYOMMENU_16985 
$14067($9894,100i) = -99 

:DYOMMENU_16985
if 
  $14067($9894,100i) == -3 
jf @DYOMMENU_17018 
$14067($9894,100i) = -100 

:DYOMMENU_17018
$9894 += 1 
  $9894 > 99 
jf @DYOMMENU_16918 
File.Read($9891, 80, $10244[0])
File.Read($9891, 80, $14267[0])
File.Read($9891, 80, $14317[0])
File.Read($9891, 80, $10042[0])
File.Read($9891, 80, $10092[0])
File.Read($9891, 80, $10142[0])
File.Read($9891, 80, $14367[0])
File.Read($9891, 80, $14417[0])
File.Read($9891, 80, $14467[0])
File.Read($9891, 80, $14517[0])
File.Read($9891, 80, $9942[0])
File.Read($9891, 80, $9992[0])
File.Read($9891, 80, $14567[0])
$9894 = 0 

:DYOMMENU_17176
if 
  $9992($9894,50i) == -1 
jf @DYOMMENU_17210 
$9992($9894,50i) = 1000 

:DYOMMENU_17210
$9894 += 1 
  $9894 > 19 
jf @DYOMMENU_17176 
File.Read($9891, 80, $14617[0])
File.Read($9891, 80, $14667[0])
File.Read($9891, 80, $14717[0])
File.Read($9891, 80, $14767[0])
File.Read($9891, 80, $14817[0])
File.Read($9891, 80, $14867[0])
File.Read($9891, 80, $14917[0])
File.Read($9891, 80, $14967[0])
$9894 = 0 

:DYOMMENU_17318
if 
  $14967($9894,50i) == -1 
jf @DYOMMENU_17352 
$14967($9894,50i) = 1000 

:DYOMMENU_17352
$9894 += 1 
  $9894 > 19 
jf @DYOMMENU_17318 
File.Read($9891, 400, $10939[0])
File.Read($9891, 400, $11039[0])
File.Read($9891, 400, $11139[0])
File.Read($9891, 400, $11239[0])
File.Read($9891, 400, $15017[0])
File.Read($9891, 400, $15117[0])
File.Read($9891, 400, $15217[0])
File.Read($9891, 400, $15317[0])
File.Read($9891, 400, $15417[0])
File.Read($9891, 400, $15517[0])
$9894 = 0 

:DYOMMENU_17490
$8277($9894,200i) = 0 
$9894 += 1 
  $9894 > 399 
jf @DYOMMENU_17490 

:DYOMMENU_17523
if 
  $11444 == 5 
jf @DYOMMENU_18812 
$10913 = 1 
0084: $9889 = $9878 // (int) 
gosub @MAIN_1347 
0084: $9889 = $9879 // (int) 
gosub @MAIN_1347 
0084: $9889 = $9882 // (int) 
gosub @MAIN_1347 
$9889 += 100 
gosub @MAIN_1347 
$9889 += 100 
gosub @MAIN_1347 
gosub @MAIN_4275 
File.Read($9891, 4, $10916)
File.Read($9891, 4, $10928)
File.Read($9891, 4, $9941)
File.Read($9891, 4, $10929)
File.Read($9891, 4, $10930)
File.Read($9891, 4, $11445)
File.Read($9891, 4, $11446)
File.Read($9891, 4, $10925)
File.Read($9891, 4, $10926)
File.Read($9891, 4, $10927)
File.Read($9891, 4, $10923)
File.Read($9891, 4, $11447)
File.Read($9891, 4, $11448)
File.Read($9891, 4, $11449)
File.Read($9891, 4, $11450)
File.Read($9891, 4, $11451)
File.Read($9891, 4, $11452)
File.Read($9891, 4, $11453)
File.Read($9891, 4, $11454)
File.Read($9891, 4, $11455)
File.Read($9891, 400, $10395[0])
File.Read($9891, 400, $10497[0])
File.Read($9891, 400, $10598[0])
File.Read($9891, 400, $11456[0])
File.Read($9891, 400, $11557[0])
File.Read($9891, 400, $10294[0])
File.Read($9891, 400, $10800[0])
File.Read($9891, 400, $11658[0])
File.Read($9891, 400, $11759[0])
File.Read($9891, 400, $11860[0])
File.Read($9891, 400, $11961[0])
File.Read($9891, 400, $12062[0])
File.Read($9891, 400, $12163[0])
File.Read($9891, 400, $12264[0])
File.Read($9891, 400, $12365[0])
File.Read($9891, 400, $12466[0])
0084: $9889 = $9883 // (int) 
$9894 = 0 

:DYOMMENU_18019
gosub @MAIN_1347 
$9889 += 100 
$9894 += 1 
  $9894 > 99 
jf @DYOMMENU_18019 
File.Read($9891, 400, $12567[0])
File.Read($9891, 400, $12667[0])
File.Read($9891, 400, $12767[0])
File.Read($9891, 400, $12867[0])
File.Read($9891, 400, $12967[0])
File.Read($9891, 400, $13067[0])
File.Read($9891, 400, $13167[0])
File.Read($9891, 400, $13267[0])
File.Read($9891, 400, $13367[0])
File.Read($9891, 400, $13467[0])
File.Read($9891, 400, $13567[0])
File.Read($9891, 400, $13667[0])
File.Read($9891, 400, $13767[0])
File.Read($9891, 400, $13867[0])
File.Read($9891, 400, $13967[0])
File.Read($9891, 400, $14067[0])
File.Read($9891, 400, $14167[0])
$9894 = 0 

:DYOMMENU_18248
if 
  $13867($9894,100i) == -1 
jf @DYOMMENU_18282 
$13867($9894,100i) = 1000 

:DYOMMENU_18282
$9894 += 1 
  $9894 > 99 
jf @DYOMMENU_18248 
File.Read($9891, 200, $10244[0])
File.Read($9891, 200, $14267[0])
File.Read($9891, 200, $14317[0])
File.Read($9891, 200, $10042[0])
File.Read($9891, 200, $10092[0])
File.Read($9891, 200, $10142[0])
File.Read($9891, 200, $14367[0])
File.Read($9891, 200, $14417[0])
File.Read($9891, 200, $14467[0])
File.Read($9891, 200, $14517[0])
File.Read($9891, 200, $9942[0])
File.Read($9891, 200, $9992[0])
File.Read($9891, 200, $14567[0])
$9894 = 0 

:DYOMMENU_18453
if 
  $9992($9894,50i) == -1 
jf @DYOMMENU_18487 
$9992($9894,50i) = 1000 

:DYOMMENU_18487
$9894 += 1 
  $9894 > 49 
jf @DYOMMENU_18453 
File.Read($9891, 200, $14617[0])
File.Read($9891, 200, $14667[0])
File.Read($9891, 200, $14717[0])
File.Read($9891, 200, $14767[0])
File.Read($9891, 200, $14817[0])
File.Read($9891, 200, $14867[0])
File.Read($9891, 200, $14917[0])
File.Read($9891, 200, $14967[0])
$9894 = 0 

:DYOMMENU_18603
if 
  $14967($9894,50i) == -1 
jf @DYOMMENU_18637 
$14967($9894,50i) = 1000 

:DYOMMENU_18637
$9894 += 1 
  $9894 > 49 
jf @DYOMMENU_18603 
File.Read($9891, 400, $10939[0])
File.Read($9891, 400, $11039[0])
File.Read($9891, 400, $11139[0])
File.Read($9891, 400, $11239[0])
File.Read($9891, 400, $15017[0])
File.Read($9891, 400, $15117[0])
File.Read($9891, 400, $15217[0])
File.Read($9891, 400, $15317[0])
File.Read($9891, 400, $15417[0])
File.Read($9891, 400, $15517[0])
File.Read($9891, 1600, $8277[0])
File.Read($9891, 1600, $8677[0])
File.Read($9891, 1600, $9077[0])
File.Read($9891, 1600, $9477[0])

:DYOMMENU_18812
if 
  $11444 == 6 
jf @DYOMMENU_20164 
$10913 = 1 
0084: $9889 = $9878 // (int) 
gosub @MAIN_1347 
0084: $9889 = $9879 // (int) 
gosub @MAIN_1347 
0084: $9889 = $9882 // (int) 
gosub @MAIN_1347 
$9889 += 100 
gosub @MAIN_1347 
$9889 += 100 
gosub @MAIN_1347 
0084: $9889 = $9887 // (int) 
gosub @MAIN_1347 
0A8D: $9905 = read_memory $9889 size 4 virtual_protect 0 
$9889 += 4 
0A8D: $9906 = read_memory $9889 size 4 virtual_protect 0 
$9889 += 4 
0A8D: $9907 = read_memory $9889 size 4 virtual_protect 0 
0662: printstring v$9905 
File.Read($9891, 4, $10916)
File.Read($9891, 4, $10928)
File.Read($9891, 4, $9941)
File.Read($9891, 4, $10929)
File.Read($9891, 4, $10930)
File.Read($9891, 4, $11445)
File.Read($9891, 4, $11446)
File.Read($9891, 4, $10925)
File.Read($9891, 4, $10926)
File.Read($9891, 4, $10927)
File.Read($9891, 4, $10923)
File.Read($9891, 4, $11447)
File.Read($9891, 4, $11448)
File.Read($9891, 4, $11449)
File.Read($9891, 4, $11450)
File.Read($9891, 4, $11451)
File.Read($9891, 4, $11452)
File.Read($9891, 4, $11453)
File.Read($9891, 4, $11454)
File.Read($9891, 4, $11455)
File.Read($9891, 400, $10395[0])
File.Read($9891, 400, $10497[0])
File.Read($9891, 400, $10598[0])
File.Read($9891, 400, $11456[0])
File.Read($9891, 400, $11557[0])
File.Read($9891, 400, $10294[0])
File.Read($9891, 400, $10800[0])
File.Read($9891, 400, $11658[0])
File.Read($9891, 400, $11759[0])
File.Read($9891, 400, $11860[0])
File.Read($9891, 400, $11961[0])
File.Read($9891, 400, $12062[0])
File.Read($9891, 400, $12163[0])
File.Read($9891, 400, $12264[0])
File.Read($9891, 400, $12365[0])
File.Read($9891, 400, $12466[0])
0084: $9889 = $9883 // (int) 
$9894 = 0 

:DYOMMENU_19371
gosub @MAIN_1347 
$9889 += 100 
$9894 += 1 
  $9894 > 99 
jf @DYOMMENU_19371 
File.Read($9891, 400, $12567[0])
File.Read($9891, 400, $12667[0])
File.Read($9891, 400, $12767[0])
File.Read($9891, 400, $12867[0])
File.Read($9891, 400, $12967[0])
File.Read($9891, 400, $13067[0])
File.Read($9891, 400, $13167[0])
File.Read($9891, 400, $13267[0])
File.Read($9891, 400, $13367[0])
File.Read($9891, 400, $13467[0])
File.Read($9891, 400, $13567[0])
File.Read($9891, 400, $13667[0])
File.Read($9891, 400, $13767[0])
File.Read($9891, 400, $13867[0])
File.Read($9891, 400, $13967[0])
File.Read($9891, 400, $14067[0])
File.Read($9891, 400, $14167[0])
$9894 = 0 

:DYOMMENU_19600
if 
  $13867($9894,100i) == -1 
jf @DYOMMENU_19634 
$13867($9894,100i) = 1000 

:DYOMMENU_19634
$9894 += 1 
  $9894 > 99 
jf @DYOMMENU_19600 
File.Read($9891, 200, $10244[0])
File.Read($9891, 200, $14267[0])
File.Read($9891, 200, $14317[0])
File.Read($9891, 200, $10042[0])
File.Read($9891, 200, $10092[0])
File.Read($9891, 200, $10142[0])
File.Read($9891, 200, $14367[0])
File.Read($9891, 200, $14417[0])
File.Read($9891, 200, $14467[0])
File.Read($9891, 200, $14517[0])
File.Read($9891, 200, $9942[0])
File.Read($9891, 200, $9992[0])
File.Read($9891, 200, $14567[0])
$9894 = 0 

:DYOMMENU_19805
if 
  $9992($9894,50i) == -1 
jf @DYOMMENU_19839 
$9992($9894,50i) = 1000 

:DYOMMENU_19839
$9894 += 1 
  $9894 > 49 
jf @DYOMMENU_19805 
File.Read($9891, 200, $14617[0])
File.Read($9891, 200, $14667[0])
File.Read($9891, 200, $14717[0])
File.Read($9891, 200, $14767[0])
File.Read($9891, 200, $14817[0])
File.Read($9891, 200, $14867[0])
File.Read($9891, 200, $14917[0])
File.Read($9891, 200, $14967[0])
$9894 = 0 

:DYOMMENU_19955
if 
  $14967($9894,50i) == -1 
jf @DYOMMENU_19989 
$14967($9894,50i) = 1000 

:DYOMMENU_19989
$9894 += 1 
  $9894 > 49 
jf @DYOMMENU_19955 
File.Read($9891, 400, $10939[0])
File.Read($9891, 400, $11039[0])
File.Read($9891, 400, $11139[0])
File.Read($9891, 400, $11239[0])
File.Read($9891, 400, $15017[0])
File.Read($9891, 400, $15117[0])
File.Read($9891, 400, $15217[0])
File.Read($9891, 400, $15317[0])
File.Read($9891, 400, $15417[0])
File.Read($9891, 400, $15517[0])
File.Read($9891, 1600, $8277[0])
File.Read($9891, 1600, $8677[0])
File.Read($9891, 1600, $9077[0])
File.Read($9891, 1600, $9477[0])

:DYOMMENU_20164
File.Close($9891)
$15619 = 399 
04E4: refresh_game_renderer_at $11447 $11448 
Camera.SetAtPos($11447, $11448, $11449)
0084: $15617 = $10916 // (int) 
fade 1 500 

:DYOMMENU_20211
$10922 = 0 
return 

:DYOMMENU_20220
0A99: chdir 1 
$11444 = 6 
if 
$9891 = File.Open("DSL/_story.dat", 25207)
jf @DYOMMENU_20408 
File.Write($9891, 4, $11444)
File.Write($9891, 4, $10917)
File.Write($9891, 100, $15620[0])
File.Write($9891, 100, $15645[0])
File.Write($9891, 100, $15670[0])
File.Write($9891, 100, $15695[0])
File.Write($9891, 100, $15720[0])
File.Write($9891, 100, $15745[0])
0084: $9889 = $9884 // (int) 
$9894 = 0 

:DYOMMENU_20361
gosub @MAIN_1294 
$9889 += 16 
$9894 += 1 
  $9894 > 24 
jf @DYOMMENU_20361 
File.Close($9891)
jump @DYOMMENU_20424 

:DYOMMENU_20408
00BC: show_text_highpriority GXT 'FILERRS' time 3000 flag 1  // Selected file could not be written

:DYOMMENU_20424
return 

:DYOMMENU_20426
0A99: chdir 1 
if 
$9891 = File.Open("DSL/_story.dat", 25202)
jf @DYOMMENU_20863 
File.Read($9891, 4, $11444)
if 
   not $11444 >= 0 
jf @DYOMMENU_20530 
[email protected] = 0 
0064: [email protected] -= $11444 // (int) 
008A: $11444 = [email protected] // (int) 
$10915 = 1 
jump @DYOMMENU_20537 

:DYOMMENU_20530
$10915 = 0 

:DYOMMENU_20537
if 
  $11444 == 5 
jf @DYOMMENU_20720 
File.Read($9891, 4, $10917)
File.Read($9891, 200, $15620[0])
File.Read($9891, 200, $15645[0])
File.Read($9891, 200, $15670[0])
File.Read($9891, 200, $15695[0])
File.Read($9891, 200, $15720[0])
File.Read($9891, 200, $15720[0])
$9894 = 0 

:DYOMMENU_20638
$15745($9894,25i) = 0 
$9894 += 1 
  $9894 > 24 
jf @DYOMMENU_20638 
0084: $9889 = $9884 // (int) 
$9894 = 0 

:DYOMMENU_20685
gosub @MAIN_1347 
$9889 += 16 
$9894 += 1 
  $9894 > 24 
jf @DYOMMENU_20685 

:DYOMMENU_20720
if 
  $11444 == 6 
jf @DYOMMENU_20858 
File.Read($9891, 4, $10917)
File.Read($9891, 100, $15620[0])
File.Read($9891, 100, $15645[0])
File.Read($9891, 100, $15670[0])
File.Read($9891, 100, $15695[0])
File.Read($9891, 100, $15720[0])
File.Read($9891, 100, $15745[0])
0084: $9889 = $9884 // (int) 
$9894 = 0 

:DYOMMENU_20823
gosub @MAIN_1347 
$9889 += 16 
$9894 += 1 
  $9894 > 24 
jf @DYOMMENU_20823 

:DYOMMENU_20858
File.Close($9891)

:DYOMMENU_20863
return 

:DYOMMENU_20865
0A99: chdir 1 
$11444 = 5 
if 
$9891 = File.Open("DSL/_progress", 25207)
jf @DYOMMENU_20942 
File.Write($9891, 4, $11444)
File.Write($9891, 100, $15770[0])
File.Close($9891)
jump @DYOMMENU_20958 

:DYOMMENU_20942
00BC: show_text_highpriority GXT 'FILERRS' time 3000 flag 1  // Selected file could not be written

:DYOMMENU_20958
return 

:DYOMMENU_20960
0A99: chdir 1 
if 
$9891 = File.Open("DSL/_progress", 25202)
jf @DYOMMENU_21209 
File.Read($9891, 4, $11444)
if 
  $11444 == 5 
jf @DYOMMENU_21204 
$15795 = 1 

:DYOMMENU_21033
if 
   not $15770($15795,25i) == 0 
jf @DYOMMENU_21064 
Marker.Disable($15770($15795,25i))

:DYOMMENU_21064
$15795 += 1 
  $15795 > 49 
jf @DYOMMENU_21033 
File.Read($9891, 100, $15770[0])
$15796 = 0 
$15795 = 1 

:DYOMMENU_21109
802C:   not  $15795 >= $10917 // (int) 
jf @DYOMMENU_21204 
if 
   not $15770($15795,25i) == 0 
jf @DYOMMENU_21190 
$15796 += 1 
$15770($15795,25i) = Marker.CreateIconAndSphere($15620($15795,25i), $15645($15795,25f), $15670($15795,25f), $15695($15795,25f))

:DYOMMENU_21190
$15795 += 1 
jump @DYOMMENU_21109 

:DYOMMENU_21204
File.Close($9891)

:DYOMMENU_21209
return 

:DYOMMENU_21211
$15797 = -1 
$15798 = 9999.0 
$9894 = 0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 

:DYOMMENU_21264
001C:   $10928 > $9894 // (int) 
jf @DYOMMENU_21363 
050A: $10192 = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $12767($9894,100f) $12867($9894,100f) $12967($9894,100f) 
if 
0024:   $15798 > $10192 // (float) 
jf @DYOMMENU_21349 
0086: $15798 = $10192 // (float) 
0084: $15797 = $9894 // (int) 

:DYOMMENU_21349
$9894 += 1 
jump @DYOMMENU_21264 

:DYOMMENU_21363
return 

:DYOMMENU_21365
$15797 = -1 
$15798 = 9999.0 
$9894 = 0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 

:DYOMMENU_21418
001C:   $9941 > $9894 // (int) 
jf @DYOMMENU_21517 
050A: $10192 = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $10042($9894,50f) $10092($9894,50f) $10142($9894,50f) 
if 
0024:   $15798 > $10192 // (float) 
jf @DYOMMENU_21503 
0086: $15798 = $10192 // (float) 
0084: $15797 = $9894 // (int) 

:DYOMMENU_21503
$9894 += 1 
jump @DYOMMENU_21418 

:DYOMMENU_21517
return 

:DYOMMENU_21519
$15797 = -1 
$15798 = 9999.0 
$9894 = 0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 

:DYOMMENU_21572
001C:   $10929 > $9894 // (int) 
jf @DYOMMENU_21671 
050A: $10192 = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $14767($9894,50f) $14817($9894,50f) $14867($9894,50f) 
if 
0024:   $15798 > $10192 // (float) 
jf @DYOMMENU_21657 
0086: $15798 = $10192 // (float) 
0084: $15797 = $9894 // (int) 

:DYOMMENU_21657
$9894 += 1 
jump @DYOMMENU_21572 

:DYOMMENU_21671
return 

:DYOMMENU_21673
$15797 = -1 
$15798 = 9999.0 
$9894 = 0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 

:DYOMMENU_21726
001C:   $10930 > $9894 // (int) 
jf @DYOMMENU_21825 
050A: $10192 = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $11039($9894,100f) $11139($9894,100f) $11239($9894,100f) 
if 
0024:   $15798 > $10192 // (float) 
jf @DYOMMENU_21811 
0086: $15798 = $10192 // (float) 
0084: $15797 = $9894 // (int) 

:DYOMMENU_21811
$9894 += 1 
jump @DYOMMENU_21726 

:DYOMMENU_21825
return 

:DYOMMENU_21827
$15797 = -1 
$15798 = 9999.0 
$9894 = 0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 

:DYOMMENU_21880
001C:   $10917 > $9894 // (int) 
jf @DYOMMENU_21979 
050A: $10192 = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $15645($9894,25f) $15670($9894,25f) $15695($9894,25f) 
if 
0024:   $15798 > $10192 // (float) 
jf @DYOMMENU_21965 
0086: $15798 = $10192 // (float) 
0084: $15797 = $9894 // (int) 

:DYOMMENU_21965
$9894 += 1 
jump @DYOMMENU_21880 

:DYOMMENU_21979
return 

:DYOMMENU_21981
$15797 = -1 
$15798 = 9999.0 
$9894 = 0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 

:DYOMMENU_22034
001C:   $10916 > $9894 // (int) 
jf @DYOMMENU_22133 
050A: $10192 = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $10395($9894,101f) $10497($9894,101f) $10598($9894,101f) 
if 
0024:   $15798 > $10192 // (float) 
jf @DYOMMENU_22119 
0086: $15798 = $10192 // (float) 
0084: $15797 = $9894 // (int) 

:DYOMMENU_22119
$9894 += 1 
jump @DYOMMENU_22034 

:DYOMMENU_22133
return 

:DYOMMENU_22135
$15797 = -1 
$9894 = 0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 
050A: $15798 = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $11447 $11448 $11449 

:DYOMMENU_22201
001C:   $10916 > $9894 // (int) 
jf @DYOMMENU_22300 
050A: $10192 = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $10395($9894,101f) $10497($9894,101f) $10598($9894,101f) 
if 
0024:   $15798 > $10192 // (float) 
jf @DYOMMENU_22286 
0086: $15798 = $10192 // (float) 
0084: $15797 = $9894 // (int) 

:DYOMMENU_22286
$9894 += 1 
jump @DYOMMENU_22201 

:DYOMMENU_22300
$15797 += 1 
return 

:DYOMMENU_22309
  $15619 >= 0 
jf @DYOMMENU_22370 
wait 0 
if 
  $8277($15619,200i) == 0 
jf @DYOMMENU_22356 
jump @DYOMMENU_22370 

:DYOMMENU_22356
$15619 -= 1 
jump @DYOMMENU_22309 

:DYOMMENU_22370
return 

:DYOMMENU_22372
   not $15799 >= 0 
jf @DYOMMENU_22401 
$15799 += 1000 
jump @DYOMMENU_22372 

:DYOMMENU_22401
0084: $15800 = $15799 // (int) 
$15799 = -1 
$15801 = -1 

:DYOMMENU_22423
  $15800 > 0 
jf @DYOMMENU_22659 
wait 0 
gosub @DYOMMENU_22309 
if 
   not $15619 >= 0 
jf @DYOMMENU_22487 
gosub @DYOMMENU_22661 
$15799 = -1 
jump @DYOMMENU_22659 

:DYOMMENU_22487
if 
  $15799 == -1 
jf @DYOMMENU_22528 
0084: $15799 = $15619 // (int) 
0084: $15801 = $15619 // (int) 
jump @DYOMMENU_22548 

:DYOMMENU_22528
0084: $8277($15801,200i) = $15619 // (int) 
0084: $15801 = $15619 // (int) 

:DYOMMENU_22548
0663: printint "DUPPNTF" $15800 
0663: printint "DUPPNTT" $15619 
0086: $8677($15619,200f) = $8677($15800,200f) // (float) 
0086: $9077($15619,200f) = $9077($15800,200f) // (float) 
0086: $9477($15619,200f) = $9477($15800,200f) // (float) 
0084: $8277($15619,200i) = $8277($15800,200i) // (int) 
0084: $15800 = $8277($15800,200i) // (int) 
jump @DYOMMENU_22423 

:DYOMMENU_22659
return 

:DYOMMENU_22661
   not $15799 >= 0 
jf @DYOMMENU_22690 
$15799 += 1000 
jump @DYOMMENU_22661 

:DYOMMENU_22690
0084: $15800 = $15799 // (int) 

:DYOMMENU_22698
  $8277($15799,200i) > 0 
jf @DYOMMENU_22781 
0084: $15800 = $8277($15799,200i) // (int) 
$8277($15799,200i) = 0 
if 
001C:   $15799 > $15619 // (int) 
jf @DYOMMENU_22766 
0084: $15619 = $15799 // (int) 

:DYOMMENU_22766
0084: $15799 = $15800 // (int) 
jump @DYOMMENU_22698 

:DYOMMENU_22781
$8277($15799,200i) = 0 
return 

:DYOMMENU_22794
$9915 = -1 
0084: $9914 = $15802 // (int) 

:DYOMMENU_22809
wait 20 
   not $9915 == -1 
jf @DYOMMENU_22809 
09C7: change_player $PLAYER_CHAR model_to $9915 
0512: show_permanent_text_box 'AMODEL'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to browse actor model~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @ANIMATE_9240 

:DYOMMENU_22853
wait 50 
0084: $15803 = $15802 // (int) 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_22893 
03E6: remove_text_box 
$15804 = 1 
return 

:DYOMMENU_22893
if or
00E1:   player 0 pressed_key 11 
00E1:   player 0 pressed_key 8 
jf @DYOMMENU_23151 
$15802 += 1 
if 
00E1:   player 0 pressed_key 8 
jf @DYOMMENU_22947 
$15802 += 9 

:DYOMMENU_22947
if and
  $15802 > 0 
  7 > $15802 
jf @DYOMMENU_22979 
$15802 = 7 

:DYOMMENU_22979
if or
  $15802 == 8 
  $15802 == 42 
  $15802 == 65 
  $15802 == 74 
  $15802 == 86 
  $15802 == 208 
  $15802 == 119 
  $15802 == 149 
jf @DYOMMENU_23055 
$15802 += 1 

:DYOMMENU_23055
if and
  $15802 > 264 
  274 > $15802 
jf @DYOMMENU_23090 
$15802 = 274 

:DYOMMENU_23090
if and
  $15802 > 289 
  1000 > $15802 
jf @DYOMMENU_23125 
$15802 = 1000 

:DYOMMENU_23125
if 
  $15802 > 1032 
jf @DYOMMENU_23151 
$15802 = 0 

:DYOMMENU_23151
if or
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 9 
jf @DYOMMENU_23409 
$15802 += -1 
if 
00E1:   player 0 pressed_key 9 
jf @DYOMMENU_23205 
$15802 += -9 

:DYOMMENU_23205
if or
  $15802 == 8 
  $15802 == 42 
  $15802 == 65 
  $15802 == 74 
  $15802 == 86 
  $15802 == 208 
  $15802 == 119 
  $15802 == 149 
jf @DYOMMENU_23281 
$15802 += -1 

:DYOMMENU_23281
if 
  0 > $15802 
jf @DYOMMENU_23307 
$15802 = 1032 

:DYOMMENU_23307
if and
  $15802 > 264 
  274 > $15802 
jf @DYOMMENU_23342 
$15802 = 264 

:DYOMMENU_23342
if and
  $15802 > 0 
  7 > $15802 
jf @DYOMMENU_23374 
$15802 = 0 

:DYOMMENU_23374
if and
  $15802 > 289 
  1000 > $15802 
jf @DYOMMENU_23409 
$15802 = 289 

:DYOMMENU_23409
if 
803A:   not  $15803 == $15802 // (int) 
jf @DYOMMENU_23537 
$9915 = -1 
0084: $9914 = $15802 // (int) 

:DYOMMENU_23443
wait 20 
   not $9915 == -1 
jf @DYOMMENU_23443 
09C7: change_player $PLAYER_CHAR model_to $9915 
if 
  $15802 == 289 
jf @DYOMMENU_23511 
00BC: show_text_highpriority GXT 'RANDOM' time 1000 flag 1  // Random
jump @DYOMMENU_23530 

:DYOMMENU_23511
01E5: show_text_1number_highpriority GXT 'NUMBER' number $15802 time 1000 flag 1  // ~1~

:DYOMMENU_23530
gosub @ACTLOAD_1552 

:DYOMMENU_23537
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_23559 
jump @DYOMMENU_23572 

:DYOMMENU_23559
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_22853 

:DYOMMENU_23572
$15804 = 0 
03E6: remove_text_box 
return 

:DYOMMENU_23583
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $15805, $15806)
0512: show_permanent_text_box 'WMODEL'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to browse weapons~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @ANIMATE_9240 

:DYOMMENU_23612
wait 50 
0084: $15807 = $15805 // (int) 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_23652 
03E6: remove_text_box 
$15808 = 1 
return 

:DYOMMENU_23652
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_23782 

:DYOMMENU_23669
wait 20 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_23669 
$15805 += 1 
if and
  $15805 > 18 
  22 > $15805 
jf @DYOMMENU_23725 
$15805 = 22 

:DYOMMENU_23725
if and
  $15805 > 45 
  48 > $15805 
jf @DYOMMENU_23757 
$15805 = 48 

:DYOMMENU_23757
if 
  $15805 > 48 
jf @DYOMMENU_23782 
$15805 = 0 

:DYOMMENU_23782
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_23912 

:DYOMMENU_23799
wait 20 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_23799 
$15805 += -1 
if and
  $15805 > 18 
  22 > $15805 
jf @DYOMMENU_23855 
$15805 = 18 

:DYOMMENU_23855
if and
  $15805 > 45 
  48 > $15805 
jf @DYOMMENU_23887 
$15805 = 45 

:DYOMMENU_23887
if 
  0 > $15805 
jf @DYOMMENU_23912 
$15805 = 48 

:DYOMMENU_23912
if 
803A:   not  $15807 == $15805 // (int) 
jf @DYOMMENU_24064 
if 
  $15805 == 0 
jf @DYOMMENU_23964 
0555: remove_weapon $15807 from_actor $PLAYER_ACTOR 
jump @DYOMMENU_24064 

:DYOMMENU_23964
if 
  $15805 == 48 
jf @DYOMMENU_24013 
0555: remove_weapon $15807 from_actor $PLAYER_ACTOR 
00BC: show_text_highpriority GXT 'RANDOM' time 1000 flag 1  // Random
jump @DYOMMENU_24064 

:DYOMMENU_24013
Model.Load($15809($15805,49i))
038B: load_requested_models 

:DYOMMENU_24024
wait 0 
   Model.Available($15809($15805,49i))
jf @DYOMMENU_24024 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $15805, $15806)
Model.Destroy($15809($15805,49i))

:DYOMMENU_24064
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_24086 
jump @DYOMMENU_24099 

:DYOMMENU_24086
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_23612 

:DYOMMENU_24099
$15808 = 0 
03E6: remove_text_box 
if and
  $15805 > 15 
   not $15805 >= 44 
jf @DYOMMENU_24221 
00BB: show_text_lowpriority GXT 'AMHELP' time 10000 flag 1  // Enter the amount of ammo, use 9999 for unlimited
0084: $9889 = $9886 // (int) 
$9895 = 5 
0084: $9898 = $15806 // (int) 
gosub @MAIN_2999 
if 
  $9898 > 9999 
jf @DYOMMENU_24206 
$9898 = 9999 

:DYOMMENU_24206
0084: $15806 = $9898 // (int) 
jump @DYOMMENU_24229 

:DYOMMENU_24221
$15806 = 9999 

:DYOMMENU_24229
00BE: text_clear_all 
return 

:DYOMMENU_24233
0512: show_permanent_text_box 'ANIMSEL'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to browse animations~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
$15858 = 0 
gosub @ANIMATE_9240 

:DYOMMENU_24258
   not $9916 == -1 
jf @DYOMMENU_24283 
wait 10 
jump @DYOMMENU_24258 

:DYOMMENU_24283
$15859 = 1 
if or
  $15860 > -2 
   not $15861 == 1 
jf @DYOMMENU_24322 
$15859 = 0 

:DYOMMENU_24322
$15807 = -999 

:DYOMMENU_24330
wait 100 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_24367 
03E6: remove_text_box 
0687: clear_actor $PLAYER_ACTOR task 
$15858 = 1 
return 

:DYOMMENU_24367
if or
00E1:   player 0 pressed_key 11 
00E1:   player 0 pressed_key 8 
jf @DYOMMENU_24447 
$15860 += 1 
if 
00E1:   player 0 pressed_key 8 
jf @DYOMMENU_24421 
$15860 += 9 

:DYOMMENU_24421
if 
001C:   $15860 > $9917 // (int) 
jf @DYOMMENU_24447 
$15860 = -12 

:DYOMMENU_24447
if or
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 9 
jf @DYOMMENU_24527 
$15860 += -1 
if 
00E1:   player 0 pressed_key 9 
jf @DYOMMENU_24501 
$15860 += -9 

:DYOMMENU_24501
if 
  -12 > $15860 
jf @DYOMMENU_24527 
0084: $15860 = $9917 // (int) 

:DYOMMENU_24527
if 
803A:   not  $15807 == $15860 // (int) 
jf @DYOMMENU_25217 

:DYOMMENU_24546
   not $9916 == -1 
jf @DYOMMENU_24571 
wait 10 
jump @DYOMMENU_24546 

:DYOMMENU_24571
if 
  $15860 == -1 
jf @DYOMMENU_24619 
00BC: show_text_highpriority GXT 'NOANIM' time 3000 flag 1  // No Animation
05B9: AS_actor $PLAYER_ACTOR stay_idle -1 ms 
jump @DYOMMENU_25217 

:DYOMMENU_24619
if 
  $15860 == -2 
jf @DYOMMENU_24667 
00BC: show_text_highpriority GXT 'WALKANI' time 3000 flag 1  // Walk
05B9: AS_actor $PLAYER_ACTOR stay_idle -1 ms 
jump @DYOMMENU_25217 

:DYOMMENU_24667
if 
  $15860 == -3 
jf @DYOMMENU_24715 
00BC: show_text_highpriority GXT 'RUN' time 3000 flag 1  // Run
05B9: AS_actor $PLAYER_ACTOR stay_idle -1 ms 
jump @DYOMMENU_25217 

:DYOMMENU_24715
if 
  $15860 == -4 
jf @DYOMMENU_24763 
00BC: show_text_highpriority GXT 'CARIN' time 3000 flag 1  // Enter Nearest Car
05B9: AS_actor $PLAYER_ACTOR stay_idle -1 ms 
jump @DYOMMENU_25217 

:DYOMMENU_24763
if 
  $15860 == -5 
jf @DYOMMENU_24811 
00BC: show_text_highpriority GXT 'CAROUT' time 3000 flag 1  // Leave Nearest Car
05B9: AS_actor $PLAYER_ACTOR stay_idle -1 ms 
jump @DYOMMENU_25217 

:DYOMMENU_24811
if 
  $15860 == -6 
jf @DYOMMENU_24859 
00BC: show_text_highpriority GXT 'CARSIT' time 3000 flag 1  // Sit in Nearest Car
05B9: AS_actor $PLAYER_ACTOR stay_idle -1 ms 
jump @DYOMMENU_25217 

:DYOMMENU_24859
if 
  $15860 == -7 
jf @DYOMMENU_24907 
00BC: show_text_highpriority GXT 'ACTDIE' time 3000 flag 1  // Die
05B9: AS_actor $PLAYER_ACTOR stay_idle -1 ms 
jump @DYOMMENU_25217 

:DYOMMENU_24907
if 
  $15860 == -8 
jf @DYOMMENU_24955 
00BC: show_text_highpriority GXT 'TST1' time 3000 flag 1  // Jump Forward
05B9: AS_actor $PLAYER_ACTOR stay_idle -1 ms 
jump @DYOMMENU_25217 

:DYOMMENU_24955
if 
  $15860 == -9 
jf @DYOMMENU_25003 
00BC: show_text_highpriority GXT 'SPRINT' time 3000 flag 1  // Sprint
05B9: AS_actor $PLAYER_ACTOR stay_idle -1 ms 
jump @DYOMMENU_25217 

:DYOMMENU_25003
if 
  $15860 == -10 
jf @DYOMMENU_25051 
00BC: show_text_highpriority GXT 'CROUCH' time 3000 flag 1  // Crouch
05B9: AS_actor $PLAYER_ACTOR stay_idle -1 ms 
jump @DYOMMENU_25217 

:DYOMMENU_25051
if 
  $15860 == -11 
jf @DYOMMENU_25099 
00BC: show_text_highpriority GXT 'HIDE' time 3000 flag 1  // Multiple Locations
05B9: AS_actor $PLAYER_ACTOR stay_idle -1 ms 
jump @DYOMMENU_25217 

:DYOMMENU_25099
if 
  $15860 == -12 
jf @DYOMMENU_25147 
00BC: show_text_highpriority GXT 'AIM' time 3000 flag 1  // AIM
05B9: AS_actor $PLAYER_ACTOR stay_idle -1 ms 
jump @DYOMMENU_25217 

:DYOMMENU_25147
01E5: show_text_1number_highpriority GXT 'NUMBER' number $15860 time 3000 flag 1  // ~1~
0084: $9929 = $PLAYER_ACTOR // (int) 
0084: $9916 = $15860 // (int) 
01E5: show_text_1number_highpriority GXT 'NUMBER' number $15860 time 3000 flag 1  // ~1~
0084: $9929 = $PLAYER_ACTOR // (int) 
0084: $9916 = $15860 // (int) 

:DYOMMENU_25217
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_25239 
jump @DYOMMENU_25260 

:DYOMMENU_25239
0084: $15807 = $15860 // (int) 
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_24330 

:DYOMMENU_25260
$15858 = 0 
03E6: remove_text_box 
if or
  $15860 == -2 
  $15860 == -3 
  $15860 == -9 
  $15860 == -10 
  $15860 == -11 
jf @DYOMMENU_26145 
if 
  $15859 == 1 
jf @DYOMMENU_25380 
gosub @DYOMMENU_27720 
if 
  $15858 == 1 
jf @DYOMMENU_25360 
return 

:DYOMMENU_25360
if 
  $15862 == 1 
jf @DYOMMENU_25380 
return 

:DYOMMENU_25380
$15859 = 0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 
$9935 = Actor.Angle($PLAYER_ACTOR)
if 
  $15860 == -11 
jf @DYOMMENU_25460 
0512: show_permanent_text_box 'CHIDE'  // Press  ~k~~CONVERSATION_NO~ to add a location~N~(looking towards the initial position)~N~press ~k~~CONVERSATION_YES~ to Accept,~N~and F to cancel
jump @DYOMMENU_25471 

:DYOMMENU_25460
0512: show_permanent_text_box 'CROUTE'  // Press  ~k~~CONVERSATION_NO~ to add a route-point~N~press ~k~~CONVERSATION_YES~ to Accept,~N~ L to Accept as loop-route~N~and F to cancel

:DYOMMENU_25471
Player.CanMove($PLAYER_CHAR) = True
$15863 = 0 
if 
  $15862 == 2 
jf @DYOMMENU_25642 
$15863 = 0 
0084: $15864 = $15865 // (int) 
0663: printint "link" $15864 

:DYOMMENU_25529
  $15864 >= 0 
jf @DYOMMENU_25628 
0663: printint "count" $15863 
0086: $9936 = $8677($15864,200f) // (float) 
0086: $9937 = $9077($15864,200f) // (float) 
0086: $15866 = $9477($15864,200f) // (float) 
0084: $15864 = $8277($15864,200i) // (int) 
0663: printint "link" $15864 
$15863 += 1 
jump @DYOMMENU_25529 

:DYOMMENU_25628
Actor.PutAt($PLAYER_ACTOR, $9936, $9937, $15866)

:DYOMMENU_25642
$15864 = -1 

:DYOMMENU_25649
wait 10 
if and
00E1:   player 0 pressed_key 10 
   not $15863 >= 64 
jf @DYOMMENU_25937 
04C4: store_coords_to $9936 $9937 $15866 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 
gosub @DYOMMENU_22309 
$15863 += 1 
if 
  $15619 == -1 
jf @DYOMMENU_25798 
03E6: remove_text_box 
$15858 = 1 
00BC: show_text_highpriority GXT 'POINTF' time 3000 flag 1  // The routepoint storage is full, no more points can be added.
if 
   not $15864 == -1 
jf @DYOMMENU_25796 
0084: $15799 = $15865 // (int) 
gosub @DYOMMENU_22661 

:DYOMMENU_25796
return 

:DYOMMENU_25798
02FD: show_text_2numbers_lowpriority GXT 'PNTCNT' numbers $15863 $15619 time 1000 flag 1  // Routepoint [~1~/64]  id:~1~
0086: $8677($15619,200f) = $9936 // (float) 
0086: $9077($15619,200f) = $9937 // (float) 
0086: $9477($15619,200f) = $15866 // (float) 
$8277($15619,200i) = -1 
if 
  $15864 == -1 
jf @DYOMMENU_25900 
0084: $15865 = $15619 // (int) 
jump @DYOMMENU_25912 

:DYOMMENU_25900
0084: $8277($15864,200i) = $15619 // (int) 

:DYOMMENU_25912
0084: $15864 = $15619 // (int) 

:DYOMMENU_25920
wait 10 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_25920 

:DYOMMENU_25937
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_25998 
03E6: remove_text_box 
$15858 = 1 
if 
   not $15864 == -1 
jf @DYOMMENU_25996 
0084: $15799 = $15865 // (int) 
gosub @DYOMMENU_22661 

:DYOMMENU_25996
return 

:DYOMMENU_25998
if 
  $15863 > 0 
jf @DYOMMENU_26073 
if 
0AB0:   key_pressed 76 
jf @DYOMMENU_26049 
$8277($15864,200i) = -2 
jump @DYOMMENU_26080 

:DYOMMENU_26049
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_26073 
jump @DYOMMENU_26080 

:DYOMMENU_26073
jump @DYOMMENU_25649 

:DYOMMENU_26080
if 
   Actor.Driving($PLAYER_ACTOR)
jf @DYOMMENU_26117 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
jump @DYOMMENU_26131 

:DYOMMENU_26117
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:DYOMMENU_26131
Actor.Angle($PLAYER_ACTOR) = $9935
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut

:DYOMMENU_26145
if or
  $15860 == -4 
  $15860 == -5 
  $15860 == -6 
jf @DYOMMENU_27718 
Player.CanMove($PLAYER_CHAR) = False
08D4: $15867 = create_panel_with_title 'SELSEAT' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Seat Selection
08DB: set_panel $15867 column 0 header 'SELSEAT' data 'SEATD' 'SEAT1' 'SEAT2' 'SEAT3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Seat Selection // Driver Seat // Front Passenger // Rear Left Passenger // Rear Right Passenger
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_26386 
$15858 = 1 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_26386
0084: $15868 = $10909 // (int) 
if 
  $15868 == 0 
jf @DYOMMENU_27703 
if or
  $15860 == -4 
  $15860 == -6 
jf @DYOMMENU_26605 
08D4: $10908 = create_panel_with_title 'SETTING' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Settings
08DB: set_panel $10908 column 0 header 'DRIVBEH' data 'DRIVNON' 'DRIVTO1' 'DRIVTO2' 'DRIVTO3' 'DRIVATT' 'DRIVFOB' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Driver Behaviour // None // Drive Route - Slow // Drive Route - Normal // Drive Route - Aggresive // Attack Player // Follow Player Behind
jump @DYOMMENU_26766 

:DYOMMENU_26605
08D4: $10908 = create_panel_with_title 'SETTING' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Settings
08DB: set_panel $10908 column 0 header 'DRIVBEH' data 'DRIVNON' 'DRIVTO1' 'DRIVTO2' 'DRIVTO3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Driver Behaviour // None // Drive Route - Slow // Drive Route - Normal // Drive Route - Aggresive

:DYOMMENU_26766
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_26807 
$15858 = 1 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_26807
0084: $15868 = $10909 // (int) 
$15868 *= -1 
if or
  $15868 == -1 
  $15868 == -2 
  $15868 == -3 
jf @DYOMMENU_27688 
if 
  $15859 == 1 
jf @DYOMMENU_26933 
gosub @DYOMMENU_27720 
if 
  $15858 == 1 
jf @DYOMMENU_26906 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_26906
if 
  $15862 == 1 
jf @DYOMMENU_26933 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_26933
$15859 = 0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 
$9935 = Actor.Angle($PLAYER_ACTOR)
07A7: put_jetpack_on_actor $PLAYER_ACTOR 
0512: show_permanent_text_box 'CROUTE'  // Press  ~k~~CONVERSATION_NO~ to add a route-point~N~press ~k~~CONVERSATION_YES~ to Accept,~N~ L to Accept as loop-route~N~and F to cancel
Player.CanMove($PLAYER_CHAR) = True
$15863 = 0 
if 
  $15862 == 2 
jf @DYOMMENU_27193 
$15863 = 0 
0084: $15864 = $15865 // (int) 

:DYOMMENU_27040
   not $15864 >= 0 
jf @DYOMMENU_27069 
$15864 += 1000 
jump @DYOMMENU_27040 

:DYOMMENU_27069
0663: printint "link" $15864 

:DYOMMENU_27080
  $15864 >= 0 
jf @DYOMMENU_27179 
0663: printint "count" $15863 
0086: $9936 = $8677($15864,200f) // (float) 
0086: $9937 = $9077($15864,200f) // (float) 
0086: $15866 = $9477($15864,200f) // (float) 
0084: $15864 = $8277($15864,200i) // (int) 
0663: printint "link" $15864 
$15863 += 1 
jump @DYOMMENU_27080 

:DYOMMENU_27179
Actor.PutAt($PLAYER_ACTOR, $9936, $9937, $15866)

:DYOMMENU_27193
0086: $15865 = $15868 // (float) 
$15864 = -1 

:DYOMMENU_27208
wait 10 
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_27473 
Actor.StorePos($PLAYER_ACTOR, $9936, $9937, $15866)
gosub @DYOMMENU_22309 
$15863 += 1 
02FD: show_text_2numbers_lowpriority GXT 'PNTCNTD' numbers $15863 $15619 time 1000 flag 1  // Routepoint [~1~]  id:~1~
if 
  $15619 == -1 
jf @DYOMMENU_27348 
03E6: remove_text_box 
$15858 = 1 
if 
   not $15864 == -1 
jf @DYOMMENU_27339 
0084: $15799 = $15865 // (int) 
gosub @DYOMMENU_22661 

:DYOMMENU_27339
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_27348
0086: $8677($15619,200f) = $9936 // (float) 
0086: $9077($15619,200f) = $9937 // (float) 
0086: $9477($15619,200f) = $15866 // (float) 
$8277($15619,200i) = -1 
if 
  $15864 == -1 
jf @DYOMMENU_27436 
$15865 *= 1000 
0058: $15865 += $15619 // (int) 
jump @DYOMMENU_27448 

:DYOMMENU_27436
0084: $8277($15864,200i) = $15619 // (int) 

:DYOMMENU_27448
0084: $15864 = $15619 // (int) 

:DYOMMENU_27456
wait 10 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_27456 

:DYOMMENU_27473
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_27534 
03E6: remove_text_box 
$15858 = 1 
if 
   not $15864 == -1 
jf @DYOMMENU_27532 
0084: $15799 = $15865 // (int) 
gosub @DYOMMENU_22661 

:DYOMMENU_27532
return 

:DYOMMENU_27534
if 
  $15863 > 0 
jf @DYOMMENU_27609 
if 
0AB0:   key_pressed 76 
jf @DYOMMENU_27585 
$8277($15864,200i) = -2 
jump @DYOMMENU_27616 

:DYOMMENU_27585
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_27609 
jump @DYOMMENU_27616 

:DYOMMENU_27609
jump @DYOMMENU_27208 

:DYOMMENU_27616
if 
   Actor.Driving($PLAYER_ACTOR)
jf @DYOMMENU_27653 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
jump @DYOMMENU_27667 

:DYOMMENU_27653
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:DYOMMENU_27667
Actor.Angle($PLAYER_ACTOR) = $9935
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
jump @DYOMMENU_27696 

:DYOMMENU_27688
0086: $15865 = $15868 // (float) 

:DYOMMENU_27696
jump @DYOMMENU_27711 

:DYOMMENU_27703
0086: $15865 = $15868 // (float) 

:DYOMMENU_27711
Player.CanMove($PLAYER_CHAR) = True

:DYOMMENU_27718
return 

:DYOMMENU_27720
Player.CanMove($PLAYER_CHAR) = False
08D4: $10908 = create_panel_with_title 'ROUTE' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Route
08DB: set_panel $10908 column 0 header 'ROUTE' data 'NEW_R' 'OLD_R' 'EXT_R' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Route // Define new // Use Existing // Extend Existing Route
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_27929 
$15858 = 1 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_27929
0084: $15862 = $10909 // (int) 
return 

:DYOMMENU_27939
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 3.0 -1.0 
077E: get_active_interior_to $10931 
$TEMPVAR_ANGLE = Actor.Angle($PLAYER_ACTOR)
$TEMPVAR_ANGLE += 270.0 

:DYOMMENU_27991
04C4: store_coords_to $10932 $10933 $10934 from_actor $PLAYER_ACTOR with_offset 2.0 -10.0 2.0 
Camera.SetPosition($10932, $10933, $10934, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
Player.CanMove($PLAYER_CHAR) = False
gosub @DYOMMENU_28724 
03E6: remove_text_box 
if 
  $10935 == 1 
jf @DYOMMENU_28104 
Car.Destroy($10936)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_28104
0512: show_permanent_text_box 'CCOLOR'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to browse primary carcolor~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @ANIMATE_9240 

:DYOMMENU_28122
wait 50 
0084: $15869 = $15870 // (int) 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_28171 
Car.Destroy($10936)
03E6: remove_text_box 
$10935 = 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_28171
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_28237 

:DYOMMENU_28188
wait 100 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_28188 
$15870 += 1 
if 
  $15870 > 125 
jf @DYOMMENU_28237 
$15870 = 0 

:DYOMMENU_28237
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_28303 

:DYOMMENU_28254
wait 100 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_28254 
$15870 += -1 
if 
  0 > $15870 
jf @DYOMMENU_28303 
$15870 = 125 

:DYOMMENU_28303
if 
803A:   not  $15869 == $15870 // (int) 
jf @DYOMMENU_28333 
0229: set_car $10936 primary_color_to $15870 secondary_color_to $15871 

:DYOMMENU_28333
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_28355 
jump @DYOMMENU_28368 

:DYOMMENU_28355
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_28122 

:DYOMMENU_28368
03E6: remove_text_box 
0512: show_permanent_text_box 'CCOLOR2'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to browse secundary carcolor~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @ANIMATE_9240 

:DYOMMENU_28388
wait 50 
0084: $15869 = $15871 // (int) 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_28437 
Car.Destroy($10936)
03E6: remove_text_box 
$10935 = 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_28437
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_28503 

:DYOMMENU_28454
wait 100 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_28454 
$15871 += 1 
if 
  $15871 > 125 
jf @DYOMMENU_28503 
$15871 = 0 

:DYOMMENU_28503
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_28569 

:DYOMMENU_28520
wait 100 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_28520 
$15871 += -1 
if 
  0 > $15871 
jf @DYOMMENU_28569 
$15871 = 125 

:DYOMMENU_28569
if 
803A:   not  $15869 == $15871 // (int) 
jf @DYOMMENU_28599 
0229: set_car $10936 primary_color_to $15870 secondary_color_to $15871 

:DYOMMENU_28599
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_28621 
jump @DYOMMENU_28634 

:DYOMMENU_28621
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_28388 

:DYOMMENU_28634
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
0512: show_permanent_text_box 'CARPOS'  // Put car in the right position and press ~k~~CONVERSATION_YES~ to confirm.
Car.DoorStatus($10936) = 1

:DYOMMENU_28665
wait 10 
if 
   Car.Wrecked($10936)
jf @DYOMMENU_28700 
03E6: remove_text_box 
$10935 = 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_28700
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_28665 
$10935 = 0 
03E6: remove_text_box 
return 

:DYOMMENU_28724
$15869 = -1 
$10936 = 0 
$10935 = 0 
0512: show_permanent_text_box 'CMODEL'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to browse carmodel~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @ANIMATE_9240 

:DYOMMENU_28763
wait 0 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_28800 
Car.Destroy($10936)
03E6: remove_text_box 
$10935 = 1 
return 

:DYOMMENU_28800
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_28868 

:DYOMMENU_28817
wait 0 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_28817 
$15872 += 1 
if 
  $15872 > 611 
jf @DYOMMENU_28868 
$15872 = 400 

:DYOMMENU_28868
if 
00E1:   player 0 pressed_key 8 
jf @DYOMMENU_28936 

:DYOMMENU_28885
wait 0 
80E1:   not player 0 pressed_key 8 
jf @DYOMMENU_28885 
$15872 += 10 
if 
  $15872 > 611 
jf @DYOMMENU_28936 
$15872 = 400 

:DYOMMENU_28936
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_29004 

:DYOMMENU_28953
wait 0 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_28953 
$15872 += -1 
if 
  400 > $15872 
jf @DYOMMENU_29004 
$15872 = 611 

:DYOMMENU_29004
if 
00E1:   player 0 pressed_key 9 
jf @DYOMMENU_29072 

:DYOMMENU_29021
wait 0 
80E1:   not player 0 pressed_key 9 
jf @DYOMMENU_29021 
$15872 += -10 
if 
  400 > $15872 
jf @DYOMMENU_29072 
$15872 = 611 

:DYOMMENU_29072
if 
0AB0:   key_pressed 80 
jf @DYOMMENU_29148 

:DYOMMENU_29087
wait 0 
8AB0:   not key_pressed 80 
jf @DYOMMENU_29087 

:DYOMMENU_29102
$15872 += -1 
if 
  400 > $15872 
jf @DYOMMENU_29136 
$15872 = 611 

:DYOMMENU_29136
081F:   model $15872 plane 
jf @DYOMMENU_29102 

:DYOMMENU_29148
if 
0AB0:   key_pressed 72 
jf @DYOMMENU_29224 

:DYOMMENU_29163
wait 0 
8AB0:   not key_pressed 72 
jf @DYOMMENU_29163 

:DYOMMENU_29178
$15872 += -1 
if 
  400 > $15872 
jf @DYOMMENU_29212 
$15872 = 611 

:DYOMMENU_29212
0820:   model $15872 heli 
jf @DYOMMENU_29178 

:DYOMMENU_29224
if 
0AB0:   key_pressed 66 
jf @DYOMMENU_29300 

:DYOMMENU_29239
wait 0 
8AB0:   not key_pressed 66 
jf @DYOMMENU_29239 

:DYOMMENU_29254
$15872 += -1 
if 
  400 > $15872 
jf @DYOMMENU_29288 
$15872 = 611 

:DYOMMENU_29288
081E:   model $15872 boat 
jf @DYOMMENU_29254 

:DYOMMENU_29300
if 
0AB0:   key_pressed 83 
jf @DYOMMENU_29409 

:DYOMMENU_29315
wait 0 
8AB0:   not key_pressed 83 
jf @DYOMMENU_29315 

:DYOMMENU_29330
$15872 += -1 
if 
  400 > $15872 
jf @DYOMMENU_29364 
$15872 = 611 

:DYOMMENU_29364
if and
8820:   not model $15872 heli 
881F:   not model $15872 plane 
881E:   not model $15872 boat 
8A01:   not model $15872 car 
jf @DYOMMENU_29402 
jump @DYOMMENU_29409 

:DYOMMENU_29402
jump @DYOMMENU_29330 

:DYOMMENU_29409
if 
0AB0:   key_pressed 67 
jf @DYOMMENU_29518 

:DYOMMENU_29424
wait 0 
8AB0:   not key_pressed 67 
jf @DYOMMENU_29424 

:DYOMMENU_29439
$15872 += -1 
if 
  400 > $15872 
jf @DYOMMENU_29473 
$15872 = 611 

:DYOMMENU_29473
if and
8820:   not model $15872 heli 
881F:   not model $15872 plane 
881E:   not model $15872 boat 
0A01:   model $15872 car 
jf @DYOMMENU_29511 
jump @DYOMMENU_29518 

:DYOMMENU_29511
jump @DYOMMENU_29439 

:DYOMMENU_29518
if 
803A:   not  $15869 == $15872 // (int) 
jf @DYOMMENU_29633 
Model.Load($15872)
038B: load_requested_models 

:DYOMMENU_29544
wait 0 
   Model.Available($15872)
jf @DYOMMENU_29544 
01E5: show_text_1number_highpriority GXT 'NUMBER' number $15872 time 3000 flag 1  // ~1~
Car.Destroy($10936)
$10936 = Car.Create($15872, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0229: set_car $10936 primary_color_to $15870 secondary_color_to $15871 
Car.Angle($10936) = $TEMPVAR_ANGLE
0840: link_car $10936 to_interior $10931 
Model.Destroy($15872)

:DYOMMENU_29633
0084: $15869 = $15872 // (int) 
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_29663 
jump @DYOMMENU_29676 

:DYOMMENU_29663
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_28763 

:DYOMMENU_29676
return 

:DYOMMENU_29678
$15873 = 3 
$15874 = 0 
08D4: $10908 = create_panel_with_title 'ADDPIC' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Add Pickup
08DB: set_panel $10908 column 0 header 'BEHAVE' data 'ONCE' 'MULTI' 'MULTF' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Behaviour? // Spawn Once // Spawn Again after 6 min. // Spawn Again after 30 sec
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_29887 
$15874 = 1 
return 

:DYOMMENU_29887
if 
  $10909 == 0 
jf @DYOMMENU_29912 
$15873 = 3 

:DYOMMENU_29912
if 
  $10909 == 1 
jf @DYOMMENU_29937 
$15873 = 15 

:DYOMMENU_29937
if 
  $10909 == 2 
jf @DYOMMENU_29962 
$15873 = 2 

:DYOMMENU_29962
return 

:DYOMMENU_29964
$15875 = 0 
$15876 = -1 
$15874 = 0 
08D4: $10908 = create_panel_with_title 'ADDPIC' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Add Pickup
08DB: set_panel $10908 column 0 header 'ADDPIC' data 'WEAPO' 'HEALTH' 'ARMOR' 'BRIBE' 'OPICK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Add Pickup // Weapon // Health // Armor // Bribe // Other
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_30180 
$15874 = 1 
return 

:DYOMMENU_30180
if 
09D1:   pickup $15877 created 
jf @DYOMMENU_30201 
Pickup.Destroy($15877)

:DYOMMENU_30201
if 
  $10909 == 0 
jf @DYOMMENU_30226 
gosub @DYOMMENU_30349 

:DYOMMENU_30226
if 
  $10909 == 1 
jf @DYOMMENU_30258 
$15876 = -8 
gosub @DYOMMENU_31684 

:DYOMMENU_30258
if 
  $10909 == 2 
jf @DYOMMENU_30290 
$15876 = -9 
gosub @DYOMMENU_31684 

:DYOMMENU_30290
if 
  $10909 == 3 
jf @DYOMMENU_30322 
$15876 = -10 
gosub @DYOMMENU_31684 

:DYOMMENU_30322
if 
  $10909 == 4 
jf @DYOMMENU_30347 
gosub @DYOMMENU_31070 

:DYOMMENU_30347
return 

:DYOMMENU_30349
0084: $15875 = $15806 // (int) 
032B: $15877 = create_weapon_pickup #BRASSKNUCKLE type 1 ammo $15875 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
0512: show_permanent_text_box 'WMODEL'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to browse weapons~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
04C4: store_coords_to $10932 $10933 $10934 from_actor $PLAYER_ACTOR with_offset 2.0 -1.0 0.0 
Camera.SetPosition($10932, $10933, $10934, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
gosub @ANIMATE_9240 

:DYOMMENU_30465
wait 50 
0084: $15807 = $15805 // (int) 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_30523 
Model.Destroy($15809($15805,49i))
Pickup.Destroy($15877)
03E6: remove_text_box 
$15874 = 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_30523
if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
jf @DYOMMENU_30597 
gosub @DYOMMENU_32202 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
Pickup.Destroy($15877)
032B: $15877 = create_weapon_pickup $15809($15805,49i) type 1 ammo $15875 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:DYOMMENU_30597
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_30695 

:DYOMMENU_30614
wait 20 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_30614 
$15805 += 1 
if and
  $15805 > 18 
  22 > $15805 
jf @DYOMMENU_30670 
$15805 = 22 

:DYOMMENU_30670
if 
  $15805 > 47 
jf @DYOMMENU_30695 
$15805 = 1 

:DYOMMENU_30695
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_30793 

:DYOMMENU_30712
wait 20 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_30712 
$15805 += -1 
if and
  $15805 > 18 
  22 > $15805 
jf @DYOMMENU_30768 
$15805 = 18 

:DYOMMENU_30768
if 
  1 > $15805 
jf @DYOMMENU_30793 
$15805 = 47 

:DYOMMENU_30793
if 
803A:   not  $15807 == $15805 // (int) 
jf @DYOMMENU_30883 
Model.Destroy($15809($15807,49i))
Model.Load($15809($15805,49i))
038B: load_requested_models 

:DYOMMENU_30832
wait 0 
   Model.Available($15809($15805,49i))
jf @DYOMMENU_30832 
Pickup.Destroy($15877)
032B: $15877 = create_weapon_pickup $15809($15805,49i) type 1 ammo $15875 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 

:DYOMMENU_30883
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_30905 
jump @DYOMMENU_30918 

:DYOMMENU_30905
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_30465 

:DYOMMENU_30918
Model.Destroy($15809($15805,49i))
0084: $15876 = $15809($15805,49i) // (int) 
03E6: remove_text_box 
if and
  $15805 > 15 
   not $15805 >= 44 
jf @DYOMMENU_31054 
00BB: show_text_lowpriority GXT 'AMHELP' time 10000 flag 1  // Enter the amount of ammo, use 9999 for unlimited
0084: $9889 = $9886 // (int) 
$9895 = 5 
0084: $9898 = $15875 // (int) 
gosub @MAIN_2999 
if 
  $9898 > 9999 
jf @DYOMMENU_31039 
$9898 = 9999 

:DYOMMENU_31039
0084: $15875 = $9898 // (int) 
jump @DYOMMENU_31062 

:DYOMMENU_31054
$15875 = 9999 

:DYOMMENU_31062
00BE: text_clear_all 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_31070
$15877 = Pickup.Create($15876, 1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0512: show_permanent_text_box 'PMODEL'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to browse pickups~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
04C4: store_coords_to $10932 $10933 $10934 from_actor $PLAYER_ACTOR with_offset 1.0 -1.0 1.0 
Camera.SetPosition($10932, $10933, $10934, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
gosub @ANIMATE_9240 

:DYOMMENU_31175
wait 10 
0084: $15878 = $15879 // (int) 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_31224 
Pickup.Destroy($15877)
03E6: remove_text_box 
$15874 = 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_31224
if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
jf @DYOMMENU_31291 
gosub @DYOMMENU_32202 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
Pickup.Destroy($15877)
$15877 = Pickup.Create($15876, 1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:DYOMMENU_31291
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_31357 

:DYOMMENU_31308
wait 0 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_31308 
$15879 += 1 
if 
  $15879 > 7 
jf @DYOMMENU_31357 
$15879 = 1 

:DYOMMENU_31357
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_31423 

:DYOMMENU_31374
wait 0 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_31374 
$15879 += -1 
if 
  1 > $15879 
jf @DYOMMENU_31423 
$15879 = 7 

:DYOMMENU_31423
if 
803A:   not  $15879 == $15878 // (int) 
jf @DYOMMENU_31641 
if 
  $15879 == 1 
jf @DYOMMENU_31467 
$15876 = -11 

:DYOMMENU_31467
if 
  $15879 == 2 
jf @DYOMMENU_31492 
$15876 = -1 

:DYOMMENU_31492
if 
  $15879 == 3 
jf @DYOMMENU_31517 
$15876 = -2 

:DYOMMENU_31517
if 
  $15879 == 4 
jf @DYOMMENU_31542 
$15876 = -3 

:DYOMMENU_31542
if 
  $15879 == 5 
jf @DYOMMENU_31567 
$15876 = -4 

:DYOMMENU_31567
if 
  $15879 == 6 
jf @DYOMMENU_31592 
$15876 = -5 

:DYOMMENU_31592
if 
  $15879 == 7 
jf @DYOMMENU_31617 
$15876 = -6 

:DYOMMENU_31617
Pickup.Destroy($15877)
$15877 = Pickup.Create($15876, 1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:DYOMMENU_31641
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_31663 
jump @DYOMMENU_31676 

:DYOMMENU_31663
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_31175 

:DYOMMENU_31676
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_31684
$15877 = Pickup.Create($15876, 1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0512: show_permanent_text_box 'PLOK'  // Use Cursorkeys to position Pickup~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
04C4: store_coords_to $10932 $10933 $10934 from_actor $PLAYER_ACTOR with_offset 1.0 -1.0 1.0 
Camera.SetPosition($10932, $10933, $10934, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
gosub @ANIMATE_9240 

:DYOMMENU_31789
wait 10 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_31830 
Pickup.Destroy($15877)
03E6: remove_text_box 
$15874 = 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_31830
if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
jf @DYOMMENU_31897 
gosub @DYOMMENU_32202 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
Pickup.Destroy($15877)
$15877 = Pickup.Create($15876, 1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:DYOMMENU_31897
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_31919 
jump @DYOMMENU_31932 

:DYOMMENU_31919
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_31789 

:DYOMMENU_31932
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_31940
0509: [email protected] = distance_between_XY $10932 $10933 and_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
0089: [email protected] = $10932 // (float) 
0065: [email protected] -= $TEMPVAR_FLOAT_1 // (float) 
0089: [email protected] = $10933 // (float) 
0065: [email protected] -= $TEMPVAR_FLOAT_2 // (float) 
05A4: get_angle_between_vectors_origin_to [email protected] [email protected] and_origin_to 0.0 1.0 store_to [email protected] 
if 
  0 > [email protected] 
jf @DYOMMENU_32048 
[email protected] *= -1.0 
[email protected] += 360.0 

:DYOMMENU_32048
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $15880 = integer $MOVE_AXIS_X to_float 
008D: $15881 = integer $MOVE_AXIS_Y to_float 
$15880 /= 128.0 
$15881 /= 128.0 
$15880 *= 2.0 
$15881 *= 0.1 
005D: [email protected] += $15881 // (float) 
0065: [email protected] -= $15880 // (float) 
02F7: $15881 = cosine [email protected] // (float) 
02F6: $15880 = sine [email protected] // (float) 
006D: $15880 *= [email protected] // (float) 
006D: $15881 *= [email protected] // (float) 
0086: $10932 = $TEMPVAR_FLOAT_1 // (float) 
0059: $10932 += $15880 // (float) 
0086: $10933 = $TEMPVAR_FLOAT_2 // (float) 
0059: $10933 += $15881 // (float) 
return 

:DYOMMENU_32202
0509: [email protected] = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY $10932 $10933 
0089: [email protected] = $TEMPVAR_FLOAT_1 // (float) 
0065: [email protected] -= $10932 // (float) 
0089: [email protected] = $TEMPVAR_FLOAT_2 // (float) 
0065: [email protected] -= $10933 // (float) 
05A4: get_angle_between_vectors_origin_to [email protected] [email protected] and_origin_to 0.0 1.0 store_to [email protected] 
if 
  0 > [email protected] 
jf @DYOMMENU_32310 
[email protected] *= -1.0 
[email protected] += 360.0 

:DYOMMENU_32310
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $15880 = integer $MOVE_AXIS_X to_float 
008D: $15881 = integer $MOVE_AXIS_Y to_float 
$15880 /= 128.0 
$15881 /= 128.0 
$15880 *= 2.0 
$15881 *= 0.1 
0065: [email protected] -= $15881 // (float) 
005D: [email protected] += $15880 // (float) 
02F7: $15881 = cosine [email protected] // (float) 
02F6: $15880 = sine [email protected] // (float) 
006D: $15880 *= [email protected] // (float) 
006D: $15881 *= [email protected] // (float) 
0086: $TEMPVAR_FLOAT_1 = $10932 // (float) 
0059: $TEMPVAR_FLOAT_1 += $15880 // (float) 
0086: $TEMPVAR_FLOAT_2 = $10933 // (float) 
0059: $TEMPVAR_FLOAT_2 += $15881 // (float) 
return 

:DYOMMENU_32464
$15882 = 0 
0512: show_permanent_text_box 'FILETXT'  // Enter Filename
0084: $9889 = $9885 // (int) 
$9895 = 10 
gosub @MAIN_1407 
06D2: [email protected] = "DSL/" // @v = string 
0A9F: [email protected] = current_thread_pointer 
[email protected] += 60 
[email protected] += 8 
if 
0AA9:   is_game_version_original 
jf @DYOMMENU_32572 
0AA5: call 7439872 num_params 2 pop 2 [email protected] $9885  
jump @DYOMMENU_32590 

:DYOMMENU_32572
0AA5: call 7442064 num_params 2 pop 2 [email protected] $9885  

:DYOMMENU_32590
06D1: v$10918 = [email protected] // v$ = string 
0A99: chdir 1 
if 
$9891 = File.Open(v$10918, 25202)
jf @DYOMMENU_32647 
00BC: show_text_highpriority GXT 'FILERRL' time 3000 flag 1  // Selected file could not be read
$15882 = 1 

:DYOMMENU_32647
return 

:DYOMMENU_32649
$15882 = 0 
02A8: $15884 = create_marker $15883 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$15885 = Object.Init(#TRAFFICCONE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0512: show_permanent_text_box 'TMODEL'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to browse icons~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
04C4: store_coords_to $10932 $10933 $10934 from_actor $PLAYER_ACTOR with_offset 1.0 -1.0 1.0 
Camera.SetPosition($10932, $10933, $10934, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
gosub @ANIMATE_9240 

:DYOMMENU_32775
wait 10 
0084: $15886 = $15887 // (int) 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_32829 
Marker.Disable($15884)
Object.Destroy($15885)
03E6: remove_text_box 
$15882 = 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_32829
if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
jf @DYOMMENU_32921 
gosub @DYOMMENU_32202 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
Marker.Disable($15884)
Object.Destroy($15885)
02A8: $15884 = create_marker $15883 at 3000.0 3000.0 100.0 
$15885 = Object.Init(#TRAFFICCONE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

:DYOMMENU_32921
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_32987 

:DYOMMENU_32938
wait 0 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_32938 
$15883 += 1 
if 
  $15883 > 63 
jf @DYOMMENU_32987 
$15883 = 0 

:DYOMMENU_32987
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_33053 

:DYOMMENU_33004
wait 0 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_33004 
$15883 += -1 
if 
  0 > $15883 
jf @DYOMMENU_33053 
$15883 = 63 

:DYOMMENU_33053
if 
803A:   not  $15883 == $15886 // (int) 
jf @DYOMMENU_33100 
Marker.Disable($15884)
02A8: $15884 = create_marker $15883 at 3000.0 3000.0 100.0 

:DYOMMENU_33100
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_33122 
jump @DYOMMENU_33135 

:DYOMMENU_33122
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_32775 

:DYOMMENU_33135
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Marker.Disable($15884)
Object.Destroy($15885)
return 

:DYOMMENU_33153
$15882 = 0 
00BB: show_text_lowpriority GXT 'TAHELP' time 10000 flag 1  // Enter the number of the mission trigger that will enable this one (enter 0 to enable from start)
0084: $9889 = $9886 // (int) 
$9895 = 2 
0084: $9898 = $15888 // (int) 
gosub @MAIN_2999 
0084: $15888 = $9898 // (int) 
00BE: text_clear_all 
return 

:DYOMMENU_33218
0084: $15889 = $15890 // (int) 
$15889 *= 4096 
$15891 *= 128 
0058: $15889 += $15891 // (int) 
if 
  $15892 == 1 
jf @DYOMMENU_33282 
08BA: set $15889 bit 0 
jump @DYOMMENU_33289 

:DYOMMENU_33282
08C0: clear $15889 bit 0 

:DYOMMENU_33289
if 
  $15893 == 1 
jf @DYOMMENU_33321 
08BA: set $15889 bit 1 
jump @DYOMMENU_33328 

:DYOMMENU_33321
08C0: clear $15889 bit 1 

:DYOMMENU_33328
if 
  $15894 == 1 
jf @DYOMMENU_33360 
08BA: set $15889 bit 2 
jump @DYOMMENU_33367 

:DYOMMENU_33360
08C0: clear $15889 bit 2 

:DYOMMENU_33367
if 
  $15895 == 1 
jf @DYOMMENU_33399 
08BA: set $15889 bit 3 
jump @DYOMMENU_33406 

:DYOMMENU_33399
08C0: clear $15889 bit 3 

:DYOMMENU_33406
if 
  $15896 == 1 
jf @DYOMMENU_33438 
08BA: set $15889 bit 4 
jump @DYOMMENU_33445 

:DYOMMENU_33438
08C0: clear $15889 bit 4 

:DYOMMENU_33445
if 
  $15897 == 1 
jf @DYOMMENU_33477 
08BA: set $15889 bit 5 
jump @DYOMMENU_33484 

:DYOMMENU_33477
08C0: clear $15889 bit 5 

:DYOMMENU_33484
if 
  $15898 == 1 
jf @DYOMMENU_33516 
08BA: set $15889 bit 6 
jump @DYOMMENU_33523 

:DYOMMENU_33516
08C0: clear $15889 bit 6 

:DYOMMENU_33523
return 

:DYOMMENU_33525
if 
08B4:   test $15889 bit 0 
jf @DYOMMENU_33557 
$15892 = 1 
jump @DYOMMENU_33564 

:DYOMMENU_33557
$15892 = 0 

:DYOMMENU_33564
if 
08B4:   test $15889 bit 1 
jf @DYOMMENU_33596 
$15893 = 1 
jump @DYOMMENU_33603 

:DYOMMENU_33596
$15893 = 0 

:DYOMMENU_33603
if 
08B4:   test $15889 bit 2 
jf @DYOMMENU_33635 
$15894 = 1 
jump @DYOMMENU_33642 

:DYOMMENU_33635
$15894 = 0 

:DYOMMENU_33642
if 
08B4:   test $15889 bit 3 
jf @DYOMMENU_33674 
$15895 = 1 
jump @DYOMMENU_33681 

:DYOMMENU_33674
$15895 = 0 

:DYOMMENU_33681
if 
08B4:   test $15889 bit 4 
jf @DYOMMENU_33713 
$15896 = 1 
jump @DYOMMENU_33720 

:DYOMMENU_33713
$15896 = 0 

:DYOMMENU_33720
if 
08B4:   test $15889 bit 5 
jf @DYOMMENU_33752 
$15897 = 1 
jump @DYOMMENU_33759 

:DYOMMENU_33752
$15897 = 0 

:DYOMMENU_33759
if 
08B4:   test $15889 bit 6 
jf @DYOMMENU_33791 
$15898 = 1 
jump @DYOMMENU_33798 

:DYOMMENU_33791
$15898 = 0 

:DYOMMENU_33798
0084: $15890 = $15889 // (int) 
$15890 /= 4096 
$15890 *= 4096 
0084: $15891 = $15889 // (int) 
0060: $15891 -= $15890 // (int) 
$15890 /= 4096 
$15891 /= 128 
return 

:DYOMMENU_33856
$15882 = 0 
gosub @DYOMMENU_33525 

:DYOMMENU_33870
08D4: $10908 = create_panel_with_title 'RWTITL' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Rewards
08DB: set_panel $10908 column 0 header 'RWMENU' data 'READY' 'RWMON' 'RWWEAT' 'RWRIOT' 'RWWANT' 'RWPEDS' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Mission Rewards // Ready // Money // Switch Weather // Switch Riot Mode // Switch Wanted Mode // Switch peds/traffic
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_34065 
$15882 = 1 
return 

:DYOMMENU_34065
if 
  $10909 == 0 
jf @DYOMMENU_34083 

:DYOMMENU_34083
if 
  $10909 == 1 
jf @DYOMMENU_34164 
00BB: show_text_lowpriority GXT 'RWMONH' time 10000 flag 1  // Enter the amount of money the player receives for this mission
0084: $9889 = $9886 // (int) 
$9895 = 9 
0084: $9898 = $15890 // (int) 
gosub @MAIN_2999 
0084: $15890 = $9898 // (int) 
00BE: text_clear_all 
jump @DYOMMENU_33870 

:DYOMMENU_34164
if 
  $10909 == 2 
jf @DYOMMENU_34480 
08D4: $10908 = create_panel_with_title 'RWTITL' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Rewards
08DB: set_panel $10908 column 0 header 'RWWEAT' data 'RWKEEP' 'RWWEAT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Switch Weather // No Change // Switch Weather
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_34375 
jump @DYOMMENU_33870 

:DYOMMENU_34375
if 
  $10909 == 0 
jf @DYOMMENU_34400 
$15891 = 0 

:DYOMMENU_34400
if 
  $10909 == 1 
jf @DYOMMENU_34473 
0084: $10924 = $15891 // (int) 
if 
  $10924 > 0 
jf @DYOMMENU_34451 
$10924 += -1 

:DYOMMENU_34451
gosub @DYOMMENU_40199 
0084: $15891 = $10924 // (int) 
$15891 += 1 

:DYOMMENU_34473
jump @DYOMMENU_33870 

:DYOMMENU_34480
if 
  $10909 == 3 
jf @DYOMMENU_34794 
08D4: $10908 = create_panel_with_title 'RWTITL' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Rewards
08DB: set_panel $10908 column 0 header 'RWRIOT' data 'RWKEEP' 'RWON' 'RWOFF' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Switch Riot Mode // No Change // Switch On // Switch Off
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_34691 
jump @DYOMMENU_33870 

:DYOMMENU_34691
if 
  $10909 == 0 
jf @DYOMMENU_34723 
$15892 = 0 
$15893 = 0 

:DYOMMENU_34723
if 
  $10909 == 1 
jf @DYOMMENU_34755 
$15892 = 1 
$15893 = 1 

:DYOMMENU_34755
if 
  $10909 == 2 
jf @DYOMMENU_34787 
$15892 = 1 
$15893 = 0 

:DYOMMENU_34787
jump @DYOMMENU_33870 

:DYOMMENU_34794
if 
  $10909 == 4 
jf @DYOMMENU_35108 
08D4: $10908 = create_panel_with_title 'RWTITL' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Rewards
08DB: set_panel $10908 column 0 header 'RWWANT' data 'RWKEEP' 'RWON' 'RWOFF' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Switch Wanted Mode // No Change // Switch On // Switch Off
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_35005 
jump @DYOMMENU_33870 

:DYOMMENU_35005
if 
  $10909 == 0 
jf @DYOMMENU_35037 
$15894 = 0 
$15895 = 0 

:DYOMMENU_35037
if 
  $10909 == 1 
jf @DYOMMENU_35069 
$15894 = 1 
$15895 = 1 

:DYOMMENU_35069
if 
  $10909 == 2 
jf @DYOMMENU_35101 
$15894 = 1 
$15895 = 0 

:DYOMMENU_35101
jump @DYOMMENU_33870 

:DYOMMENU_35108
if 
  $10909 == 5 
jf @DYOMMENU_35521 
08D4: $10908 = create_panel_with_title 'RWTITL' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Rewards
08DB: set_panel $10908 column 0 header 'RWPEDS' data 'RWKEEP' 'RWP00' 'RWP01' 'RWP10' 'RWP11' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Switch peds/traffic // No Change // No Peds or Traffic // Only peds, no Traffic // Only Traffic, no Peds // Peds and Traffic
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_35319 
jump @DYOMMENU_33870 

:DYOMMENU_35319
if 
  $10909 == 0 
jf @DYOMMENU_35358 
$15896 = 0 
$15897 = 0 
$15898 = 0 

:DYOMMENU_35358
if 
  $10909 == 1 
jf @DYOMMENU_35397 
$15896 = 1 
$15897 = 0 
$15898 = 0 

:DYOMMENU_35397
if 
  $10909 == 2 
jf @DYOMMENU_35436 
$15896 = 1 
$15897 = 0 
$15898 = 1 

:DYOMMENU_35436
if 
  $10909 == 3 
jf @DYOMMENU_35475 
$15896 = 1 
$15897 = 1 
$15898 = 0 

:DYOMMENU_35475
if 
  $10909 == 4 
jf @DYOMMENU_35514 
$15896 = 1 
$15897 = 1 
$15898 = 1 

:DYOMMENU_35514
jump @DYOMMENU_33870 

:DYOMMENU_35521
gosub @DYOMMENU_33218 
return 

:DYOMMENU_35530
wait 0 
$15899 = 0 
0084: $15900 = $10916 // (int) 
02A3: enable_widescreen 1 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 
Camera.SetPosition($15901, $15902, $15903, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
0089: [email protected] = $15903 // (float) 
[email protected] += 100.0 
Actor.PutAt($PLAYER_ACTOR, $15901, $15902, [email protected])
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
077E: get_active_interior_to [email protected] 
if or
   not $15904 > 3 
  $15904 == 6 
jf @DYOMMENU_37106 
0512: show_permanent_text_box 'CUTHLP'  // Use Cursor keys to rotate the camera~N~~k~~PED_JUMPING~ with Cursor keys: height of camera~N~~k~~PED_FIREWEAPON~ with Cursor keys: move camera~N~~k~~GROUP_CONTROL_FWD~ and ~k~~GROUP_CONTROL_BWD~: select previous positions~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @ANIMATE_9240 

:DYOMMENU_35708
wait 0 
if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 9 
jf @DYOMMENU_36171 
008B: [email protected] = $15900 // (int) 
0663: printint "o" [email protected] 
if 
   not $10916 == 0 
jf @DYOMMENU_35942 

:DYOMMENU_35769
if 
00E1:   player 0 pressed_key 8 
jf @DYOMMENU_35826 
[email protected] += -1 
if 
   not [email protected] >= 0 
jf @DYOMMENU_35826 
008B: [email protected] = $10916 // (int) 
[email protected] += -1 

:DYOMMENU_35826
if 
00E1:   player 0 pressed_key 9 
jf @DYOMMENU_35876 
[email protected] += 1 
if 
003C:   $10916 == [email protected] // (int) 
jf @DYOMMENU_35876 
[email protected] = 0 

:DYOMMENU_35876
0663: printint "ci" [email protected] 
0663: printint "ct" $10294([email protected],101i) 
if 
  $10294([email protected],101i) == 6 
jf @DYOMMENU_35927 
jump @DYOMMENU_35942 

:DYOMMENU_35927
003C:   $15900 == [email protected] // (int) 
jf @DYOMMENU_35769 

:DYOMMENU_35942
0663: printint "x1" [email protected] 
0663: printint "x2" $15900 
if 
803C:   not  $15900 == [email protected] // (int) 
jf @DYOMMENU_36137 
008A: $15900 = [email protected] // (int) 
0086: $15901 = $10395([email protected],101f) // (float) 
0086: $15902 = $10497([email protected],101f) // (float) 
0086: $15903 = $11456([email protected],101f) // (float) 
0086: $TEMPVAR_FLOAT_1 = $10800([email protected],101i) // (float) 
0086: $TEMPVAR_FLOAT_2 = $11860([email protected],101i) // (float) 
0086: $TEMPVAR_FLOAT_3 = $11759([email protected],101i) // (float) 
0089: [email protected] = $15903 // (float) 
[email protected] += 100.0 
Camera.SetPosition($15901, $15902, $15903, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
Actor.PutAt($PLAYER_ACTOR, $15901, $15902, [email protected])
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True

:DYOMMENU_36137
wait 100 
80E1:   not player 0 pressed_key 8 
jf @DYOMMENU_36137 

:DYOMMENU_36154
wait 100 
80E1:   not player 0 pressed_key 9 
jf @DYOMMENU_36154 

:DYOMMENU_36171
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_36285 
03E6: remove_text_box 
04E4: refresh_game_renderer_at [email protected] [email protected] 
Camera.SetAtPos([email protected], [email protected], [email protected])
Actor.PutAt($PLAYER_ACTOR, [email protected], [email protected], [email protected])
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
02A3: enable_widescreen 0 
select_interior [email protected] 
if 
  [email protected] == 0 
jf @DYOMMENU_36268 
0581: enable_radar 1 
jump @DYOMMENU_36272 

:DYOMMENU_36268
0581: enable_radar 0 

:DYOMMENU_36272
$15899 = 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_36285
if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
jf @DYOMMENU_37069 
if 
00E1:   player 0 pressed_key 17 
jf @DYOMMENU_36670 
0089: [email protected] = $TEMPVAR_FLOAT_1 // (float) 
0065: [email protected] -= $15901 // (float) 
0089: [email protected] = $TEMPVAR_FLOAT_2 // (float) 
0065: [email protected] -= $15902 // (float) 
05A4: get_angle_between_vectors_origin_to [email protected] [email protected] and_origin_to 0.0 1.0 store_to [email protected] 
if 
  0 > [email protected] 
jf @DYOMMENU_36416 
[email protected] *= -1.0 
[email protected] += 360.0 

:DYOMMENU_36416
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $15880 = integer $MOVE_AXIS_X to_float 
008D: $15881 = integer $MOVE_AXIS_Y to_float 
$15880 /= 128.0 
$15881 /= 128.0 
$15880 *= 0.2 
$15881 *= -0.2 
if 
00E1:   player 0 pressed_key 14 
jf @DYOMMENU_36525 
$15880 *= 10.0 
$15881 *= 10.0 

:DYOMMENU_36525
02F7: [email protected] = cosine [email protected] // (float) 
02F6: [email protected] = sine [email protected] // (float) 
006F: [email protected] *= $15881 // (float) 
006F: [email protected] *= $15881 // (float) 
005F: $15901 += [email protected] // (float) 
005F: $TEMPVAR_FLOAT_1 += [email protected] // (float) 
005F: $15902 += [email protected] // (float) 
005F: $TEMPVAR_FLOAT_2 += [email protected] // (float) 
[email protected] += 90.0 
02F7: [email protected] = cosine [email protected] // (float) 
02F6: [email protected] = sine [email protected] // (float) 
006F: [email protected] *= $15880 // (float) 
006F: [email protected] *= $15880 // (float) 
005F: $15901 += [email protected] // (float) 
005F: $TEMPVAR_FLOAT_1 += [email protected] // (float) 
005F: $15902 += [email protected] // (float) 
005F: $TEMPVAR_FLOAT_2 += [email protected] // (float) 
jump @DYOMMENU_37009 

:DYOMMENU_36670
if 
80E1:   not player 0 pressed_key 14 
jf @DYOMMENU_36941 
0089: [email protected] = $TEMPVAR_FLOAT_1 // (float) 
0065: [email protected] -= $15901 // (float) 
0089: [email protected] = $TEMPVAR_FLOAT_2 // (float) 
0065: [email protected] -= $15902 // (float) 
05A4: get_angle_between_vectors_origin_to [email protected] [email protected] and_origin_to 0.0 1.0 store_to [email protected] 
if 
  0 > [email protected] 
jf @DYOMMENU_36778 
[email protected] *= -1.0 
[email protected] += 360.0 

:DYOMMENU_36778
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $15880 = integer $MOVE_AXIS_X to_float 
008D: $15905 = integer $MOVE_AXIS_Y to_float 
$15880 /= 128.0 
$15905 /= 128.0 
$15880 *= 2.0 
$15905 *= -0.1 
005D: [email protected] += $15880 // (float) 
02F7: $15881 = cosine [email protected] // (float) 
02F6: $15880 = sine [email protected] // (float) 
$15880 *= 5.0 
$15881 *= 5.0 
0086: $TEMPVAR_FLOAT_1 = $15901 // (float) 
0059: $TEMPVAR_FLOAT_1 += $15880 // (float) 
0086: $TEMPVAR_FLOAT_2 = $15902 // (float) 
0059: $TEMPVAR_FLOAT_2 += $15881 // (float) 
0059: $TEMPVAR_FLOAT_3 += $15905 // (float) 
jump @DYOMMENU_37009 

:DYOMMENU_36941
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $15905 = integer $MOVE_AXIS_Y to_float 
$15905 /= 128.0 
$15905 *= -0.1 
0059: $15903 += $15905 // (float) 
005D: [email protected] += $15905 // (float) 
0059: $TEMPVAR_FLOAT_3 += $15905 // (float) 

:DYOMMENU_37009
Camera.SetPosition($15901, $15902, $15903, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
Actor.PutAt($PLAYER_ACTOR, $15901, $15902, [email protected])
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True

:DYOMMENU_37069
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_37091 
jump @DYOMMENU_37104 

:DYOMMENU_37091
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_35708 

:DYOMMENU_37104
03E6: remove_text_box 

:DYOMMENU_37106
gosub @ANIMATE_9240 
if and
  $15904 >= 3 
   not $15904 >= 6 
  $10928 > 0 
jf @DYOMMENU_37673 
0512: show_permanent_text_box 'CACHLP'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to select the actor to follow~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
0084: $15906 = $10928 // (int) 
$15906 -= 1 

:DYOMMENU_37171
wait 10 
  $9916 == -1 
jf @DYOMMENU_37171 
0084: $9929 = $15907($15906,100i) // (int) 
$9916 = 11 
Camera.PointAt($12767($15906,100f), $12867($15906,100f), $12967($15906,100f), 2)

:DYOMMENU_37233
wait 0 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_37351 
03E6: remove_text_box 
04E4: refresh_game_renderer_at [email protected] [email protected] 
Camera.SetAtPos([email protected], [email protected], [email protected])
Actor.PutAt($PLAYER_ACTOR, [email protected], [email protected], [email protected])
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
02A3: enable_widescreen 0 
select_interior [email protected] 
if 
  [email protected] == 0 
jf @DYOMMENU_37334 
0581: enable_radar 1 
jump @DYOMMENU_37338 

:DYOMMENU_37334
0581: enable_radar 0 

:DYOMMENU_37338
$15899 = 1 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_37351
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_37489 

:DYOMMENU_37368
wait 0 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_37368 
0687: clear_actor $15907($15906,100i) task 
$15906 += 1 
if 
002C:   $15906 >= $10928 // (int) 
jf @DYOMMENU_37427 
$15906 = 0 

:DYOMMENU_37427
wait 10 
  $9916 == -1 
jf @DYOMMENU_37427 
0084: $9929 = $15907($15906,100i) // (int) 
$9916 = 11 
Camera.PointAt($12767($15906,100f), $12867($15906,100f), $12967($15906,100f), 2)

:DYOMMENU_37489
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_37627 

:DYOMMENU_37506
wait 0 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_37506 
0687: clear_actor $15907($15906,100i) task 
if 
   not $15906 > 0 
jf @DYOMMENU_37558 
0084: $15906 = $10928 // (int) 

:DYOMMENU_37558
$15906 += -1 

:DYOMMENU_37565
wait 10 
  $9916 == -1 
jf @DYOMMENU_37565 
0084: $9929 = $15907($15906,100i) // (int) 
$9916 = 11 
Camera.PointAt($12767($15906,100f), $12867($15906,100f), $12967($15906,100f), 2)

:DYOMMENU_37627
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_37649 
jump @DYOMMENU_37662 

:DYOMMENU_37649
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_37233 

:DYOMMENU_37662
0687: clear_actor $15907($15906,100i) task 
03E6: remove_text_box 

:DYOMMENU_37673
04E4: refresh_game_renderer_at [email protected] [email protected] 
Camera.SetAtPos([email protected], [email protected], [email protected])
Actor.PutAt($PLAYER_ACTOR, [email protected], [email protected], [email protected])
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
02A3: enable_widescreen 0 
select_interior [email protected] 
if 
  [email protected] == 0 
jf @DYOMMENU_37751 
0581: enable_radar 1 
jump @DYOMMENU_37755 

:DYOMMENU_37751
0581: enable_radar 0 

:DYOMMENU_37755
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_37761
$15899 = 0 
08D4: $10908 = create_panel_with_title 'CAMMODE' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Camera
08DB: set_panel $10908 column 0 header 'BEHAVE' data 'STAT' 'LIN' 'SMO' 'CSACT' 'CSAP1' 'CSAP3' 'CSPLY' 'CSPP1' 'CSPP3' 'DUMMY' 'DUMMY' 'DUMMY'  // Behaviour? // Static // Linear // Smooth // Follow Actor // Actor 1st person // Actor 3rd person // Follow Player // Player 1st Person // Player 3rd Person
if 
  $10928 == 0 
jf @DYOMMENU_37974 
08D9: set_panel $10908 row 3 enable 0 
08D9: set_panel $10908 row 4 enable 0 
08D9: set_panel $10908 row 5 enable 0 

:DYOMMENU_37974
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_38008 
$15899 = 1 
return 

:DYOMMENU_38008
0084: $15904 = $10909 // (int) 
return 

:DYOMMENU_38018
$16007 = 0 
08D4: $10908 = create_panel_with_title 'OBJECTI' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Objectives
08DB: set_panel $10908 column 0 header 'MARKC' data 'NMARKER' 'RRED' 'GREEN' 'BLUE' 'WHITE' 'LYELLOW' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Marker Color // No Marker // Red // Green // Blue // White // Light Yellow
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_38220 
$16007 = 1 
return 

:DYOMMENU_38220
$16008 = -1 
0084: $16008 = $10909 // (int) 
$16008 -= 1 
return 

:DYOMMENU_38244
0512: show_permanent_text_box 'SMARKER'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to change checkpoint type~N~Use Cursor keys to move the checkpoint~N~~k~~PED_JUMPING~ with Cursor keys: height and direction of the checkpoint~N~~k~~PED_FIREWEAPON~ with Cursor keys: change size~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
04C4: store_coords_to $10932 $10933 $10934 from_actor $PLAYER_ACTOR with_offset 4.0 -4.0 6.0 
Camera.SetPosition($10932, $10933, $10934, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
$16007 = 0 
gosub @ANIMATE_9240 
$16009 = 1 

:DYOMMENU_38344
wait 10 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_38452 
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$16007 = 1 
if or
  $16010 == 0 
  $16010 == 5 
jf @DYOMMENU_38415 
03BD: destroy_sphere $15884 
jump @DYOMMENU_38450 

:DYOMMENU_38415
if 
  $16010 == 6 
jf @DYOMMENU_38445 
0A41: destroy_entrance_marker $15884 
jump @DYOMMENU_38450 

:DYOMMENU_38445
06D6: disable_racing_checkpoint $15884 

:DYOMMENU_38450
return 

:DYOMMENU_38452
if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
jf @DYOMMENU_38677 
if 
00E1:   player 0 pressed_key 14 
jf @DYOMMENU_38587 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $15880 = integer $MOVE_AXIS_X to_float 
008D: $15881 = integer $MOVE_AXIS_Y to_float 
$15880 /= 128.0 
$15881 /= 128.0 
$15880 *= 2.0 
$15881 *= -0.1 
0059: $TEMPVAR_FLOAT_3 += $15881 // (float) 
0059: $TEMPVAR_ANGLE += $15880 // (float) 
jump @DYOMMENU_38670 

:DYOMMENU_38587
if 
00E1:   player 0 pressed_key 17 
jf @DYOMMENU_38663 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $15881 = integer $MOVE_AXIS_Y to_float 
$15881 /= 128.0 
$15881 *= -0.1 
0059: $16011 += $15881 // (float) 
jump @DYOMMENU_38670 

:DYOMMENU_38663
gosub @DYOMMENU_32202 

:DYOMMENU_38670
$16009 = 1 

:DYOMMENU_38677
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_38750 

:DYOMMENU_38694
wait 0 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_38694 
$16010 += 1 
if 
  $16010 > 5 
jf @DYOMMENU_38743 
$16010 = 0 

:DYOMMENU_38743
$16009 = 1 

:DYOMMENU_38750
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_38823 

:DYOMMENU_38767
wait 0 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_38767 
$16010 += -1 
if 
   not $16010 >= 0 
jf @DYOMMENU_38816 
$16010 = 5 

:DYOMMENU_38816
$16009 = 1 

:DYOMMENU_38823
if 
  $16009 == 1 
jf @DYOMMENU_39291 
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
02F6: [email protected] = sine $TEMPVAR_ANGLE // (float) 
02F7: [email protected] = cosine $TEMPVAR_ANGLE // (float) 
005D: [email protected] += $TEMPVAR_FLOAT_1 // (float) 
005D: [email protected] += $TEMPVAR_FLOAT_2 // (float) 
if or
  $16012 == 0 
  $16012 == 5 
jf @DYOMMENU_38927 
03BD: destroy_sphere $15884 
wait 50 
jump @DYOMMENU_38962 

:DYOMMENU_38927
if 
  $16012 == 6 
jf @DYOMMENU_38957 
0A41: destroy_entrance_marker $15884 
jump @DYOMMENU_38962 

:DYOMMENU_38957
06D6: disable_racing_checkpoint $15884 

:DYOMMENU_38962
if 
  $16010 == 0 
jf @DYOMMENU_38997 
03BC: $15884 = create_sphere_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius $16011 

:DYOMMENU_38997
if 
  $16010 == 1 
jf @DYOMMENU_39043 
06D5: $15884 = create_racing_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 point_to [email protected] [email protected] $TEMPVAR_FLOAT_3 type 0 radius $16011 

:DYOMMENU_39043
if 
  $16010 == 2 
jf @DYOMMENU_39089 
06D5: $15884 = create_racing_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 point_to [email protected] [email protected] $TEMPVAR_FLOAT_3 type 1 radius $16011 

:DYOMMENU_39089
if 
  $16010 == 3 
jf @DYOMMENU_39135 
06D5: $15884 = create_racing_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 point_to [email protected] [email protected] $TEMPVAR_FLOAT_3 type 2 radius $16011 

:DYOMMENU_39135
if 
  $16010 == 4 
jf @DYOMMENU_39181 
06D5: $15884 = create_racing_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 point_to [email protected] [email protected] $TEMPVAR_FLOAT_3 type 4 radius $16011 

:DYOMMENU_39181
if 
  $16010 == 5 
jf @DYOMMENU_39232 
00BC: show_text_highpriority GXT 'invisi' time 1000 flag 1  // Invisible
03BC: $15884 = create_sphere_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius $16011 

:DYOMMENU_39232
if 
  $16010 == 6 
jf @DYOMMENU_39276 
$16011 = 1.0 
0A40: $15884 = create_entrance_marker_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 color 14 

:DYOMMENU_39276
$16009 = 0 
0084: $16012 = $16010 // (int) 

:DYOMMENU_39291
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_39313 
jump @DYOMMENU_39326 

:DYOMMENU_39313
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_38344 

:DYOMMENU_39326
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:DYOMMENU_39334
0512: show_permanent_text_box 'SDIST'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to change the trigger distance~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
04C4: store_coords_to $10932 $10933 $10934 from_actor $PLAYER_ACTOR with_offset 4.0 -4.0 6.0 
Camera.SetPosition($10932, $10933, $10934, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
$16013 = 0 
$16014 *= 2.0 
gosub @ANIMATE_9240 
$16009 = 1 

:DYOMMENU_39444
wait 10 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_39485 
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$16013 = 1 
03BD: destroy_sphere $15884 
return 

:DYOMMENU_39485
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_39536 

:DYOMMENU_39502
wait 0 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_39502 
$16014 += 0.5 
$16009 = 1 

:DYOMMENU_39536
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_39608 

:DYOMMENU_39553
wait 0 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_39553 
if 
  $16014 > 0.5 
jf @DYOMMENU_39601 
$16014 -= 0.5 

:DYOMMENU_39601
$16009 = 1 

:DYOMMENU_39608
if 
  $16009 == 1 
jf @DYOMMENU_39659 
03BD: destroy_sphere $15884 
wait 50 
03BC: $15884 = create_sphere_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius $16014 
$16009 = 0 

:DYOMMENU_39659
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_39681 
jump @DYOMMENU_39694 

:DYOMMENU_39681
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_39444 

:DYOMMENU_39694
03BD: destroy_sphere $15884 
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
$16014 /= 2.0 
return 

:DYOMMENU_39717
0084: $16015 = $11446 // (int) 
0512: show_permanent_text_box 'TIMETXT'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to change starttime~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @ANIMATE_9240 

:DYOMMENU_39743
00C0: set_current_time_hours_to $16015 minutes_to 0 
set_weather $10925 
wait 10 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_39780 
03E6: remove_text_box 
return 

:DYOMMENU_39780
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_39846 

:DYOMMENU_39797
wait 0 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_39797 
$16015 += 1 
if 
  $16015 > 23 
jf @DYOMMENU_39846 
$16015 = 0 

:DYOMMENU_39846
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_39912 

:DYOMMENU_39863
wait 0 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_39863 
$16015 += -1 
if 
  0 > $16015 
jf @DYOMMENU_39912 
$16015 = 23 

:DYOMMENU_39912
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_39934 
jump @DYOMMENU_39947 

:DYOMMENU_39934
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_39743 

:DYOMMENU_39947
03E6: remove_text_box 
0084: $11446 = $16015 // (int) 
return 

:DYOMMENU_39959
$16016 = 0 
0512: show_permanent_text_box 'TIMETXT'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to change starttime~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @ANIMATE_9240 

:DYOMMENU_39984
00C0: set_current_time_hours_to $16017 minutes_to 0 
set_weather $10925 
wait 10 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_40028 
03E6: remove_text_box 
$16016 = 1 
return 

:DYOMMENU_40028
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_40094 

:DYOMMENU_40045
wait 0 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_40045 
$16017 += 1 
if 
  $16017 > 23 
jf @DYOMMENU_40094 
$16017 = 0 

:DYOMMENU_40094
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_40160 

:DYOMMENU_40111
wait 0 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_40111 
$16017 += -1 
if 
  0 > $16017 
jf @DYOMMENU_40160 
$16017 = 23 

:DYOMMENU_40160
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_40182 
jump @DYOMMENU_40195 

:DYOMMENU_40182
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_39984 

:DYOMMENU_40195
03E6: remove_text_box 
return 

:DYOMMENU_40199
0084: $16018 = $10924 // (int) 
set_weather $16018 
0512: show_permanent_text_box 'WEATTXT'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to select weather~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @ANIMATE_9240 

:DYOMMENU_40230
wait 10 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_40255 
03E6: remove_text_box 
return 

:DYOMMENU_40255
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_40326 

:DYOMMENU_40272
wait 0 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_40272 
$16018 += 1 
if 
  $16018 > 22 
jf @DYOMMENU_40321 
$16018 = 0 

:DYOMMENU_40321
set_weather $16018 

:DYOMMENU_40326
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_40397 

:DYOMMENU_40343
wait 0 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_40343 
$16018 += -1 
if 
  0 > $16018 
jf @DYOMMENU_40392 
$16018 = 22 

:DYOMMENU_40392
set_weather $16018 

:DYOMMENU_40397
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_40419 
jump @DYOMMENU_40432 

:DYOMMENU_40419
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_40230 

:DYOMMENU_40432
03E6: remove_text_box 
0084: $10924 = $16018 // (int) 
return 

:DYOMMENU_40444
$16019 = 0 
set_weather $16020 
0512: show_permanent_text_box 'WEATTXT'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to select weather~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @ANIMATE_9240 

:DYOMMENU_40474
wait 10 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_40511 
03E6: remove_text_box 
$16019 = 1 
set_weather $10925 
return 

:DYOMMENU_40511
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_40582 

:DYOMMENU_40528
wait 0 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_40528 
$16020 += 1 
if 
  $16020 > 22 
jf @DYOMMENU_40577 
$16020 = 0 

:DYOMMENU_40577
set_weather $16020 

:DYOMMENU_40582
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_40653 

:DYOMMENU_40599
wait 0 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_40599 
$16020 += -1 
if 
  0 > $16020 
jf @DYOMMENU_40648 
$16020 = 22 

:DYOMMENU_40648
set_weather $16020 

:DYOMMENU_40653
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_40675 
jump @DYOMMENU_40688 

:DYOMMENU_40675
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_40474 

:DYOMMENU_40688
03E6: remove_text_box 
set_weather $10925 
return 

:DYOMMENU_40697
$16021 = 0 
08D4: $10908 = create_panel_with_title 'OBJECTI' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Objectives
08DB: set_panel $10908 column 0 header 'ADDWANT' data 'WANT0' 'WANT1' 'WANT2' 'WANT3' 'WANT4' 'WANT5' 'WANT6' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Set Wanted Level // 0 stars // 1 star // 2 stars // 3 stars // 4 stars // 5 stars // 6 stars
090E: set_panel $10908 active_row $16022 
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_40907 
$16021 = 1 
return 

:DYOMMENU_40907
0084: $16022 = $10909 // (int) 
return 

:DYOMMENU_40917
$16021 = 0 
08D4: $10908 = create_panel_with_title 'OBJECTI' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Objectives
08DB: set_panel $10908 column 0 header 'MAXWANT' data 'WANT0' 'WANT1' 'WANT2' 'WANT3' 'WANT4' 'WANT5' 'WANT6' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Maximum wanted level // 0 stars // 1 star // 2 stars // 3 stars // 4 stars // 5 stars // 6 stars
090E: set_panel $10908 active_row $16023 
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_41127 
$16021 = 1 
return 

:DYOMMENU_41127
0084: $16023 = $10909 // (int) 
return 

:DYOMMENU_41137
$16021 = 0 
08D4: $10908 = create_panel_with_title 'SETTING' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Settings
08DB: set_panel $10908 column 0 header 'MINWANT' data 'WANT0' 'WANT1' 'WANT2' 'WANT3' 'WANT4' 'WANT5' 'WANT6' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Minimum wanted level // 0 stars // 1 star // 2 stars // 3 stars // 4 stars // 5 stars // 6 stars
090E: set_panel $10908 active_row $16024 
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_41347 
$16021 = 1 
return 

:DYOMMENU_41347
0084: $16024 = $10909 // (int) 
return 

:DYOMMENU_41357
$16025 = 0 
08D4: $10908 = create_panel_with_title 'OBJECTI' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Objectives
08DB: set_panel $10908 column 0 header 'ADDPEDS' data 'PEDNORM' 'PEDRIOT' 'NOCARS' 'NOPEDS' 'NOBOTH' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Normal Peds/Cars // Riot Mode // No Cars // No Peds // No Cars/Peds
090E: set_panel $10908 active_row $16026 
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_41567 
$16025 = 1 
return 

:DYOMMENU_41567
0084: $16026 = $10909 // (int) 
return 

:DYOMMENU_41577
$16027 = 0 
03C3: set_timer_to $16028 type 1 GXT 'BB_19' // global_variable  // Time
0396: pause_timer 1 
gosub @ANIMATE_9240 

:DYOMMENU_41611
wait 10 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_41648 
014F: stop_timer $16028 
03E6: remove_text_box 
$16027 = 1 
return 

:DYOMMENU_41648
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_41715 

:DYOMMENU_41665
wait 0 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_41665 
$16028 += 1000 
014F: stop_timer $16028 
03C3: set_timer_to $16028 type 1 GXT 'BB_19' // global_variable  // Time
0396: pause_timer 1 

:DYOMMENU_41715
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_41815 

:DYOMMENU_41732
wait 0 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_41732 
if 
  $16028 > 1000 
jf @DYOMMENU_41783 
$16028 += -1000 
jump @DYOMMENU_41790 

:DYOMMENU_41783
$16028 = 0 

:DYOMMENU_41790
014F: stop_timer $16028 
03C3: set_timer_to $16028 type 1 GXT 'BB_19' // global_variable  // Time
0396: pause_timer 1 

:DYOMMENU_41815
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_41837 
jump @DYOMMENU_41850 

:DYOMMENU_41837
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_41611 

:DYOMMENU_41850
gosub @ANIMATE_9240 
014F: stop_timer $16028 
03E6: remove_text_box 
return 

:DYOMMENU_41866
$16027 = 0 
0512: show_permanent_text_box 'TLIMTXT'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to change timelimit~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
03C3: set_timer_to $16028 type 1 GXT 'BB_19' // global_variable  // Time
0396: pause_timer 1 
gosub @ANIMATE_9240 

:DYOMMENU_41911
wait 10 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_41948 
014F: stop_timer $16028 
03E6: remove_text_box 
$16027 = 1 
return 

:DYOMMENU_41948
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_42015 

:DYOMMENU_41965
wait 0 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_41965 
$16028 += 10000 
014F: stop_timer $16028 
03C3: set_timer_to $16028 type 1 GXT 'BB_19' // global_variable  // Time
0396: pause_timer 1 

:DYOMMENU_42015
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_42115 

:DYOMMENU_42032
wait 0 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_42032 
if 
  $16028 > 10000 
jf @DYOMMENU_42083 
$16028 += -10000 
jump @DYOMMENU_42090 

:DYOMMENU_42083
$16028 = 0 

:DYOMMENU_42090
014F: stop_timer $16028 
03C3: set_timer_to $16028 type 1 GXT 'BB_19' // global_variable  // Time
0396: pause_timer 1 

:DYOMMENU_42115
if 
0AB0:   key_pressed 13 
jf @DYOMMENU_42137 
jump @DYOMMENU_42150 

:DYOMMENU_42137
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_41911 

:DYOMMENU_42150
014F: stop_timer $16028 
03E6: remove_text_box 
return 

:DYOMMENU_42159
0084: $16028 = $11445 // (int) 
gosub @DYOMMENU_41866 
if 
  $16027 == 0 
jf @DYOMMENU_42200 
0084: $11445 = $16028 // (int) 

:DYOMMENU_42200
return 

:DYOMMENU_42202
$16027 = 0 
08D4: $10908 = create_panel_with_title 'OBJECTI' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Objectives
08DB: set_panel $10908 column 0 header 'TIMELIM' data 'TLSET' 'TLADD' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Time Limit // Set new time // Add time
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_42404 
$16027 = 1 
return 

:DYOMMENU_42404
if 
  $10909 == 0 
jf @DYOMMENU_42494 
$16028 = 0 
gosub @DYOMMENU_41866 
if 
  $16027 == 0 
jf @DYOMMENU_42494 
if 
  $16028 > 0 
jf @DYOMMENU_42487 
0084: $16029 = $16028 // (int) 
jump @DYOMMENU_42494 

:DYOMMENU_42487
$16029 = -1 

:DYOMMENU_42494
if 
  $10909 == 1 
jf @DYOMMENU_42591 
$16028 = 0 
gosub @DYOMMENU_41866 
if 
  $16027 == 0 
jf @DYOMMENU_42591 
if 
  $16028 > 0 
jf @DYOMMENU_42584 
$16029 = 0 
0060: $16029 -= $16028 // (int) 
jump @DYOMMENU_42591 

:DYOMMENU_42584
$16029 = 0 

:DYOMMENU_42591
return 

:DYOMMENU_42593
$16030 = 0 
08D4: $10908 = create_panel_with_title 'SHWTIME' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Show Time
08DB: set_panel $10908 column 0 header 'SHWTIME' data 'NO' 'YES' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Show Time // No // Yes
090E: set_panel $10908 active_row $16031 
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_42803 
$16030 = 1 
return 

:DYOMMENU_42803
0084: $16031 = $10909 // (int) 
return 

:DYOMMENU_42813
if 
  $16032 == -388 
jf @DYOMMENU_42849 
06D1: v$16033 = "blood_heli" // v$ = string 

:DYOMMENU_42849
if 
  $16032 == -389 
jf @DYOMMENU_42883 
06D1: v$16033 = "camflash" // v$ = string 

:DYOMMENU_42883
if 
  $16032 == -390 
jf @DYOMMENU_42918 
06D1: v$16033 = "coke_puff" // v$ = string 

:DYOMMENU_42918
if 
  $16032 == -391 
jf @DYOMMENU_42959 
06D1: v$16033 = "explosion_crate" // v$ = string 

:DYOMMENU_42959
if 
  $16032 == -392 
jf @DYOMMENU_42999 
06D1: v$16033 = "explosion_door" // v$ = string 

:DYOMMENU_42999
if 
  $16032 == -393 
jf @DYOMMENU_43031 
06D1: v$16033 = "exhale" // v$ = string 

:DYOMMENU_43031
if 
  $16032 == -394 
jf @DYOMMENU_43065 
06D1: v$16033 = "gunflash" // v$ = string 

:DYOMMENU_43065
if 
  $16032 == -395 
jf @DYOMMENU_43099 
06D1: v$16033 = "gunsmoke" // v$ = string 

:DYOMMENU_43099
if 
  $16032 == -396 
jf @DYOMMENU_43129 
06D1: v$16033 = "puke" // v$ = string 

:DYOMMENU_43129
if 
  $16032 == -397 
jf @DYOMMENU_43165 
06D1: v$16033 = "riot_smoke" // v$ = string 

:DYOMMENU_43165
if 
  $16032 == -398 
jf @DYOMMENU_43201 
06D1: v$16033 = "shootlight" // v$ = string 

:DYOMMENU_43201
if 
  $16032 == -399 
jf @DYOMMENU_43236 
06D1: v$16033 = "tank_fire" // v$ = string 

:DYOMMENU_43236
if 
  $16032 == -400 
jf @DYOMMENU_43274 
06D1: v$16033 = "tree_hit_fir" // v$ = string 

:DYOMMENU_43274
if 
  $16032 == -401 
jf @DYOMMENU_43313 
06D1: v$16033 = "tree_hit_palm" // v$ = string 

:DYOMMENU_43313
if 
  $16032 == -402 
jf @DYOMMENU_43352 
06D1: v$16033 = "water_hydrant" // v$ = string 

:DYOMMENU_43352
if 
  $16032 == -403 
jf @DYOMMENU_43390 
06D1: v$16033 = "water_splash" // v$ = string 

:DYOMMENU_43390
if 
  $16032 == -404 
jf @DYOMMENU_43432 
06D1: v$16033 = "water_splash_big" // v$ = string 

:DYOMMENU_43432
if 
  $16032 == -405 
jf @DYOMMENU_43473 
06D1: v$16033 = "water_splsh_sml" // v$ = string 

:DYOMMENU_43473
if 
  $16032 == -406 
jf @DYOMMENU_43509 
06D1: v$16033 = "water_swim" // v$ = string 

:DYOMMENU_43509
if 
  $16032 == -407 
jf @DYOMMENU_43543 
06D1: v$16033 = "wallbust" // v$ = string 

:DYOMMENU_43543
if 
  $16032 == -408 
jf @DYOMMENU_43578 
06D1: v$16033 = "boat_prop" // v$ = string 

:DYOMMENU_43578
if 
  $16032 == -409 
jf @DYOMMENU_43616 
06D1: v$16033 = "carwashspray" // v$ = string 

:DYOMMENU_43616
if 
  $16032 == -410 
jf @DYOMMENU_43648 
06D1: v$16033 = "cement" // v$ = string 

:DYOMMENU_43648
if 
  $16032 == -411 
jf @DYOMMENU_43683 
06D1: v$16033 = "cloudfast" // v$ = string 

:DYOMMENU_43683
if 
  $16032 == -412 
jf @DYOMMENU_43719 
06D1: v$16033 = "coke_trail" // v$ = string 

:DYOMMENU_43719
if 
  $16032 == -413 
jf @DYOMMENU_43760 
06D1: v$16033 = "cigarette_smoke" // v$ = string 

:DYOMMENU_43760
if 
  $16032 == -414 
jf @DYOMMENU_43798 
06D1: v$16033 = "extinguisher" // v$ = string 

:DYOMMENU_43798
if 
  $16032 == -415 
jf @DYOMMENU_43829 
06D1: v$16033 = "flame" // v$ = string 

:DYOMMENU_43829
if 
  $16032 == -416 
jf @DYOMMENU_43859 
06D1: v$16033 = "fire" // v$ = string 

:DYOMMENU_43859
if 
  $16032 == -417 
jf @DYOMMENU_43893 
06D1: v$16033 = "fire_med" // v$ = string 

:DYOMMENU_43893
if 
  $16032 == -418 
jf @DYOMMENU_43929 
06D1: v$16033 = "fire_large" // v$ = string 

:DYOMMENU_43929
if 
  $16032 == -419 
jf @DYOMMENU_43967 
06D1: v$16033 = "flamethrower" // v$ = string 

:DYOMMENU_43967
if 
  $16032 == -420 
jf @DYOMMENU_44002 
06D1: v$16033 = "fire_bike" // v$ = string 

:DYOMMENU_44002
if 
  $16032 == -421 
jf @DYOMMENU_44036 
06D1: v$16033 = "fire_car" // v$ = string 

:DYOMMENU_44036
if 
  $16032 == -422 
jf @DYOMMENU_44069 
06D1: v$16033 = "insects" // v$ = string 

:DYOMMENU_44069
if 
  $16032 == -423 
jf @DYOMMENU_44104 
06D1: v$16033 = "heli_dust" // v$ = string 

:DYOMMENU_44104
if 
  $16032 == -424 
jf @DYOMMENU_44137 
06D1: v$16033 = "jetpack" // v$ = string 

:DYOMMENU_44137
if 
  $16032 == -425 
jf @DYOMMENU_44172 
06D1: v$16033 = "jetthrust" // v$ = string 

:DYOMMENU_44172
if 
  $16032 == -426 
jf @DYOMMENU_44203 
06D1: v$16033 = "nitro" // v$ = string 

:DYOMMENU_44203
if 
  $16032 == -427 
jf @DYOMMENU_44242 
06D1: v$16033 = "molotov_flame" // v$ = string 

:DYOMMENU_44242
if 
  $16032 == -428 
jf @DYOMMENU_44280 
06D1: v$16033 = "overheat_car" // v$ = string 

:DYOMMENU_44280
if 
  $16032 == -429 
jf @DYOMMENU_44320 
06D1: v$16033 = "prt_boatsplash" // v$ = string 

:DYOMMENU_44320
if 
  $16032 == -430 
jf @DYOMMENU_44358 
06D1: v$16033 = "prt_gunshell" // v$ = string 

:DYOMMENU_44358
if 
  $16032 == -431 
jf @DYOMMENU_44392 
06D1: v$16033 = "prt_sand" // v$ = string 

:DYOMMENU_44392
if 
  $16032 == -432 
jf @DYOMMENU_44427 
06D1: v$16033 = "prt_sand2" // v$ = string 

:DYOMMENU_44427
if 
  $16032 == -433 
jf @DYOMMENU_44467 
06D1: v$16033 = "prt_smoke_huge" // v$ = string 

:DYOMMENU_44467
if 
  $16032 == -434 
jf @DYOMMENU_44502 
06D1: v$16033 = "prt_spark" // v$ = string 

:DYOMMENU_44502
if 
  $16032 == -435 
jf @DYOMMENU_44539 
06D1: v$16033 = "prt_spark_2" // v$ = string 

:DYOMMENU_44539
if 
  $16032 == -436 
jf @DYOMMENU_44575 
06D1: v$16033 = "prt_splash" // v$ = string 

:DYOMMENU_44575
if 
  $16032 == -437 
jf @DYOMMENU_44616 
06D1: v$16033 = "prt_watersplash" // v$ = string 

:DYOMMENU_44616
if 
  $16032 == -438 
jf @DYOMMENU_44655 
06D1: v$16033 = "prt_wheeldirt" // v$ = string 

:DYOMMENU_44655
if 
  $16032 == -439 
jf @DYOMMENU_44690 
06D1: v$16033 = "petrolcan" // v$ = string 

:DYOMMENU_44690
if 
  $16032 == -440 
jf @DYOMMENU_44724 
06D1: v$16033 = "spraycan" // v$ = string 

:DYOMMENU_44724
if 
  $16032 == -441 
jf @DYOMMENU_44760 
06D1: v$16033 = "smoke30lit" // v$ = string 

:DYOMMENU_44760
if 
  $16032 == -442 
jf @DYOMMENU_44794 
06D1: v$16033 = "smoke30m" // v$ = string 

:DYOMMENU_44794
if 
  $16032 == -443 
jf @DYOMMENU_44830 
06D1: v$16033 = "smoke50lit" // v$ = string 

:DYOMMENU_44830
if 
  $16032 == -444 
jf @DYOMMENU_44867 
06D1: v$16033 = "smoke_flare" // v$ = string 

:DYOMMENU_44867
if 
  $16032 == -445 
jf @DYOMMENU_44900 
06D1: v$16033 = "teargas" // v$ = string 

:DYOMMENU_44900
if 
  $16032 == -446 
jf @DYOMMENU_44935 
06D1: v$16033 = "teargasAD" // v$ = string 

:DYOMMENU_44935
if 
  $16032 == -447 
jf @DYOMMENU_44965 
06D1: v$16033 = "vent" // v$ = string 

:DYOMMENU_44965
if 
  $16032 == -448 
jf @DYOMMENU_44996 
06D1: v$16033 = "vent2" // v$ = string 

:DYOMMENU_44996
if 
  $16032 == -449 
jf @DYOMMENU_45035 
06D1: v$16033 = "water_ripples" // v$ = string 

:DYOMMENU_45035
if 
  $16032 == -450 
jf @DYOMMENU_45072 
06D1: v$16033 = "water_speed" // v$ = string 

:DYOMMENU_45072
if 
  $16032 == -451 
jf @DYOMMENU_45111 
06D1: v$16033 = "waterfall_end" // v$ = string 

:DYOMMENU_45111
if 
  $16032 == -452 
jf @DYOMMENU_45150 
06D1: v$16033 = "water_fnt_tme" // v$ = string 

:DYOMMENU_45150
if 
  $16032 == -453 
jf @DYOMMENU_45190 
06D1: v$16033 = "water_fountain" // v$ = string 

:DYOMMENU_45190
if 
  $16032 == -454 
jf @DYOMMENU_45231 
06D1: v$16033 = "WS_factorysmoke" // v$ = string 

:DYOMMENU_45231
return 

:DYOMMENU_45233
if 
  $16032 == -16 
jf @DYOMMENU_45287 
02CF: $15885 = create_fire_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 propagation 0 size 1 
00BC: show_text_highpriority GXT 'TXFIRE' time 1000 flag 1  // Fire
return 

:DYOMMENU_45287
if 
  $16032 == -15 
jf @DYOMMENU_45370 
$15885 = Object.Init(#DYNAMITE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.KeepInMemory($15885) = True
Object.ToggleInMovingList($15885) = False
Object.RemoveFromMissionCleanupList($15885)
0AD1: show_formatted_text_highpriority "Explosion Old Style" time 1000  
return 

:DYOMMENU_45370
if 
  $16032 > -388 
jf @DYOMMENU_45480 
$15885 = Object.Init($16032, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0453: set_object $15885 XYZ_rotation $16037 $16038 $TEMPVAR_ANGLE 
Object.KeepInMemory($15885) = True
Object.ToggleInMovingList($15885) = False
Object.RemoveFromMissionCleanupList($15885)
[email protected] = -16 
0064: [email protected] -= $16032 // (int) 
01E5: show_text_1number_highpriority GXT 'NUMBER' number [email protected] time 1000 flag 1  // ~1~
jump @DYOMMENU_45714 

:DYOMMENU_45480
if 
  $16032 > -455 
jf @DYOMMENU_45605 
$15885 = Object.Init(#K_POOLBALL8, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
Object.CollisionDetection($15885) = False
Object.KeepInMemory($15885) = True
Object.ToggleInMovingList($15885) = False
Object.RemoveFromMissionCleanupList($15885)
0976: destroy_particle $16039 
gosub @DYOMMENU_42813 
064B: $16039 = create_particle v$16033 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 1 
064C: make_particle $16039 visible 
0AD1: show_formatted_text_highpriority "effect: %s" time 1000 v$16033  
jump @DYOMMENU_45714 

:DYOMMENU_45605
[email protected] = -16 
0064: [email protected] -= $16032 // (int) 
[email protected] -= 439 
0AD1: show_formatted_text_highpriority "Explosion Style %d" time 1000 [email protected]  
$15885 = Object.Init(#DYNAMITE, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0453: set_object $15885 XYZ_rotation $16037 $16038 $TEMPVAR_ANGLE 
Object.KeepInMemory($15885) = True
Object.ToggleInMovingList($15885) = False
Object.RemoveFromMissionCleanupList($15885)
Object.Indestructibility($15885) = True

:DYOMMENU_45714
return 

:DYOMMENU_45716
$16040 = 1 
$16041 = 1 
0512: show_permanent_text_box 'ROBHLP'  // Define object Path:~n~Cursor keys: Move~N~~k~~PED_JUMPING~: Z and rot.~N~~k~~PED_FIREWEAPON~: XY tilt~N~CapsLock: Move cam~N~~k~~CONVERSATION_NO~ store a position~N~~k~~CONVERSATION_YES~ Accept path~N~L Accept as loop~N~F to cancel
jump @DYOMMENU_45805 

:DYOMMENU_45748
$16041 = 1 
$16040 = 0 
0512: show_permanent_text_box 'MOBHLP'  // Move the Object to the position it should  move to~n~Cursor keys: Move~N~~k~~PED_JUMPING~: Z and rot.~N~~k~~PED_FIREWEAPON~: XY tilt~N~CapsLock: Move cam~N~~k~~PED_SPRINT~: Select ~N~F: Cancel
jump @DYOMMENU_45805 

:DYOMMENU_45780
$16041 = 0 
$16040 = 0 
0512: show_permanent_text_box 'OBHLP'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to browse objects~N~Cursor keys: Move~N~~k~~PED_JUMPING~: Z and rot.~N~~k~~PED_FIREWEAPON~: XY tilt~N~CapsLock: Move cam~N~~k~~PED_SPRINT~: Select ~N~F: Cancel

:DYOMMENU_45805
wait 0 
0828: set_max_fire_generations 2 
$16013 = 0 
$15864 = -1 
04C4: store_coords_to $10932 $10933 $10934 from_actor $PLAYER_ACTOR with_offset 1.0 -1.0 1.0 
Camera.SetPosition($10932, $10933, $10934, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
if and
  $16042 == 1 
  $16032 > -17 
jf @DYOMMENU_45927 
$16032 = -17 

:DYOMMENU_45927
if and
  $16042 == 1 
   not $16032 >= -387 
jf @DYOMMENU_45960 
$16032 = -17 

:DYOMMENU_45960
gosub @DYOMMENU_45233 
gosub @ANIMATE_9240 

:DYOMMENU_45974
wait 10 
0084: $16043 = $16032 // (int) 
if 
00E1:   player 0 pressed_key 15 
jf @DYOMMENU_46081 
03E6: remove_text_box 
$16013 = 1 
if 
  $16032 == -16 
jf @DYOMMENU_46058 
if 
0973:   fire $15885 exists 
jf @DYOMMENU_46051 
02D1: remove_fire $15885 

:DYOMMENU_46051
jump @DYOMMENU_46068 

:DYOMMENU_46058
Object.Destroy($15885)
0976: destroy_particle $16039 

:DYOMMENU_46068
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_46081
if and
  $16041 == 0 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_46192 

:DYOMMENU_46105
wait 0 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_46105 
$16032 += 1 
if and
  $16042 == 1 
  $16032 > -17 
jf @DYOMMENU_46162 
$16032 = -387 

:DYOMMENU_46162
if 
  $16032 > -15 
jf @DYOMMENU_46188 
$16032 = -467 

:DYOMMENU_46188
wait 100 

:DYOMMENU_46192
if and
  $16041 == 0 
00E1:   player 0 pressed_key 8 
jf @DYOMMENU_46337 

:DYOMMENU_46216
wait 0 
80E1:   not player 0 pressed_key 11 
jf @DYOMMENU_46216 
$16032 += 10 
if and
  $16042 == 1 
  $16032 > -17 
jf @DYOMMENU_46273 
$16032 = -387 

:DYOMMENU_46273
if and
  $16042 == 1 
  -387 > $16032 
jf @DYOMMENU_46307 
$16032 = -387 

:DYOMMENU_46307
if 
  $16032 > -15 
jf @DYOMMENU_46333 
$16032 = -467 

:DYOMMENU_46333
wait 100 

:DYOMMENU_46337
if and
  $16041 == 0 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_46448 

:DYOMMENU_46361
wait 0 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_46361 
$16032 += -1 
if and
  $16042 == 1 
  -387 > $16032 
jf @DYOMMENU_46418 
$16032 = -17 

:DYOMMENU_46418
if 
  -467 > $16032 
jf @DYOMMENU_46444 
$16032 = -15 

:DYOMMENU_46444
wait 100 

:DYOMMENU_46448
if and
  $16041 == 0 
00E1:   player 0 pressed_key 9 
jf @DYOMMENU_46591 

:DYOMMENU_46472
wait 0 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_46472 
$16032 += -10 
if and
  $16042 == 1 
  -387 > $16032 
jf @DYOMMENU_46529 
$16032 = -17 

:DYOMMENU_46529
if and
  $16042 == 1 
  $16032 > -17 
jf @DYOMMENU_46561 
$16032 = -17 

:DYOMMENU_46561
if 
  -467 > $16032 
jf @DYOMMENU_46587 
$16032 = -15 

:DYOMMENU_46587
wait 100 

:DYOMMENU_46591
if 
803A:   not  $16043 == $16032 // (int) 
jf @DYOMMENU_46673 
if 
  $16043 == -16 
jf @DYOMMENU_46656 
if 
0973:   fire $15885 exists 
jf @DYOMMENU_46649 
02D1: remove_fire $15885 

:DYOMMENU_46649
jump @DYOMMENU_46666 

:DYOMMENU_46656
Object.Destroy($15885)
0976: destroy_particle $16039 

:DYOMMENU_46666
gosub @DYOMMENU_45233 

:DYOMMENU_46673
if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
jf @DYOMMENU_47143 
if 
00E1:   player 0 pressed_key 14 
jf @DYOMMENU_46808 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $15880 = integer $MOVE_AXIS_X to_float 
008D: $15881 = integer $MOVE_AXIS_Y to_float 
$15880 /= 128.0 
$15881 /= 128.0 
$15880 *= -2.0 
$15881 *= -0.1 
0059: $TEMPVAR_FLOAT_3 += $15881 // (float) 
0059: $TEMPVAR_ANGLE += $15880 // (float) 
jump @DYOMMENU_46956 

:DYOMMENU_46808
if 
00E1:   player 0 pressed_key 17 
jf @DYOMMENU_46920 
0494: get_joystick 0 direction_offset_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 
008D: $15880 = integer $MOVE_AXIS_X to_float 
008D: $15881 = integer $MOVE_AXIS_Y to_float 
$15880 /= 128.0 
$15881 /= 128.0 
$15880 *= -2.0 
$15881 *= -2.0 
0059: $16038 += $15880 // (float) 
0059: $16037 += $15881 // (float) 
jump @DYOMMENU_46956 

:DYOMMENU_46920
if 
0AB0:   key_pressed 20 
jf @DYOMMENU_46949 
gosub @DYOMMENU_31940 
jump @DYOMMENU_46956 

:DYOMMENU_46949
gosub @DYOMMENU_32202 

:DYOMMENU_46956
Camera.SetPosition($10932, $10933, $10934, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
if 
  $16032 == -16 
jf @DYOMMENU_47059 
if 
0973:   fire $15885 exists 
jf @DYOMMENU_47034 
02D1: remove_fire $15885 

:DYOMMENU_47034
02CF: $15885 = create_fire_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 propagation 0 size 1 
jump @DYOMMENU_47143 

:DYOMMENU_47059
Object.PutAt($15885, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0453: set_object $15885 XYZ_rotation $16037 $16038 $TEMPVAR_ANGLE 
if and
   not $16032 >= -387 
  $16032 > -455 
jf @DYOMMENU_47143 
0976: destroy_particle $16039 
064B: $16039 = create_particle v$16033 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 1 
064C: make_particle $16039 visible 

:DYOMMENU_47143
if 
  $16040 == 1 
jf @DYOMMENU_47606 
if 
00E1:   player 0 pressed_key 10 
jf @DYOMMENU_47542 
gosub @DYOMMENU_22309 
if 
  $15619 == -1 
jf @DYOMMENU_47226 
00BC: show_text_highpriority GXT 'POINTF' time 3000 flag 1  // The routepoint storage is full, no more points can be added.
jump @DYOMMENU_47525 

:DYOMMENU_47226
0084: $15863 = $15864 // (int) 
if 
  $15864 == -1 
jf @DYOMMENU_47267 
0084: $16044 = $15619 // (int) 
jump @DYOMMENU_47279 

:DYOMMENU_47267
0084: $8277($15864,200i) = $15619 // (int) 

:DYOMMENU_47279
0084: $15864 = $15619 // (int) 
0086: $8677($15864,200f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $9077($15864,200f) = $TEMPVAR_FLOAT_2 // (float) 
0086: $9477($15864,200f) = $TEMPVAR_FLOAT_3 // (float) 
$8277($15864,200i) = -1 
gosub @DYOMMENU_22309 
if 
  $15619 == -1 
jf @DYOMMENU_47419 
0084: $15864 = $15863 // (int) 
if 
   not $15864 == -1 
jf @DYOMMENU_47396 
$8277($15864,200i) = -1 

:DYOMMENU_47396
00BC: show_text_highpriority GXT 'POINTF' time 3000 flag 1  // The routepoint storage is full, no more points can be added.
jump @DYOMMENU_47525 

:DYOMMENU_47419
0084: $8277($15864,200i) = $15619 // (int) 
0084: $15864 = $15619 // (int) 
0086: $8677($15864,200f) = $16037 // (float) 
0086: $9077($15864,200f) = $16038 // (float) 
0086: $9477($15864,200f) = $TEMPVAR_ANGLE // (float) 
$8277($15864,200i) = -1 
0663: printint "points stored" $15864 
01E5: show_text_1number_highpriority GXT 'OBJCNT' number $15864 time 3000 flag 1  // Routepoint   id:~1~

:DYOMMENU_47525
wait 10 
80E1:   not player 0 pressed_key 10 
jf @DYOMMENU_47525 

:DYOMMENU_47542
if 
00E1:   player 0 pressed_key 11 
jf @DYOMMENU_47566 
jump @DYOMMENU_47641 

:DYOMMENU_47566
if 
0AB0:   key_pressed 76 
jf @DYOMMENU_47599 
$8277($15864,200i) = -2 
jump @DYOMMENU_47641 

:DYOMMENU_47599
jump @DYOMMENU_47634 

:DYOMMENU_47606
if or
0AB0:   key_pressed 13 
00E1:   player 0 pressed_key 16 
jf @DYOMMENU_47634 
jump @DYOMMENU_47641 

:DYOMMENU_47634
jump @DYOMMENU_45974 

:DYOMMENU_47641
03E6: remove_text_box 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_47656
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_47679 
wait 100 
jump @DYOMMENU_47656 

:DYOMMENU_47679
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @DYOMMENU_47705 
0633: AS_actor $PLAYER_ACTOR exit_car 
wait 3000 

:DYOMMENU_47705
0980: extinguish_all_fires_at $11447 $11448 $11449 radius 200.0 
$10938 = 0 

:DYOMMENU_47728
001C:   $10928 > $10938 // (int) 
jf @DYOMMENU_47790 
wait 0 
if 
056D:   actor $15907($10938,100i) defined 
jf @DYOMMENU_47776 
Actor.DestroyInstantly($15907($10938,100i))

:DYOMMENU_47776
$10938 += 1 
jump @DYOMMENU_47728 

:DYOMMENU_47790
$10938 = 0 

:DYOMMENU_47797
001C:   $9941 > $10938 // (int) 
jf @DYOMMENU_47859 
wait 0 
if 
056E:   car $10193($10938,50i) defined 
jf @DYOMMENU_47845 
Car.Destroy($10193($10938,50i))

:DYOMMENU_47845
$10938 += 1 
jump @DYOMMENU_47797 

:DYOMMENU_47859
$10938 = 0 

:DYOMMENU_47866
001C:   $10929 > $10938 // (int) 
jf @DYOMMENU_47928 
wait 0 
if 
09D1:   pickup $16045($10938,50i) created 
jf @DYOMMENU_47914 
Pickup.Destroy($16045($10938,50i))

:DYOMMENU_47914
$10938 += 1 
jump @DYOMMENU_47866 

:DYOMMENU_47928
$10938 = 0 

:DYOMMENU_47935
001C:   $10930 > $10938 // (int) 
jf @DYOMMENU_48099 
wait 0 
if 
   not $10939($10938,100i) == -16 
jf @DYOMMENU_48056 
if 
03CA:   object $11339($10938,100i) exists 
jf @DYOMMENU_48049 
Object.Destroy($11339($10938,100i))
if and
   not $10939($10938,100i) >= -387 
  $10939($10938,100i) > -455 
jf @DYOMMENU_48049 
0976: destroy_particle $15217($10938,100f) 

:DYOMMENU_48049
jump @DYOMMENU_48085 

:DYOMMENU_48056
if 
0973:   fire $11339($10938,100i) exists 
jf @DYOMMENU_48085 
02D1: remove_fire $11339($10938,100i) 

:DYOMMENU_48085
$10938 += 1 
jump @DYOMMENU_47935 

:DYOMMENU_48099
if 
   not $8274 == 1 
jf @DYOMMENU_48219 
$10938 = 1 

:DYOMMENU_48124
001C:   $10917 > $10938 // (int) 
jf @DYOMMENU_48219 
wait 0 
if 
   not $15770($10938,25i) == 0 
jf @DYOMMENU_48205 
if 
03CA:   object $15770($10938,25i) exists 
jf @DYOMMENU_48205 
Object.Destroy($15770($10938,25i))
$15770($10938,25i) = 0 

:DYOMMENU_48205
$10938 += 1 
jump @DYOMMENU_48124 

:DYOMMENU_48219
if 
056D:   actor $16095 defined 
jf @DYOMMENU_48240 
Actor.DestroyInstantly($16095)

:DYOMMENU_48240
$10938 = 0 

:DYOMMENU_48247
001C:   $10916 > $10938 // (int) 
jf @DYOMMENU_48858 
wait 0 
if or
  $10294($10938,101i) == 1 
  $10294($10938,101i) == 9 
jf @DYOMMENU_48328 
if 
056E:   car $10699($10938,101i) defined 
jf @DYOMMENU_48328 
Car.Destroy($10699($10938,101i))

:DYOMMENU_48328
if 
  $10294($10938,101i) == 2 
jf @DYOMMENU_48486 
if or
  $10800($10938,101i) == 0 
  $10800($10938,101i) == 5 
jf @DYOMMENU_48399 
03BD: destroy_sphere $10699($10938,101i) 
jump @DYOMMENU_48446 

:DYOMMENU_48399
if 
  $10800($10938,101i) == 6 
jf @DYOMMENU_48437 
0A41: destroy_entrance_marker $10699($10938,101i) 
jump @DYOMMENU_48446 

:DYOMMENU_48437
06D6: disable_racing_checkpoint $10699($10938,101i) 

:DYOMMENU_48446
if 
03CA:   object $11759($10938,101i) exists 
jf @DYOMMENU_48475 
Object.Destroy($11759($10938,101i))

:DYOMMENU_48475
$10699($10938,101i) = -1 

:DYOMMENU_48486
if 
  $10294($10938,101i) == 3 
jf @DYOMMENU_48537 
if 
09D1:   pickup $10699($10938,101i) created 
jf @DYOMMENU_48537 
Pickup.Destroy($10699($10938,101i))

:DYOMMENU_48537
if or
  $10294($10938,101i) == 5 
  $10294($10938,101i) == 7 
jf @DYOMMENU_48599 
if 
056D:   actor $10699($10938,101i) defined 
jf @DYOMMENU_48599 
Actor.DestroyInstantly($10699($10938,101i))

:DYOMMENU_48599
if or
  $10294($10938,101i) == 6 
  $10294($10938,101i) == 8 
  $10294($10938,101i) == 10 
  $10294($10938,101i) == 11 
  $10294($10938,101i) == 20 
  $10294($10938,101i) == 21 
  $10294($10938,101i) == 22 
jf @DYOMMENU_48716 
if 
03CA:   object $10699($10938,101i) exists 
jf @DYOMMENU_48716 
Object.Destroy($10699($10938,101i))

:DYOMMENU_48716
if or
  $10294($10938,101i) == 12 
  $10294($10938,101i) == 13 
  $10294($10938,101i) == 14 
  $10294($10938,101i) == 15 
  $10294($10938,101i) == 16 
  $10294($10938,101i) == 17 
  $10294($10938,101i) == 18 
  $10294($10938,101i) == 19 
jf @DYOMMENU_48844 
if 
03CA:   object $10699($10938,101i) exists 
jf @DYOMMENU_48844 
Object.Destroy($10699($10938,101i))

:DYOMMENU_48844
$10938 += 1 
jump @DYOMMENU_48247 

:DYOMMENU_48858
return 

:DYOMMENU_48860
if 
  $10939($10938,100i) == -16 
jf @DYOMMENU_48918 
02CF: $11339($10938,100i) = create_fire_at $11039($10938,100f) $11139($10938,100f) $11239($10938,100f) propagation 0 size 1 
return 

:DYOMMENU_48918
if or
  $10939($10938,100i) == -15 
   not $10939($10938,100i) > -455 
jf @DYOMMENU_49074 
$11339($10938,100i) = Object.Init(#DYNAMITE, $11039($10938,100f), $11139($10938,100f), $11239($10938,100f))
Object.KeepInMemory($11339($10938,100i)) = True
Object.ToggleInMovingList($11339($10938,100i)) = False
Object.RemoveFromMissionCleanupList($11339($10938,100i))
0084: $16096 = $15317($10938,100i) // (int) 
0084: $16097 = $16096 // (int) 
$16097 /= 1000 
$16097 *= 1000 
0060: $16096 -= $16097 // (int) 
0566: link_object $11339($10938,100i) to_interior $16096 
return 

:DYOMMENU_49074
if 
   not $10939($10938,100i) > -388 
jf @DYOMMENU_49331 
$11339($10938,100i) = Object.Init(#K_POOLBALL8, $11039($10938,100f), $11139($10938,100f), $11239($10938,100f))
0453: set_object $11339($10938,100i) XYZ_rotation $15017($10938,100f) $15117($10938,100f) $15217($10938,100f) 
Object.CollisionDetection($11339($10938,100i)) = False
Object.KeepInMemory($11339($10938,100i)) = True
Object.ToggleInMovingList($11339($10938,100i)) = False
Object.RemoveFromMissionCleanupList($11339($10938,100i))
0084: $16032 = $10939($10938,100i) // (int) 
gosub @DYOMMENU_42813 
0976: destroy_particle $15217($10938,100f) 
064B: $15217($10938,100f) = create_particle v$16033 at $11039($10938,100f) $11139($10938,100f) $11239($10938,100f) type 1 
064C: make_particle $15217($10938,100f) visible 
0084: $16096 = $15317($10938,100i) // (int) 
0084: $16097 = $16096 // (int) 
$16097 /= 1000 
$16097 *= 1000 
0060: $16096 -= $16097 // (int) 
0566: link_object $11339($10938,100i) to_interior $16096 
return 

:DYOMMENU_49331
$11339($10938,100i) = Object.Init($10939($10938,100i), $11039($10938,100f), $11139($10938,100f), $11239($10938,100f))
0453: set_object $11339($10938,100i) XYZ_rotation $15017($10938,100f) $15117($10938,100f) $15217($10938,100f) 
Object.KeepInMemory($11339($10938,100i)) = True
Object.ToggleInMovingList($11339($10938,100i)) = False
Object.RemoveFromMissionCleanupList($11339($10938,100i))
0084: $16096 = $15317($10938,100i) // (int) 
0084: $16097 = $16096 // (int) 
$16097 /= 1000 
$16097 *= 1000 
0060: $16096 -= $16097 // (int) 
0566: link_object $11339($10938,100i) to_interior $16096 
return 

:DYOMMENU_49487
0980: extinguish_all_fires_at $10042($10938,50f) $10092($10938,50f) $10142($10938,50f) radius 1.0 
Model.Load($10244($10938,50i))
038B: load_requested_models 

:DYOMMENU_49526
wait 0 
   Model.Available($10244($10938,50i))
jf @DYOMMENU_49526 
$10193($10938,50i) = Car.Create($10244($10938,50i), $10042($10938,50f), $10092($10938,50f), $10142($10938,50f))
Car.Angle($10193($10938,50i)) = $14367($10938,50f)
0229: set_car $10193($10938,50i) primary_color_to $14267($10938,50i) secondary_color_to $14317($10938,50i) 
0840: link_car $10193($10938,50i) to_interior $14417($10938,50i) 
Model.Destroy($10244($10938,50i))
Car.DoorStatus($10193($10938,50i)) = 4
Car.LockInCurrentPosition($10193($10938,50i)) = True
Car.SetImmunities($10193($10938,50i), 1, 1, 1, 1, 1)
099A: set_car $10193($10938,50i) collision_detection 0 
return 

:DYOMMENU_49701
0980: extinguish_all_fires_at $12767($10938,100f) $12867($10938,100f) $12967($10938,100f) radius 1.0 
$9915 = -1 
0084: $9914 = $12567($10938,100i) // (int) 

:DYOMMENU_49748
wait 20 
   not $9915 == -1 
jf @DYOMMENU_49748 
0084: $16098 = $13267($10938,100i) // (int) 
if 
  $16098 == 48 
jf @DYOMMENU_49803 
$16098 = 0 

:DYOMMENU_49803
Model.Load($15809($16098,49i))
038B: load_requested_models 

:DYOMMENU_49814
wait 0 
   Model.Available($15809($16098,49i))
jf @DYOMMENU_49814 
$15907($10938,100i) = Actor.Create(CivMale, $9915, $12767($10938,100f), $12867($10938,100f), $12967($10938,100f))
Actor.Angle($15907($10938,100i)) = $13067($10938,100f)
Actor.GiveWeaponAndAmmo($15907($10938,100i), $16098, $13367($10938,100i))
0860: link_actor $15907($10938,100i) to_interior $13167($10938,100i) 
0575: set_actor $15907($10938,100i) keep_position 1 
Actor.SetImmunities($15907($10938,100i), 1, 1, 1, 1, 1)
0619: enable_actor $15907($10938,100i) collision_detection 0 
if or
  $12667($10938,100i) == 24 
  $12667($10938,100i) == 26 
jf @DYOMMENU_50013 
$16099 = Marker.CreateAboveActor($15907($10938,100i))
Marker.SetColor($16099, 0)

:DYOMMENU_50013
if 
  $12667($10938,100i) == 25 
jf @DYOMMENU_50054 
$16099 = Marker.CreateAboveActor($15907($10938,100i))
Marker.SetColor($16099, 1)

:DYOMMENU_50054
Model.Destroy($15809($16098,49i))
gosub @ACTLOAD_1552 
return 

:DYOMMENU_50072
if 
  $14667($10938,50i) == 0 
jf @DYOMMENU_50140 
$16045($10938,50i) = Pickup.Create($14617($10938,50i), 1, $14767($10938,50f), $14817($10938,50f), $14867($10938,50f))
jump @DYOMMENU_50186 

:DYOMMENU_50140
032B: $16045($10938,50i) = create_weapon_pickup $14617($10938,50i) type 1 ammo $14667($10938,50i) at $14767($10938,50f) $14817($10938,50f) $14867($10938,50f) 

:DYOMMENU_50186
return 

:DYOMMENU_50188
$15770($10938,25i) = Object.Init(#TRAFFICCONE, $15645($10938,25f), $15670($10938,25f), $15695($10938,25f))
Object.CollisionDetection($15770($10938,25i)) = False
[email protected] = Marker.CreateAboveObject($15770($10938,25i))
return 

:DYOMMENU_50245
0980: extinguish_all_fires_at $11447 $11448 $11449 radius 1.0 
$9915 = -1 
0084: $9914 = $11452 // (int) 

:DYOMMENU_50276
wait 20 
   not $9915 == -1 
jf @DYOMMENU_50276 
0084: $16098 = $11453 // (int) 
if 
  $16098 == 48 
jf @DYOMMENU_50327 
$16098 = 0 

:DYOMMENU_50327
Model.Load($15809($16098,49i))
038B: load_requested_models 

:DYOMMENU_50338
wait 0 
   Model.Available($15809($16098,49i))
jf @DYOMMENU_50338 
$16095 = Actor.Create(CivMale, $9915, $11447, $11448, $11449)
Actor.Angle($16095) = $11450
Actor.GiveWeaponAndAmmo($16095, $16098, $11454)
0860: link_actor $16095 to_interior $11451 
$16099 = Marker.CreateAboveActor($16095)
if 
  $15617 == 0 
jf @DYOMMENU_50444 
Marker.SetColor($16099, 4)
jump @DYOMMENU_50451 

:DYOMMENU_50444
Marker.SetColor($16099, 3)

:DYOMMENU_50451
0084: $16100 = $16099 // (int) 
0575: set_actor $16095 keep_position 1 
Actor.SetImmunities($16095, 1, 1, 1, 1, 1)
0619: enable_actor $16095 collision_detection 0 
return 

:DYOMMENU_50490
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_50513 
wait 100 
jump @DYOMMENU_50490 

:DYOMMENU_50513
$10938 = 0 

:DYOMMENU_50520
001C:   $10930 > $10938 // (int) 
jf @DYOMMENU_50560 
wait 0 
gosub @DYOMMENU_48860 
$10938 += 1 
jump @DYOMMENU_50520 

:DYOMMENU_50560
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @DYOMMENU_50597 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $11447 $11448 $11449 
jump @DYOMMENU_50611 

:DYOMMENU_50597
Actor.PutAt($PLAYER_ACTOR, $11447, $11448, $11449)

:DYOMMENU_50611
04C4: store_coords_to $9935 $9936 $9937 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
Actor.PutAt($PLAYER_ACTOR, $9935, $9936, $9937)
Actor.Angle($PLAYER_ACTOR) = $11450
wait 0 

:DYOMMENU_50666
   not Player.Defined($PLAYER_CHAR)
jf @DYOMMENU_50689 
wait 100 
jump @DYOMMENU_50666 

:DYOMMENU_50689
select_interior $11451 
0860: link_actor $PLAYER_ACTOR to_interior $11451 
if 
  $11451 == 0 
jf @DYOMMENU_50731 
0581: enable_radar 1 
jump @DYOMMENU_50735 

:DYOMMENU_50731
0581: enable_radar 0 

:DYOMMENU_50735
$10938 = 0 

:DYOMMENU_50742
001C:   $9941 > $10938 // (int) 
jf @DYOMMENU_50782 
wait 0 
gosub @DYOMMENU_49487 
$10938 += 1 
jump @DYOMMENU_50742 

:DYOMMENU_50782
$10938 = 0 

:DYOMMENU_50789
001C:   $10928 > $10938 // (int) 
jf @DYOMMENU_50829 
wait 0 
gosub @DYOMMENU_49701 
$10938 += 1 
jump @DYOMMENU_50789 

:DYOMMENU_50829
$10938 = 0 

:DYOMMENU_50836
001C:   $10929 > $10938 // (int) 
jf @DYOMMENU_50876 
wait 0 
gosub @DYOMMENU_50072 
$10938 += 1 
jump @DYOMMENU_50836 

:DYOMMENU_50876
$10938 = 1 

:DYOMMENU_50883
001C:   $10917 > $10938 // (int) 
jf @DYOMMENU_50923 
wait 0 
gosub @DYOMMENU_50188 
$10938 += 1 
jump @DYOMMENU_50883 

:DYOMMENU_50923
gosub @DYOMMENU_50245 
$10938 = 0 

:DYOMMENU_50937
001C:   $10916 > $10938 // (int) 
jf @DYOMMENU_52366 
wait 0 
if or
  $10294($10938,101i) == 1 
  $10294($10938,101i) == 9 
jf @DYOMMENU_51213 
0980: extinguish_all_fires_at $10395($10938,101f) $10497($10938,101f) $10598($10938,101f) radius 1.0 
Model.Load($10800($10938,101i))
038B: load_requested_models 

:DYOMMENU_51028
wait 0 
   Model.Available($10800($10938,101i))
jf @DYOMMENU_51028 
$10699($10938,101i) = Car.Create($10800($10938,101i), $10395($10938,101f), $10497($10938,101f), $10598($10938,101f))
Car.Angle($10699($10938,101i)) = $11456($10938,101f)
0229: set_car $10699($10938,101i) primary_color_to $11658($10938,101i) secondary_color_to $12163($10938,101i) 
0840: link_car $10699($10938,101i) to_interior $11557($10938,101i) 
Model.Destroy($10800($10938,101i))
$16099 = Marker.CreateAboveCar($10699($10938,101i))
Car.DoorStatus($10699($10938,101i)) = 4
Car.LockInCurrentPosition($10699($10938,101i)) = True
Car.SetImmunities($10699($10938,101i), 1, 1, 1, 1, 1)
099A: set_car $10699($10938,101i) collision_detection 0 

:DYOMMENU_51213
if 
  $10294($10938,101i) == 2 
jf @DYOMMENU_51326 
$11759($10938,101i) = Object.Init(#CIGAR_GLOW, $10395($10938,101f), $10497($10938,101f), $10598($10938,101f))
Object.KeepInMemory($11759($10938,101i)) = True
Object.ToggleInMovingList($11759($10938,101i)) = False
Object.RemoveFromMissionCleanupList($11759($10938,101i))
0566: link_object $11759($10938,101i) to_interior $11557($10938,101i) 
$16099 = Marker.CreateAboveObject($11759($10938,101i))

:DYOMMENU_51326
if 
  $10294($10938,101i) == 3 
jf @DYOMMENU_51474 
if 
  $11759($10938,101i) == 0 
jf @DYOMMENU_51416 
$10699($10938,101i) = Pickup.Create($10800($10938,101i), 1, $10395($10938,101f), $10497($10938,101f), $10598($10938,101f))
jump @DYOMMENU_51462 

:DYOMMENU_51416
032B: $10699($10938,101i) = create_weapon_pickup $10800($10938,101i) type 1 ammo $11759($10938,101i) at $10395($10938,101f) $10497($10938,101f) $10598($10938,101f) 

:DYOMMENU_51462
03DC: $16099 = create_marker_above_pickup $10699($10938,101i) 

:DYOMMENU_51474
if or
  $10294($10938,101i) == 5 
  $10294($10938,101i) == 7 
jf @DYOMMENU_51795 
0980: extinguish_all_fires_at $10395($10938,101f) $10497($10938,101f) $10598($10938,101f) radius 1.0 
$9915 = -1 
0084: $9914 = $10800($10938,101i) // (int) 

:DYOMMENU_51554
wait 20 
   not $9915 == -1 
jf @DYOMMENU_51554 
0084: $16098 = $11658($10938,101i) // (int) 
if 
  $16098 == 48 
jf @DYOMMENU_51609 
$16098 = 0 

:DYOMMENU_51609
Model.Load($15809($16098,49i))
038B: load_requested_models 

:DYOMMENU_51620
wait 0 
   Model.Available($15809($16098,49i))
jf @DYOMMENU_51620 
$10699($10938,101i) = Actor.Create(CivMale, $9915, $10395($10938,101f), $10497($10938,101f), $10598($10938,101f))
Actor.Angle($10699($10938,101i)) = $11456($10938,101f)
Actor.GiveWeaponAndAmmo($10699($10938,101i), $16098, $11759($10938,101i))
0860: link_actor $10699($10938,101i) to_interior $11557($10938,101i) 
0575: set_actor $10699($10938,101i) keep_position 1 
Actor.SetImmunities($10699($10938,101i), 1, 1, 1, 1, 1)
0619: enable_actor $10699($10938,101i) collision_detection 0 
$16099 = Marker.CreateAboveActor($10699($10938,101i))
Model.Destroy($15809($16098,49i))
gosub @ACTLOAD_1552 

:DYOMMENU_51795
if 
  $10294($10938,101i) == 6 
jf @DYOMMENU_51888 
$10699($10938,101i) = Object.Init(#CAMERAPICKUP, $10395($10938,101f), $10497($10938,101f), $10598($10938,101f))
Object.CollisionDetection($10699($10938,101i)) = False
$16099 = Marker.CreateAboveObject($10699($10938,101i))
0566: link_object $10699($10938,101i) to_interior $11557($10938,101i) 

:DYOMMENU_51888
if or
  $10294($10938,101i) == 8 
  $10294($10938,101i) == 10 
  $10294($10938,101i) == 11 
  $10294($10938,101i) == 12 
  $10294($10938,101i) == 20 
  $10294($10938,101i) == 21 
  $10294($10938,101i) == 22 
jf @DYOMMENU_52047 
$10699($10938,101i) = Object.Init(#INFO, $10395($10938,101f), $10497($10938,101f), $10598($10938,101f))
Object.CollisionDetection($10699($10938,101i)) = False
$16099 = Marker.CreateAboveObject($10699($10938,101i))
0566: link_object $10699($10938,101i) to_interior $11557($10938,101i) 

:DYOMMENU_52047
if or
  $10294($10938,101i) == 13 
  $10294($10938,101i) == 14 
  $10294($10938,101i) == 15 
  $10294($10938,101i) == 16 
  $10294($10938,101i) == 17 
  $10294($10938,101i) == 18 
jf @DYOMMENU_52195 
$10699($10938,101i) = Object.Init(#INFO, $10395($10938,101f), $10497($10938,101f), $10598($10938,101f))
Object.CollisionDetection($10699($10938,101i)) = False
$16099 = Marker.CreateAboveObject($10699($10938,101i))
0566: link_object $10699($10938,101i) to_interior $11557($10938,101i) 

:DYOMMENU_52195
if 
  $10294($10938,101i) == 19 
jf @DYOMMENU_52312 
$10699($10938,101i) = Object.Init($10800($10938,101i), $10395($10938,101f), $10497($10938,101f), $10598($10938,101f))
0453: set_object $10699($10938,101i) XYZ_rotation $11759($10938,101i) $12163($10938,101i) $11456($10938,101f) 
$16099 = Marker.CreateAboveObject($10699($10938,101i))
0566: link_object $10699($10938,101i) to_interior $11557($10938,101i) 

:DYOMMENU_52312
$10938 += 1 
if 
003A:   $15617 == $10938 // (int) 
jf @DYOMMENU_52352 
Marker.SetColor($16099, 4)
jump @DYOMMENU_52359 

:DYOMMENU_52352
Marker.SetColor($16099, 3)

:DYOMMENU_52359
jump @DYOMMENU_50937 

:DYOMMENU_52366
return 

:DYOMMENU_52368
$16101 = 0 
Player.CanMove($PLAYER_CHAR) = False
08D4: $10908 = create_panel_with_title 'PLAYER' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Player
08DB: set_panel $10908 column 0 header 'PROP' data 'READY' 'HEALTH' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Properties // Ready // Health
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_52577 
$16101 = 1 
return 

:DYOMMENU_52577
if 
  $10909 == 1 
jf @DYOMMENU_52922 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'HEALTH' data '25' '50' '100' '150' '200' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Health // 25 // 50 // 100 // 150 // 200
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_52788 
jump @DYOMMENU_52368 

:DYOMMENU_52788
if 
  $10909 == 0 
jf @DYOMMENU_52813 
$16102 = 25 

:DYOMMENU_52813
if 
  $10909 == 1 
jf @DYOMMENU_52838 
$16102 = 50 

:DYOMMENU_52838
if 
  $10909 == 2 
jf @DYOMMENU_52863 
$16102 = 100 

:DYOMMENU_52863
if 
  $10909 == 3 
jf @DYOMMENU_52889 
$16102 = 150 

:DYOMMENU_52889
if 
  $10909 == 4 
jf @DYOMMENU_52915 
$16102 = 200 

:DYOMMENU_52915
jump @DYOMMENU_52368 

:DYOMMENU_52922
if 
  $10909 == 0 
jf @DYOMMENU_52947 
08DA: remove_panel $10908 
03E6: remove_text_box 

:DYOMMENU_52947
return 

:DYOMMENU_52949
Player.CanMove($PLAYER_CHAR) = True
048F: actor $PLAYER_ACTOR remove_weapons 
$16102 = 100 
gosub @DYOMMENU_22794 
if 
  $15804 == 0 
jf @DYOMMENU_53025 
gosub @DYOMMENU_23583 
if 
  $15808 == 0 
jf @DYOMMENU_53025 
gosub @DYOMMENU_52368 

:DYOMMENU_53025
if or
  $15804 == 1 
  $15808 == 1 
jf @DYOMMENU_53064 
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
return 

:DYOMMENU_53064
Player.CanMove($PLAYER_CHAR) = False
fade 0 300 
wait 300 
04C4: store_coords_to $11447 $11448 $11449 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 
$11450 = Actor.Angle($PLAYER_ACTOR)
077E: get_active_interior_to $11451 
0084: $11452 = $15802 // (int) 
0084: $11453 = $15805 // (int) 
0084: $11454 = $15806 // (int) 
0084: $11455 = $16102 // (int) 
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 
00BB: show_text_lowpriority GXT 'DPLAYER' time 1000 flag 1  // Player defined
return 

:DYOMMENU_53215
$15804 = 0 
Player.CanMove($PLAYER_CHAR) = False
08D4: $10908 = create_panel_with_title 'ACTORS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Actors
08DB: set_panel $10908 column 0 header 'PROP' data 'READY' 'HEALTH' 'GANGG' 'ACC' 'HEADS' 'MUSTL' 'BAR' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Properties // Ready // Health // Gang // Accuracy // Headshot // Must survive // Health Bar
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_53424 
$15804 = 1 
return 

:DYOMMENU_53424
if 
  $10909 == 1 
jf @DYOMMENU_53771 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'HEALTH' data '100' '250' '500' '1000' '2500' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Health // 100 // 250 // 500 // 1000 // 2500
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_53635 
jump @DYOMMENU_53215 

:DYOMMENU_53635
if 
  $10909 == 0 
jf @DYOMMENU_53660 
$16102 = 100 

:DYOMMENU_53660
if 
  $10909 == 1 
jf @DYOMMENU_53686 
$16102 = 250 

:DYOMMENU_53686
if 
  $10909 == 2 
jf @DYOMMENU_53712 
$16102 = 500 

:DYOMMENU_53712
if 
  $10909 == 3 
jf @DYOMMENU_53738 
$16102 = 1000 

:DYOMMENU_53738
if 
  $10909 == 4 
jf @DYOMMENU_53764 
$16102 = 2500 

:DYOMMENU_53764
jump @DYOMMENU_53215 

:DYOMMENU_53771
if 
  $10909 == 2 
jf @DYOMMENU_54797 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'GANGG' data 'NEUTRAL' 'FRIEND' 'ENEMY1' 'ENEMY2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Gang // Neutral // Friend // Enemy1 // Enemy2
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_53982 
jump @DYOMMENU_53215 

:DYOMMENU_53982
if 
  $10909 == 0 
jf @DYOMMENU_54028 
$16103 = 4 
08C0: clear $16104 bit 2 
08C0: clear $16104 bit 1 
08C0: clear $16104 bit 3 

:DYOMMENU_54028
if or
  $10909 == 2 
  $10909 == 3 
jf @DYOMMENU_54448 
if 
  $10909 == 2 
jf @DYOMMENU_54085 
$16103 = 24 
jump @DYOMMENU_54092 

:DYOMMENU_54085
$16103 = 26 

:DYOMMENU_54092
08D4: $10908 = create_panel_with_title 'ENEMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Enemy
08DB: set_panel $10908 column 0 header 'BEHAV' data 'NORMAL' 'HOLD' 'BEHA' 'BEHAH' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Behaviour // Normal // Hold position // Attack direct // Hold and direct
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_54285 
jump @DYOMMENU_53215 

:DYOMMENU_54285
if 
  $10909 == 0 
jf @DYOMMENU_54324 
08C0: clear $16104 bit 2 
08C0: clear $16104 bit 1 
08C0: clear $16104 bit 3 

:DYOMMENU_54324
if 
  $10909 == 1 
jf @DYOMMENU_54363 
08C0: clear $16104 bit 2 
08BA: set $16104 bit 1 
08C0: clear $16104 bit 3 

:DYOMMENU_54363
if 
  $10909 == 2 
jf @DYOMMENU_54402 
08BA: set $16104 bit 2 
08C0: clear $16104 bit 1 
08C0: clear $16104 bit 3 

:DYOMMENU_54402
if 
  $10909 == 3 
jf @DYOMMENU_54441 
08BA: set $16104 bit 2 
08BA: set $16104 bit 1 
08C0: clear $16104 bit 3 

:DYOMMENU_54441
$10909 = 2 

:DYOMMENU_54448
if 
  $10909 == 1 
jf @DYOMMENU_54790 
08D4: $10908 = create_panel_with_title 'FRIEND' position 29.0 170.0 width 220.0 columns 1 interactive 1 background 1 alignment 0  // Friend
08DB: set_panel $10908 column 0 header 'BEHAV' data 'NORMAL' 'HOLD' 'FOLLOW' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Behaviour // Normal // Hold position // Follow player
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_54659 
jump @DYOMMENU_53215 

:DYOMMENU_54659
if 
  $10909 == 0 
jf @DYOMMENU_54698 
08C0: clear $16104 bit 2 
08C0: clear $16104 bit 1 
08C0: clear $16104 bit 3 

:DYOMMENU_54698
if 
  $10909 == 1 
jf @DYOMMENU_54737 
08C0: clear $16104 bit 2 
08BA: set $16104 bit 1 
08C0: clear $16104 bit 3 

:DYOMMENU_54737
if 
  $10909 == 2 
jf @DYOMMENU_54776 
08C0: clear $16104 bit 2 
08C0: clear $16104 bit 1 
08BA: set $16104 bit 3 

:DYOMMENU_54776
$16103 = 25 
$10909 = 1 

:DYOMMENU_54790
jump @DYOMMENU_53215 

:DYOMMENU_54797
if 
  $10909 == 3 
jf @DYOMMENU_55140 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'ACC' data '10' '25' '50' '75' '100' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Accuracy // 10 // 25 // 50 // 75 // 100
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_55008 
jump @DYOMMENU_53215 

:DYOMMENU_55008
if 
  $10909 == 0 
jf @DYOMMENU_55033 
$16105 = 10 

:DYOMMENU_55033
if 
  $10909 == 1 
jf @DYOMMENU_55058 
$16105 = 25 

:DYOMMENU_55058
if 
  $10909 == 2 
jf @DYOMMENU_55083 
$16105 = 50 

:DYOMMENU_55083
if 
  $10909 == 3 
jf @DYOMMENU_55108 
$16105 = 75 

:DYOMMENU_55108
if 
  $10909 == 4 
jf @DYOMMENU_55133 
$16105 = 100 

:DYOMMENU_55133
jump @DYOMMENU_53215 

:DYOMMENU_55140
if 
  $10909 == 4 
jf @DYOMMENU_55408 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'HEADS' data 'ON' 'OFF' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Headshot // On // Off
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_55351 
jump @DYOMMENU_53215 

:DYOMMENU_55351
if 
  $10909 == 0 
jf @DYOMMENU_55376 
08C0: clear $16104 bit 4 

:DYOMMENU_55376
if 
  $10909 == 1 
jf @DYOMMENU_55401 
08BA: set $16104 bit 4 

:DYOMMENU_55401
jump @DYOMMENU_53215 

:DYOMMENU_55408
if 
  $10909 == 5 
jf @DYOMMENU_55641 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'MUSTL' data 'ON' 'OFF' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Must survive // On // Off
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_55619 
jump @DYOMMENU_53215 

:DYOMMENU_55619
$16106 = 1 
0060: $16106 -= $10909 // (int) 
jump @DYOMMENU_53215 

:DYOMMENU_55641
if 
  $10909 == 6 
jf @DYOMMENU_55909 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'BAR' data 'ON' 'OFF' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Health Bar // On // Off
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_55852 
jump @DYOMMENU_53215 

:DYOMMENU_55852
if 
  $10909 == 0 
jf @DYOMMENU_55877 
08BA: set $16104 bit 6 

:DYOMMENU_55877
if 
  $10909 == 1 
jf @DYOMMENU_55902 
08C0: clear $16104 bit 6 

:DYOMMENU_55902
jump @DYOMMENU_53215 

:DYOMMENU_55909
if 
  $10909 == 0 
jf @DYOMMENU_55934 
08DA: remove_panel $10908 
03E6: remove_text_box 

:DYOMMENU_55934
return 

:DYOMMENU_55936
04C4: store_coords_to $12767($10938,100f) $12867($10938,100f) $12967($10938,100f) from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 
$13067($10938,100f) = Actor.Angle($PLAYER_ACTOR)
077E: get_active_interior_to $13167($10938,100i) 
return 

:DYOMMENU_56000
if or
  $14067($10938,100i) == -4 
  $14067($10938,100i) == -5 
  $14067($10938,100i) == -6 
jf @DYOMMENU_56086 
if 
   not $14167($10938,100f) >= -500 
jf @DYOMMENU_56086 
0084: $15799 = $14167($10938,100f) // (int) 
gosub @DYOMMENU_22661 

:DYOMMENU_56086
if or
  $14067($10938,100i) == -2 
  $14067($10938,100i) == -3 
jf @DYOMMENU_56138 
0084: $15799 = $14167($10938,100f) // (int) 
gosub @DYOMMENU_22661 

:DYOMMENU_56138
return 

:DYOMMENU_56140
if and
  $10928 > 0 
  100 > $10928 
jf @DYOMMENU_56668 
0084: $16107 = $10928 // (int) 
$16107 -= 1 
0084: $12567($10928,100i) = $12567($16107,100i) // (int) 
0084: $12667($10928,100i) = $12667($16107,100i) // (int) 
0084: $13267($10928,100i) = $13267($16107,100i) // (int) 
0084: $13367($10928,100i) = $13367($16107,100i) // (int) 
0084: $13467($10928,100i) = $13467($16107,100i) // (int) 
0084: $13567($10928,100i) = $13567($16107,100i) // (int) 
0084: $13667($10928,100i) = $13667($16107,100i) // (int) 
0084: $13767($10928,100i) = $13767($16107,100i) // (int) 
0084: $13867($10928,100i) = $13867($16107,100i) // (int) 
0084: $13967($10928,100i) = $13967($16107,100i) // (int) 
0084: $14067($10928,100i) = $14067($16107,100i) // (int) 
0086: $14167($10928,100f) = $14167($16107,100f) // (float) 
0663: printint "old_dist" $14167($10928,100f) 
0084: $16107 = $14167($10928,100f) // (int) 

:DYOMMENU_56403
   not $16107 >= 0 
jf @DYOMMENU_56432 
$16107 += 1000 
jump @DYOMMENU_56403 

:DYOMMENU_56432
if 
   not $16107 >= 400 
jf @DYOMMENU_56573 
0663: printint "old_idx" $16107 
0084: $15799 = $16107 // (int) 
gosub @DYOMMENU_22372 
0663: printint "new_idx" $15799 
if 
  $15799 >= 0 
jf @DYOMMENU_56547 
0060: $15799 -= $16107 // (int) 
0663: printint "diff_idx" $15799 
0058: $14167($10928,100f) += $15799 // (int) 

:DYOMMENU_56547
0663: printint "new_dist" $14167($10928,100f) 
jump @DYOMMENU_56594 

:DYOMMENU_56573
0662: printstring "No points to copy" 

:DYOMMENU_56594
fade 0 300 
wait 300 
0084: $10938 = $10928 // (int) 
gosub @DYOMMENU_55936 
gosub @DYOMMENU_49701 
$10928 += 1 
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 
01E4: show_text_1number_lowpriority GXT 'NEWACT' number $10928 time 1000 flag 1  // Actor created #~1~

:DYOMMENU_56668
return 

:DYOMMENU_56670
Player.CanMove($PLAYER_CHAR) = True
048F: actor $PLAYER_ACTOR remove_weapons 
$16102 = 100 
$16105 = 50 
$16108 = -1 
$16103 = 24 
$16104 = 0 
$16106 = 0 
gosub @DYOMMENU_22794 
if 
  $15804 == 0 
jf @DYOMMENU_56813 
gosub @DYOMMENU_23583 
if 
  $15808 == 0 
jf @DYOMMENU_56813 
$15861 = 0 
gosub @DYOMMENU_24233 
if 
  $15858 == 0 
jf @DYOMMENU_56813 
gosub @DYOMMENU_53215 

:DYOMMENU_56813
if or
  $15804 == 1 
  $15808 == 1 
  $15858 == 1 
jf @DYOMMENU_56866 
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_56866
fade 0 300 
wait 300 
0084: $10938 = $10928 // (int) 
gosub @DYOMMENU_55936 
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
0084: $12567($10938,100i) = $15802 // (int) 
0084: $14067($10938,100i) = $15860 // (int) 
0086: $14167($10938,100f) = $15865 // (float) 
0084: $12667($10938,100i) = $16103 // (int) 
0084: $13267($10938,100i) = $15805 // (int) 
0084: $13367($10938,100i) = $15806 // (int) 
0084: $13467($10938,100i) = $16104 // (int) 
0084: $13567($10938,100i) = $16102 // (int) 
0084: $13667($10938,100i) = $16105 // (int) 
0084: $13967($10938,100i) = $16106 // (int) 
0084: $13767($10938,100i) = $15617 // (int) 
$13867($10938,100i) = 1000 
gosub @DYOMMENU_49701 
$10928 += 1 
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 
01E4: show_text_1number_lowpriority GXT 'NEWACT' number $10928 time 1000 flag 1  // Actor created #~1~
return 

:DYOMMENU_57098
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_21211 
if 
  $15797 == -1 
jf @DYOMMENU_57132 
return 

:DYOMMENU_57132
067E: put_camera_on_actor $15907($15797,100i) offset 0.0 2.0 2.0 target_actor $15907($15797,100i) tilt 0.0 switchstyle 2 
0512: show_permanent_text_box 'SACTHLP'  // Press ~k~~PED_SPRINT~ to spawn this actor after the selected objective~N~F to cancel.
gosub @ANIMATE_9412 
if 
  $10910 == 0 
jf @DYOMMENU_57218 
0084: $13767($15797,100i) = $15617 // (int) 

:DYOMMENU_57218
return 

:DYOMMENU_57220
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_21211 
if 
  $15797 == -1 
jf @DYOMMENU_57254 
return 

:DYOMMENU_57254
067E: put_camera_on_actor $15907($15797,100i) offset 0.0 2.0 2.0 target_actor $15907($15797,100i) tilt 0.0 switchstyle 2 
0512: show_permanent_text_box 'HACTHLP'  // Press ~k~~PED_SPRINT~ to hide this actor after the selected objective~N~F to cancel.
gosub @ANIMATE_9412 
if 
  $10910 == 0 
jf @DYOMMENU_57340 
0084: $13867($15797,100i) = $15617 // (int) 

:DYOMMENU_57340
return 

:DYOMMENU_57342
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_21211 
if 
  $15797 == -1 
jf @DYOMMENU_57376 
return 

:DYOMMENU_57376
0084: $10938 = $15797 // (int) 
Actor.DestroyInstantly($15907($10938,100i))
Actor.PutAt($PLAYER_ACTOR, $12767($10938,100f), $12867($10938,100f), $12967($10938,100f))
Actor.Angle($PLAYER_ACTOR) = $13067($10938,100f)
048F: actor $PLAYER_ACTOR remove_weapons 
0084: $15802 = $12567($10938,100i) // (int) 
0084: $15805 = $13267($10938,100i) // (int) 
0084: $15806 = $13367($10938,100i) // (int) 
0084: $16102 = $13567($10938,100i) // (int) 
0084: $16105 = $13667($10938,100i) // (int) 
0084: $16103 = $12667($10938,100i) // (int) 
0084: $16104 = $13467($10938,100i) // (int) 
0084: $16106 = $13967($10938,100i) // (int) 
0084: $15860 = $14067($10938,100i) // (int) 
0086: $15865 = $14167($10938,100f) // (float) 
gosub @DYOMMENU_22794 
if 
  $15804 == 0 
jf @DYOMMENU_57994 
gosub @DYOMMENU_23583 
if 
  $15808 == 0 
jf @DYOMMENU_57994 
$15861 = 1 
gosub @DYOMMENU_24233 
if 
  $15858 == 0 
jf @DYOMMENU_57994 
gosub @DYOMMENU_53215 
if 
  $15804 == 0 
jf @DYOMMENU_57994 
0084: $12567($10938,100i) = $15802 // (int) 
0084: $13267($10938,100i) = $15805 // (int) 
0084: $13367($10938,100i) = $15806 // (int) 
0084: $14067($10938,100i) = $15860 // (int) 
if 
  $15862 == 2 
jf @DYOMMENU_57890 
0084: $15864 = $14167($10938,100f) // (int) 

:DYOMMENU_57741
   not $15864 >= 0 
jf @DYOMMENU_57770 
$15864 += 1000 
jump @DYOMMENU_57741 

:DYOMMENU_57770
0663: printint "link" $15864 
if 
   not $8277($15864,200i) >= 0 
jf @DYOMMENU_57864 

:DYOMMENU_57803
   not $15865 >= 0 
jf @DYOMMENU_57832 
$15865 += 1000 
jump @DYOMMENU_57803 

:DYOMMENU_57832
0084: $8277($15864,200i) = $15865 // (int) 
0663: printint "attach" $15865 
jump @DYOMMENU_57883 

:DYOMMENU_57864
0084: $15864 = $8277($15864,200i) // (int) 
jump @DYOMMENU_57770 

:DYOMMENU_57883
jump @DYOMMENU_57927 

:DYOMMENU_57890
if 
   not $15859 == 1 
jf @DYOMMENU_57915 
gosub @DYOMMENU_56000 

:DYOMMENU_57915
0086: $14167($10938,100f) = $15865 // (float) 

:DYOMMENU_57927
0084: $12667($10938,100i) = $16103 // (int) 
0084: $13467($10938,100i) = $16104 // (int) 
0084: $13567($10938,100i) = $16102 // (int) 
0084: $13667($10938,100i) = $16105 // (int) 
0084: $13967($10938,100i) = $16106 // (int) 
gosub @DYOMMENU_55936 

:DYOMMENU_57994
Player.CanMove($PLAYER_CHAR) = False
fade 0 300 
wait 300 
Actor.PutAt($PLAYER_ACTOR, $12767($10938,100f), $12867($10938,100f), $12967($10938,100f))
Actor.Angle($PLAYER_ACTOR) = $13067($10938,100f)
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
gosub @DYOMMENU_49701 
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 
return 

:DYOMMENU_58086
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_21211 
if 
  $15797 == -1 
jf @DYOMMENU_58120 
return 

:DYOMMENU_58120
067E: put_camera_on_actor $15907($15797,100i) offset 0.0 2.0 2.0 target_actor $15907($15797,100i) tilt 0.0 switchstyle 2 
0512: show_permanent_text_box 'DACTHLP'  // Press ~k~~PED_SPRINT~ to delete this actor~N~~k~~VEHICLE_ENTER_EXIT~ to cancel.
gosub @ANIMATE_9412 
if 
  $10910 == 1 
jf @DYOMMENU_58196 
return 

:DYOMMENU_58196
Actor.DestroyInstantly($15907($15797,100i))
0084: $10938 = $15797 // (int) 
gosub @DYOMMENU_56000 
0084: $15801 = $10928 // (int) 
$15801 -= 2 
0084: $16109 = $15797 // (int) 

:DYOMMENU_58243
0084: $15800 = $16109 // (int) 
$15800 += 1 
0084: $12567($16109,100i) = $12567($15800,100i) // (int) 
0084: $12667($16109,100i) = $12667($15800,100i) // (int) 
0086: $12767($16109,100f) = $12767($15800,100f) // (float) 
0086: $12867($16109,100f) = $12867($15800,100f) // (float) 
0086: $12967($16109,100f) = $12967($15800,100f) // (float) 
0086: $13067($16109,100f) = $13067($15800,100f) // (float) 
0084: $13167($16109,100i) = $13167($15800,100i) // (int) 
0084: $13267($16109,100i) = $13267($15800,100i) // (int) 
0084: $13367($16109,100i) = $13367($15800,100i) // (int) 
0084: $13467($16109,100i) = $13467($15800,100i) // (int) 
0084: $13567($16109,100i) = $13567($15800,100i) // (int) 
0084: $13667($16109,100i) = $13667($15800,100i) // (int) 
0084: $13767($16109,100i) = $13767($15800,100i) // (int) 
0084: $13867($16109,100i) = $13867($15800,100i) // (int) 
0084: $13967($16109,100i) = $13967($15800,100i) // (int) 
0084: $14067($16109,100i) = $14067($15800,100i) // (int) 
0086: $14167($16109,100f) = $14167($15800,100f) // (float) 
0084: $15907($16109,100i) = $15907($15800,100i) // (int) 
$16109 += 1 
001C:   $16109 > $15801 // (int) 
jf @DYOMMENU_58243 
if 
  $10916 > 0 
jf @DYOMMENU_58686 
0084: $15801 = $10916 // (int) 
$15801 -= 1 
$16109 = 0 

:DYOMMENU_58608
if and
  $10294($16109,101i) == 6 
  $11961($16109,101i) >= 3 
001C:   $12365($16109,101i) > $15797 // (int) 
jf @DYOMMENU_58664 
$12365($16109,101i) += -1 

:DYOMMENU_58664
$16109 += 1 
001C:   $16109 > $15801 // (int) 
jf @DYOMMENU_58608 

:DYOMMENU_58686
$10928 -= 1 
return 

:DYOMMENU_58695
Player.CanMove($PLAYER_CHAR) = False
08D4: $10908 = create_panel_with_title 'CARS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Cars
08DB: set_panel $10908 column 0 header 'PROP' data 'READY' 'HEALTH' 'MUSTL' 'BPROOF' 'EPROOF' 'DPROOF' 'TINV' 'LOCK' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Properties // Ready // Health // Must survive // Bullet Proof // Explosion Proof // Damage Proof // Tires invulnerable // Locked
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_58897 
$10935 = 1 
return 

:DYOMMENU_58897
if 
  $10909 == 1 
jf @DYOMMENU_59244 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'HEALTH' data '100' '250' '500' '1000' '2500' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Health // 100 // 250 // 500 // 1000 // 2500
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_59108 
jump @DYOMMENU_58695 

:DYOMMENU_59108
if 
  $10909 == 0 
jf @DYOMMENU_59133 
$16110 = 100 

:DYOMMENU_59133
if 
  $10909 == 1 
jf @DYOMMENU_59159 
$16110 = 250 

:DYOMMENU_59159
if 
  $10909 == 2 
jf @DYOMMENU_59185 
$16110 = 500 

:DYOMMENU_59185
if 
  $10909 == 3 
jf @DYOMMENU_59211 
$16110 = 1000 

:DYOMMENU_59211
if 
  $10909 == 4 
jf @DYOMMENU_59237 
$16110 = 2500 

:DYOMMENU_59237
$10909 = 1 

:DYOMMENU_59244
if 
  $10909 == 2 
jf @DYOMMENU_59477 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'MUSTL' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Must survive // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_59455 
jump @DYOMMENU_58695 

:DYOMMENU_59455
$16111 = 1 
0060: $16111 -= $10909 // (int) 
$10909 = 2 

:DYOMMENU_59477
if 
  $10909 == 3 
jf @DYOMMENU_59734 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'BPROOF' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Bullet Proof // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_59688 
jump @DYOMMENU_58695 

:DYOMMENU_59688
if 
  $10909 == 0 
jf @DYOMMENU_59720 
08BA: set $16112 bit 1 
jump @DYOMMENU_59727 

:DYOMMENU_59720
08C0: clear $16112 bit 1 

:DYOMMENU_59727
$10909 = 3 

:DYOMMENU_59734
if 
  $10909 == 4 
jf @DYOMMENU_59991 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'EPROOF' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Explosion Proof // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_59945 
jump @DYOMMENU_58695 

:DYOMMENU_59945
if 
  $10909 == 0 
jf @DYOMMENU_59977 
08BA: set $16112 bit 2 
jump @DYOMMENU_59984 

:DYOMMENU_59977
08C0: clear $16112 bit 2 

:DYOMMENU_59984
$10909 = 4 

:DYOMMENU_59991
if 
  $10909 == 5 
jf @DYOMMENU_60248 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'DPROOF' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Damage Proof // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_60202 
jump @DYOMMENU_58695 

:DYOMMENU_60202
if 
  $10909 == 0 
jf @DYOMMENU_60234 
08BA: set $16112 bit 4 
jump @DYOMMENU_60241 

:DYOMMENU_60234
08C0: clear $16112 bit 4 

:DYOMMENU_60241
$10909 = 5 

:DYOMMENU_60248
if 
  $10909 == 6 
jf @DYOMMENU_60505 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'TINV' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Tires invulnerable // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_60459 
jump @DYOMMENU_58695 

:DYOMMENU_60459
if 
  $10909 == 0 
jf @DYOMMENU_60491 
08BA: set $16112 bit 3 
jump @DYOMMENU_60498 

:DYOMMENU_60491
08C0: clear $16112 bit 3 

:DYOMMENU_60498
$10909 = 6 

:DYOMMENU_60505
if 
  $10909 == 7 
jf @DYOMMENU_60762 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'LOCK' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Locked // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_60716 
jump @DYOMMENU_58695 

:DYOMMENU_60716
if 
  $10909 == 0 
jf @DYOMMENU_60748 
08BA: set $16112 bit 5 
jump @DYOMMENU_60755 

:DYOMMENU_60748
08C0: clear $16112 bit 5 

:DYOMMENU_60755
$10909 = 7 

:DYOMMENU_60762
if 
  $10909 == 0 
jf @DYOMMENU_60789 
08DA: remove_panel $10908 
03E6: remove_text_box 
return 

:DYOMMENU_60789
jump @DYOMMENU_58695 

:DYOMMENU_60796
0407: store_coords_to $10042($10938,50f) $10092($10938,50f) $10142($10938,50f) from_car $10936 with_offset 0.0 0.0 -1.0 
$14367($10938,50f) = Car.Angle($10936)
077E: get_active_interior_to $14417($10938,50i) 
return 

:DYOMMENU_60860
$16110 = 1000 
$16112 = 0 
$16111 = 0 
0084: $10938 = $9941 // (int) 
gosub @DYOMMENU_27939 
if 
  $10935 == 0 
jf @DYOMMENU_61046 
if 
   Actor.InCar($PLAYER_ACTOR, $10936)
jf @DYOMMENU_61039 
Car.StorePos($10936, [email protected], [email protected], [email protected])
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 
0063: [email protected] -= [email protected] // (float) 
if 
   not [email protected] >= 5.0 
jf @DYOMMENU_61025 
05CD: AS_actor $PLAYER_ACTOR exit_car $10936 

:DYOMMENU_60999
wait 0 
   not Actor.InCar($PLAYER_ACTOR, $10936)
jf @DYOMMENU_60999 
jump @DYOMMENU_61039 

:DYOMMENU_61025
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at [email protected] [email protected] [email protected] 

:DYOMMENU_61039
gosub @DYOMMENU_58695 

:DYOMMENU_61046
if 
  $10935 == 1 
jf @DYOMMENU_61071 
Car.Destroy($10936)
return 

:DYOMMENU_61071
gosub @DYOMMENU_60796 
0084: $10244($10938,50i) = $15872 // (int) 
0084: $14467($10938,50i) = $16110 // (int) 
0084: $14517($10938,50i) = $16112 // (int) 
0084: $14267($10938,50i) = $15870 // (int) 
0084: $14317($10938,50i) = $15871 // (int) 
0084: $14567($10938,50i) = $16111 // (int) 
0084: $9942($10938,50i) = $15617 // (int) 
$9992($10938,50i) = 1000 
Car.Destroy($10936)
gosub @DYOMMENU_49487 
$9941 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWCAR' number $9941 time 1000 flag 1  // Car created #~1~
return 

:DYOMMENU_61214
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_21365 
if 
  $15797 == -1 
jf @DYOMMENU_61248 
return 

:DYOMMENU_61248
067A: put_camera_on_car $10193($15797,50i) with_offset 0.0 5.0 4.0 point_to_car $10193($15797,50i) tilt 0.0 switchstyle 2 
0512: show_permanent_text_box 'SCARHLP'  // Press ~k~~PED_SPRINT~ to spawn this car after the selected objective~N~F to cancel.
gosub @ANIMATE_9412 
if 
  $10910 == 0 
jf @DYOMMENU_61334 
0084: $9942($15797,50i) = $15617 // (int) 

:DYOMMENU_61334
return 

:DYOMMENU_61336
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_21365 
if 
  $15797 == -1 
jf @DYOMMENU_61370 
return 

:DYOMMENU_61370
067A: put_camera_on_car $10193($15797,50i) with_offset 0.0 5.0 4.0 point_to_car $10193($15797,50i) tilt 0.0 switchstyle 2 
0512: show_permanent_text_box 'HCARHLP'  // Press ~k~~PED_SPRINT~ to hide this car after the selected objective~N~F to cancel.
gosub @ANIMATE_9412 
if 
  $10910 == 0 
jf @DYOMMENU_61456 
0084: $9992($15797,50i) = $15617 // (int) 

:DYOMMENU_61456
return 

:DYOMMENU_61458
gosub @DYOMMENU_21365 
if 
  $15797 == -1 
jf @DYOMMENU_61485 
return 

:DYOMMENU_61485
0084: $10938 = $15797 // (int) 
0086: $TEMPVAR_FLOAT_1 = $10042($10938,50f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $10092($10938,50f) // (float) 
0086: $TEMPVAR_FLOAT_3 = $10142($10938,50f) // (float) 
0084: $10931 = $14417($10938,50i) // (int) 
0086: $TEMPVAR_ANGLE = $14367($10938,50f) // (float) 
0084: $16110 = $14467($10938,50i) // (int) 
0084: $16112 = $14517($10938,50i) // (int) 
0084: $16111 = $14567($10938,50i) // (int) 
0084: $15872 = $10244($10938,50i) // (int) 
0084: $15870 = $14267($10938,50i) // (int) 
0084: $15871 = $14317($10938,50i) // (int) 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
wait 1000 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Car.Destroy($10193($10938,50i))
gosub @DYOMMENU_27991 
if 
  $10935 == 0 
jf @DYOMMENU_61910 
if 
   Actor.InCar($PLAYER_ACTOR, $10936)
jf @DYOMMENU_61806 
Car.StorePos($10936, [email protected], [email protected], [email protected])
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 
0063: [email protected] -= [email protected] // (float) 
if 
   not [email protected] >= 5.0 
jf @DYOMMENU_61792 
05CD: AS_actor $PLAYER_ACTOR exit_car $10936 

:DYOMMENU_61766
wait 0 
   not Actor.InCar($PLAYER_ACTOR, $10936)
jf @DYOMMENU_61766 
jump @DYOMMENU_61806 

:DYOMMENU_61792
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at [email protected] [email protected] [email protected] 

:DYOMMENU_61806
gosub @DYOMMENU_58695 
if 
  $10935 == 0 
jf @DYOMMENU_61910 
gosub @DYOMMENU_60796 
0084: $14467($10938,50i) = $16110 // (int) 
0084: $14517($10938,50i) = $16112 // (int) 
0084: $14567($10938,50i) = $16111 // (int) 
0084: $10244($10938,50i) = $15872 // (int) 
0084: $14267($10938,50i) = $15870 // (int) 
0084: $14317($10938,50i) = $15871 // (int) 

:DYOMMENU_61910
Player.CanMove($PLAYER_CHAR) = False
Car.Destroy($10936)
gosub @DYOMMENU_49487 
return 

:DYOMMENU_61931
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_21365 
if 
  $15797 == -1 
jf @DYOMMENU_61965 
return 

:DYOMMENU_61965
067A: put_camera_on_car $10193($15797,50i) with_offset 0.0 5.0 4.0 point_to_car $10193($15797,50i) tilt 0.0 switchstyle 2 
0512: show_permanent_text_box 'DCARHLP'  // Press ~k~~PED_SPRINT~ to delete this vehicle~N~F to cancel.
gosub @ANIMATE_9412 
if 
  $10910 == 1 
jf @DYOMMENU_62041 
return 

:DYOMMENU_62041
Car.Destroy($10193($15797,50i))
0084: $15801 = $9941 // (int) 
$15801 -= 2 
0084: $16109 = $15797 // (int) 

:DYOMMENU_62073
0084: $15800 = $16109 // (int) 
$15800 += 1 
0084: $10244($16109,50i) = $10244($15800,50i) // (int) 
0084: $14267($16109,50i) = $14267($15800,50i) // (int) 
0084: $14317($16109,50i) = $14317($15800,50i) // (int) 
0086: $10042($16109,50f) = $10042($15800,50f) // (float) 
0086: $10092($16109,50f) = $10092($15800,50f) // (float) 
0086: $10142($16109,50f) = $10142($15800,50f) // (float) 
0086: $14367($16109,50f) = $14367($15800,50f) // (float) 
0084: $14417($16109,50i) = $14417($15800,50i) // (int) 
0084: $14467($16109,50i) = $14467($15800,50i) // (int) 
0084: $14517($16109,50i) = $14517($15800,50i) // (int) 
0084: $9942($16109,50i) = $9942($15800,50i) // (int) 
0084: $9992($16109,50i) = $9992($15800,50i) // (int) 
0084: $14567($16109,50i) = $14567($15800,50i) // (int) 
0084: $10193($16109,50i) = $10193($15800,50i) // (int) 
$16109 += 1 
001C:   $16109 > $15801 // (int) 
jf @DYOMMENU_62073 
$9941 -= 1 
return 

:DYOMMENU_62343
0086: $TEMPVAR_FLOAT_3 = $14867($10938,50f) // (float) 
$TEMPVAR_FLOAT_3 += 2.0 
Camera.SetPosition($14767($10938,50f), $14817($10938,50f), $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Camera.PointAt($14767($10938,50f), $14817($10938,50f), $14867($10938,50f), 2)
return 

:DYOMMENU_62426
0086: $TEMPVAR_FLOAT_1 = $14767($10938,50f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $14817($10938,50f) // (float) 
0086: $TEMPVAR_FLOAT_3 = $14867($10938,50f) // (float) 
0084: $15876 = $14617($10938,50i) // (int) 
0084: $15875 = $14667($10938,50i) // (int) 
0084: $15873 = $14717($10938,50i) // (int) 
return 

:DYOMMENU_62500
0086: $14767($10938,50f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $14817($10938,50f) = $TEMPVAR_FLOAT_2 // (float) 
0086: $14867($10938,50f) = $TEMPVAR_FLOAT_3 // (float) 
0084: $14617($10938,50i) = $15876 // (int) 
0084: $14667($10938,50i) = $15875 // (int) 
0084: $14717($10938,50i) = $15873 // (int) 
return 

:DYOMMENU_62574
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 1.5 0.0 
gosub @DYOMMENU_29964 
if 
  $15874 == 0 
jf @DYOMMENU_62642 
gosub @DYOMMENU_29678 

:DYOMMENU_62642
if 
  $15874 == 1 
jf @DYOMMENU_62669 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_62669
0084: $10938 = $10929 // (int) 
gosub @DYOMMENU_62500 
Pickup.Destroy($15877)
gosub @DYOMMENU_50072 
0084: $14917($10938,50i) = $15617 // (int) 
$14967($10938,50i) = 1000 
$10929 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWPU' number $10929 time 1000 flag 1  // Pickup Created #~1~
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_62755
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_21519 
if 
  $15797 == -1 
jf @DYOMMENU_62789 
return 

:DYOMMENU_62789
0084: $10938 = $15797 // (int) 
gosub @DYOMMENU_62343 
0512: show_permanent_text_box 'SPUHLP'  // Press ~k~~PED_SPRINT~ to spawn this pickup after the selected objective~N~F to cancel.
gosub @ANIMATE_9412 
if 
  $10910 == 0 
jf @DYOMMENU_62852 
0084: $14917($15797,50i) = $15617 // (int) 

:DYOMMENU_62852
return 

:DYOMMENU_62854
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_21519 
if 
  $15797 == -1 
jf @DYOMMENU_62888 
return 

:DYOMMENU_62888
0084: $10938 = $15797 // (int) 
gosub @DYOMMENU_62343 
0512: show_permanent_text_box 'HPUHLP'  // Press ~k~~PED_SPRINT~ to hide this pickup after the selected objective~N~F to cancel.
gosub @ANIMATE_9412 
if 
  $10910 == 0 
jf @DYOMMENU_62951 
0084: $14967($15797,50i) = $15617 // (int) 

:DYOMMENU_62951
return 

:DYOMMENU_62953
Player.CanMove($PLAYER_CHAR) = False
gosub @DYOMMENU_21519 
if 
  $15797 == -1 
jf @DYOMMENU_62987 
return 

:DYOMMENU_62987
0084: $15877 = $16045($15797,50i) // (int) 
0084: $10938 = $15797 // (int) 
gosub @DYOMMENU_62426 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
wait 1000 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
gosub @DYOMMENU_29964 
if 
  $15874 == 0 
jf @DYOMMENU_63069 
gosub @DYOMMENU_29678 

:DYOMMENU_63069
if 
  $15874 == 0 
jf @DYOMMENU_63094 
gosub @DYOMMENU_62500 

:DYOMMENU_63094
Pickup.Destroy($15877)
gosub @DYOMMENU_50072 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_63115
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_21519 
if 
  $15797 == -1 
jf @DYOMMENU_63149 
return 

:DYOMMENU_63149
0084: $10938 = $15797 // (int) 
gosub @DYOMMENU_62343 
0512: show_permanent_text_box 'DPUHLP'  // Press ~k~~PED_SPRINT~ to delete this pickup~N~F to cancel.
gosub @ANIMATE_9412 
if 
  $10910 == 1 
jf @DYOMMENU_63202 
return 

:DYOMMENU_63202
Pickup.Destroy($16045($15797,50i))
0084: $15801 = $10929 // (int) 
$15801 -= 2 
0084: $16109 = $15797 // (int) 

:DYOMMENU_63234
0084: $15800 = $16109 // (int) 
$15800 += 1 
0084: $14617($16109,50i) = $14617($15800,50i) // (int) 
0084: $14667($16109,50i) = $14667($15800,50i) // (int) 
0084: $14717($16109,50i) = $14717($15800,50i) // (int) 
0086: $14767($16109,50f) = $14767($15800,50f) // (float) 
0086: $14817($16109,50f) = $14817($15800,50f) // (float) 
0086: $14867($16109,50f) = $14867($15800,50f) // (float) 
0084: $14917($16109,50i) = $14917($15800,50i) // (int) 
0084: $14967($16109,50i) = $14967($15800,50i) // (int) 
0084: $16045($16109,50i) = $16045($15800,50i) // (int) 
$16109 += 1 
001C:   $16109 > $15801 // (int) 
jf @DYOMMENU_63234 
$10929 -= 1 
return 

:DYOMMENU_63424
Player.CanMove($PLAYER_CHAR) = False
if 
   not $16044 >= 0 
jf @DYOMMENU_63657 
08D4: $10908 = create_panel_with_title 'OBJECTS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Objects & Effects
08DB: set_panel $10908 column 0 header 'PROP' data 'READY' 'MOVEP' 'OPATH' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Properties // Ready // Move when approached // Move along Path
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_63649 
$16013 = 1 
jump @DYOMMENU_64352 

:DYOMMENU_63649
0084: $16097 = $10909 // (int) 

:DYOMMENU_63657
if 
  $16097 == 1 
jf @DYOMMENU_63982 
gosub @DYOMMENU_39334 
if 
  $16013 == 1 
jf @DYOMMENU_63707 
jump @DYOMMENU_64352 

:DYOMMENU_63707
if 
   not $16032 == -16 
jf @DYOMMENU_63769 
Object.Destroy($15885)
if and
   not $16032 >= -387 
  $16032 > -455 
jf @DYOMMENU_63762 
0976: destroy_particle $16039 

:DYOMMENU_63762
jump @DYOMMENU_63790 

:DYOMMENU_63769
if 
0973:   fire $15885 exists 
jf @DYOMMENU_63790 
02D1: remove_fire $15885 

:DYOMMENU_63790
if 
  $16044 >= 0 
jf @DYOMMENU_63900 
0084: $15797 = $16044 // (int) 
0086: $TEMPVAR_FLOAT_1 = $8677($15797,200f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $9077($15797,200f) // (float) 
0086: $TEMPVAR_FLOAT_3 = $9477($15797,200f) // (float) 
0084: $15797 = $8277($15797,200i) // (int) 
0086: $16037 = $8677($15797,200f) // (float) 
0086: $16038 = $9077($15797,200f) // (float) 
0086: $TEMPVAR_ANGLE = $9477($15797,200f) // (float) 

:DYOMMENU_63900
gosub @DYOMMENU_45748 
if 
  $16013 == 1 
jf @DYOMMENU_63932 
jump @DYOMMENU_64352 

:DYOMMENU_63932
0512: show_permanent_text_box 'OBJTIM'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to change movement duration~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @DYOMMENU_41577 
if 
  $16027 == 1 
jf @DYOMMENU_63982 
$16013 = 1 
jump @DYOMMENU_64352 

:DYOMMENU_63982
if 
  $16097 > 1 
jf @DYOMMENU_64352 
08D4: $10908 = create_panel_with_title 'OBJECTS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Objects & Effects
08DB: set_panel $10908 column 0 header 'PROP' data 'MOVES' 'MOVEN' 'MOVEF' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Properties // Move Slow // Move Normal // Move Fast
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_64200 
$16013 = 1 
jump @DYOMMENU_64352 

:DYOMMENU_64200
0084: $16097 = $10909 // (int) 
$16097 += 2 
if 
   not $16032 == -16 
jf @DYOMMENU_64277 
Object.Destroy($15885)
if and
   not $16032 >= -387 
  $16032 > -455 
jf @DYOMMENU_64270 
0976: destroy_particle $16039 

:DYOMMENU_64270
jump @DYOMMENU_64298 

:DYOMMENU_64277
if 
0973:   fire $15885 exists 
jf @DYOMMENU_64298 
02D1: remove_fire $15885 

:DYOMMENU_64298
$16044 = -1 
gosub @DYOMMENU_45716 
if 
  $16013 == 1 
jf @DYOMMENU_64352 
0084: $15799 = $15797 // (int) 
gosub @DYOMMENU_22661 
jump @DYOMMENU_64352 

:DYOMMENU_64352
if 
   not $16032 == -16 
jf @DYOMMENU_64414 
Object.Destroy($15885)
if and
   not $16032 >= -387 
  $16032 > -455 
jf @DYOMMENU_64407 
0976: destroy_particle $16039 

:DYOMMENU_64407
jump @DYOMMENU_64435 

:DYOMMENU_64414
if 
0973:   fire $15885 exists 
jf @DYOMMENU_64435 
02D1: remove_fire $15885 

:DYOMMENU_64435
return 

:DYOMMENU_64437
0086: $TEMPVAR_FLOAT_1 = $11039($10938,100f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $11139($10938,100f) // (float) 
0086: $TEMPVAR_FLOAT_3 = $11239($10938,100f) // (float) 
$TEMPVAR_FLOAT_1 += 8.0 
$TEMPVAR_FLOAT_3 += 4.0 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Camera.PointAt($11039($10938,100f), $11139($10938,100f), $11239($10938,100f), 2)
return 

:DYOMMENU_64546
if 
   not $10939($10938,100i) == -16 
jf @DYOMMENU_64628 
Object.Destroy($11339($10938,100i))
if and
   not $10939($10938,100i) >= -387 
  $10939($10938,100i) > -455 
jf @DYOMMENU_64621 
0976: destroy_particle $15217($10938,100f) 

:DYOMMENU_64621
jump @DYOMMENU_64657 

:DYOMMENU_64628
if 
0973:   fire $11339($10938,100i) exists 
jf @DYOMMENU_64657 
02D1: remove_fire $11339($10938,100i) 

:DYOMMENU_64657
return 

:DYOMMENU_64659
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 7.0 0.0 
$TEMPVAR_ANGLE = Actor.Angle($PLAYER_ACTOR)
$TEMPVAR_ANGLE += 90.0 
$16037 = 0.0 
$16038 = 0.0 
$16097 = 0 
gosub @DYOMMENU_45780 
if 
  $16013 == 1 
jf @DYOMMENU_64760 
return 

:DYOMMENU_64760
0086: $16113 = $TEMPVAR_FLOAT_1 // (float) 
0086: $16114 = $TEMPVAR_FLOAT_2 // (float) 
0086: $16115 = $TEMPVAR_FLOAT_3 // (float) 
0086: $16116 = $16037 // (float) 
0086: $16117 = $16038 // (float) 
0086: $16118 = $TEMPVAR_ANGLE // (float) 
$16028 = 2000 
$16014 = 5.0 
$16044 = -1 
if and
   not $16032 >= -16 
  $16032 > -388 
jf @DYOMMENU_64873 
gosub @DYOMMENU_63424 
jump @DYOMMENU_64972 

:DYOMMENU_64873
if 
   not $16032 == -16 
jf @DYOMMENU_64951 
if 
03CA:   object $15885 exists 
jf @DYOMMENU_64944 
Object.Destroy($15885)
if and
   not $16032 >= -387 
  $16032 > -455 
jf @DYOMMENU_64944 
0976: destroy_particle $16039 

:DYOMMENU_64944
jump @DYOMMENU_64972 

:DYOMMENU_64951
if 
0973:   fire $15885 exists 
jf @DYOMMENU_64972 
02D1: remove_fire $15885 

:DYOMMENU_64972
if 
  $16013 == 1 
jf @DYOMMENU_64992 
return 

:DYOMMENU_64992
0084: $10938 = $10930 // (int) 
077E: get_active_interior_to $15317($10938,100i) 
if 
  $16097 == 1 
jf @DYOMMENU_65301 
$15317($10938,100i) += 1000000 
gosub @DYOMMENU_22309 
0086: $8677($15619,200f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $9077($15619,200f) = $TEMPVAR_FLOAT_2 // (float) 
0086: $9477($15619,200f) = $TEMPVAR_FLOAT_3 // (float) 
$8277($15619,200i) = -1 
0084: $16044 = $15619 // (int) 
gosub @DYOMMENU_22309 
0084: $8277($16044,200i) = $15619 // (int) 
0086: $8677($15619,200f) = $16037 // (float) 
0086: $9077($15619,200f) = $16038 // (float) 
0086: $9477($15619,200f) = $TEMPVAR_ANGLE // (float) 
$8277($15619,200i) = -1 
0084: $16097 = $15619 // (int) 
gosub @DYOMMENU_22309 
0084: $8277($16097,200i) = $15619 // (int) 
008D: $8677($15619,200f) = integer $16028 to_float 
$8677($15619,200f) /= 1000.0 
0086: $9077($15619,200f) = $16014 // (float) 
$9477($15619,200f) = 0.0 
$8277($15619,200i) = -1 
$16044 *= 1000 
0058: $15317($10938,100i) += $16044 // (int) 
0663: printint "comb" $15317($10938,100i) 
jump @DYOMMENU_65376 

:DYOMMENU_65301
if 
  $16097 > 1 
jf @DYOMMENU_65376 
$16097 *= 1000000 
0058: $15317($10938,100i) += $16097 // (int) 
$16044 *= 1000 
0058: $15317($10938,100i) += $16044 // (int) 
0663: printint "comb" $15317($10938,100i) 

:DYOMMENU_65376
0084: $10939($10938,100i) = $16032 // (int) 
0086: $11039($10938,100f) = $16113 // (float) 
0086: $11139($10938,100f) = $16114 // (float) 
0086: $11239($10938,100f) = $16115 // (float) 
0086: $15017($10938,100f) = $16116 // (float) 
0086: $15117($10938,100f) = $16117 // (float) 
0086: $15217($10938,100f) = $16118 // (float) 
gosub @DYOMMENU_48860 
0084: $15417($10938,100i) = $15617 // (int) 
$15517($10938,100i) = 1000 
$10930 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOB' number $10930 time 1000 flag 1  // Object Created #~1~
return 

:DYOMMENU_65519
gosub @DYOMMENU_21673 
if 
  $15797 == -1 
jf @DYOMMENU_65546 
return 

:DYOMMENU_65546
0084: $10938 = $15797 // (int) 
gosub @DYOMMENU_64437 
0512: show_permanent_text_box 'SOBHLP'  // Press ~k~~PED_SPRINT~ to spawn this object after the selected objective~N~~k~~VEHICLE_ENTER_EXIT~ to cancel.
gosub @ANIMATE_9412 
if 
  $10910 == 0 
jf @DYOMMENU_65609 
0084: $15417($10938,100i) = $15617 // (int) 

:DYOMMENU_65609
return 

:DYOMMENU_65611
gosub @DYOMMENU_21673 
if 
  $15797 == -1 
jf @DYOMMENU_65638 
return 

:DYOMMENU_65638
0084: $10938 = $15797 // (int) 
gosub @DYOMMENU_64437 
0512: show_permanent_text_box 'HOBHLP'  // Press ~k~~PED_SPRINT~ to hide this object after the selected objective~N~F to cancel.
gosub @ANIMATE_9412 
if 
  $10910 == 0 
jf @DYOMMENU_65701 
0084: $15517($10938,100i) = $15617 // (int) 

:DYOMMENU_65701
return 

:DYOMMENU_65703
Player.CanMove($PLAYER_CHAR) = False
gosub @DYOMMENU_21673 
if 
  $15797 == -1 
jf @DYOMMENU_65737 
return 

:DYOMMENU_65737
0084: $10938 = $15797 // (int) 
0663: printint "INDEX" $10938 
gosub @DYOMMENU_64546 
0086: $TEMPVAR_FLOAT_1 = $11039($10938,100f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $11139($10938,100f) // (float) 
0086: $TEMPVAR_FLOAT_3 = $11239($10938,100f) // (float) 
0086: $16037 = $15017($10938,100f) // (float) 
0086: $16038 = $15117($10938,100f) // (float) 
0086: $TEMPVAR_ANGLE = $15217($10938,100f) // (float) 
0084: $16032 = $10939($10938,100i) // (int) 
gosub @DYOMMENU_45780 
if 
  $16013 == 0 
jf @DYOMMENU_66719 
0084: $16096 = $15317($10938,100i) // (int) 
0084: $16097 = $16096 // (int) 
$16097 /= 1000 
$16097 *= 1000 
0060: $16096 -= $16097 // (int) 
$16097 /= 1000 
0084: $16044 = $16097 // (int) 
$16097 /= 1000 
$16097 *= 1000 
0060: $16044 -= $16097 // (int) 
$16097 /= 1000 
0663: printint "MOBJECT i=" $16096 
0663: printint "MOBJECT m=" $16097 
0663: printint "MOBJECT p=" $16044 
0086: $16113 = $TEMPVAR_FLOAT_1 // (float) 
0086: $16114 = $TEMPVAR_FLOAT_2 // (float) 
0086: $16115 = $TEMPVAR_FLOAT_3 // (float) 
0086: $16116 = $16037 // (float) 
0086: $16117 = $16038 // (float) 
0086: $16118 = $TEMPVAR_ANGLE // (float) 
0084: $15797 = $16044 // (int) 
0084: $15797 = $8277($15797,200i) // (int) 
0084: $15797 = $8277($15797,200i) // (int) 
008C: $16028 = float $8677($15797,200f) to_integer 
$16028 *= 1000.0 
0086: $16014 = $9077($15797,200f) // (float) 
0084: $15797 = $16044 // (int) 
if and
   not $16032 >= -16 
  $16032 > -388 
jf @DYOMMENU_66178 
gosub @DYOMMENU_63424 
jump @DYOMMENU_66291 

:DYOMMENU_66178
if 
   not $16032 == -16 
jf @DYOMMENU_66256 
if 
03CA:   object $15885 exists 
jf @DYOMMENU_66249 
Object.Destroy($15885)
if and
   not $16032 >= -387 
  $16032 > -455 
jf @DYOMMENU_66249 
0976: destroy_particle $16039 

:DYOMMENU_66249
jump @DYOMMENU_66277 

:DYOMMENU_66256
if 
0973:   fire $15885 exists 
jf @DYOMMENU_66277 
02D1: remove_fire $15885 

:DYOMMENU_66277
$16097 = 0 
$16044 = 0 

:DYOMMENU_66291
if 
  $16013 == 0 
jf @DYOMMENU_66719 
0084: $15317($10938,100i) = $16096 // (int) 
if 
  $16097 == 1 
jf @DYOMMENU_66545 
$16097 *= 1000000 
0058: $15317($10938,100i) += $16097 // (int) 
$16044 *= 1000 
0058: $15317($10938,100i) += $16044 // (int) 
$16044 /= 1000 
0086: $8677($16044,200f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $9077($16044,200f) = $TEMPVAR_FLOAT_2 // (float) 
0086: $9477($16044,200f) = $TEMPVAR_FLOAT_3 // (float) 
0084: $16044 = $8277($16044,200i) // (int) 
0086: $8677($16044,200f) = $16037 // (float) 
0086: $9077($16044,200f) = $16038 // (float) 
0086: $9477($16044,200f) = $TEMPVAR_ANGLE // (float) 
0084: $16044 = $8277($16044,200i) // (int) 
008D: $8677($16044,200f) = integer $16028 to_float 
$8677($16044,200f) /= 1000.0 
0086: $9077($16044,200f) = $16014 // (float) 
0663: printint "comb" $15317($10938,100i) 
jump @DYOMMENU_66635 

:DYOMMENU_66545
if 
  $16097 > 1 
jf @DYOMMENU_66635 
0084: $15799 = $15797 // (int) 
gosub @DYOMMENU_22661 
$16097 *= 1000000 
0058: $15317($10938,100i) += $16097 // (int) 
$16044 *= 1000 
0058: $15317($10938,100i) += $16044 // (int) 
0663: printint "comb" $15317($10938,100i) 

:DYOMMENU_66635
0084: $10939($10938,100i) = $16032 // (int) 
0086: $11039($10938,100f) = $16113 // (float) 
0086: $11139($10938,100f) = $16114 // (float) 
0086: $11239($10938,100f) = $16115 // (float) 
0086: $15017($10938,100f) = $16116 // (float) 
0086: $15117($10938,100f) = $16117 // (float) 
0086: $15217($10938,100f) = $16118 // (float) 

:DYOMMENU_66719
0663: printint "INDEX" $10938 
gosub @DYOMMENU_48860 
return 

:DYOMMENU_66740
Player.CanMove($PLAYER_CHAR) = False
gosub @DYOMMENU_21673 
if 
  $15797 == -1 
jf @DYOMMENU_66774 
return 

:DYOMMENU_66774
0084: $10938 = $15797 // (int) 
gosub @DYOMMENU_64437 
0512: show_permanent_text_box 'DOBHLP'  // Press ~k~~PED_SPRINT~ to delete this object~N~F to cancel.
gosub @ANIMATE_9412 
if 
  $10910 == 1 
jf @DYOMMENU_66827 
return 

:DYOMMENU_66827
0084: $16096 = $15317($10938,100i) // (int) 
0084: $16097 = $16096 // (int) 
$16097 /= 1000 
$16097 *= 1000 
0060: $16096 -= $16097 // (int) 
$16097 /= 1000 
0084: $16044 = $16097 // (int) 
$16097 /= 1000 
$16097 *= 1000 
0060: $16044 -= $16097 // (int) 
$16097 /= 1000 
if 
  $16097 > 0 
jf @DYOMMENU_66952 
0084: $15799 = $16044 // (int) 
gosub @DYOMMENU_22661 

:DYOMMENU_66952
gosub @DYOMMENU_64546 
0084: $15801 = $10930 // (int) 
$15801 -= 2 
0084: $16109 = $15797 // (int) 

:DYOMMENU_66982
0084: $15800 = $16109 // (int) 
$15800 += 1 
0084: $10939($16109,100i) = $10939($15800,100i) // (int) 
0086: $11039($16109,100f) = $11039($15800,100f) // (float) 
0086: $11139($16109,100f) = $11139($15800,100f) // (float) 
0086: $11239($16109,100f) = $11239($15800,100f) // (float) 
0086: $15017($16109,100f) = $15017($15800,100f) // (float) 
0086: $15117($16109,100f) = $15117($15800,100f) // (float) 
0086: $15217($16109,100f) = $15217($15800,100f) // (float) 
0084: $15417($16109,100i) = $15417($15800,100i) // (int) 
0084: $15517($16109,100i) = $15517($15800,100i) // (int) 
0084: $15317($16109,100i) = $15317($15800,100i) // (int) 
0084: $11339($16109,100i) = $11339($15800,100i) // (int) 
$16109 += 1 
001C:   $16109 > $15801 // (int) 
jf @DYOMMENU_66982 
$10930 -= 1 
return 

:DYOMMENU_67204
077E: get_active_interior_to [email protected] 
if 
   not [email protected] == 0 
jf @DYOMMENU_67250 
00BC: show_text_highpriority GXT 'MTINT' time 3000 flag 1  // You cannot create a mission trigger in an interior.
wait 2000 
return 

:DYOMMENU_67250
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 1.5 -0.6 
0084: $9889 = $9885 // (int) 
gosub @MAIN_1281 
gosub @DYOMMENU_32464 
if 
  $15882 == 1 
jf @DYOMMENU_67335 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_67335
gosub @DYOMMENU_32649 
if 
  $15882 == 1 
jf @DYOMMENU_67369 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_67369
$15889 = 0 
gosub @DYOMMENU_33856 
if 
  $15882 == 1 
jf @DYOMMENU_67410 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_67410
0084: $9889 = $9885 // (int) 
0084: $9900 = $10917 // (int) 
$9900 *= 16 
0058: $9900 += $9884 // (int) 
gosub @MAIN_3627 
0084: $15888 = $10917 // (int) 
$15888 -= 1 
gosub @DYOMMENU_33153 
0086: $15645($10917,25f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $15670($10917,25f) = $TEMPVAR_FLOAT_2 // (float) 
0086: $15695($10917,25f) = $TEMPVAR_FLOAT_3 // (float) 
$15770($10917,25i) = Object.Init(#TRAFFICCONE, $15645($10917,25f), $15670($10917,25f), $15695($10917,25f))
Object.CollisionDetection($15770($10917,25i)) = False
[email protected] = Marker.CreateAboveObject($15770($10917,25i))
0084: $15620($10917,25i) = $15883 // (int) 
0084: $15720($10917,25i) = $15888 // (int) 
0084: $15745($10917,25i) = $15889 // (int) 
01E4: show_text_1number_lowpriority GXT 'MTNEW' number $10917 time 1000 flag 1  // MissionTrigger Created #~1~
$10917 += 1 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_67632
Player.CanMove($PLAYER_CHAR) = False
gosub @DYOMMENU_21827 
if 
  $15797 == -1 
jf @DYOMMENU_67666 
return 

:DYOMMENU_67666
Object.Destroy($15770($15797,25i))
0086: $TEMPVAR_FLOAT_1 = $15645($15797,25f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $15670($15797,25f) // (float) 
0086: $TEMPVAR_FLOAT_3 = $15695($15797,25f) // (float) 
0084: $15883 = $15620($15797,25i) // (int) 
0084: $15888 = $15720($15797,25i) // (int) 
0084: $15889 = $15745($15797,25i) // (int) 
0084: $9900 = $9885 // (int) 
0084: $9889 = $15797 // (int) 
$9889 *= 16 
0058: $9889 += $9884 // (int) 
gosub @MAIN_3627 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
gosub @DYOMMENU_32464 
if 
  $15882 == 0 
jf @DYOMMENU_67995 
gosub @DYOMMENU_32649 
if 
  $15882 == 0 
jf @DYOMMENU_67995 
gosub @DYOMMENU_33856 
if 
  $15882 == 0 
jf @DYOMMENU_67995 
0084: $9889 = $9885 // (int) 
0084: $9900 = $15797 // (int) 
$9900 *= 16 
0058: $9900 += $9884 // (int) 
gosub @MAIN_3627 
gosub @DYOMMENU_33153 
0086: $15645($15797,25f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $15670($15797,25f) = $TEMPVAR_FLOAT_2 // (float) 
0086: $15695($15797,25f) = $TEMPVAR_FLOAT_3 // (float) 
0084: $15620($15797,25i) = $15883 // (int) 
0084: $15720($15797,25i) = $15888 // (int) 
0084: $15745($15797,25i) = $15889 // (int) 

:DYOMMENU_67995
$15770($15797,25i) = Object.Init(#TRAFFICCONE, $15645($15797,25f), $15670($15797,25f), $15695($15797,25f))
Object.CollisionDetection($15770($15797,25i)) = False
[email protected] = Marker.CreateAboveObject($15770($15797,25i))
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_68059
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_21827 
if 
  $15797 == -1 
jf @DYOMMENU_68093 
return 

:DYOMMENU_68093
0086: $TEMPVAR_FLOAT_1 = $15645($15797,25f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $15670($15797,25f) // (float) 
0086: $TEMPVAR_FLOAT_3 = $15695($15797,25f) // (float) 
$TEMPVAR_FLOAT_3 += 2.0 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Camera.PointAt($15645($15797,25f), $15670($15797,25f), $15695($15797,25f), 2)
0512: show_permanent_text_box 'DPUHLP'  // Press ~k~~PED_SPRINT~ to delete this pickup~N~F to cancel.
gosub @ANIMATE_9412 
if 
  $10910 == 1 
jf @DYOMMENU_68228 
return 

:DYOMMENU_68228
Object.Destroy($15770($15797,25i))
$15770($15797,25i) = 0 
0084: $16119 = $15720($15797,25i) // (int) 
$10917 -= 1 
0084: $16109 = $15797 // (int) 

:DYOMMENU_68275
802C:   not  $16109 >= $10917 // (int) 
jf @DYOMMENU_68435 
wait 0 
0084: $15800 = $16109 // (int) 
$15800 += 1 
0084: $15620($16109,25i) = $15620($15800,25i) // (int) 
0086: $15645($16109,25f) = $15645($15800,25f) // (float) 
0086: $15670($16109,25f) = $15670($15800,25f) // (float) 
0086: $15695($16109,25f) = $15695($15800,25f) // (float) 
0084: $15720($16109,25i) = $15720($15800,25i) // (int) 
0084: $15770($16109,25i) = $15770($15800,25i) // (int) 
0084: $15745($16109,25i) = $15745($15800,25i) // (int) 
$16109 += 1 
jump @DYOMMENU_68275 

:DYOMMENU_68435
$16109 = 1 

:DYOMMENU_68442
802C:   not  $16109 >= $10917 // (int) 
jf @DYOMMENU_68544 
wait 0 
if 
003A:   $15720($16109,25i) == $15797 // (int) 
jf @DYOMMENU_68496 
0084: $15720($16109,25i) = $16119 // (int) 

:DYOMMENU_68496
if 
001C:   $15720($16109,25i) > $15797 // (int) 
jf @DYOMMENU_68530 
$15720($16109,25i) -= 1 

:DYOMMENU_68530
$16109 += 1 
jump @DYOMMENU_68442 

:DYOMMENU_68544
return 

:DYOMMENU_68546
gosub @DYOMMENU_21981 
if 
  $15797 == -1 
jf @DYOMMENU_68573 
return 

:DYOMMENU_68573
if 
  $10294($15797,101i) == 1 
jf @DYOMMENU_68602 
gosub @DYOMMENU_79423 

:DYOMMENU_68602
if 
  $10294($15797,101i) == 2 
jf @DYOMMENU_68631 
gosub @DYOMMENU_81681 

:DYOMMENU_68631
if 
  $10294($15797,101i) == 3 
jf @DYOMMENU_68660 
gosub @DYOMMENU_80899 

:DYOMMENU_68660
if 
  $10294($15797,101i) == 5 
jf @DYOMMENU_68689 
gosub @DYOMMENU_75422 

:DYOMMENU_68689
if 
  $10294($15797,101i) == 6 
jf @DYOMMENU_68718 
gosub @DYOMMENU_84862 

:DYOMMENU_68718
if 
  $10294($15797,101i) == 7 
jf @DYOMMENU_68747 
gosub @DYOMMENU_82574 

:DYOMMENU_68747
if 
  $10294($15797,101i) == 8 
jf @DYOMMENU_68776 
gosub @DYOMMENU_85597 

:DYOMMENU_68776
if 
  $10294($15797,101i) == 9 
jf @DYOMMENU_68805 
gosub @DYOMMENU_86230 

:DYOMMENU_68805
if 
  $10294($15797,101i) == 10 
jf @DYOMMENU_68834 
gosub @DYOMMENU_87141 

:DYOMMENU_68834
if 
  $10294($15797,101i) == 11 
jf @DYOMMENU_68863 
gosub @DYOMMENU_87601 

:DYOMMENU_68863
if 
  $10294($15797,101i) == 12 
jf @DYOMMENU_68892 
gosub @DYOMMENU_87956 

:DYOMMENU_68892
if 
  $10294($15797,101i) == 13 
jf @DYOMMENU_68921 
gosub @DYOMMENU_88311 

:DYOMMENU_68921
if 
  $10294($15797,101i) == 14 
jf @DYOMMENU_68950 
gosub @DYOMMENU_88758 

:DYOMMENU_68950
if 
  $10294($15797,101i) == 15 
jf @DYOMMENU_68979 
gosub @DYOMMENU_89190 

:DYOMMENU_68979
if 
  $10294($15797,101i) == 16 
jf @DYOMMENU_69008 
gosub @DYOMMENU_89499 

:DYOMMENU_69008
if 
  $10294($15797,101i) == 17 
jf @DYOMMENU_69037 
gosub @DYOMMENU_89747 

:DYOMMENU_69037
if 
  $10294($15797,101i) == 18 
jf @DYOMMENU_69066 
gosub @DYOMMENU_90036 

:DYOMMENU_69066
if 
  $10294($15797,101i) == 19 
jf @DYOMMENU_69095 
gosub @DYOMMENU_90797 

:DYOMMENU_69095
if 
  $10294($15797,101i) == 20 
jf @DYOMMENU_69124 
gosub @DYOMMENU_91485 

:DYOMMENU_69124
if 
  $10294($15797,101i) == 21 
jf @DYOMMENU_69153 
gosub @DYOMMENU_91857 

:DYOMMENU_69153
if 
  $10294($15797,101i) == 22 
jf @DYOMMENU_69182 
gosub @DYOMMENU_92215 

:DYOMMENU_69182
return 

:DYOMMENU_69184
0084: $16120 = $16121 // (int) 
$16120 += 1 
0084: $16122 = $16123 // (int) 
$16122 += 1 
0086: $10395($16123,101f) = $10395($16121,101f) // (float) 
0086: $10497($16123,101f) = $10497($16121,101f) // (float) 
0086: $10598($16123,101f) = $10598($16121,101f) // (float) 
0086: $11456($16123,101f) = $11456($16121,101f) // (float) 
0084: $11557($16123,101i) = $11557($16121,101i) // (int) 
0084: $10294($16123,101i) = $10294($16121,101i) // (int) 
0084: $10800($16123,101i) = $10800($16121,101i) // (int) 
0084: $11658($16123,101i) = $11658($16121,101i) // (int) 
0084: $11759($16123,101i) = $11759($16121,101i) // (int) 
0084: $11860($16123,101i) = $11860($16121,101i) // (int) 
0084: $11961($16123,101i) = $11961($16121,101i) // (int) 
0084: $12062($16123,101i) = $12062($16121,101i) // (int) 
0084: $12163($16123,101i) = $12163($16121,101i) // (int) 
0084: $12264($16123,101i) = $12264($16121,101i) // (int) 
0084: $10699($16123,101i) = $10699($16121,101i) // (int) 
0084: $12365($16123,101i) = $12365($16121,101i) // (int) 
0086: $12466($16123,101f) = $12466($16121,101f) // (float) 
0084: $16124 = $16123 // (int) 
$16124 *= 100 
0058: $16124 += $9883 // (int) 
0084: $16125 = $16121 // (int) 
$16125 *= 100 
0058: $16125 += $9883 // (int) 

:DYOMMENU_69532
0A8D: $9890 = read_memory $16125 size 1 virtual_protect 0 
0A8C: write_memory $16124 size 1 value $9890 virtual_protect 0 
$16125 += 1 
$16124 += 1 
  $9890 == 0 
jf @DYOMMENU_69532 
$9894 = 0 

:DYOMMENU_69591
001C:   $10928 > $9894 // (int) 
jf @DYOMMENU_69690 
if 
003A:   $13767($9894,100i) == $16120 // (int) 
jf @DYOMMENU_69641 
0084: $13767($9894,100i) = $16122 // (int) 

:DYOMMENU_69641
if 
003A:   $13867($9894,100i) == $16120 // (int) 
jf @DYOMMENU_69676 
0084: $13867($9894,100i) = $16122 // (int) 

:DYOMMENU_69676
$9894 += 1 
jump @DYOMMENU_69591 

:DYOMMENU_69690
$9894 = 0 

:DYOMMENU_69697
001C:   $9941 > $9894 // (int) 
jf @DYOMMENU_69796 
if 
003A:   $9942($9894,50i) == $16120 // (int) 
jf @DYOMMENU_69747 
0084: $9942($9894,50i) = $16122 // (int) 

:DYOMMENU_69747
if 
003A:   $9992($9894,50i) == $16120 // (int) 
jf @DYOMMENU_69782 
0084: $9992($9894,50i) = $16122 // (int) 

:DYOMMENU_69782
$9894 += 1 
jump @DYOMMENU_69697 

:DYOMMENU_69796
$9894 = 0 

:DYOMMENU_69803
001C:   $10929 > $9894 // (int) 
jf @DYOMMENU_69902 
if 
003A:   $14917($9894,50i) == $16120 // (int) 
jf @DYOMMENU_69853 
0084: $14917($9894,50i) = $16122 // (int) 

:DYOMMENU_69853
if 
003A:   $14967($9894,50i) == $16120 // (int) 
jf @DYOMMENU_69888 
0084: $14967($9894,50i) = $16122 // (int) 

:DYOMMENU_69888
$9894 += 1 
jump @DYOMMENU_69803 

:DYOMMENU_69902
$9894 = 0 

:DYOMMENU_69909
001C:   $10930 > $9894 // (int) 
jf @DYOMMENU_70008 
if 
003A:   $15417($9894,100i) == $16120 // (int) 
jf @DYOMMENU_69959 
0084: $15417($9894,100i) = $16122 // (int) 

:DYOMMENU_69959
if 
003A:   $15517($9894,100i) == $16120 // (int) 
jf @DYOMMENU_69994 
0084: $15517($9894,100i) = $16122 // (int) 

:DYOMMENU_69994
$9894 += 1 
jump @DYOMMENU_69909 

:DYOMMENU_70008
return 

:DYOMMENU_70010
0086: $TEMPVAR_FLOAT_1 = $10395($15797,101f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $10497($15797,101f) // (float) 
0086: $TEMPVAR_FLOAT_3 = $10598($15797,101f) // (float) 
$TEMPVAR_FLOAT_3 += 2.0 
$TEMPVAR_FLOAT_2 += 1.0 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Camera.PointAt($10395($15797,101f), $10497($15797,101f), $10598($15797,101f), 2)
return 

:DYOMMENU_70119
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_21981 
if 
  $15797 == -1 
jf @DYOMMENU_70153 
return 

:DYOMMENU_70153
if 
  $10294($15797,101i) == 1 
jf @DYOMMENU_70224 
067A: put_camera_on_car $10699($15797,101i) with_offset 0.0 5.0 4.0 point_to_car $10699($15797,101i) tilt 0.0 switchstyle 2 
0512: show_permanent_text_box 'DCARHLP'  // Press ~k~~PED_SPRINT~ to delete this vehicle~N~F to cancel.

:DYOMMENU_70224
if 
  $10294($15797,101i) == 2 
jf @DYOMMENU_70374 
0086: $TEMPVAR_FLOAT_3 = $11456($15797,101f) // (float) 
$TEMPVAR_FLOAT_3 *= 2.5 
0086: $TEMPVAR_FLOAT_1 = $10395($15797,101f) // (float) 
0059: $TEMPVAR_FLOAT_1 += $TEMPVAR_FLOAT_3 // (float) 
0086: $TEMPVAR_FLOAT_2 = $10497($15797,101f) // (float) 
0059: $TEMPVAR_FLOAT_3 += $10598($15797,101f) // (float) 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Camera.PointAt($10395($15797,101f), $10497($15797,101f), $10598($15797,101f), 2)
0512: show_permanent_text_box 'DCPHLP'  // Press ~k~~PED_SPRINT~ to delete this checkpoint~N~F to cancel.

:DYOMMENU_70374
if 
  $10294($15797,101i) == 3 
jf @DYOMMENU_70414 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DPUHLP'  // Press ~k~~PED_SPRINT~ to delete this pickup~N~F to cancel.

:DYOMMENU_70414
if 
  $10294($15797,101i) == 5 
jf @DYOMMENU_70485 
067E: put_camera_on_actor $10699($15797,101i) offset 0.0 2.0 2.0 target_actor $10699($15797,101i) tilt 0.0 switchstyle 2 
0512: show_permanent_text_box 'DACTHLP'  // Press ~k~~PED_SPRINT~ to delete this actor~N~~k~~VEHICLE_ENTER_EXIT~ to cancel.

:DYOMMENU_70485
if 
  $10294($15797,101i) == 6 
jf @DYOMMENU_70525 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DCUTHLP'  // Press ~k~~PED_SPRINT~ to delete this cutscene~N~~k~~VEHICLE_ENTER_EXIT~ to cancel.

:DYOMMENU_70525
if 
  $10294($15797,101i) == 7 
jf @DYOMMENU_70596 
067E: put_camera_on_actor $10699($15797,101i) offset 0.0 2.0 2.0 target_actor $10699($15797,101i) tilt 0.0 switchstyle 2 
0512: show_permanent_text_box 'DTLPHLP'  // Press ~k~~PED_SPRINT~ to delete this teleport~N~F to cancel.

:DYOMMENU_70596
if 
  $10294($15797,101i) == 8 
jf @DYOMMENU_70636 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DCNTHLP'  // Press ~k~~PED_SPRINT~ to delete this countdown~N~~k~~VEHICLE_ENTER_EXIT~ to cancel.

:DYOMMENU_70636
if 
  $10294($15797,101i) == 9 
jf @DYOMMENU_70707 
067A: put_camera_on_car $10699($15797,101i) with_offset 0.0 5.0 4.0 point_to_car $10699($15797,101i) tilt 0.0 switchstyle 2 
0512: show_permanent_text_box 'DCARHLP'  // Press ~k~~PED_SPRINT~ to delete this vehicle~N~F to cancel.

:DYOMMENU_70707
if 
  $10294($15797,101i) == 10 
jf @DYOMMENU_70747 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DTIMHLP'  // Press ~k~~PED_SPRINT~ to delete this timeout~N~F to cancel.

:DYOMMENU_70747
if 
  $10294($15797,101i) == 11 
jf @DYOMMENU_70787 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DWETHLP'  // Press ~k~~PED_SPRINT~ to delete this weather ~N~F to cancel.

:DYOMMENU_70787
if 
  $10294($15797,101i) == 12 
jf @DYOMMENU_70827 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DSTHLP'  // Press ~k~~PED_SPRINT~ to delete this settime ~N~F to cancel.

:DYOMMENU_70827
if 
  $10294($15797,101i) == 13 
jf @DYOMMENU_70867 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DPEDHLP'  // Press ~k~~PED_SPRINT~ to delete this pedsbehaviour~N~F to cancel.

:DYOMMENU_70867
if 
  $10294($15797,101i) == 14 
jf @DYOMMENU_70907 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DWNTHLP'  // Press ~k~~PED_SPRINT~ to delete this wantedlevel ~N~F to cancel.

:DYOMMENU_70907
if 
  $10294($15797,101i) == 15 
jf @DYOMMENU_70947 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DTLMHLP'  // Press ~k~~PED_SPRINT~ to delete this timelimit~N~F to cancel.

:DYOMMENU_70947
if 
  $10294($15797,101i) == 16 
jf @DYOMMENU_70987 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DTMOHLP'  // Press ~k~~PED_SPRINT~ to delete this timer-on~N~F to cancel.

:DYOMMENU_70987
if 
  $10294($15797,101i) == 17 
jf @DYOMMENU_71027 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DNWHLP'  // Press ~k~~PED_SPRINT~ to delete this remove_weapons~N~F to cancel.

:DYOMMENU_71027
if 
  $10294($15797,101i) == 18 
jf @DYOMMENU_71067 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DPHHLP'  // Press ~k~~PED_SPRINT~ to delete this phone~N~F to cancel.

:DYOMMENU_71067
if 
  $10294($15797,101i) == 19 
jf @DYOMMENU_71107 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DOBHLP'  // Press ~k~~PED_SPRINT~ to delete this object~N~F to cancel.

:DYOMMENU_71107
if 
  $10294($15797,101i) == 20 
jf @DYOMMENU_71147 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DAMHLP'  // Press ~k~~PED_SPRINT~ to delete this add_money~N~F to cancel.

:DYOMMENU_71147
if 
  $10294($15797,101i) == 21 
jf @DYOMMENU_71187 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DSMHLP'  // Press ~k~~PED_SPRINT~ to delete this subtract_money~N~F to cancel.

:DYOMMENU_71187
if 
  $10294($15797,101i) == 22 
jf @DYOMMENU_71227 
gosub @DYOMMENU_70010 
0512: show_permanent_text_box 'DANHLP' 

:DYOMMENU_71227
gosub @ANIMATE_9412 
if 
  $10910 == 1 
jf @DYOMMENU_71254 
return 

:DYOMMENU_71254
if or
  $10294($15797,101i) == 1 
  $10294($15797,101i) == 9 
jf @DYOMMENU_71296 
Car.Destroy($10699($15797,101i))

:DYOMMENU_71296
if 
  $10294($15797,101i) == 2 
jf @DYOMMENU_71454 
if or
  $10800($15797,101i) == 0 
  $10800($15797,101i) == 5 
jf @DYOMMENU_71367 
03BD: destroy_sphere $10699($15797,101i) 
jump @DYOMMENU_71414 

:DYOMMENU_71367
if 
  $10800($15797,101i) == 6 
jf @DYOMMENU_71405 
0A41: destroy_entrance_marker $10699($15797,101i) 
jump @DYOMMENU_71414 

:DYOMMENU_71405
06D6: disable_racing_checkpoint $10699($15797,101i) 

:DYOMMENU_71414
if 
03CA:   object $11759($15797,101i) exists 
jf @DYOMMENU_71443 
Object.Destroy($11759($15797,101i))

:DYOMMENU_71443
$10699($15797,101i) = -1 

:DYOMMENU_71454
if 
  $10294($15797,101i) == 3 
jf @DYOMMENU_71485 
Pickup.Destroy($10699($15797,101i))

:DYOMMENU_71485
if 
  $10294($15797,101i) == 5 
jf @DYOMMENU_71602 
Actor.DestroyInstantly($10699($15797,101i))
if or
  $12365($15797,101i) == -4 
  $12365($15797,101i) == -5 
  $12365($15797,101i) == -6 
jf @DYOMMENU_71602 
if 
   not $12466($15797,101f) >= -500 
jf @DYOMMENU_71602 
0084: $15799 = $12466($15797,101f) // (int) 
gosub @DYOMMENU_22661 

:DYOMMENU_71602
if 
  $10294($15797,101i) == 6 
jf @DYOMMENU_71633 
Object.Destroy($10699($15797,101i))

:DYOMMENU_71633
if 
  $10294($15797,101i) == 7 
jf @DYOMMENU_71664 
Actor.DestroyInstantly($10699($15797,101i))

:DYOMMENU_71664
if or
  $10294($15797,101i) == 8 
  $10294($15797,101i) == 10 
  $10294($15797,101i) == 11 
  $10294($15797,101i) == 12 
  $10294($15797,101i) == 20 
  $10294($15797,101i) == 21 
  $10294($15797,101i) == 22 
jf @DYOMMENU_71761 
Object.Destroy($10699($15797,101i))

:DYOMMENU_71761
if or
  $10294($15797,101i) == 13 
  $10294($15797,101i) == 14 
  $10294($15797,101i) == 15 
  $10294($15797,101i) == 16 
  $10294($15797,101i) == 17 
  $10294($15797,101i) == 18 
  $10294($15797,101i) == 19 
jf @DYOMMENU_71858 
Object.Destroy($10699($15797,101i))

:DYOMMENU_71858
0084: $15801 = $10916 // (int) 
$15801 -= 1 
0084: $16109 = $15797 // (int) 

:DYOMMENU_71881
001C:   $15801 > $16109 // (int) 
jf @DYOMMENU_71953 
wait 0 
0084: $15800 = $16109 // (int) 
$15800 += 1 
0084: $16121 = $15800 // (int) 
0084: $16123 = $16109 // (int) 
gosub @DYOMMENU_69184 
0084: $16109 = $15800 // (int) 
jump @DYOMMENU_71881 

:DYOMMENU_71953
$10916 -= 1 
if 
001C:   $15617 > $15797 // (int) 
jf @DYOMMENU_71986 
$15617 -= 1 

:DYOMMENU_71986
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_72002
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_21981 
if 
  $15797 == -1 
jf @DYOMMENU_72036 
return 

:DYOMMENU_72036
if 
803A:   not  $15797 == $15617 // (int) 
jf @DYOMMENU_72311 
0084: $16121 = $15797 // (int) 
0084: $16123 = $10916 // (int) 
gosub @DYOMMENU_69184 
if 
802C:   not  $15797 >= $15617 // (int) 
jf @DYOMMENU_72163 
0084: $16123 = $15797 // (int) 
0084: $16121 = $15797 // (int) 
$16121 += 1 

:DYOMMENU_72120
802C:   not  $16123 >= $15617 // (int) 
jf @DYOMMENU_72163 
gosub @DYOMMENU_69184 
$16121 += 1 
$16123 += 1 
jump @DYOMMENU_72120 

:DYOMMENU_72163
if 
001C:   $15797 > $15617 // (int) 
jf @DYOMMENU_72248 
0084: $16123 = $15797 // (int) 
0084: $16121 = $15797 // (int) 
$16121 += -1 

:DYOMMENU_72205
001C:   $16123 > $15617 // (int) 
jf @DYOMMENU_72248 
gosub @DYOMMENU_69184 
$16121 += -1 
$16123 += -1 
jump @DYOMMENU_72205 

:DYOMMENU_72248
0084: $16121 = $10916 // (int) 
0084: $16123 = $15617 // (int) 
gosub @DYOMMENU_69184 
if 
001C:   $15797 > $15617 // (int) 
jf @DYOMMENU_72297 
$15617 += 1 

:DYOMMENU_72297
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 

:DYOMMENU_72311
return 

:DYOMMENU_72313
gosub @DYOMMENU_22135 
if 
  $15797 == -1 
jf @DYOMMENU_72340 
return 

:DYOMMENU_72340
0084: $15617 = $15797 // (int) 
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_72364
0084: $15797 = $15617 // (int) 
0084: $16109 = $10916 // (int) 

:DYOMMENU_72380
001C:   $16109 > $15797 // (int) 
jf @DYOMMENU_72452 
wait 0 
0084: $16126 = $16109 // (int) 
$16126 += -1 
0084: $16121 = $16126 // (int) 
0084: $16123 = $16109 // (int) 
gosub @DYOMMENU_69184 
0084: $16109 = $16126 // (int) 
jump @DYOMMENU_72380 

:DYOMMENU_72452
$10916 += 1 
$15617 += 1 
return 

:DYOMMENU_72468
0084: $9889 = $15797 // (int) 
$9889 *= 100 
0058: $9889 += $9883 // (int) 
gosub @MAIN_1281 

:DYOMMENU_72498
0512: show_permanent_text_box 'OBJTEXT'  // Type description for this objective
0084: $9889 = $15797 // (int) 
$9889 *= 100 
0058: $9889 += $9883 // (int) 
$9895 = 99 
gosub @MAIN_1407 
return 

:DYOMMENU_72548
Player.CanMove($PLAYER_CHAR) = False
08D4: $10908 = create_panel_with_title 'ACTORS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Actors
08DB: set_panel $10908 column 0 header 'ACTORS' data 'READY' 'GANGG' 'HEALTH' 'BEHAV' 'ACC' 'HEADS' 'ALLENEM' 'BAR' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Actors // Ready // Gang // Health // Behaviour // Accuracy // Headshot // Kill whole gang // Health Bar
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_72750 
$15804 = 1 
return 

:DYOMMENU_72750
if 
  $10909 == 1 
jf @DYOMMENU_73007 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'GANGG' data 'ENEMY1' 'ENEMY2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Gang // Enemy1 // Enemy2
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_72961 
jump @DYOMMENU_72548 

:DYOMMENU_72961
if 
  $10909 == 0 
jf @DYOMMENU_72993 
08C0: clear $16104 bit 7 
jump @DYOMMENU_73000 

:DYOMMENU_72993
08BA: set $16104 bit 7 

:DYOMMENU_73000
jump @DYOMMENU_72548 

:DYOMMENU_73007
if 
  $10909 == 2 
jf @DYOMMENU_73354 
08D4: $10908 = create_panel_with_title 'HEALTH' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Health
08DB: set_panel $10908 column 0 header 'HEALTH' data '100' '250' '500' '1000' '2500' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Health // 100 // 250 // 500 // 1000 // 2500
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_73218 
jump @DYOMMENU_72548 

:DYOMMENU_73218
if 
  $10909 == 0 
jf @DYOMMENU_73243 
$16102 = 100 

:DYOMMENU_73243
if 
  $10909 == 1 
jf @DYOMMENU_73269 
$16102 = 250 

:DYOMMENU_73269
if 
  $10909 == 2 
jf @DYOMMENU_73295 
$16102 = 500 

:DYOMMENU_73295
if 
  $10909 == 3 
jf @DYOMMENU_73321 
$16102 = 1000 

:DYOMMENU_73321
if 
  $10909 == 4 
jf @DYOMMENU_73347 
$16102 = 2500 

:DYOMMENU_73347
jump @DYOMMENU_72548 

:DYOMMENU_73354
if 
  $10909 == 3 
jf @DYOMMENU_73728 
08D4: $10908 = create_panel_with_title 'ENEMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Enemy
08DB: set_panel $10908 column 0 header 'BEHAV' data 'NORMAL' 'HOLD' 'BEHA' 'BEHAH' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Behaviour // Normal // Hold position // Attack direct // Hold and direct
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_73565 
jump @DYOMMENU_72548 

:DYOMMENU_73565
if 
  $10909 == 0 
jf @DYOMMENU_73604 
08C0: clear $16104 bit 2 
08C0: clear $16104 bit 1 
08C0: clear $16104 bit 3 

:DYOMMENU_73604
if 
  $10909 == 1 
jf @DYOMMENU_73643 
08C0: clear $16104 bit 2 
08BA: set $16104 bit 1 
08C0: clear $16104 bit 3 

:DYOMMENU_73643
if 
  $10909 == 2 
jf @DYOMMENU_73682 
08BA: set $16104 bit 2 
08C0: clear $16104 bit 1 
08C0: clear $16104 bit 3 

:DYOMMENU_73682
if 
  $10909 == 3 
jf @DYOMMENU_73721 
08BA: set $16104 bit 2 
08BA: set $16104 bit 1 
08C0: clear $16104 bit 3 

:DYOMMENU_73721
jump @DYOMMENU_72548 

:DYOMMENU_73728
if 
  $10909 == 4 
jf @DYOMMENU_74071 
08D4: $10908 = create_panel_with_title 'ACC' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Accuracy
08DB: set_panel $10908 column 0 header 'ACC' data '10' '25' '50' '75' '100' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Accuracy // 10 // 25 // 50 // 75 // 100
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_73939 
jump @DYOMMENU_72548 

:DYOMMENU_73939
if 
  $10909 == 0 
jf @DYOMMENU_73964 
$16105 = 10 

:DYOMMENU_73964
if 
  $10909 == 1 
jf @DYOMMENU_73989 
$16105 = 25 

:DYOMMENU_73989
if 
  $10909 == 2 
jf @DYOMMENU_74014 
$16105 = 50 

:DYOMMENU_74014
if 
  $10909 == 3 
jf @DYOMMENU_74039 
$16105 = 75 

:DYOMMENU_74039
if 
  $10909 == 4 
jf @DYOMMENU_74064 
$16105 = 100 

:DYOMMENU_74064
jump @DYOMMENU_72548 

:DYOMMENU_74071
if 
  $10909 == 5 
jf @DYOMMENU_74328 
08D4: $10908 = create_panel_with_title 'ACTORS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Actors
08DB: set_panel $10908 column 0 header 'HEADS' data 'ON' 'OFF' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Headshot // On // Off
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_74282 
jump @DYOMMENU_72548 

:DYOMMENU_74282
if 
  $10909 == 0 
jf @DYOMMENU_74314 
08C0: clear $16104 bit 4 
jump @DYOMMENU_74321 

:DYOMMENU_74314
08BA: set $16104 bit 4 

:DYOMMENU_74321
jump @DYOMMENU_72548 

:DYOMMENU_74328
if 
  $10909 == 6 
jf @DYOMMENU_74585 
08D4: $10908 = create_panel_with_title 'ACTORS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Actors
08DB: set_panel $10908 column 0 header 'ALLENEM' data 'ON' 'OFF' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Kill whole gang // On // Off
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_74539 
jump @DYOMMENU_72548 

:DYOMMENU_74539
if 
  $10909 == 0 
jf @DYOMMENU_74571 
08BA: set $16104 bit 5 
jump @DYOMMENU_74578 

:DYOMMENU_74571
08C0: clear $16104 bit 5 

:DYOMMENU_74578
jump @DYOMMENU_72548 

:DYOMMENU_74585
if 
  $10909 == 7 
jf @DYOMMENU_74842 
08D4: $10908 = create_panel_with_title 'ACTORS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Actors
08DB: set_panel $10908 column 0 header 'BAR' data 'ON' 'OFF' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Health Bar // On // Off
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_74796 
jump @DYOMMENU_72548 

:DYOMMENU_74796
if 
  $10909 == 0 
jf @DYOMMENU_74828 
08BA: set $16104 bit 6 
jump @DYOMMENU_74835 

:DYOMMENU_74828
08C0: clear $16104 bit 6 

:DYOMMENU_74835
jump @DYOMMENU_72548 

:DYOMMENU_74842
if 
  $10909 == 0 
jf @DYOMMENU_74867 
08DA: remove_panel $10908 
03E6: remove_text_box 

:DYOMMENU_74867
return 

:DYOMMENU_74869
$16102 = 100 
$16105 = 50 
$16104 = 0 
Player.CanMove($PLAYER_CHAR) = True
048F: actor $PLAYER_ACTOR remove_weapons 
gosub @DYOMMENU_22794 
if 
  $15804 == 1 
jf @DYOMMENU_74936 
09C7: change_player $PLAYER_CHAR model_to #NULL 
return 

:DYOMMENU_74936
gosub @DYOMMENU_23583 
if 
  $15808 == 1 
jf @DYOMMENU_74975 
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
return 

:DYOMMENU_74975
$15861 = 0 
gosub @DYOMMENU_24233 
if 
  $15858 == 1 
jf @DYOMMENU_75021 
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
return 

:DYOMMENU_75021
Player.CanMove($PLAYER_CHAR) = False
gosub @DYOMMENU_72548 
if 
  $15804 == 1 
jf @DYOMMENU_75074 
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_75074
gosub @DYOMMENU_38018 
if 
  $16007 == 1 
jf @DYOMMENU_75120 
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_75120
gosub @DYOMMENU_72364 
gosub @DYOMMENU_72468 
fade 0 300 
wait 300 
04C4: store_coords_to $10395($15797,101f) $10497($15797,101f) $10598($15797,101f) from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 
$11456($15797,101f) = Actor.Angle($PLAYER_ACTOR)
077E: get_active_interior_to $11557($15797,101i) 
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
$10294($15797,101i) = 5 
0084: $10800($15797,101i) = $15802 // (int) 
0084: $12365($15797,101i) = $15860 // (int) 
0086: $12466($15797,101f) = $15865 // (float) 
0084: $11658($15797,101i) = $15805 // (int) 
0084: $11759($15797,101i) = $15806 // (int) 
0084: $12163($15797,101i) = $16105 // (int) 
0084: $11860($15797,101i) = $16008 // (int) 
$12264($15797,101i) = 0 
0084: $11961($15797,101i) = $16104 // (int) 
0084: $12062($15797,101i) = $16102 // (int) 
$10699($15797,101i) = -1 
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 
wait 500 
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
return 

:DYOMMENU_75422
Player.CanMove($PLAYER_CHAR) = True
Actor.DestroyInstantly($10699($15797,101i))
0084: $15802 = $10800($15797,101i) // (int) 
0084: $15805 = $11658($15797,101i) // (int) 
0084: $15806 = $11759($15797,101i) // (int) 
Actor.PutAt($PLAYER_ACTOR, $10395($15797,101f), $10497($15797,101f), $10598($15797,101f))
Actor.Angle($PLAYER_ACTOR) = $11456($15797,101f)
048F: actor $PLAYER_ACTOR remove_weapons 
0084: $16102 = $12062($15797,101i) // (int) 
0084: $16105 = $12163($15797,101i) // (int) 
0084: $16104 = $11961($15797,101i) // (int) 
0084: $16008 = $11860($15797,101i) // (int) 
0084: $16029 = $12264($15797,101i) // (int) 
0084: $15860 = $12365($15797,101i) // (int) 
0086: $15865 = $12466($15797,101f) // (float) 
gosub @DYOMMENU_22794 
if 
  $15804 == 0 
jf @DYOMMENU_76276 
gosub @DYOMMENU_23583 
if 
  $15808 == 0 
jf @DYOMMENU_76276 
$15861 = 1 
gosub @DYOMMENU_24233 
if 
  $15808 == 0 
jf @DYOMMENU_76276 
gosub @DYOMMENU_72548 
if 
  $15804 == 0 
jf @DYOMMENU_76276 
gosub @DYOMMENU_38018 
if 
  $16007 == 0 
jf @DYOMMENU_76276 
0084: $10800($15797,101i) = $15802 // (int) 
0084: $12365($15797,101i) = $15860 // (int) 
if 
  $15862 == 2 
jf @DYOMMENU_75936 
0084: $15864 = $14167($10938,100f) // (int) 

:DYOMMENU_75787
   not $15864 >= 0 
jf @DYOMMENU_75816 
$15864 += 1000 
jump @DYOMMENU_75787 

:DYOMMENU_75816
0663: printint "link" $15864 
if 
   not $8277($15864,200i) >= 0 
jf @DYOMMENU_75910 

:DYOMMENU_75849
   not $15865 >= 0 
jf @DYOMMENU_75878 
$15865 += 1000 
jump @DYOMMENU_75849 

:DYOMMENU_75878
0084: $8277($15864,200i) = $15865 // (int) 
0663: printint "attach" $15865 
jump @DYOMMENU_75929 

:DYOMMENU_75910
0084: $15864 = $8277($15864,200i) // (int) 
jump @DYOMMENU_75816 

:DYOMMENU_75929
jump @DYOMMENU_76104 

:DYOMMENU_75936
if 
   not $15859 == 1 
jf @DYOMMENU_76092 
if or
  $12365($15797,101i) == -4 
  $12365($15797,101i) == -5 
  $12365($15797,101i) == -6 
jf @DYOMMENU_76040 
if 
   not $12466($15797,101f) >= -500 
jf @DYOMMENU_76040 
0084: $15799 = $12466($15797,101f) // (int) 
gosub @DYOMMENU_22661 

:DYOMMENU_76040
if or
  $12365($15797,101i) == -2 
  $12365($15797,101i) == -3 
jf @DYOMMENU_76092 
0084: $15799 = $12466($15797,101f) // (int) 
gosub @DYOMMENU_22661 

:DYOMMENU_76092
0086: $14167($10938,100f) = $15865 // (float) 

:DYOMMENU_76104
0084: $11658($15797,101i) = $15805 // (int) 
0084: $11759($15797,101i) = $15806 // (int) 
0084: $12163($15797,101i) = $16105 // (int) 
0084: $11860($15797,101i) = $16008 // (int) 
0084: $11961($15797,101i) = $16104 // (int) 
0084: $12062($15797,101i) = $16102 // (int) 
0084: $11860($15797,101i) = $16008 // (int) 
0084: $12264($15797,101i) = $16029 // (int) 
04C4: store_coords_to $10395($15797,101f) $10497($15797,101f) $10598($15797,101f) from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 
$11456($15797,101f) = Actor.Angle($PLAYER_ACTOR)
077E: get_active_interior_to $11557($15797,101i) 
Player.CanMove($PLAYER_CHAR) = False
gosub @DYOMMENU_72498 

:DYOMMENU_76276
Player.CanMove($PLAYER_CHAR) = False
fade 0 300 
wait 300 
Actor.PutAt($PLAYER_ACTOR, $10395($15797,101f), $10497($15797,101f), $10598($15797,101f))
Actor.Angle($PLAYER_ACTOR) = $11456($15797,101f)
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
fade 1 500 
wait 500 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_76380
Player.CanMove($PLAYER_CHAR) = False
if 
  $16127 == 1 
jf @DYOMMENU_76440 
05A9: s$16128 = 'CARDEST' // s$  // Must Destroy
05A9: s$16130 = 'DUMMY' // s$ 
jump @DYOMMENU_76468 

:DYOMMENU_76440
05A9: s$16128 = 'SELSEAT' // s$  // Seat Selection
05A9: s$16130 = 'DRIVEBY' // s$  // Driveby

:DYOMMENU_76468
08D4: $10908 = create_panel_with_title 'CARS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Cars
08DB: set_panel $10908 column 0 header 'CARS' data 'READY' 'HEALTH' 'BPROOF' 'EPROOF' 'DPROOF' 'TINV' s$16128 s$16130 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cars // Ready // Health // Bullet Proof // Explosion Proof // Damage Proof // Tires invulnerable
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_76651 
$10935 = 1 
return 

:DYOMMENU_76651
if 
  $10909 == 1 
jf @DYOMMENU_76998 
08D4: $10908 = create_panel_with_title 'HEALTH' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Health
08DB: set_panel $10908 column 0 header 'HEALTH' data '100' '250' '500' '1000' '2500' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Health // 100 // 250 // 500 // 1000 // 2500
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_76862 
jump @DYOMMENU_76380 

:DYOMMENU_76862
if 
  $10909 == 0 
jf @DYOMMENU_76887 
$16110 = 100 

:DYOMMENU_76887
if 
  $10909 == 1 
jf @DYOMMENU_76913 
$16110 = 250 

:DYOMMENU_76913
if 
  $10909 == 2 
jf @DYOMMENU_76939 
$16110 = 500 

:DYOMMENU_76939
if 
  $10909 == 3 
jf @DYOMMENU_76965 
$16110 = 1000 

:DYOMMENU_76965
if 
  $10909 == 4 
jf @DYOMMENU_76991 
$16110 = 2500 

:DYOMMENU_76991
$10909 = 1 

:DYOMMENU_76998
if 
  $10909 == 2 
jf @DYOMMENU_77266 
08D4: $10908 = create_panel_with_title 'BPROOF' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Bullet Proof
08DB: set_panel $10908 column 0 header 'BPROOF' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Bullet Proof // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_77209 
jump @DYOMMENU_76380 

:DYOMMENU_77209
if 
  $10909 == 0 
jf @DYOMMENU_77234 
08BA: set $16112 bit 1 

:DYOMMENU_77234
if 
  $10909 == 1 
jf @DYOMMENU_77259 
08C0: clear $16112 bit 1 

:DYOMMENU_77259
$10909 = 2 

:DYOMMENU_77266
if 
  $10909 == 3 
jf @DYOMMENU_77534 
08D4: $10908 = create_panel_with_title 'EPROOF' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Explosion Proof
08DB: set_panel $10908 column 0 header 'EPROOF' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Explosion Proof // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_77477 
jump @DYOMMENU_76380 

:DYOMMENU_77477
if 
  $10909 == 0 
jf @DYOMMENU_77502 
08BA: set $16112 bit 2 

:DYOMMENU_77502
if 
  $16132 == 1 
jf @DYOMMENU_77527 
08C0: clear $16112 bit 2 

:DYOMMENU_77527
$10909 = 3 

:DYOMMENU_77534
if 
  $10909 == 4 
jf @DYOMMENU_77802 
08D4: $10908 = create_panel_with_title 'DPROOF' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Damage Proof
08DB: set_panel $10908 column 0 header 'DPROOF' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Damage Proof // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_77745 
jump @DYOMMENU_76380 

:DYOMMENU_77745
if 
  $10909 == 0 
jf @DYOMMENU_77770 
08BA: set $16112 bit 4 

:DYOMMENU_77770
if 
  $10909 == 1 
jf @DYOMMENU_77795 
08C0: clear $16112 bit 4 

:DYOMMENU_77795
$10909 = 4 

:DYOMMENU_77802
if 
  $10909 == 5 
jf @DYOMMENU_78070 
08D4: $10908 = create_panel_with_title 'TINV' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Tires invulnerable
08DB: set_panel $10908 column 0 header 'TINV' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Tires invulnerable // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_78013 
jump @DYOMMENU_76380 

:DYOMMENU_78013
if 
  $10909 == 0 
jf @DYOMMENU_78038 
08BA: set $16112 bit 3 

:DYOMMENU_78038
if 
  $10909 == 1 
jf @DYOMMENU_78063 
08C0: clear $16112 bit 3 

:DYOMMENU_78063
$10909 = 5 

:DYOMMENU_78070
if 
  $10909 == 6 
jf @DYOMMENU_78564 
if 
  $16127 == 1 
jf @DYOMMENU_78356 
08D4: $10908 = create_panel_with_title 'CARDEST' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Must Destroy
08DB: set_panel $10908 column 0 header 'CARDEST' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Must Destroy // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_78299 
jump @DYOMMENU_76380 

:DYOMMENU_78299
if 
  $10909 == 0 
jf @DYOMMENU_78324 
08BA: set $16112 bit 8 

:DYOMMENU_78324
if 
  $10909 == 1 
jf @DYOMMENU_78349 
08C0: clear $16112 bit 8 

:DYOMMENU_78349
jump @DYOMMENU_78557 

:DYOMMENU_78356
08D4: $15867 = create_panel_with_title 'SELSEAT' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Seat Selection
08DB: set_panel $15867 column 0 header 'SELSEAT' data 'SEATD' 'SEAT1' 'SEAT2' 'SEAT3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Seat Selection // Driver Seat // Front Passenger // Rear Left Passenger // Rear Right Passenger
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_78549 
jump @DYOMMENU_76380 

:DYOMMENU_78549
0084: $16133 = $10909 // (int) 

:DYOMMENU_78557
$10909 = 6 

:DYOMMENU_78564
if 
  $10909 == 7 
jf @DYOMMENU_78864 
08D4: $10908 = create_panel_with_title 'DRIVEBY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Driveby
08DB: set_panel $10908 column 0 header 'DRIVEBY' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Driveby // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_78775 
jump @DYOMMENU_76380 

:DYOMMENU_78775
if 
  $10909 == 0 
jf @DYOMMENU_78815 
0662: printstring "SET DRIVEBY" 
08BA: set $16112 bit 9 

:DYOMMENU_78815
if 
  $10909 == 1 
jf @DYOMMENU_78857 
0662: printstring "clear DRIVEBY" 
08C0: clear $16112 bit 9 

:DYOMMENU_78857
$10909 = 7 

:DYOMMENU_78864
if 
  $10909 == 0 
jf @DYOMMENU_78891 
08DA: remove_panel $10908 
03E6: remove_text_box 
return 

:DYOMMENU_78891
jump @DYOMMENU_76380 

:DYOMMENU_78898
$16110 = 1000 
$16112 = 0 
gosub @DYOMMENU_27939 
if 
  $10935 == 1 
jf @DYOMMENU_78940 
return 

:DYOMMENU_78940
if 
   Actor.InCar($PLAYER_ACTOR, $10936)
jf @DYOMMENU_79064 
Car.StorePos($10936, [email protected], [email protected], [email protected])
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 
0063: [email protected] -= [email protected] // (float) 
if 
   not [email protected] >= 5.0 
jf @DYOMMENU_79050 
05CD: AS_actor $PLAYER_ACTOR exit_car $10936 

:DYOMMENU_79024
wait 0 
   not Actor.InCar($PLAYER_ACTOR, $10936)
jf @DYOMMENU_79024 
jump @DYOMMENU_79064 

:DYOMMENU_79050
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at [email protected] [email protected] [email protected] 

:DYOMMENU_79064
Car.DoorStatus($10936) = 4
Car.LockInCurrentPosition($10936) = True
Car.SetImmunities($10936, 1, 1, 1, 1, 1)
099A: set_car $10936 collision_detection 0 
Player.CanMove($PLAYER_CHAR) = False
$16127 = 1 
gosub @DYOMMENU_76380 
if 
  $10935 == 1 
jf @DYOMMENU_79153 
Player.CanMove($PLAYER_CHAR) = True
Car.Destroy($10936)
return 

:DYOMMENU_79153
gosub @DYOMMENU_38018 
if 
  $16007 == 1 
jf @DYOMMENU_79192 
Player.CanMove($PLAYER_CHAR) = True
Car.Destroy($10936)
return 

:DYOMMENU_79192
gosub @DYOMMENU_72364 
0407: store_coords_to $10395($15797,101f) $10497($15797,101f) $10598($15797,101f) from_car $10936 with_offset 0.0 0.0 -1.0 
$11456($15797,101f) = Car.Angle($10936)
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 1 
0084: $10800($15797,101i) = $15872 // (int) 
0084: $11658($15797,101i) = $15870 // (int) 
0084: $12163($15797,101i) = $15871 // (int) 
0084: $11860($15797,101i) = $16008 // (int) 
$12264($15797,101i) = 0 
0084: $11961($15797,101i) = $16112 // (int) 
0084: $12062($15797,101i) = $16110 // (int) 
0084: $10699($15797,101i) = $10936 // (int) 
gosub @DYOMMENU_72468 
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
return 

:DYOMMENU_79423
0086: $TEMPVAR_FLOAT_1 = $10395($15797,101f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $10497($15797,101f) // (float) 
0086: $TEMPVAR_FLOAT_3 = $10598($15797,101f) // (float) 
0084: $10931 = $11557($15797,101i) // (int) 
0086: $TEMPVAR_ANGLE = $11456($15797,101f) // (float) 
0084: $15872 = $10800($15797,101i) // (int) 
0084: $15870 = $11658($15797,101i) // (int) 
0084: $15871 = $12163($15797,101i) // (int) 
0084: $16112 = $11961($15797,101i) // (int) 
0084: $16110 = $12062($15797,101i) // (int) 
0084: $16008 = $11860($15797,101i) // (int) 
0084: $16029 = $12264($15797,101i) // (int) 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
wait 1000 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Car.Destroy($10699($15797,101i))
$10935 = 0 
$16007 = 0 
gosub @DYOMMENU_27991 
if 
  $10935 == 0 
jf @DYOMMENU_79991 
Player.CanMove($PLAYER_CHAR) = False
if 
   Actor.InCar($PLAYER_ACTOR, $10936)
jf @DYOMMENU_79769 
Car.StorePos($10936, [email protected], [email protected], [email protected])
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 
0063: [email protected] -= [email protected] // (float) 
if 
   not [email protected] >= 5.0 
jf @DYOMMENU_79755 
05CD: AS_actor $PLAYER_ACTOR exit_car $10936 

:DYOMMENU_79729
wait 0 
   not Actor.InCar($PLAYER_ACTOR, $10936)
jf @DYOMMENU_79729 
jump @DYOMMENU_79769 

:DYOMMENU_79755
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at [email protected] [email protected] [email protected] 

:DYOMMENU_79769
$16127 = 1 
gosub @DYOMMENU_76380 
if 
  $10935 == 0 
jf @DYOMMENU_79991 
gosub @DYOMMENU_38018 
if 
  $16007 == 0 
jf @DYOMMENU_79991 
0407: store_coords_to $10395($15797,101f) $10497($15797,101f) $10598($15797,101f) from_car $10936 with_offset 0.0 0.0 -1.0 
$11456($15797,101f) = Car.Angle($10936)
077E: get_active_interior_to $11557($15797,101i) 
gosub @DYOMMENU_72498 
0084: $10800($15797,101i) = $15872 // (int) 
0084: $10699($15797,101i) = $10936 // (int) 
0084: $11658($15797,101i) = $15870 // (int) 
0084: $12163($15797,101i) = $15871 // (int) 
0084: $12062($15797,101i) = $16110 // (int) 
0084: $11961($15797,101i) = $16112 // (int) 
0084: $11860($15797,101i) = $16008 // (int) 
0084: $12264($15797,101i) = $16029 // (int) 

:DYOMMENU_79991
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_80014
Player.CanMove($PLAYER_CHAR) = False
08D4: $10908 = create_panel_with_title 'PICKUPS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Pickups
08DB: set_panel $10908 column 0 header 'PICKUPS' data 'READY' 'MULPU' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Pickups // Ready // Get all identical pickups
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_80216 
$15874 = 1 
return 

:DYOMMENU_80216
if 
  $10909 == 1 
jf @DYOMMENU_80519 
08D4: $10908 = create_panel_with_title 'PICKUPS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Pickups
08DB: set_panel $10908 column 0 header 'MULPU' data 'OFF' 'ON' 'ONCNT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Get all identical pickups // Off // On // On with counter
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_80427 
jump @DYOMMENU_80014 

:DYOMMENU_80427
if 
  $10909 == 0 
jf @DYOMMENU_80466 
08C0: clear $16134 bit 1 
08C0: clear $16134 bit 2 
jump @DYOMMENU_80512 

:DYOMMENU_80466
08BA: set $16134 bit 1 
if 
  $10909 == 1 
jf @DYOMMENU_80505 
08C0: clear $16134 bit 2 
jump @DYOMMENU_80512 

:DYOMMENU_80505
08BA: set $16134 bit 2 

:DYOMMENU_80512
jump @DYOMMENU_80014 

:DYOMMENU_80519
if 
  $10909 == 0 
jf @DYOMMENU_80546 
08DA: remove_panel $10908 
03E6: remove_text_box 
return 

:DYOMMENU_80546
jump @DYOMMENU_80014 

:DYOMMENU_80553
Player.CanMove($PLAYER_CHAR) = False
$16134 = 0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 1.5 0.0 
gosub @DYOMMENU_29964 
if 
  $15874 == 1 
jf @DYOMMENU_80630 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_80630
gosub @DYOMMENU_80014 
if 
  $15874 == 1 
jf @DYOMMENU_80664 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_80664
gosub @DYOMMENU_38018 
if 
  $16007 == 1 
jf @DYOMMENU_80698 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_80698
gosub @DYOMMENU_72364 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
0086: $10598($15797,101f) = $TEMPVAR_FLOAT_3 // (float) 
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 3 
0084: $10800($15797,101i) = $15876 // (int) 
$11658($15797,101i) = 0 
0084: $11759($15797,101i) = $15875 // (int) 
0084: $11860($15797,101i) = $16008 // (int) 
$12264($15797,101i) = 0 
0084: $10699($15797,101i) = $15877 // (int) 
0084: $11961($15797,101i) = $16134 // (int) 
gosub @DYOMMENU_72468 
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_80899
Player.CanMove($PLAYER_CHAR) = False
0084: $15877 = $10699($15797,101i) // (int) 
0086: $TEMPVAR_FLOAT_1 = $10395($15797,101f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $10497($15797,101f) // (float) 
0086: $TEMPVAR_FLOAT_3 = $10598($15797,101f) // (float) 
0084: $15876 = $10800($15797,101i) // (int) 
0084: $15875 = $11759($15797,101i) // (int) 
0084: $16008 = $11860($15797,101i) // (int) 
0084: $16029 = $12264($15797,101i) // (int) 
0084: $16134 = $11961($15797,101i) // (int) 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
wait 1000 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
gosub @DYOMMENU_29964 
if 
  $15874 == 0 
jf @DYOMMENU_81220 
gosub @DYOMMENU_80014 
if 
  $15874 == 0 
jf @DYOMMENU_81220 
gosub @DYOMMENU_38018 
if 
  $15874 == 0 
jf @DYOMMENU_81220 
gosub @DYOMMENU_72498 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
0086: $10598($15797,101f) = $TEMPVAR_FLOAT_3 // (float) 
0084: $10800($15797,101i) = $15876 // (int) 
0084: $11759($15797,101i) = $15875 // (int) 
0084: $11860($15797,101i) = $16008 // (int) 
0084: $12264($15797,101i) = $16029 // (int) 
0084: $11961($15797,101i) = $16134 // (int) 
Pickup.Destroy($15877)

:DYOMMENU_81220
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_81243
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
gosub @DYOMMENU_38244 
if 
  $16007 == 1 
jf @DYOMMENU_81313 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_81313
gosub @DYOMMENU_38018 
if 
  $16007 == 1 
jf @DYOMMENU_81412 
if 
  $16010 == 0 
jf @DYOMMENU_81368 
03BD: destroy_sphere $15884 
jump @DYOMMENU_81403 

:DYOMMENU_81368
if 
  $16010 == 6 
jf @DYOMMENU_81398 
0A41: destroy_entrance_marker $15884 
jump @DYOMMENU_81403 

:DYOMMENU_81398
06D6: disable_racing_checkpoint $15884 

:DYOMMENU_81403
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_81412
gosub @DYOMMENU_72364 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
0086: $10598($15797,101f) = $TEMPVAR_FLOAT_3 // (float) 
077E: get_active_interior_to $11557($15797,101i) 
0084: $10699($15797,101i) = $15884 // (int) 
0086: $11456($15797,101f) = $16011 // (float) 
0086: $12466($15797,101f) = $TEMPVAR_ANGLE // (float) 
$10294($15797,101i) = 2 
0084: $10800($15797,101i) = $16010 // (int) 
0084: $11860($15797,101i) = $16008 // (int) 
$12264($15797,101i) = 0 
$11759($15797,101i) = Object.Init(#CIGAR_GLOW, $10395($15797,101f), $10497($15797,101f), $10598($15797,101f))
Object.KeepInMemory($11759($15797,101i)) = True
Object.ToggleInMovingList($11759($15797,101i)) = False
Object.RemoveFromMissionCleanupList($11759($15797,101i))
0566: link_object $11759($15797,101i) to_interior $11557($15797,101i) 
gosub @DYOMMENU_72468 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_81681
if or
  $10800($15797,101i) == 0 
  $10800($15797,101i) == 5 
jf @DYOMMENU_81730 
03BD: destroy_sphere $10699($15797,101i) 
jump @DYOMMENU_81777 

:DYOMMENU_81730
if 
  $10800($15797,101i) == 6 
jf @DYOMMENU_81768 
0A41: destroy_entrance_marker $10699($15797,101i) 
jump @DYOMMENU_81777 

:DYOMMENU_81768
06D6: disable_racing_checkpoint $10699($15797,101i) 

:DYOMMENU_81777
$10699($15797,101i) = -1 
if 
03CA:   object $11759($15797,101i) exists 
jf @DYOMMENU_81817 
Object.Destroy($11759($15797,101i))

:DYOMMENU_81817
0086: $TEMPVAR_FLOAT_1 = $10395($15797,101f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $10497($15797,101f) // (float) 
0086: $TEMPVAR_FLOAT_3 = $10598($15797,101f) // (float) 
0086: $TEMPVAR_ANGLE = $12466($15797,101f) // (float) 
0086: $16011 = $11456($15797,101f) // (float) 
0084: $16008 = $11860($15797,101i) // (int) 
0084: $16029 = $12264($15797,101i) // (int) 
0084: $16010 = $10800($15797,101i) // (int) 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
wait 1000 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
gosub @DYOMMENU_38244 
if 
  $16007 == 0 
jf @DYOMMENU_82100 
gosub @DYOMMENU_38018 
if 
  $16007 == 0 
jf @DYOMMENU_82100 
gosub @DYOMMENU_72498 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
0086: $10598($15797,101f) = $TEMPVAR_FLOAT_3 // (float) 
$10699($15797,101i) = 0 
0086: $11456($15797,101f) = $16011 // (float) 
0086: $12466($15797,101f) = $TEMPVAR_ANGLE // (float) 
0084: $10800($15797,101i) = $16010 // (int) 
0084: $11860($15797,101i) = $16008 // (int) 
0084: $12264($15797,101i) = $16029 // (int) 

:DYOMMENU_82100
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_82123
Player.CanMove($PLAYER_CHAR) = True
048F: actor $PLAYER_ACTOR remove_weapons 
$16102 = 100 
gosub @DYOMMENU_22794 
if 
  $15804 == 1 
jf @DYOMMENU_82176 
09C7: change_player $PLAYER_CHAR model_to #NULL 
return 

:DYOMMENU_82176
gosub @DYOMMENU_23583 
if 
  $15808 == 1 
jf @DYOMMENU_82215 
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
return 

:DYOMMENU_82215
gosub @DYOMMENU_52368 
if 
  $16101 == 1 
jf @DYOMMENU_82254 
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
return 

:DYOMMENU_82254
gosub @DYOMMENU_72364 
0084: $9889 = $15797 // (int) 
$9889 *= 100 
0058: $9889 += $9883 // (int) 
gosub @MAIN_1281 
fade 0 300 
wait 300 
04C4: store_coords_to $10395($15797,101f) $10497($15797,101f) $10598($15797,101f) from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 
$11456($15797,101f) = Actor.Angle($PLAYER_ACTOR)
077E: get_active_interior_to $11557($15797,101i) 
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
$10294($15797,101i) = 7 
0084: $10800($15797,101i) = $15802 // (int) 
$12365($15797,101i) = 0 
$12466($15797,101f) = 0 
0084: $11658($15797,101i) = $15805 // (int) 
0084: $11759($15797,101i) = $15806 // (int) 
$12163($15797,101i) = 0 
$11860($15797,101i) = 0 
$12264($15797,101i) = 0 
$11961($15797,101i) = 0 
0084: $12062($15797,101i) = $16102 // (int) 
$10699($15797,101i) = -1 
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 
wait 500 
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
return 

:DYOMMENU_82574
Player.CanMove($PLAYER_CHAR) = True
048F: actor $PLAYER_ACTOR remove_weapons 
if 
056D:   actor $10699($15797,101i) defined 
jf @DYOMMENU_82615 
Actor.DestroyInstantly($10699($15797,101i))

:DYOMMENU_82615
0084: $15802 = $10800($15797,101i) // (int) 
0084: $15805 = $11658($15797,101i) // (int) 
0084: $15806 = $11759($15797,101i) // (int) 
Actor.PutAt($PLAYER_ACTOR, $10395($15797,101f), $10497($15797,101f), $10598($15797,101f))
Actor.Angle($PLAYER_ACTOR) = $11456($15797,101f)
048F: actor $PLAYER_ACTOR remove_weapons 
0084: $16102 = $12062($15797,101i) // (int) 
gosub @DYOMMENU_22794 
if 
  $15804 == 0 
jf @DYOMMENU_82979 
gosub @DYOMMENU_23583 
if 
  $15808 == 0 
jf @DYOMMENU_82979 
gosub @DYOMMENU_52368 
if 
  $16101 == 0 
jf @DYOMMENU_82979 
04C4: store_coords_to $10395($15797,101f) $10497($15797,101f) $10598($15797,101f) from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 
$11456($15797,101f) = Actor.Angle($PLAYER_ACTOR)
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 7 
0084: $10800($15797,101i) = $15802 // (int) 
$12365($15797,101i) = 0 
$12466($15797,101f) = 0 
0084: $11658($15797,101i) = $15805 // (int) 
0084: $11759($15797,101i) = $15806 // (int) 
$12163($15797,101i) = 0 
$11860($15797,101i) = 0 
$12264($15797,101i) = 0 
$11961($15797,101i) = 0 
0084: $12062($15797,101i) = $16102 // (int) 
$10699($15797,101i) = -1 

:DYOMMENU_82979
fade 0 300 
wait 300 
Actor.PutAt($PLAYER_ACTOR, $10395($15797,101f), $10497($15797,101f), $10598($15797,101f))
Actor.Angle($PLAYER_ACTOR) = $11456($15797,101f)
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
Player.CanMove($PLAYER_CHAR) = True
fade 1 500 
wait 500 
return 

:DYOMMENU_83076
$16135 = 0 
Player.CanMove($PLAYER_CHAR) = False
08D4: $10908 = create_panel_with_title 'ADDCUT' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Cutscene
08DB: set_panel $10908 column 0 header 'PROP' data 'READY' 'CSSLO' 'CSSHK' 'CSFDS' 'CSWDS' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Properties // Ready // Slow Motion // Camera Shaking // Skip Fading // Skip Widescreen
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_83285 
$16135 = 1 
return 

:DYOMMENU_83285
if 
  $10909 == 1 
jf @DYOMMENU_83542 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'CSSLO' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Slow Motion // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_83496 
jump @DYOMMENU_83076 

:DYOMMENU_83496
if 
  $10909 == 0 
jf @DYOMMENU_83528 
08BA: set $16136 bit 8 
jump @DYOMMENU_83535 

:DYOMMENU_83528
08C0: clear $16136 bit 8 

:DYOMMENU_83535
$10909 = 1 

:DYOMMENU_83542
if 
  $10909 == 2 
jf @DYOMMENU_83799 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'CSSHK' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Camera Shaking // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_83753 
jump @DYOMMENU_83076 

:DYOMMENU_83753
if 
  $10909 == 0 
jf @DYOMMENU_83785 
08BA: set $16136 bit 9 
jump @DYOMMENU_83792 

:DYOMMENU_83785
08C0: clear $16136 bit 9 

:DYOMMENU_83792
$10909 = 2 

:DYOMMENU_83799
if 
  $10909 == 3 
jf @DYOMMENU_84056 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'CSFDS' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Skip Fading // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_84010 
jump @DYOMMENU_83076 

:DYOMMENU_84010
if 
  $10909 == 0 
jf @DYOMMENU_84042 
08BA: set $16136 bit 10 
jump @DYOMMENU_84049 

:DYOMMENU_84042
08C0: clear $16136 bit 10 

:DYOMMENU_84049
$10909 = 3 

:DYOMMENU_84056
if 
  $10909 == 4 
jf @DYOMMENU_84313 
08D4: $10908 = create_panel_with_title 'PROP' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Properties
08DB: set_panel $10908 column 0 header 'CSWDS' data 'YES' 'NO' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Skip Widescreen // Yes // No
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_84267 
jump @DYOMMENU_83076 

:DYOMMENU_84267
if 
  $10909 == 0 
jf @DYOMMENU_84299 
08BA: set $16136 bit 11 
jump @DYOMMENU_84306 

:DYOMMENU_84299
08C0: clear $16136 bit 11 

:DYOMMENU_84306
$10909 = 4 

:DYOMMENU_84313
if 
  $10909 == 0 
jf @DYOMMENU_84340 
08DA: remove_panel $10908 
03E6: remove_text_box 
return 

:DYOMMENU_84340
jump @DYOMMENU_83076 

:DYOMMENU_84347
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $15901 $15902 $15903 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.0 
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 5.0 2.0 
gosub @DYOMMENU_37761 
if 
  $15899 == 1 
jf @DYOMMENU_84446 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_84446
gosub @DYOMMENU_35530 
if 
  $15899 == 1 
jf @DYOMMENU_84480 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_84480
$16028 = 5 
0512: show_permanent_text_box 'CUTTIM'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to change cutscene duration~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @DYOMMENU_41577 
if 
  $16027 == 1 
jf @DYOMMENU_84532 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_84532
$16136 = 0 
gosub @DYOMMENU_83076 
if 
  $16135 == 1 
jf @DYOMMENU_84573 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_84573
gosub @DYOMMENU_72364 
0086: $10395($15797,101f) = $15901 // (float) 
0086: $10497($15797,101f) = $15902 // (float) 
02CE: $10598($15797,101f) = ground_z_at $15901 $15902 $15903 
$10598($15797,101f) += 1.0 
077E: get_active_interior_to $11557($15797,101i) 
$10699($15797,101i) = Object.Init(#CAMERAPICKUP, $10395($15797,101f), $10497($15797,101f), $10598($15797,101f))
Object.CollisionDetection($10699($15797,101i)) = False
$10294($15797,101i) = 6 
0086: $11456($15797,101f) = $15903 // (float) 
0086: $10800($15797,101i) = $TEMPVAR_FLOAT_1 // (float) 
0086: $11860($15797,101i) = $TEMPVAR_FLOAT_2 // (float) 
0086: $11759($15797,101i) = $TEMPVAR_FLOAT_3 // (float) 
0084: $11658($15797,101i) = $16028 // (int) 
$12264($15797,101i) = 0 
0084: $11961($15797,101i) = $15904 // (int) 
0058: $11961($15797,101i) += $16136 // (int) 
0084: $12365($15797,101i) = $15906 // (int) 
gosub @DYOMMENU_72468 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_84862
Object.Destroy($10699($15797,101i))
Player.CanMove($PLAYER_CHAR) = False
0086: $15901 = $10395($15797,101f) // (float) 
0086: $15902 = $10497($15797,101f) // (float) 
0086: $15903 = $11456($15797,101f) // (float) 
0086: $TEMPVAR_FLOAT_1 = $10800($15797,101i) // (float) 
0086: $TEMPVAR_FLOAT_2 = $11860($15797,101i) // (float) 
0086: $TEMPVAR_FLOAT_3 = $11759($15797,101i) // (float) 
0084: $16028 = $11658($15797,101i) // (int) 
0084: $15904 = $11961($15797,101i) // (int) 
0084: $16136 = $11961($15797,101i) // (int) 
08C0: clear $15904 bit 8 
08C0: clear $15904 bit 9 
08C0: clear $15904 bit 10 
08C0: clear $15904 bit 11 
08C0: clear $16136 bit 0 
08C0: clear $16136 bit 1 
08C0: clear $16136 bit 2 
08C0: clear $16136 bit 3 
0084: $15906 = $12365($15797,101i) // (int) 
gosub @DYOMMENU_37761 
if 
  $15899 == 0 
jf @DYOMMENU_85335 
gosub @DYOMMENU_35530 
if 
  $15899 == 0 
jf @DYOMMENU_85335 
0512: show_permanent_text_box 'CUTTIM'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to change cutscene duration~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @DYOMMENU_41577 
if 
  $16027 == 0 
jf @DYOMMENU_85335 
gosub @DYOMMENU_83076 
if 
  $16135 == 0 
jf @DYOMMENU_85335 
gosub @DYOMMENU_72498 
0086: $10395($15797,101f) = $15901 // (float) 
0086: $10497($15797,101f) = $15902 // (float) 
02CE: $10598($15797,101f) = ground_z_at $15901 $15902 $15903 
$10598($15797,101f) += 1.0 
$10294($15797,101i) = 6 
0086: $11456($15797,101f) = $15903 // (float) 
0086: $10800($15797,101i) = $TEMPVAR_FLOAT_1 // (float) 
0086: $11860($15797,101i) = $TEMPVAR_FLOAT_2 // (float) 
0086: $11759($15797,101i) = $TEMPVAR_FLOAT_3 // (float) 
0084: $11658($15797,101i) = $16028 // (int) 
0084: $11961($15797,101i) = $15904 // (int) 
0058: $11961($15797,101i) += $16136 // (int) 
0084: $12365($15797,101i) = $15906 // (int) 

:DYOMMENU_85335
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_85358
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
$16028 = 5 
0512: show_permanent_text_box 'CNTTIM'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to change countdown time~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @DYOMMENU_41577 
if 
  $16027 == 1 
jf @DYOMMENU_85446 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_85446
gosub @DYOMMENU_72364 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $10598($15797,101f) = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$10598($15797,101f) += 1.0 
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 8 
0084: $11658($15797,101i) = $16028 // (int) 
gosub @DYOMMENU_72468 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_85597
Object.Destroy($10699($15797,101i))
Player.CanMove($PLAYER_CHAR) = False
0084: $16028 = $11658($15797,101i) // (int) 
0512: show_permanent_text_box 'CNTTIM'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to change countdown time~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @DYOMMENU_41577 
if 
  $16027 == 1 
jf @DYOMMENU_85680 
0084: $16028 = $11658($15797,101i) // (int) 
jump @DYOMMENU_85687 

:DYOMMENU_85680
gosub @DYOMMENU_72498 

:DYOMMENU_85687
0084: $11658($15797,101i) = $16028 // (int) 
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_85722
$16110 = 1000 
$16133 = 0 
$16112 = 0 
gosub @DYOMMENU_27939 
if 
  $10935 == 1 
jf @DYOMMENU_85771 
return 

:DYOMMENU_85771
Player.CanMove($PLAYER_CHAR) = False
$16127 = 0 
gosub @DYOMMENU_76380 
if 
  $10935 == 1 
jf @DYOMMENU_85824 
Player.CanMove($PLAYER_CHAR) = True
Car.Destroy($10936)
return 

:DYOMMENU_85824
gosub @DYOMMENU_38018 
if 
  $16007 == 1 
jf @DYOMMENU_85863 
Player.CanMove($PLAYER_CHAR) = True
Car.Destroy($10936)
return 

:DYOMMENU_85863
if 
   Actor.InCar($PLAYER_ACTOR, $10936)
jf @DYOMMENU_85987 
Car.StorePos($10936, [email protected], [email protected], [email protected])
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 
0063: [email protected] -= [email protected] // (float) 
if 
   not [email protected] >= 5.0 
jf @DYOMMENU_85973 
05CD: AS_actor $PLAYER_ACTOR exit_car $10936 

:DYOMMENU_85947
wait 0 
   not Actor.InCar($PLAYER_ACTOR, $10936)
jf @DYOMMENU_85947 
jump @DYOMMENU_85987 

:DYOMMENU_85973
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at [email protected] [email protected] [email protected] 

:DYOMMENU_85987
gosub @DYOMMENU_72364 
0407: store_coords_to $10395($15797,101f) $10497($15797,101f) $10598($15797,101f) from_car $10936 with_offset 0.0 0.0 -1.0 
$11456($15797,101f) = Car.Angle($10936)
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 9 
0084: $10800($15797,101i) = $15872 // (int) 
0084: $11658($15797,101i) = $15870 // (int) 
0084: $12163($15797,101i) = $15871 // (int) 
0084: $11759($15797,101i) = $16133 // (int) 
0084: $11860($15797,101i) = $16008 // (int) 
$12264($15797,101i) = 0 
0084: $11961($15797,101i) = $16112 // (int) 
0084: $12062($15797,101i) = $16110 // (int) 
0084: $10699($15797,101i) = $10936 // (int) 
gosub @DYOMMENU_72468 
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
return 

:DYOMMENU_86230
0086: $TEMPVAR_FLOAT_1 = $10395($15797,101f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $10497($15797,101f) // (float) 
0086: $TEMPVAR_FLOAT_3 = $10598($15797,101f) // (float) 
0084: $10931 = $11557($15797,101i) // (int) 
0086: $TEMPVAR_ANGLE = $11456($15797,101f) // (float) 
0084: $15872 = $10800($15797,101i) // (int) 
0084: $15870 = $11658($15797,101i) // (int) 
0084: $15871 = $12163($15797,101i) // (int) 
0084: $16112 = $11961($15797,101i) // (int) 
0084: $16110 = $12062($15797,101i) // (int) 
0084: $16133 = $11759($15797,101i) // (int) 
0084: $16008 = $11860($15797,101i) // (int) 
0084: $16029 = $12264($15797,101i) // (int) 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
wait 1000 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Car.Destroy($10699($15797,101i))
$10935 = 0 
$16007 = 0 
gosub @DYOMMENU_27991 
if 
  $10935 == 0 
jf @DYOMMENU_86822 
Player.CanMove($PLAYER_CHAR) = False
if 
   Actor.InCar($PLAYER_ACTOR, $10936)
jf @DYOMMENU_86588 
Car.StorePos($10936, [email protected], [email protected], [email protected])
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 
0063: [email protected] -= [email protected] // (float) 
if 
   not [email protected] >= 5.0 
jf @DYOMMENU_86574 
05CD: AS_actor $PLAYER_ACTOR exit_car $10936 

:DYOMMENU_86548
wait 0 
   not Actor.InCar($PLAYER_ACTOR, $10936)
jf @DYOMMENU_86548 
jump @DYOMMENU_86588 

:DYOMMENU_86574
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at [email protected] [email protected] [email protected] 

:DYOMMENU_86588
$16127 = 0 
gosub @DYOMMENU_76380 
if 
  $10935 == 0 
jf @DYOMMENU_86822 
gosub @DYOMMENU_38018 
if 
  $16007 == 0 
jf @DYOMMENU_86822 
0407: store_coords_to $10395($15797,101f) $10497($15797,101f) $10598($15797,101f) from_car $10936 with_offset 0.0 0.0 -1.0 
$11456($15797,101f) = Car.Angle($10936)
077E: get_active_interior_to $11557($15797,101i) 
gosub @DYOMMENU_72498 
0084: $10800($15797,101i) = $15872 // (int) 
0084: $10699($15797,101i) = $10936 // (int) 
0084: $11658($15797,101i) = $15870 // (int) 
0084: $12163($15797,101i) = $15871 // (int) 
0084: $12062($15797,101i) = $16110 // (int) 
0084: $11759($15797,101i) = $16133 // (int) 
0084: $11961($15797,101i) = $16112 // (int) 
0084: $11860($15797,101i) = $16008 // (int) 
0084: $12264($15797,101i) = $16029 // (int) 

:DYOMMENU_86822
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_86845
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
$16028 = 5 
0512: show_permanent_text_box 'TIMTIM'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to change timeout duration~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @DYOMMENU_41577 
if 
  $16027 == 1 
jf @DYOMMENU_86933 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_86933
gosub @DYOMMENU_42593 
if 
  $16030 == 1 
jf @DYOMMENU_86967 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_86967
gosub @DYOMMENU_72364 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $10598($15797,101f) = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$10598($15797,101f) += 1.0 
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 10 
0084: $11658($15797,101i) = $16028 // (int) 
0084: $10800($15797,101i) = $16031 // (int) 
$12264($15797,101i) = 0 
gosub @DYOMMENU_72468 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_87141
Object.Destroy($10699($15797,101i))
Player.CanMove($PLAYER_CHAR) = False
0084: $16028 = $11658($15797,101i) // (int) 
0084: $16031 = $10800($15797,101i) // (int) 
0512: show_permanent_text_box 'TIMTIM'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to change timeout duration~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @DYOMMENU_41577 
if 
  $16027 == 1 
jf @DYOMMENU_87236 
0084: $16028 = $11658($15797,101i) // (int) 
jump @DYOMMENU_87299 

:DYOMMENU_87236
gosub @DYOMMENU_42593 
if 
  $16030 == 1 
jf @DYOMMENU_87292 
0084: $16028 = $11658($15797,101i) // (int) 
0084: $16031 = $10800($15797,101i) // (int) 
jump @DYOMMENU_87299 

:DYOMMENU_87292
gosub @DYOMMENU_72498 

:DYOMMENU_87299
0084: $11658($15797,101i) = $16028 // (int) 
0084: $10800($15797,101i) = $16031 // (int) 
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_87346
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
gosub @DYOMMENU_40444 
if 
  $16019 == 1 
jf @DYOMMENU_87416 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_87416
gosub @DYOMMENU_72364 
0084: $9889 = $15797 // (int) 
$9889 *= 100 
0058: $9889 += $9883 // (int) 
gosub @MAIN_1281 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $10598($15797,101f) = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$10598($15797,101f) += 1.0 
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 11 
0084: $11658($15797,101i) = $16020 // (int) 
$12264($15797,101i) = 0 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_87601
Object.Destroy($10699($15797,101i))
Player.CanMove($PLAYER_CHAR) = False
0084: $16020 = $11658($15797,101i) // (int) 
gosub @DYOMMENU_40444 
if 
  $16019 == 1 
jf @DYOMMENU_87666 
0084: $16020 = $11658($15797,101i) // (int) 

:DYOMMENU_87666
0084: $11658($15797,101i) = $16020 // (int) 
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_87701
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
gosub @DYOMMENU_39959 
if 
  $16016 == 1 
jf @DYOMMENU_87771 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_87771
gosub @DYOMMENU_72364 
0084: $9889 = $15797 // (int) 
$9889 *= 100 
0058: $9889 += $9883 // (int) 
gosub @MAIN_1281 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $10598($15797,101f) = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$10598($15797,101f) += 1.0 
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 12 
0084: $11658($15797,101i) = $16017 // (int) 
$12264($15797,101i) = 0 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_87956
Object.Destroy($10699($15797,101i))
Player.CanMove($PLAYER_CHAR) = False
0084: $16017 = $11658($15797,101i) // (int) 
gosub @DYOMMENU_39959 
if 
  $16016 == 1 
jf @DYOMMENU_88021 
0084: $16017 = $11658($15797,101i) // (int) 

:DYOMMENU_88021
0084: $11658($15797,101i) = $16017 // (int) 
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_88056
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
gosub @DYOMMENU_41357 
if 
  $16025 == 1 
jf @DYOMMENU_88126 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_88126
gosub @DYOMMENU_72364 
0084: $9889 = $15797 // (int) 
$9889 *= 100 
0058: $9889 += $9883 // (int) 
gosub @MAIN_1281 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $10598($15797,101f) = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$10598($15797,101f) += 1.0 
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 13 
0084: $11658($15797,101i) = $16026 // (int) 
$12264($15797,101i) = 0 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_88311
Object.Destroy($10699($15797,101i))
Player.CanMove($PLAYER_CHAR) = False
0084: $16026 = $11658($15797,101i) // (int) 
gosub @DYOMMENU_41357 
if 
  $16025 == 1 
jf @DYOMMENU_88376 
0084: $16026 = $11658($15797,101i) // (int) 

:DYOMMENU_88376
0084: $11658($15797,101i) = $16026 // (int) 
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_88411
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
gosub @DYOMMENU_40697 
if 
  $16021 == 1 
jf @DYOMMENU_88481 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_88481
gosub @DYOMMENU_40917 
if 
  $16021 == 1 
jf @DYOMMENU_88515 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_88515
gosub @DYOMMENU_41137 
if 
  $16021 == 1 
jf @DYOMMENU_88549 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_88549
gosub @DYOMMENU_72364 
0084: $9889 = $15797 // (int) 
$9889 *= 100 
0058: $9889 += $9883 // (int) 
gosub @MAIN_1281 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $10598($15797,101f) = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$10598($15797,101f) += 1.0 
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 14 
0084: $11658($15797,101i) = $16022 // (int) 
0084: $10800($15797,101i) = $16023 // (int) 
0084: $11759($15797,101i) = $16024 // (int) 
$12264($15797,101i) = 0 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_88758
Player.CanMove($PLAYER_CHAR) = False
0084: $16022 = $11658($15797,101i) // (int) 
0084: $16023 = $10800($15797,101i) // (int) 
0084: $16024 = $11759($15797,101i) // (int) 
gosub @DYOMMENU_40697 
if 
  $16021 == 0 
jf @DYOMMENU_88912 
gosub @DYOMMENU_40917 
if 
  $16021 == 0 
jf @DYOMMENU_88912 
gosub @DYOMMENU_41137 
if 
  $16019 == 0 
jf @DYOMMENU_88912 
0084: $11658($15797,101i) = $16022 // (int) 
0084: $10800($15797,101i) = $16023 // (int) 
0084: $11759($15797,101i) = $16024 // (int) 

:DYOMMENU_88912
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_88935
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
gosub @DYOMMENU_42202 
if 
  $16027 == 1 
jf @DYOMMENU_89005 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_89005
gosub @DYOMMENU_72364 
0084: $9889 = $15797 // (int) 
$9889 *= 100 
0058: $9889 += $9883 // (int) 
gosub @MAIN_1281 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $10598($15797,101f) = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$10598($15797,101f) += 1.0 
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 15 
0084: $11658($15797,101i) = $16029 // (int) 
$12264($15797,101i) = 0 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_89190
Object.Destroy($10699($15797,101i))
Player.CanMove($PLAYER_CHAR) = False
0084: $16029 = $11658($15797,101i) // (int) 
gosub @DYOMMENU_42202 
if 
  $16027 == 1 
jf @DYOMMENU_89255 
0084: $16029 = $11658($15797,101i) // (int) 

:DYOMMENU_89255
0084: $11658($15797,101i) = $16029 // (int) 
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_89290
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
gosub @DYOMMENU_72364 
0084: $9889 = $15797 // (int) 
$9889 *= 100 
0058: $9889 += $9883 // (int) 
gosub @MAIN_1281 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $10598($15797,101f) = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$10598($15797,101f) += 1.0 
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 16 
$12264($15797,101i) = 0 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_89499
Object.Destroy($10699($15797,101i))
Player.CanMove($PLAYER_CHAR) = False
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_89538
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
gosub @DYOMMENU_72364 
0084: $9889 = $15797 // (int) 
$9889 *= 100 
0058: $9889 += $9883 // (int) 
gosub @MAIN_1281 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $10598($15797,101f) = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$10598($15797,101f) += 1.0 
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 17 
$12264($15797,101i) = 0 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_89747
Object.Destroy($10699($15797,101i))
Player.CanMove($PLAYER_CHAR) = False
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_89786
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
$16028 = 5 
0512: show_permanent_text_box 'PHTIM'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to change phone duration~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @DYOMMENU_41577 
if 
  $16027 == 1 
jf @DYOMMENU_89874 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_89874
gosub @DYOMMENU_72364 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $10598($15797,101f) = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$10598($15797,101f) += 1.0 
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 18 
0084: $11658($15797,101i) = $16028 // (int) 
$12264($15797,101i) = 0 
gosub @DYOMMENU_72468 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_90036
Object.Destroy($10699($15797,101i))
Player.CanMove($PLAYER_CHAR) = False
0084: $16028 = $11658($15797,101i) // (int) 
0084: $16031 = $10800($15797,101i) // (int) 
0512: show_permanent_text_box 'PHTIM'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to change phone duration~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
gosub @DYOMMENU_41577 
if 
  $16027 == 1 
jf @DYOMMENU_90131 
0084: $16028 = $11658($15797,101i) // (int) 
jump @DYOMMENU_90138 

:DYOMMENU_90131
gosub @DYOMMENU_72498 

:DYOMMENU_90138
0084: $11658($15797,101i) = $16028 // (int) 
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_90173
Player.CanMove($PLAYER_CHAR) = False
08D4: $10908 = create_panel_with_title 'OBJECTS' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Objects & Effects
08DB: set_panel $10908 column 0 header 'OBJTV' data 'OOTCH' 'OODMG' 'OOPHT' 'OOSHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Objective // Touch Object // Damage Object // Photograph Object // Shoot Object
gosub @ANIMATE_9274 
if 
  $10907 == 1 
jf @DYOMMENU_90375 
$16013 = 1 
return 

:DYOMMENU_90375
0084: $16137 = $10909 // (int) 
return 

:DYOMMENU_90385
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 7.0 0.0 
$TEMPVAR_ANGLE = Actor.Angle($PLAYER_ACTOR)
$TEMPVAR_ANGLE += 90.0 
$16037 = 0.0 
$16038 = 0.0 
$16097 = 0 
$16042 = 1 
gosub @DYOMMENU_45780 
$16042 = 0 
if 
  $16013 == 1 
jf @DYOMMENU_90500 
return 

:DYOMMENU_90500
gosub @DYOMMENU_90173 
if 
  $16013 == 1 
jf @DYOMMENU_90539 
Player.CanMove($PLAYER_CHAR) = True
Object.Destroy($15885)
return 

:DYOMMENU_90539
gosub @DYOMMENU_38018 
if 
  $16007 == 1 
jf @DYOMMENU_90578 
Player.CanMove($PLAYER_CHAR) = True
Object.Destroy($15885)
return 

:DYOMMENU_90578
gosub @DYOMMENU_72364 
0084: $10800($15797,101i) = $16032 // (int) 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
0086: $10598($15797,101f) = $TEMPVAR_FLOAT_3 // (float) 
0086: $11759($15797,101i) = $16037 // (float) 
0086: $12163($15797,101i) = $16038 // (float) 
0086: $11456($15797,101f) = $TEMPVAR_ANGLE // (float) 
0084: $11961($15797,101i) = $16137 // (int) 
0084: $11860($15797,101i) = $16008 // (int) 
077E: get_active_interior_to $11557($15797,101i) 
Object.Destroy($15885)
$10294($15797,101i) = 19 
0084: $11658($15797,101i) = $16028 // (int) 
$12264($15797,101i) = 0 
gosub @DYOMMENU_72468 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_90797
0086: $TEMPVAR_FLOAT_1 = $10395($15797,101f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $10497($15797,101f) // (float) 
0086: $TEMPVAR_FLOAT_3 = $10598($15797,101f) // (float) 
0084: $10931 = $11557($15797,101i) // (int) 
0086: $TEMPVAR_ANGLE = $11456($15797,101f) // (float) 
0086: $16037 = $11759($15797,101i) // (float) 
0086: $16038 = $12163($15797,101i) // (float) 
0084: $16032 = $10800($15797,101i) // (int) 
0084: $16137 = $11961($15797,101i) // (int) 
0084: $16008 = $11860($15797,101i) // (int) 
0084: $16029 = $12264($15797,101i) // (int) 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
wait 1000 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
Object.Destroy($10699($15797,101i))
$16013 = 0 
$16007 = 0 
$16042 = 1 
gosub @DYOMMENU_45780 
$16042 = 0 
if 
  $16013 == 0 
jf @DYOMMENU_91193 
gosub @DYOMMENU_90173 
if 
  $16013 == 0 
jf @DYOMMENU_91193 
gosub @DYOMMENU_38018 
if 
  $16007 == 0 
jf @DYOMMENU_91193 
gosub @DYOMMENU_72498 
0084: $10800($15797,101i) = $16032 // (int) 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
0086: $10598($15797,101f) = $TEMPVAR_FLOAT_3 // (float) 
0086: $11759($15797,101i) = $16037 // (float) 
0086: $12163($15797,101i) = $16038 // (float) 
0086: $11456($15797,101f) = $TEMPVAR_ANGLE // (float) 
0084: $11961($15797,101i) = $16137 // (int) 
0084: $11860($15797,101i) = $16008 // (int) 
077E: get_active_interior_to $11557($15797,101i) 
Object.Destroy($15885)

:DYOMMENU_91193
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_91216
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
00BB: show_text_lowpriority GXT 'ADMHLP' time 10000 flag 1  // Enter the amount of money to add
0084: $9889 = $9886 // (int) 
$9895 = 9 
$9898 = 1000 
gosub @MAIN_2999 
00BE: text_clear_all 
gosub @DYOMMENU_72364 
0084: $9889 = $15797 // (int) 
$9889 *= 100 
0058: $9889 += $9883 // (int) 
gosub @MAIN_1281 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $10598($15797,101f) = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$10598($15797,101f) += 1.0 
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 20 
0084: $11658($15797,101i) = $9898 // (int) 
$12264($15797,101i) = 0 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_91485
Object.Destroy($10699($15797,101i))
Player.CanMove($PLAYER_CHAR) = False
00BB: show_text_lowpriority GXT 'AMHELP' time 10000 flag 1  // Enter the amount of ammo, use 9999 for unlimited
0084: $9889 = $9886 // (int) 
$9895 = 9 
0084: $9898 = $11658($15797,101i) // (int) 
gosub @MAIN_2999 
00BE: text_clear_all 
0084: $11658($15797,101i) = $9898 // (int) 
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_91588
Player.CanMove($PLAYER_CHAR) = False
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
00BB: show_text_lowpriority GXT 'SMHELP' time 10000 flag 1  // Enter the amount of monet to subtract
0084: $9889 = $9886 // (int) 
$9895 = 9 
$9898 = 1000 
gosub @MAIN_2999 
00BE: text_clear_all 
gosub @DYOMMENU_72364 
0084: $9889 = $15797 // (int) 
$9889 *= 100 
0058: $9889 += $9883 // (int) 
gosub @MAIN_1281 
0086: $10395($15797,101f) = $TEMPVAR_FLOAT_1 // (float) 
0086: $10497($15797,101f) = $TEMPVAR_FLOAT_2 // (float) 
02CE: $10598($15797,101f) = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
$10598($15797,101f) += 1.0 
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 21 
0084: $11658($15797,101i) = $9898 // (int) 
$12264($15797,101i) = 0 
Player.CanMove($PLAYER_CHAR) = True
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_91857
Object.Destroy($10699($15797,101i))
Player.CanMove($PLAYER_CHAR) = False
00BB: show_text_lowpriority GXT 'SMHELP' time 10000 flag 1  // Enter the amount of monet to subtract
0084: $9889 = $9886 // (int) 
$9895 = 9 
0084: $9898 = $11658($15797,101i) // (int) 
gosub @MAIN_2999 
00BE: text_clear_all 
0084: $11658($15797,101i) = $9898 // (int) 
Player.CanMove($PLAYER_CHAR) = True
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
return 

:DYOMMENU_91960
$15861 = 0 
gosub @DYOMMENU_24233 
if 
  $15858 == 1 
jf @DYOMMENU_92001 
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_92001
gosub @DYOMMENU_72364 
Player.CanMove($PLAYER_CHAR) = False
0084: $9889 = $15797 // (int) 
$9889 *= 100 
0058: $9889 += $9883 // (int) 
gosub @MAIN_1281 
fade 0 300 
wait 300 
04C4: store_coords_to $10395($15797,101f) $10497($15797,101f) $10598($15797,101f) from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
$11456($15797,101f) = Actor.Angle($PLAYER_ACTOR)
077E: get_active_interior_to $11557($15797,101i) 
$10294($15797,101i) = 22 
0084: $12365($15797,101i) = $15860 // (int) 
0086: $12466($15797,101f) = $15865 // (float) 
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
fade 1 500 
wait 500 
$15797 += 1 
01E4: show_text_1number_lowpriority GXT 'NEWOBJ' number $15797 time 1000 flag 1  // Objective created #~1~
Player.CanMove($PLAYER_CHAR) = True
return 

:DYOMMENU_92215
Player.CanMove($PLAYER_CHAR) = False
0084: $15860 = $12365($15797,101i) // (int) 
0086: $15865 = $12466($15797,101f) // (float) 
$15861 = 1 
gosub @DYOMMENU_24233 
if 
  $15808 == 0 
jf @DYOMMENU_92637 
0084: $12365($15797,101i) = $15860 // (int) 
if 
  $15862 == 2 
jf @DYOMMENU_92469 
0084: $15864 = $14167($10938,100f) // (int) 

:DYOMMENU_92320
   not $15864 >= 0 
jf @DYOMMENU_92349 
$15864 += 1000 
jump @DYOMMENU_92320 

:DYOMMENU_92349
0663: printint "link" $15864 
if 
   not $8277($15864,200i) >= 0 
jf @DYOMMENU_92443 

:DYOMMENU_92382
   not $15865 >= 0 
jf @DYOMMENU_92411 
$15865 += 1000 
jump @DYOMMENU_92382 

:DYOMMENU_92411
0084: $8277($15864,200i) = $15865 // (int) 
0663: printint "attach" $15865 
jump @DYOMMENU_92462 

:DYOMMENU_92443
0084: $15864 = $8277($15864,200i) // (int) 
jump @DYOMMENU_92349 

:DYOMMENU_92462
jump @DYOMMENU_92637 

:DYOMMENU_92469
if 
   not $15859 == 1 
jf @DYOMMENU_92625 
if or
  $12365($15797,101i) == -4 
  $12365($15797,101i) == -5 
  $12365($15797,101i) == -6 
jf @DYOMMENU_92573 
if 
   not $12466($15797,101f) >= -500 
jf @DYOMMENU_92573 
0084: $15799 = $12466($15797,101f) // (int) 
gosub @DYOMMENU_22661 

:DYOMMENU_92573
if or
  $12365($15797,101i) == -2 
  $12365($15797,101i) == -3 
jf @DYOMMENU_92625 
0084: $15799 = $12466($15797,101f) // (int) 
gosub @DYOMMENU_22661 

:DYOMMENU_92625
0086: $14167($10938,100f) = $15865 // (float) 

:DYOMMENU_92637
fade 0 300 
wait 300 
Actor.PutAt($PLAYER_ACTOR, $10395($15797,101f), $10497($15797,101f), $10598($15797,101f))
Actor.Angle($PLAYER_ACTOR) = $11456($15797,101f)
09C7: change_player $PLAYER_CHAR model_to #NULL 
048F: actor $PLAYER_ACTOR remove_weapons 
gosub @DYOMMENU_48219 
gosub @DYOMMENU_50923 
fade 1 500 
wait 500 
Player.CanMove($PLAYER_CHAR) = True
return 

:NONAME_1
03E5: show_text_box 'DYOMIN1'  // Welcome to ~n~~y~Design Your Own Mission v8.1~w~~N~Written by ~y~Dutchy3010~w~ and ~y~PatrickW~w~.
wait 10000 

:NONAME_1_16
  $10911 == 1 
jf @NONAME_1_42 
wait 200 
jump @NONAME_1_16 

:NONAME_1_42
03E5: show_text_box 'DYOMIN2'  // This modification allows you to create and play your own missions.~N~Press ~k~~CONVERSATION_YES~ to access the main menu.
wait 10000 

:NONAME_1_58
  $10911 == 1 
jf @NONAME_1_84 
wait 200 
jump @NONAME_1_58 

:NONAME_1_84
03E5: show_text_box 'DYOMIN3'  // Checkout ~y~dyom.gtagames.nl~s~ to upload missions that you create and to download missions of other people.
end_thread 

:NONAME_2
0084: $9889 = $9882 // (int) 
0A8D: [email protected] = read_memory $9889 size 1 virtual_protect 0 
if 
   not [email protected] == 0 
jf @NONAME_2_50 
gosub @MS_VEHICLE_SUBMISSIONS 
wait 5000 

:NONAME_2_50
0084: $9889 = $9882 // (int) 
$9889 += 100 
0A8D: [email protected] = read_memory $9889 size 1 virtual_protect 0 
if 
   not [email protected] == 0 
jf @NONAME_2_107 
gosub @MS_VEHICLE_SUBMISSIONS 
wait 5000 

:NONAME_2_107
0084: $9889 = $9882 // (int) 
$9889 += 200 
0A8D: [email protected] = read_memory $9889 size 1 virtual_protect 0 
if 
   not [email protected] == 0 
jf @NONAME_2_165 
gosub @MS_VEHICLE_SUBMISSIONS 
wait 5000 

:NONAME_2_165
0084: $9889 = $9880 // (int) 
gosub @MS_VEHICLE_SUBMISSIONS 
end_thread 

:NONAME_3
wait 100 
if and
  $ONMISSION == 0 
  $10911 == 0 
  $8274 == 0 
   Player.Defined($PLAYER_CHAR)
jf @NONAME_3_1204 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 
[email protected] = 9999.9 
[email protected] = -1 
[email protected] = 9999.9 
[email protected] = -1 
[email protected] = 0 

:NONAME_3_111
001E:   $10916 > [email protected] // (int) 
jf @NONAME_3_313 
008B: [email protected] = [email protected] // (int) 
[email protected] += 1 
if and
803C:   not  $15617 == [email protected] // (int) 
  $10294([email protected],101i) == 2 
jf @NONAME_3_299 
050A: [email protected] = distance_between_XYZ [email protected] [email protected] [email protected] and_XYZ $10395([email protected],101f) $10497([email protected],101f) $10598([email protected],101f) 
if 
0025:   [email protected] > [email protected] // (float) 
jf @NONAME_3_299 
if 
0025:   [email protected] > [email protected] // (float) 
jf @NONAME_3_283 
0087: [email protected] = [email protected] // (float) 
0085: [email protected] = [email protected] // (int) 
0087: [email protected] = [email protected] // (float) 
0085: [email protected] = [email protected] // (int) 
jump @NONAME_3_299 

:NONAME_3_283
0087: [email protected] = [email protected] // (float) 
0085: [email protected] = [email protected] // (int) 

:NONAME_3_299
[email protected] += 1 
jump @NONAME_3_111 

:NONAME_3_313
[email protected] = 0 

:NONAME_3_320
001E:   $10916 > [email protected] // (int) 
jf @NONAME_3_528 
008B: [email protected] = [email protected] // (int) 
[email protected] += 1 
if 
  $10294([email protected],101i) == 2 
jf @NONAME_3_514 
if and
803B:   not  [email protected] == [email protected] // (int) 
803B:   not  [email protected] == [email protected] // (int) 
803C:   not  $15617 == [email protected] // (int) 
jf @NONAME_3_514 
if or
  $10800([email protected],101i) == 0 
  $10800([email protected],101i) == 5 
jf @NONAME_3_456 
03BD: destroy_sphere $10699([email protected],101i) 
jump @NONAME_3_503 

:NONAME_3_456
if 
  $10800([email protected],101i) == 6 
jf @NONAME_3_494 
0A41: destroy_entrance_marker $10699([email protected],101i) 
jump @NONAME_3_503 

:NONAME_3_494
06D6: disable_racing_checkpoint $10699([email protected],101i) 

:NONAME_3_503
$10699([email protected],101i) = -1 

:NONAME_3_514
[email protected] += 1 
jump @NONAME_3_320 

:NONAME_3_528
[email protected] = 0 

:NONAME_3_535
001E:   $10916 > [email protected] // (int) 
jf @NONAME_3_1204 
008B: [email protected] = [email protected] // (int) 
[email protected] += 1 
if 
  $10294([email protected],101i) == 2 
jf @NONAME_3_1190 
if or
003B:   [email protected] == [email protected] // (int) 
003B:   [email protected] == [email protected] // (int) 
003C:   $15617 == [email protected] // (int) 
jf @NONAME_3_1190 
if 
  $10699([email protected],101i) == -1 
jf @NONAME_3_1190 
02F6: [email protected] = sine $12466([email protected],101f) // (float) 
02F7: [email protected] = cosine $12466([email protected],101f) // (float) 
005D: [email protected] += $10395([email protected],101f) // (float) 
005D: [email protected] += $10497([email protected],101f) // (float) 
if or
  $10800([email protected],101i) == 0 
  $10800([email protected],101i) == 5 
jf @NONAME_3_762 
03BC: $10699([email protected],101i) = create_sphere_at $10395([email protected],101f) $10497([email protected],101f) $10598([email protected],101f) radius $11456([email protected],101f) 

:NONAME_3_762
if 
  $10800([email protected],101i) == 1 
jf @NONAME_3_914 
if 
003C:   $15617 == [email protected] // (int) 
jf @NONAME_3_862 
06D5: $10699([email protected],101i) = create_racing_checkpoint_at $10395([email protected],101f) $10497([email protected],101f) $10598([email protected],101f) point_to [email protected] [email protected] $10598([email protected],101f) type 0 radius $11456([email protected],101f) 
jump @NONAME_3_914 

:NONAME_3_862
06D5: $10699([email protected],101i) = create_racing_checkpoint_at $10395([email protected],101f) $10497([email protected],101f) $10598([email protected],101f) point_to [email protected] [email protected] $10598([email protected],101f) type 2 radius $11456([email protected],101f) 

:NONAME_3_914
if 
  $10800([email protected],101i) == 2 
jf @NONAME_3_988 
06D5: $10699([email protected],101i) = create_racing_checkpoint_at $10395([email protected],101f) $10497([email protected],101f) $10598([email protected],101f) point_to [email protected] [email protected] $10598([email protected],101f) type 1 radius $11456([email protected],101f) 

:NONAME_3_988
if 
  $10800([email protected],101i) == 3 
jf @NONAME_3_1062 
06D5: $10699([email protected],101i) = create_racing_checkpoint_at $10395([email protected],101f) $10497([email protected],101f) $10598([email protected],101f) point_to [email protected] [email protected] $10598([email protected],101f) type 2 radius $11456([email protected],101f) 

:NONAME_3_1062
if 
  $10800([email protected],101i) == 4 
jf @NONAME_3_1136 
06D5: $10699([email protected],101i) = create_racing_checkpoint_at $10395([email protected],101f) $10497([email protected],101f) $10598([email protected],101f) point_to [email protected] [email protected] $10598([email protected],101f) type 4 radius $11456([email protected],101f) 

:NONAME_3_1136
if 
  $10800([email protected],101i) == 6 
jf @NONAME_3_1190 
0A40: $10699([email protected],101i) = create_entrance_marker_at $10395([email protected],101f) $10497([email protected],101f) $10598([email protected],101f) color 4 

:NONAME_3_1190
[email protected] += 1 
jump @NONAME_3_535 

:NONAME_3_1204
jump @NONAME_3 
end_thread 

:NONAME_4
0652: [email protected] = integer_stat 21 

:NONAME_4_7
wait 500 
if and
  $ONMISSION == 0 
  $8274 == 0 
jf @NONAME_4_51 
0623: add 1 to_integer_stat 245 
042E: downdate_integer_stat 21 to [email protected] // same as 0582 

:NONAME_4_51
jump @NONAME_4_7 
end_thread 

:NONAME_5
wait 200 
if and
  $ONMISSION == 0 
  $10911 == 0 
  $8274 == 0 
   Player.Defined($PLAYER_CHAR)
jf @NONAME_5_961 
[email protected] = -1 
[email protected] = 2.0 
gosub @DYOMMENU_21211 
if 
8036:   not  $15798 >= [email protected] // (float) 
jf @NONAME_5_108 
0089: [email protected] = $15798 // (float) 
[email protected] = 1 
008B: [email protected] = $15797 // (int) 

:NONAME_5_108
gosub @DYOMMENU_21365 
if 
8036:   not  $15798 >= [email protected] // (float) 
jf @NONAME_5_157 
0089: [email protected] = $15798 // (float) 
[email protected] = 2 
008B: [email protected] = $15797 // (int) 

:NONAME_5_157
gosub @DYOMMENU_21519 
if 
8036:   not  $15798 >= [email protected] // (float) 
jf @NONAME_5_206 
0089: [email protected] = $15798 // (float) 
[email protected] = 3 
008B: [email protected] = $15797 // (int) 

:NONAME_5_206
gosub @DYOMMENU_21673 
if 
8036:   not  $15798 >= [email protected] // (float) 
jf @NONAME_5_255 
0089: [email protected] = $15798 // (float) 
[email protected] = 4 
008B: [email protected] = $15797 // (int) 

:NONAME_5_255
gosub @DYOMMENU_22135 
if 
8036:   not  $15798 >= [email protected] // (float) 
jf @NONAME_5_304 
0089: [email protected] = $15798 // (float) 
[email protected] = 5 
008B: [email protected] = $15797 // (int) 

:NONAME_5_304
gosub @DYOMMENU_21827 
if 
8036:   not  $15798 >= [email protected] // (float) 
jf @NONAME_5_353 
0089: [email protected] = $15798 // (float) 
[email protected] = 6 
008B: [email protected] = $15797 // (int) 

:NONAME_5_353
if 
  [email protected] == 1 
jf @NONAME_5_459 
if 
   not $13867([email protected],100i) >= 900 
jf @NONAME_5_431 
02FD: show_text_2numbers_lowpriority GXT 'INF_ACT' numbers $13767([email protected],100i) $13867([email protected],100i) time 1000 flag 1  // Info Actor: spawn after ~1~, Hide after ~1~
jump @NONAME_5_454 

:NONAME_5_431
01E4: show_text_1number_lowpriority GXT 'INF_AC2' number $13767([email protected],100i) time 1000 flag 1  // Info Actor: spawn after ~1~

:NONAME_5_454
wait 800 

:NONAME_5_459
if 
  [email protected] == 2 
jf @NONAME_5_565 
if 
   not $9992([email protected],50i) >= 900 
jf @NONAME_5_537 
02FD: show_text_2numbers_lowpriority GXT 'INF_CAR' numbers $9942([email protected],50i) $9992([email protected],50i) time 1000 flag 1  // Info Vehicle: spawn after ~1~, Hide after ~1~
jump @NONAME_5_560 

:NONAME_5_537
01E4: show_text_1number_lowpriority GXT 'INF_CA2' number $9942([email protected],50i) time 1000 flag 1  // Info Vehicle: spawn after ~1~

:NONAME_5_560
wait 800 

:NONAME_5_565
if 
  [email protected] == 3 
jf @NONAME_5_671 
if 
   not $14967([email protected],50i) >= 900 
jf @NONAME_5_643 
02FD: show_text_2numbers_lowpriority GXT 'INF_PU' numbers $14917([email protected],50i) $14967([email protected],50i) time 1000 flag 1  // Info Pickup: spawn after ~1~, Hide after ~1~
jump @NONAME_5_666 

:NONAME_5_643
01E4: show_text_1number_lowpriority GXT 'INF_PU2' number $14917([email protected],50i) time 1000 flag 1  // Info Pickup: spawn after ~1~

:NONAME_5_666
wait 800 

:NONAME_5_671
if 
  [email protected] == 4 
jf @NONAME_5_777 
if 
   not $15517([email protected],100i) >= 900 
jf @NONAME_5_749 
02FD: show_text_2numbers_lowpriority GXT 'INF_OB' numbers $15417([email protected],100i) $15517([email protected],100i) time 1000 flag 1  // Info Object: spawn after ~1~, Hide after ~1~
jump @NONAME_5_772 

:NONAME_5_749
01E4: show_text_1number_lowpriority GXT 'INF_OB2' number $15417([email protected],100i) time 1000 flag 1  // Info Object: spawn after ~1~

:NONAME_5_772
wait 800 

:NONAME_5_777
if 
  [email protected] == 5 
jf @NONAME_5_864 
if 
003C:   $15617 == [email protected] // (int) 
jf @NONAME_5_840 
01E4: show_text_1number_lowpriority GXT 'INF_OBS' number [email protected] time 1000 flag 1  // Info Objective ~1~ (Selected)
jump @NONAME_5_859 

:NONAME_5_840
01E4: show_text_1number_lowpriority GXT 'INF_OBJ' number [email protected] time 1000 flag 1  // Info Objective ~1~

:NONAME_5_859
wait 800 

:NONAME_5_864
if 
  [email protected] == 6 
jf @NONAME_5_961 
if 
  $15720([email protected],25i) > 0 
jf @NONAME_5_937 
02FD: show_text_2numbers_lowpriority GXT 'INF_MT' numbers [email protected] $15720([email protected],25i) time 1000 flag 1  // Info Missiontrigger ~1~, enabled after passing ~1~
jump @NONAME_5_956 

:NONAME_5_937
01E4: show_text_1number_lowpriority GXT 'INF_MT0' number [email protected] time 1000 flag 1  // Info Missiontrigger ~1~, enabled from the start

:NONAME_5_956
wait 800 

:NONAME_5_961
jump @NONAME_5 
end_thread 

:HELI
thread 'HELI' 
0085: [email protected] = [email protected] // (int) 
if 
  [email protected] == -4 
jf @HELI_53 
05CB: AS_actor [email protected] enter_car [email protected] as_driver 2900 ms 
wait 3000 

:HELI_53
Car.StorePos([email protected], [email protected], [email protected], [email protected])
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 
0063: [email protected] -= [email protected] // (float) 
if 
  [email protected] > 5.0 
jf @HELI_120 
Car.SetSpeedInstantly([email protected], 50.0)

:HELI_120
0085: [email protected] = [email protected] // (int) 
008B: [email protected] = $8277([email protected],200i) // (int) 
if 
  [email protected] == -2 
jf @HELI_166 
0085: [email protected] = [email protected] // (int) 

:HELI_166
if 
   not [email protected] >= 0 
jf @HELI_506 
wait 500 
Car.SetSpeedInstantly([email protected], 0.0)
wait 100 
Car.SetMaxSpeed([email protected], 10.0)
[email protected] = Car.Angle([email protected])
04D0: force_heli [email protected] looking_angle_to [email protected] 
Car.StorePos([email protected], [email protected], [email protected], [email protected])
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 
0089: [email protected] = $9477([email protected],200f) // (float) 
0063: [email protected] -= [email protected] // (float) 
if 
   not [email protected] >= 5.0 
jf @HELI_400 
04A2: set_heli [email protected] fly_to [email protected] [email protected] [email protected] altitude_between 0.0 and 0.0 

:HELI_322
wait 20 
gosub @HELI_688 
01AF:   car [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 25.0 25.0 5.0 
jf @HELI_322 
02D4: car [email protected] turn_off_engine 
wait 4000 
Car.LockInCurrentPosition([email protected]) = True
02D4: car [email protected] turn_off_engine 
jump @HELI_481 

:HELI_400
04A2: set_heli [email protected] fly_to [email protected] [email protected] $9477([email protected],200f) altitude_between 0.0 and 0.0 

:HELI_428
wait 20 
gosub @HELI_688 
01AF:   car [email protected] sphere 0 in_sphere [email protected] [email protected] $9477([email protected],200f) radius 25.0 25.0 5.0 
jf @HELI_428 

:HELI_481
if 
  [email protected] == -5 
jf @HELI_504 
0633: AS_actor [email protected] exit_car 

:HELI_504
end_thread 

:HELI_506
02CE: [email protected] = ground_z_at $8677([email protected],200f) $9077([email protected],200f) $9477([email protected],200f) 
0089: [email protected] = $9477([email protected],200f) // (float) 
0063: [email protected] -= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
[email protected] -= 1.0 
[email protected] += 1.0 
04A2: set_heli [email protected] fly_to $8677([email protected],200f) $9077([email protected],200f) $9477[11] altitude_between [email protected] and [email protected] 

:HELI_608
wait 10 
gosub @HELI_688 
01AF:   car [email protected] sphere 0 in_sphere $8677([email protected],200f) $9077([email protected],200f) $9477([email protected],200f) radius 5.0 5.0 200.0 
jf @HELI_608 
Car.SetSpeedInstantly([email protected], 5.0)
jump @HELI_120 
end_thread 

:HELI_688
if 
856E:   not car [email protected] defined 
jf @HELI_706 
end_thread 

:HELI_706
if 
856D:   not actor [email protected] defined 
jf @HELI_724 
end_thread 

:HELI_724
if 
   Car.Wrecked([email protected])
jf @HELI_742 
end_thread 

:HELI_742
return 

:PLANE
thread 'PLANE' 
0085: [email protected] = [email protected] // (int) 
if 
  [email protected] == -4 
jf @PLANE_53 
05CB: AS_actor [email protected] enter_car [email protected] as_driver 2900 ms 
wait 3000 

:PLANE_53
Car.StorePos([email protected], [email protected], [email protected], [email protected])
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 
0063: [email protected] -= [email protected] // (float) 
if 
  [email protected] > 5.0 
jf @PLANE_120 
Car.SetSpeedInstantly([email protected], 50.0)

:PLANE_120
0085: [email protected] = [email protected] // (int) 
008B: [email protected] = $8277([email protected],200i) // (int) 
if 
  [email protected] == -2 
jf @PLANE_166 
0085: [email protected] = [email protected] // (int) 

:PLANE_166
if 
   not [email protected] >= 0 
jf @PLANE_762 
02CE: [email protected] = ground_z_at $8677([email protected],200f) $9077([email protected],200f) $9477([email protected],200f) 
0089: [email protected] = $9477([email protected],200f) // (float) 
0063: [email protected] -= [email protected] // (float) 
if 
  [email protected] > 10.0 
jf @PLANE_318 
0087: [email protected] = [email protected] // (float) 
[email protected] -= 1.0 
[email protected] += 1.0 
04D2: set_plane [email protected] fly_autopilot_around_point $8677([email protected],200f) $9077([email protected],200f) $9477([email protected],200f) altitude_between [email protected] and [email protected] 
jump @PLANE_760 

:PLANE_318
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 
0065: [email protected] -= $8677([email protected],200f) // (float) 
0065: [email protected] -= $9077([email protected],200f) // (float) 
[email protected] *= -1.0 
[email protected] *= -1.0 
0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected] 
Car.Angle([email protected]) = [email protected]
0089: [email protected] = $9077([email protected],200f) // (float) 
[email protected] += 2.0 
02C2: car [email protected] drive_to $8677([email protected],200f) $9077([email protected],200f) [email protected] 
08E6: set_plane [email protected] landing_gear 0 
02D4: car [email protected] turn_off_engine 

:PLANE_466
wait 200 
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 
0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY $8677([email protected],200f) [email protected] 
0065: [email protected] -= $8677([email protected],200f) // (float) 
0065: [email protected] -= $9077([email protected],200f) // (float) 
[email protected] *= -1.0 
[email protected] *= -1.0 
0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected] 
Car.Angle([email protected]) = [email protected]
[email protected] /= 20.0 
[email protected] += 15.0 
if 
   not [email protected] >= 65.0 
jf @PLANE_640 
Car.SetSpeedInstantly([email protected], [email protected])
jump @PLANE_650 

:PLANE_640
Car.SetSpeedInstantly([email protected], 65.0)

:PLANE_650
gosub @HELI_688 
01AF:   car [email protected] sphere 1 in_sphere $8677([email protected],200f) $9077([email protected],200f) $9477([email protected],200f) radius 10.0 10.0 10.0 
jf @PLANE_466 
Car.SetSpeedInstantly([email protected], 5.0)
wait 1000 
Car.SetSpeedInstantly([email protected], 2.0)
wait 1000 
if 
  [email protected] == -5 
jf @PLANE_760 
0633: AS_actor [email protected] exit_car 

:PLANE_760
end_thread 

:PLANE_762
02CE: [email protected] = ground_z_at $8677([email protected],200f) $9077([email protected],200f) $9477([email protected],200f) 
0089: [email protected] = $9477([email protected],200f) // (float) 
0063: [email protected] -= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
[email protected] -= 1.0 
[email protected] += 1.0 
04D2: set_plane [email protected] fly_autopilot_around_point $8677([email protected],200f) $9077([email protected],200f) $9477([email protected],200f) altitude_between [email protected] and [email protected] 

:PLANE_868
wait 10 
gosub @HELI_688 
01AF:   car [email protected] sphere 0 in_sphere $8677([email protected],200f) $9077([email protected],200f) $9477([email protected],200f) radius 50.0 50.0 200.0 
jf @PLANE_868 
jump @PLANE_120 
end_thread 

:CAR
thread 'CAR' 
0085: [email protected] = [email protected] // (int) 
if 
  [email protected] == -4 
jf @CAR_53 
05CB: AS_actor [email protected] enter_car [email protected] as_driver 2900 ms 
wait 3000 

:CAR_53
Car.StorePos([email protected], [email protected], [email protected], [email protected])
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected] 
0063: [email protected] -= [email protected] // (float) 

:CAR_89
0663: printint "CARPNT" [email protected] 
if 
   not [email protected] >= 0 
jf @CAR_310 
06C7: AS_actor [email protected] driver_of_car [email protected] perform_action 6 timelimit 1000 
wait 1000 
[email protected] = 0 

:CAR_145
001E:   $10928 > [email protected] // (int) 
jf @CAR_308 
0663: printint "ACTCHK" [email protected] 
wait 0 
if and
056D:   actor $15907([email protected],100i) defined 
  $14067([email protected],100i) == -5 
jf @CAR_294 
if and
   not Actor.Dead($15907([email protected],100i))
   Actor.InCar($15907([email protected],100i), [email protected])
jf @CAR_294 
0662: printstring "EXITCAR" 
0633: AS_actor $15907([email protected],100i) exit_car 
if 
08B4:   test $13467([email protected],100i) bit 2 
jf @CAR_294 
05E2: AS_actor $15907([email protected],100i) kill_actor $PLAYER_ACTOR 

:CAR_294
[email protected] += 1 
jump @CAR_145 

:CAR_308
end_thread 

:CAR_310
0085: [email protected] = [email protected] // (int) 
008B: [email protected] = $8277([email protected],200i) // (int) 
if 
  [email protected] == -2 
jf @CAR_356 
0085: [email protected] = [email protected] // (int) 

:CAR_356
02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to $8677([email protected],200f) $9077([email protected],200f) $9477([email protected],200f) 
0509: [email protected] = distance_between_XY $8677([email protected],200f) $9077([email protected],200f) and_XY [email protected] [email protected] 
if 
  [email protected] > 10.0 
jf @CAR_491 
0662: printstring "offroad" 
05D1: AS_actor [email protected] drive_car [email protected] to $8677([email protected],200f) $9077([email protected],200f) $9477([email protected],200f) speed [email protected] 2 model #NULL [email protected] 
jump @CAR_540 

:CAR_491
0662: printstring "on path" 
05D1: AS_actor [email protected] drive_car [email protected] to $8677([email protected],200f) $9077([email protected],200f) $9477([email protected],200f) speed [email protected] 3 model #NULL 8 

:CAR_540
03AB: set_car [email protected] strong 1 

:CAR_547
wait 10 
gosub @HELI_688 
01AD:   car [email protected] sphere 0 near_point $8677([email protected],200f) $9077([email protected],200f) radius [email protected] [email protected] 
jf @CAR_547 
jump @CAR_89 
end_thread 

:PROXM
thread 'PROXM' 
[email protected] *= 20.0 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0073: [email protected] /= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0073: [email protected] /= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0073: [email protected] /= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0073: [email protected] /= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0073: [email protected] /= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0073: [email protected] /= [email protected] // (float) 
008E: [email protected] = float [email protected] to_integer 
[email protected] = 0 
Object.StorePos([email protected], [email protected], [email protected], [email protected])

:PROXM_194
03CA:   object [email protected] exists 
jf @PROXM_477 
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 
0025:   [email protected] > [email protected] // (float) 
jf @PROXM_365 
if 
802D:   not  [email protected] >= [email protected] // (int) 
jf @PROXM_358 
005B: [email protected] += [email protected] // (float) 
005B: [email protected] += [email protected] // (float) 
005B: [email protected] += [email protected] // (float) 
005B: [email protected] += [email protected] // (float) 
005B: [email protected] += [email protected] // (float) 
005B: [email protected] += [email protected] // (float) 
[email protected] += 1 
Object.PutAt([email protected], [email protected], [email protected], [email protected])
0453: set_object [email protected] XYZ_rotation [email protected] [email protected] [email protected] 

:PROXM_358
jump @PROXM_466 

:PROXM_365
if 
  [email protected] > 0 
jf @PROXM_466 
0063: [email protected] -= [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
[email protected] -= 1 
Object.PutAt([email protected], [email protected], [email protected], [email protected])
0453: set_object [email protected] XYZ_rotation [email protected] [email protected] [email protected] 

:PROXM_466
wait 30 
jump @PROXM_194 

:PROXM_477
end_thread 

:PERMM
thread 'PERMM' 
0085: [email protected] = [email protected] // (int) 

:PERMM_19
   not [email protected] == -1 
jf @PERMM_606 
0089: [email protected] = $8677([email protected],200f) // (float) 
0089: [email protected] = $9077([email protected],200f) // (float) 
0089: [email protected] = $9477([email protected],200f) // (float) 
008B: [email protected] = $8277([email protected],200i) // (int) 
0089: [email protected] = $8677([email protected],200f) // (float) 
0089: [email protected] = $9077([email protected],200f) // (float) 
0089: [email protected] = $9477([email protected],200f) // (float) 
050A: [email protected] = distance_between_XYZ [email protected] [email protected] [email protected] and_XYZ [email protected] [email protected] [email protected] 
050A: [email protected] = distance_between_XYZ [email protected] [email protected] [email protected] and_XYZ [email protected] [email protected] [email protected] 
0087: [email protected] = [email protected] // (float) 
0073: [email protected] /= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
[email protected] /= 57.2 
0073: [email protected] /= [email protected] // (float) 
if 
0025:   [email protected] > [email protected] // (float) 
jf @PERMM_232 
0087: [email protected] = [email protected] // (float) 

:PERMM_232
[email protected] *= 20.0 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0073: [email protected] /= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0073: [email protected] /= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0073: [email protected] /= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0073: [email protected] /= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0073: [email protected] /= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0073: [email protected] /= [email protected] // (float) 
008E: [email protected] = float [email protected] to_integer 
[email protected] = 0 

:PERMM_401
802D:   not  [email protected] >= [email protected] // (int) 
jf @PERMM_528 
005B: [email protected] += [email protected] // (float) 
005B: [email protected] += [email protected] // (float) 
005B: [email protected] += [email protected] // (float) 
005B: [email protected] += [email protected] // (float) 
005B: [email protected] += [email protected] // (float) 
005B: [email protected] += [email protected] // (float) 
[email protected] += 1 
Object.PutAt([email protected], [email protected], [email protected], [email protected])
0453: set_object [email protected] XYZ_rotation [email protected] [email protected] [email protected] 
wait 30 
if 
83CA:   not object [email protected] exists 
jf @PERMM_521 
end_thread 

:PERMM_521
jump @PERMM_401 

:PERMM_528
008B: [email protected] = $8277([email protected],200i) // (int) 
if 
  [email protected] == -2 
jf @PERMM_566 
0085: [email protected] = [email protected] // (int) 

:PERMM_566
0663: printint "next" [email protected] 
wait 10 
if 
83CA:   not object [email protected] exists 
jf @PERMM_599 
end_thread 

:PERMM_599
jump @PERMM_19 

:PERMM_606
end_thread 

:PLCHUTE
thread 'PLCHUTE' 
Model.Load(#GUN_PARA)

:PLCHUTE_16
if 
   not Model.Available(#GUN_PARA)
jf @PLCHUTE_43 
wait 0 
jump @PLCHUTE_16 

:PLCHUTE_43
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @PLCHUTE_59 

:PLCHUTE_59
$1498 = 0 
$FREEFALL_STAGE = 0 
$PARACHUTE_CREATION_STAGE = 0 
if 
  $1498 == 999 
jf @PLCHUTE_118 
$PICKUP_PARACHUTE = Pickup.Create(#GUN_PARA, 3, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)

:PLCHUTE_118
wait 0 
   Player.Defined($PLAYER_CHAR)
jf @PLCHUTE_118 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @PLCHUTE_5479 
if 
8800:   not in_two_players_mode 
jf @PLCHUTE_5479 
if 
   not $FREEFALL_STAGE == 0 
jf @PLCHUTE_188 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 

:PLCHUTE_188
if 
  $PARACHUTE_CREATION_STAGE > 0 
jf @PLCHUTE_231 
if 
   not Actor.HasWeapon($PLAYER_ACTOR, 46)
jf @PLCHUTE_231 
gosub @PLCHUTE_5545 

:PLCHUTE_231
if 
  $PARACHUTE_CREATION_STAGE == 0 
jf @PLCHUTE_286 
if 
   Actor.HasWeapon($PLAYER_ACTOR, 46)
jf @PLCHUTE_286 
Model.Load(#PARACHUTE)
$PARACHUTE_CREATION_STAGE = 1 
$1498 = 0 

:PLCHUTE_286
if 
  $PARACHUTE_CREATION_STAGE == 1 
jf @PLCHUTE_389 
if 
   Model.Available(#PARACHUTE)
jf @PLCHUTE_389 
[email protected] = Object.Create(#PARACHUTE, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0750: set_object [email protected] visibility 0 
$PARACHUTE_CREATION_STAGE = 2 

:PLCHUTE_389
if and
  $PARACHUTE_CREATION_STAGE == 2 
  $FREEFALL_STAGE == 1 
jf @PLCHUTE_421 
$PARACHUTE_CREATION_STAGE = 3 

:PLCHUTE_421
if and
  $FREEFALL_STAGE == 0 
  $PARACHUTE_CREATION_STAGE > 0 
jf @PLCHUTE_577 
if 
0818:   actor $PLAYER_ACTOR in_air 
jf @PLCHUTE_577 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
if 
  -10.0 > $1509 
jf @PLCHUTE_577 
0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 
if 
  [email protected] > 20.0 
jf @PLCHUTE_577 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037 
$FREEFALL_STAGE = 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
[email protected] = 0 
$8268 = 0.0 

:PLCHUTE_577
if 
  $FREEFALL_STAGE == 1 
jf @PLCHUTE_2398 
if 
  [email protected] == 0 
jf @PLCHUTE_620 
[email protected] = 2 

:PLCHUTE_620
if 
  [email protected] == 2 
jf @PLCHUTE_741 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found 
if 
04A4:   [email protected] == 7 // == constant 
jf @PLCHUTE_741 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
04ED: load_animation "PARACHUTE" 
[email protected] = 1 
[email protected] = Actor.Angle($PLAYER_ACTOR)
[email protected] = 3 

:PLCHUTE_741
if 
  [email protected] == 3 
jf @PLCHUTE_2398 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found 
if 
04A4:   [email protected] == 7 // == constant 
jf @PLCHUTE_827 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:PLCHUTE_827
0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 
if and
  100.0 > [email protected] 
  [email protected] > 60.0 
jf @PLCHUTE_924 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_924 
if 
  $ONMISSION == 0 
jf @PLCHUTE_924 
00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1  // ~s~Open your parachute!

:PLCHUTE_924
0494: get_joystick 0 direction_offset_to [email protected] [email protected] [email protected] [email protected] 
if 
  $1511 == 1 
jf @PLCHUTE_972 
[email protected] = 0 
[email protected] = 0 

:PLCHUTE_972
0093: [email protected] = integer [email protected] to_float 
[email protected] /= 4.267 
0063: [email protected] -= [email protected] // (float) 
[email protected] /= 20.0 
005B: [email protected] += [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
[email protected] /= 5.0 
0063: [email protected] -= [email protected] // (float) 
if 
  [email protected] > 180.0 
jf @PLCHUTE_1073 
[email protected] -= 360.0 

:PLCHUTE_1073
if 
  -180.0 > [email protected] 
jf @PLCHUTE_1104 
[email protected] += 360.0 

:PLCHUTE_1104
0093: [email protected] = integer [email protected] to_float 
[email protected] /= 4.267 
0063: [email protected] -= [email protected] // (float) 
[email protected] /= 20.0 
005B: [email protected] += [email protected] // (float) 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] $1509 
if 
0024:   $1504 > $1509 // (float) 
jf @PLCHUTE_1189 
0086: $1509 = $1504 // (float) 

:PLCHUTE_1189
if 
0024:   $8268 > $1509 // (float) 
jf @PLCHUTE_1216 
0086: $8268 = $1509 // (float) 

:PLCHUTE_1216
if 
0024:   $1504 > $8268 // (float) 
jf @PLCHUTE_1243 
0086: $8268 = $1504 // (float) 

:PLCHUTE_1243
if and
0024:   $1509 > $8268 // (float) 
   not $1902 == 1 
jf @PLCHUTE_1419 
if 
84AD:   not actor $PLAYER_ACTOR in_water 
jf @PLCHUTE_1373 
if 
  -20.0 > $8268 
jf @PLCHUTE_1320 
$FREEFALL_STAGE = 2 
jump @PLCHUTE_1366 

:PLCHUTE_1320
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
$FREEFALL_STAGE = 7 

:PLCHUTE_1366
jump @PLCHUTE_1419 

:PLCHUTE_1373
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
$FREEFALL_STAGE = 7 

:PLCHUTE_1419
0087: [email protected] = [email protected] // (float) 
[email protected] /= 30.0 
006F: [email protected] *= $1505 // (float) 
02F6: $1507 = sine [email protected] // (float) 
02F7: $1508 = cosine [email protected] // (float) 
006D: $1507 *= [email protected] // (float) 
006D: $1508 *= [email protected] // (float) 
$1508 *= -1.0 
0059: $1508 += $1506 // (float) 
0087: [email protected] = [email protected] // (float) 
0065: [email protected] -= $1507 // (float) 
[email protected] *= 0.01 
0088: $1507 = [email protected] // (float) 
0067: $1507 -= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0065: [email protected] -= $1508 // (float) 
[email protected] *= 0.01 
0088: $1508 = [email protected] // (float) 
0067: $1508 -= [email protected] // (float) 
0085: [email protected] = [email protected] // (int) 
0085: [email protected] = [email protected] // (int) 
0095: make [email protected] absolute_integer 
0095: make [email protected] absolute_integer 
if or
  [email protected] > 40 
  [email protected] > 40 
jf @PLCHUTE_2121 
if 
001D:   [email protected] > [email protected] // (int) 
jf @PLCHUTE_1884 
if 
  [email protected] >= 0 
jf @PLCHUTE_1763 
if 
   not [email protected] == 2 
jf @PLCHUTE_1763 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_1756 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1756
[email protected] = 2 

:PLCHUTE_1763
if 
  0 > [email protected] 
jf @PLCHUTE_1877 
if 
   not [email protected] == 3 
jf @PLCHUTE_1877 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_1870 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1870
[email protected] = 3 

:PLCHUTE_1877
jump @PLCHUTE_2114 

:PLCHUTE_1884
if 
  [email protected] >= 0 
jf @PLCHUTE_1996 
if 
   not [email protected] == 4 
jf @PLCHUTE_1996 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_1989 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_1989
[email protected] = 4 

:PLCHUTE_1996
if 
  0 > [email protected] 
jf @PLCHUTE_2114 
if 
   not [email protected] == 5 
jf @PLCHUTE_2114 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_2107 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_2107
[email protected] = 5 

:PLCHUTE_2114
jump @PLCHUTE_2215 

:PLCHUTE_2121
if 
   not [email protected] == 1 
jf @PLCHUTE_2215 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_2215 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
[email protected] = 1 

:PLCHUTE_2215
if or
00E1:   player 0 pressed_key 17 
  $1512 == 1 
jf @PLCHUTE_2398 
if 
   not $1902 == 1 
jf @PLCHUTE_2398 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_2398 
if and
  $PARACHUTE_CREATION_STAGE == 3 
  $1511 == 0 
jf @PLCHUTE_2398 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038 
008A: $8270 = [email protected] // (int) 
$8270 += 1100 
$FREEFALL_STAGE = 3 
[email protected] = 0 

:PLCHUTE_2398
if 
  $FREEFALL_STAGE == 2 
jf @PLCHUTE_2516 
if 
04EE:   animation "PARACHUTE" loaded 
jf @PLCHUTE_2504 
Actor.Angle($PLAYER_ACTOR) = [email protected]
0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1189 
jump @PLCHUTE_2509 

:PLCHUTE_2504
05BE: AS_actor $PLAYER_ACTOR die 

:PLCHUTE_2509
gosub @PLCHUTE_5545 

:PLCHUTE_2516
if 
  $FREEFALL_STAGE == 3 
jf @PLCHUTE_4805 
if 
  $8270 > 0 
jf @PLCHUTE_2598 
if 
001F:   [email protected] > $8270 // (int) 
jf @PLCHUTE_2598 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039 
$8270 = 0 

:PLCHUTE_2598
if 
  [email protected] == 0 
jf @PLCHUTE_2701 
0087: [email protected] = [email protected] // (float) 
[email protected] /= 500.0 
0087: [email protected] = [email protected] // (float) 
[email protected] /= 500.0 
0085: [email protected] = [email protected] // (int) 
0085: [email protected] = [email protected] // (int) 
0087: [email protected] = [email protected] // (float) 
[email protected] *= -1.0 
0089: [email protected] = $1509 // (float) 
[email protected] = 1 

:PLCHUTE_2701
if 
  [email protected] == 1 
jf @PLCHUTE_2868 
0085: [email protected] = [email protected] // (int) 
0062: [email protected] -= [email protected] // (int) 
if 
  500 > [email protected] 
jf @PLCHUTE_2841 
0085: [email protected] = [email protected] // (int) 
0062: [email protected] -= [email protected] // (int) 
0085: [email protected] = [email protected] // (int) 
0093: [email protected] = integer [email protected] to_float 
0087: [email protected] = [email protected] // (float) 
006B: [email protected] *= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
006B: [email protected] *= [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
jump @PLCHUTE_2868 

:PLCHUTE_2841
[email protected] = 0.0 
[email protected] = 0.0 
[email protected] = 2 

:PLCHUTE_2868
if 
  [email protected] == 2 
jf @PLCHUTE_2988 
if 
03CA:   object [email protected] exists 
jf @PLCHUTE_2988 
0750: set_object [email protected] visibility 1 
08D2: object [email protected] scale_model 0.0 
0085: [email protected] = [email protected] // (int) 

:PLCHUTE_2927
wait 0 
   Player.Defined($PLAYER_CHAR)
jf @PLCHUTE_2927 
075A: set_object [email protected] animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
[email protected] = 3 

:PLCHUTE_2988
if 
  [email protected] == 3 
jf @PLCHUTE_3091 
0085: [email protected] = [email protected] // (int) 
0062: [email protected] -= [email protected] // (int) 
if 
  500 > [email protected] 
jf @PLCHUTE_3074 
0093: [email protected] = integer [email protected] to_float 
[email protected] /= 500.0 
08D2: object [email protected] scale_model [email protected] 
jump @PLCHUTE_3091 

:PLCHUTE_3074
08D2: object [email protected] scale_model 1.0 
[email protected] = 4 

:PLCHUTE_3091
if 
  [email protected] == 5 
jf @PLCHUTE_3160 
[email protected] = Object.Create(#PARA_COLLISION, 0.0, 0.0, 0.0)
0750: set_object [email protected] visibility 0 
Object.ToggleInMovingList([email protected]) = True
04D9: object [email protected] set_scripted_collision_check 1 
[email protected] = 6 

:PLCHUTE_3160
if 
  [email protected] == 6 
jf @PLCHUTE_4378 
0494: get_joystick 0 direction_offset_to [email protected] [email protected] [email protected] [email protected] 
if 
  $1511 == 1 
jf @PLCHUTE_3226 
[email protected] = 0 
[email protected] = 0 

:PLCHUTE_3226
0093: [email protected] = integer [email protected] to_float 
[email protected] /= 4.267 
0063: [email protected] -= [email protected] // (float) 
[email protected] /= 20.0 
005B: [email protected] += [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
[email protected] /= 15.0 
0063: [email protected] -= [email protected] // (float) 
if 
  [email protected] > 180.0 
jf @PLCHUTE_3327 
[email protected] -= 360.0 

:PLCHUTE_3327
if 
  -180.0 > [email protected] 
jf @PLCHUTE_3358 
[email protected] += 360.0 

:PLCHUTE_3358
02F6: $1507 = sine [email protected] // (float) 
02F7: $1508 = cosine [email protected] // (float) 
0069: $1507 *= $1500 // (float) 
0069: $1508 *= $1500 // (float) 
$1507 *= -1.0 
0085: [email protected] = [email protected] // (int) 
0085: [email protected] = [email protected] // (int) 
0095: make [email protected] absolute_integer 
0095: make [email protected] absolute_integer 
if or
  [email protected] > 40 
  [email protected] > 40 
jf @PLCHUTE_4090 
if 
001D:   [email protected] > [email protected] // (int) 
jf @PLCHUTE_3765 
0089: [email protected] = $1501 // (float) 
0065: [email protected] -= $1509 // (float) 
[email protected] /= 20.0 
005F: $1509 += [email protected] // (float) 
if 
  [email protected] >= 0 
jf @PLCHUTE_3631 
if 
   not [email protected] == 2 
jf @PLCHUTE_3631 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object [email protected] animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
[email protected] = 2 

:PLCHUTE_3631
if 
  0 > [email protected] 
jf @PLCHUTE_3758 
if 
   not [email protected] == 3 
jf @PLCHUTE_3758 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object [email protected] animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
[email protected] = 3 

:PLCHUTE_3758
jump @PLCHUTE_4083 

:PLCHUTE_3765
if 
  [email protected] >= 0 
jf @PLCHUTE_3924 
0089: [email protected] = $1503 // (float) 
0065: [email protected] -= $1509 // (float) 
[email protected] /= 20.0 
005F: $1509 += [email protected] // (float) 
if 
   not [email protected] == 4 
jf @PLCHUTE_3924 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object [email protected] animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
[email protected] = 4 

:PLCHUTE_3924
if 
  0 > [email protected] 
jf @PLCHUTE_4083 
0089: [email protected] = $1501 // (float) 
0065: [email protected] -= $1509 // (float) 
[email protected] /= 20.0 
005F: $1509 += [email protected] // (float) 
if 
   not [email protected] == 5 
jf @PLCHUTE_4083 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
[email protected] = 5 

:PLCHUTE_4083
jump @PLCHUTE_4249 

:PLCHUTE_4090
0089: [email protected] = $1501 // (float) 
0065: [email protected] -= $1509 // (float) 
[email protected] /= 20.0 
005F: $1509 += [email protected] // (float) 
if 
   not [email protected] == 5 
jf @PLCHUTE_4249 
if 
   not [email protected] == 1 
jf @PLCHUTE_4249 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
[email protected] = 1 

:PLCHUTE_4249
Object.StorePos([email protected], $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
0815: put_object [email protected] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation 
if 
04DA:   has_object [email protected] collided 
jf @PLCHUTE_4342 
075A: set_object [email protected] animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET 
[email protected] = 7 

:PLCHUTE_4342
if 
00E1:   player 0 pressed_key 15 
jf @PLCHUTE_4378 
0792: disembark_instantly_actor $PLAYER_ACTOR 
$FREEFALL_STAGE = 6 
$1498 = 3 

:PLCHUTE_4378
if 
03CA:   object [email protected] exists 
jf @PLCHUTE_4617 
if 
0837:   object [email protected] animation == "PARA_OPEN_O" 
jf @PLCHUTE_4617 
0839: get_object [email protected] animation "PARA_OPEN_O" progress_to [email protected] 
0087: [email protected] = [email protected] // (float) 
0065: [email protected] -= $1501 // (float) 
0087: [email protected] = [email protected] // (float) 
006B: [email protected] *= [email protected] // (float) 
0088: $1509 = [email protected] // (float) 
0067: $1509 -= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0065: [email protected] -= $1500 // (float) 
0087: [email protected] = [email protected] // (float) 
006B: [email protected] *= [email protected] // (float) 
0087: [email protected] = [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
02F6: $1507 = sine [email protected] // (float) 
02F7: $1508 = cosine [email protected] // (float) 
006D: $1507 *= [email protected] // (float) 
006D: $1508 *= [email protected] // (float) 
$1507 *= -1.0 
if and
  [email protected] == 1.0 
  [email protected] == 4 
jf @PLCHUTE_4617 
[email protected] = 5 

:PLCHUTE_4617
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @PLCHUTE_4805 
if 
04AD:   actor $PLAYER_ACTOR in_water 
jf @PLCHUTE_4756 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 
075A: set_object [email protected] animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
$FREEFALL_STAGE = 5 
[email protected] = 0 

:PLCHUTE_4756
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected] 
if 
  [email protected] > -0.1 
jf @PLCHUTE_4805 
$FREEFALL_STAGE = 4 
[email protected] = 0 

:PLCHUTE_4805
if 
  $FREEFALL_STAGE == 4 
jf @PLCHUTE_5295 
if 
  [email protected] == 0 
jf @PLCHUTE_5192 
$1498 = 1 
Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
$TEMPVAR_Z_COORD -= 1.0 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_Z_COORD)
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air 
if 
  -10.0 > $1509 
jf @PLCHUTE_4946 
$FREEFALL_STAGE = 2 
[email protected] = 0 
jump @PLCHUTE_5116 

:PLCHUTE_4946
if 
  -4.0 > $1509 
jf @PLCHUTE_5071 
0615: define_AS_pack_begin [email protected] 
0812: AS_actor -1 perform_animation "FALL_FRONT" IFP "PED" framedelta 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB 
0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB 
0616: define_AS_pack_end [email protected] 
0618: assign_actor $PLAYER_ACTOR to_AS_pack [email protected] 
061B: remove_references_to_AS_pack [email protected] 
jump @PLCHUTE_5109 

:PLCHUTE_5071
0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP "PED" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 

:PLCHUTE_5109
[email protected] = 1 

:PLCHUTE_5116
075A: set_object [email protected] animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0 
0085: [email protected] = [email protected] // (int) 
[email protected] += 1000 

:PLCHUTE_5192
if 
  [email protected] == 1 
jf @PLCHUTE_5295 
if 
0837:   object [email protected] animation == "PARA_LAND_O" 
jf @PLCHUTE_5295 
0839: get_object [email protected] animation "PARA_LAND_O" progress_to [email protected] 
if 
  [email protected] == 1.0 
jf @PLCHUTE_5295 
$1498 = 2 
gosub @PLCHUTE_5545 

:PLCHUTE_5295
if 
  $FREEFALL_STAGE == 5 
jf @PLCHUTE_5352 
$1498 = 1 
if 
  [email protected] == 0 
jf @PLCHUTE_5352 
$1498 = 2 
gosub @PLCHUTE_5545 

:PLCHUTE_5352
if and
  $FREEFALL_STAGE > 0 
  4 > $FREEFALL_STAGE 
jf @PLCHUTE_5429 
if 
   not Actor.Dead($PLAYER_ACTOR)
jf @PLCHUTE_5429 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
Actor.Angle($PLAYER_ACTOR) = [email protected]
083E: set_actor $PLAYER_ACTOR rotation [email protected] [email protected] [email protected] while_in_air 

:PLCHUTE_5429
if 
  $FREEFALL_STAGE == 6 
jf @PLCHUTE_5454 
gosub @PLCHUTE_5545 

:PLCHUTE_5454
if 
  $FREEFALL_STAGE == 7 
jf @PLCHUTE_5479 
gosub @PLCHUTE_5486 

:PLCHUTE_5479
jump @PLCHUTE_118 

:PLCHUTE_5486
$FREEFALL_STAGE = 0 
[email protected] = 0 
Model.Destroy(#PARACHUTE)
04EF: release_animation "PARACHUTE" 
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
return 

:PLCHUTE_5545
0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0 
09A2: destroy_object_with_fade [email protected] 
Object.Destroy([email protected])
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
$FREEFALL_STAGE = 0 
$PARACHUTE_CREATION_STAGE = 0 
[email protected] = 0 
Model.Destroy(#PARACHUTE)
04EF: release_animation "PARACHUTE" 
Model.Destroy(#GUN_PARA)
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
end_thread 

:PLCHUTE_5655
$16138 = 1 

:PLCHUTE_5662
802C:   not  $16138 >= $10917 // (int) 
jf @PLCHUTE_5758 
if 
003A:   $15720($16138,25i) == $16139 // (int) 
jf @PLCHUTE_5744 
$15796 += 1 
$15770($16138,25i) = Marker.CreateIconAndSphere($15620($16138,25i), $15645($16138,25f), $15670($16138,25f), $15695($16138,25f))

:PLCHUTE_5744
$16138 += 1 
jump @PLCHUTE_5662 

:PLCHUTE_5758
return 

:PLCHUTE_5760
0084: $9889 = $16139 // (int) 
$9889 *= 16 
0058: $9889 += $9884 // (int) 
06D2: [email protected] = "DSL/" // @v = string 
0A9F: [email protected] = current_thread_pointer 
[email protected] += 60 
[email protected] += 8 
if 
0AA9:   is_game_version_original 
jf @PLCHUTE_5851 
0AA5: call 7439872 num_params 2 pop 2 [email protected] $9889  
jump @PLCHUTE_5869 

:PLCHUTE_5851
0AA5: call 7442064 num_params 2 pop 2 [email protected] $9889  

:PLCHUTE_5869
06D1: v$10918 = [email protected] // v$ = string 
gosub @DYOMMENU_12415 
if 
  $10913 == 0 
jf @PLCHUTE_5918 
00BC: show_text_highpriority GXT 'FILERRL' time 3000 flag 1  // Selected file could not be read

:PLCHUTE_5918
return 

:PLCHUTE_5920
$ONMISSION = 1 
0ACB: show_styled_text $9878 time 1000 style 2 

:PLCHUTE_5937
   not Player.Defined($PLAYER_CHAR)
jf @PLCHUTE_5960 
wait 100 
jump @PLCHUTE_5937 

:PLCHUTE_5960
fade 0 500 
Player.CanMove($PLAYER_CHAR) = True
start_mission 1  // Initial 2

:PLCHUTE_5978
wait 200 
  $ONMISSION == 0 
jf @PLCHUTE_5978 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
return 

:NONAME_6
$15796 = 0 
$16139 = 0 
gosub @DYOMMENU_47656 
$8274 = 1 
$16138 = 1 

:NONAME_6_35
802C:   not  $16138 >= $10917 // (int) 
jf @NONAME_6_75 
$15770($16138,25i) = 0 
$16138 += 1 
jump @NONAME_6_35 

:NONAME_6_75
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
$16140 = Player.Money($PLAYER_CHAR)
$16140 -= 100 
$16140 *= -1 
Player.Money($PLAYER_CHAR) += $16140
048F: actor $PLAYER_ACTOR remove_weapons 
Actor.Health($PLAYER_ACTOR) = 1000
gosub @ANIMATE_9661 
06D1: v$10918 = "DSL/_intro.dat" // v$ = string 
gosub @DYOMMENU_12415 
if 
  $10913 == 1 
jf @NONAME_6_224 
$8275 = 1 

:NONAME_6_192
gosub @PLCHUTE_5920 
wait 0 
  $16141 == 1 
jf @NONAME_6_192 
$8275 = 0 

:NONAME_6_224
gosub @PLCHUTE_5655 

:NONAME_6_231
  $15796 > 0 
jf @NONAME_6_1208 

:NONAME_6_245
   not Player.Defined($PLAYER_CHAR)
jf @NONAME_6_268 
wait 100 
jump @NONAME_6_245 

:NONAME_6_268
04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 
$16139 = 1 

:NONAME_6_304
802C:   not  $16139 >= $10917 // (int) 
jf @NONAME_6_791 
if 
   not $15770($16139,25i) == 0 
jf @NONAME_6_777 
050A: $10192 = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ $15645($16139,25f) $15670($16139,25f) $15695($16139,25f) 
if 
   not $10192 >= 1.0 
jf @NONAME_6_777 
gosub @PLCHUTE_5760 
gosub @PLCHUTE_5920 
if 
  $16141 == 1 
jf @NONAME_6_777 
$15796 -= 1 
Marker.Disable($15770($16139,25i))
$15770($16139,25i) = 0 
0084: $15889 = $15745($16139,25i) // (int) 
gosub @DYOMMENU_33525 
01E3: show_text_1number_styled GXT 'M_PASSS' number $15890 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
Player.Money($PLAYER_CHAR) += $15890
0998: add_respect 5 
if 
  $15891 > 0 
jf @NONAME_6_536 
$15891 -= 1 
set_weather $15891 

:NONAME_6_536
if 
  $15892 == 1 
jf @NONAME_6_559 
06C8: enable_riot $15893 

:NONAME_6_559
if 
  $15894 == 1 
jf @NONAME_6_610 
if 
  $15895 == 1 
jf @NONAME_6_606 
01F0: set_max_wanted_level_to 6 
jump @NONAME_6_610 

:NONAME_6_606
01F0: set_max_wanted_level_to 0 

:NONAME_6_610
if 
  $15896 == 1 
jf @NONAME_6_770 
if 
  $15897 == 1 
jf @NONAME_6_660 
01EB: set_traffic_density_multiplier_to 1.0 
jump @NONAME_6_699 

:NONAME_6_660
03BA: clear_cars_from_cube_cornerA -3000.0 -3000.0 -100.0 cornerB 3000.0 3000.0 2000.0 
01EB: set_traffic_density_multiplier_to 0.0 

:NONAME_6_699
if 
  $15898 == 1 
jf @NONAME_6_731 
03DE: set_pedestrians_density_multiplier_to 1.0 
jump @NONAME_6_770 

:NONAME_6_731
042B: clear_peds_from_cube_cornerA -3000.0 -3000.0 -100.0 cornerB 3000.0 3000.0 2000.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:NONAME_6_770
gosub @PLCHUTE_5655 

:NONAME_6_777
$16139 += 1 
jump @NONAME_6_304 

:NONAME_6_791
if and
0AB0:   key_pressed 89 
0AB0:   key_pressed 78 
jf @NONAME_6_1197 

:NONAME_6_810
0AB0:   key_pressed 89 
jf @NONAME_6_832 
wait 20 
jump @NONAME_6_810 

:NONAME_6_832
Player.CanMove($PLAYER_CHAR) = False
08D4: $10908 = create_panel_with_title 'SLINE' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Storyline
08DB: set_panel $10908 column 0 header 'SMENU' data 'SABORT' 'LPROG' 'SPROG' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Storyline Menu // Abort Storyline // Load Storyline progress // Save Storyline progress
gosub @ANIMATE_9274 
if 
  $10907 == 0 
jf @NONAME_6_1190 
if 
  $10909 == 0 
jf @NONAME_6_1140 
$16138 = 1 

:NONAME_6_1050
802C:   not  $16138 >= $10917 // (int) 
jf @NONAME_6_1121 
if 
   not $15770($16138,25i) == 0 
jf @NONAME_6_1107 
Marker.Disable($15770($16138,25i))
$15770($16139,25i) = 0 

:NONAME_6_1107
$16138 += 1 
jump @NONAME_6_1050 

:NONAME_6_1121
Player.CanMove($PLAYER_CHAR) = True
wait 500 
jump @NONAME_6_1275 

:NONAME_6_1140
if 
  $10909 == 1 
jf @NONAME_6_1165 
gosub @DYOMMENU_20960 

:NONAME_6_1165
if 
  $10909 == 2 
jf @NONAME_6_1190 
gosub @DYOMMENU_20865 

:NONAME_6_1190
Player.CanMove($PLAYER_CHAR) = True

:NONAME_6_1197
wait 0 
jump @NONAME_6_231 

:NONAME_6_1208
06D1: v$10918 = "DSL/_outro.dat" // v$ = string 
gosub @DYOMMENU_12415 
if 
  $10913 == 1 
jf @NONAME_6_1275 
$8275 = 1 
gosub @PLCHUTE_5920 
$8275 = 0 

:NONAME_6_1275
gosub @DYOMMENU_47656 
$8272 = 0 
start_mission 0  // Initial 1

:NONAME_6_1293
wait 10 
  $8272 == 1 
jf @NONAME_6_1293 
01F0: set_max_wanted_level_to 0 
set_weather 0 
gosub @ANIMATE_9529 
$8274 = 0 
gosub @DYOMMENU_50490 

:NONAME_6_1340
   not Player.Defined($PLAYER_CHAR)
jf @NONAME_6_1363 
wait 100 
jump @NONAME_6_1340 

:NONAME_6_1363
$16140 = Player.Money($PLAYER_CHAR)
$16140 -= 100 
$16140 *= -1 
Player.Money($PLAYER_CHAR) += $16140
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
048F: actor $PLAYER_ACTOR remove_weapons 
06C8: enable_riot 0 
03BA: clear_cars_from_cube_cornerA -3000.0 -3000.0 -100.0 cornerB 3000.0 3000.0 2000.0 
042B: clear_peds_from_cube_cornerA -3000.0 -3000.0 -100.0 cornerB 3000.0 3000.0 2000.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
end_thread 

:NONAME_7
020C: create_explosion_with_radius 6 at [email protected] [email protected] [email protected] 
wait 100 
020C: create_explosion_with_radius 1 at [email protected] [email protected] [email protected] 
wait 100 
020C: create_explosion_with_radius 2 at [email protected] [email protected] [email protected] 
wait 100 
020C: create_explosion_with_radius 3 at [email protected] [email protected] [email protected] 
end_thread 

//-------------Mission 0---------------
// Originally: Initial 1

:NONAME_8
$11444 = 5 
$10937 = 0 
gosub @DYOMMENU_47656 
016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 
016C: restart_if_wasted_at 1180.85 -1325.57 12.58 angle 271.4 town_number 0 
016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 
016C: restart_if_wasted_at 1244.437 331.2261 18.5547 angle 7.5465 town_number 1 
016D: restart_if_busted_at 632.2344 -571.7104 15.3515 angle 267.2 town_number 1 
016C: restart_if_wasted_at -2199.719 -2308.075 29.6181 angle 322.8928 town_number 1 
016D: restart_if_busted_at -2163.829 -2387.817 29.625 angle 134.2066 town_number 1 
016C: restart_if_wasted_at -2670.285 616.4364 13.4531 angle 183.1042 town_number 1 
016D: restart_if_busted_at -1605.792 716.8598 11.0241 angle 355.2978 town_number 1 
016C: restart_if_wasted_at -316.3832 1056.045 18.7344 angle 1.6017 town_number 2 
016D: restart_if_busted_at -212.1889 979.4168 18.3219 angle 278.0478 town_number 2 
016C: restart_if_wasted_at -1514.823 2527.119 54.7443 angle 2.3546 town_number 2 
016D: restart_if_busted_at -1393.072 2633.116 54.9491 angle 86.0424 town_number 2 
016C: restart_if_wasted_at 1578.446 1770.682 9.8358 angle 99.7567 town_number 2 
016D: restart_if_busted_at 2337.083 2453.802 13.9765 angle 90.7643 town_number 2 
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'GF1' access 0 
07FB: set_interior 'GF2' access 0 
07FB: set_interior 'GF3' access 0 
07FB: set_interior 'GF4' access 0 
07FB: set_interior 'GF5' access 0 
07FB: set_interior 'GF6' access 0 
$2721 = Object.Init(#IMY_SHASH_WALL, 2522.008, -1272.93, 35.609)
Object.Indestructibility($2721) = False
Object.KeepInMemory($2721) = True
Object.RemoveFromMissionCleanupList($2721)
$15809[0] = 7 
$15809[1] = 331 
$15809[2] = 333 
$15809[3] = 334 
$15809[4] = 335 
$15809[5] = 336 
$15809[6] = 337 
$15809[7] = 338 
$15809[8] = 339 
$15809[9] = 341 
$15809[10] = 321 
$15809[11] = 322 
$15809[12] = 323 
$15809[13] = 324 
$15809[14] = 325 
$15809[15] = 326 
$15809[16] = 342 
$15809[17] = 343 
$15809[18] = 344 
$15809[19] = 7 
$15809[20] = 7 
$15809[21] = 7 
$15809[22] = 346 
$15809[23] = 347 
$15809[24] = 348 
$15809[25] = 349 
$15809[26] = 350 
$15809[27] = 351 
$15809[28] = 352 
$15809[29] = 353 
$15809[30] = 355 
$15809[31] = 356 
$15809[32] = 372 
$15809[33] = 357 
$15809[34] = 358 
$15809[35] = 359 
$15809[36] = 360 
$15809[37] = 361 
$15809[38] = 362 
$15809[39] = 363 
$15809[40] = 364 
$15809[41] = 365 
$15809[42] = 366 
$15809[43] = 367 
$15809[44] = 368 
$15809[45] = 369 
$15809[46] = 371 
$15809[47] = 370 
$15809[48] = 7 
$15802 = 0 
$15805 = 0 
$15806 = 9999 
$15872 = 400 
$15870 = 0 
$15871 = 0 
$15876 = -11 
$15879 = 1 
$16011 = 2.0 
$15883 = 23 
$15860 = -1 
$15865 = 5.0 
$16032 = -17 
$16142 = 0 
$16143 = 0 
$16020 = 0 
$16022 = 0 
$16023 = 6 
$16024 = 0 
$16017 = 8 
$16144 = 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 26 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 26 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 26 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 4 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 4 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 4 to_actors_pedtype 26 
0746: set_acquaintance 1 of_actors_pedtype 4 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 0 
$10916 = 0 
$10928 = 0 
$9941 = 0 
$10929 = 0 
$10930 = 0 
$10917 = 1 
$11445 = 0 
$11446 = 8 
$10925 = 0 
$10926 = 0 
$10927 = 6 
$10923 = 0 
04C4: store_coords_to $11447 $11448 $11449 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 
$11450 = Actor.Angle($PLAYER_ACTOR)
077E: get_active_interior_to $11451 
$11452 = 0 
$11453 = 0 
$11454 = 0 
$11455 = 100 
$15617 = 0 
$10914 = 0 
$1499 = 0 
$1500 = 5.0 
$1501 = -5.0 
$1502 = 8.5 
$1503 = -1.5 
$1504 = -30.0 
$1505 = 32.0 
$1506 = 0.0 
$1510 = 1 
$1512 = 0 
$FREEFALL_STAGE = 0 
$PARACHUTE_CREATION_STAGE = 0 
$1515 = 0 
$8276 = 0 

:NONAME_8_1546
   not $8276 >= 400 
jf @NONAME_8_1625 
$16145 = 0 

:NONAME_8_1568
   not $16145 >= 40 
jf @NONAME_8_1614 
$8277($8276,200i) = 0 
$8276 += 1 
$16145 += 1 
jump @NONAME_8_1568 

:NONAME_8_1614
wait 0 
jump @NONAME_8_1546 

:NONAME_8_1625
$15619 = 399 
$8276 = 0 

:NONAME_8_1640
   not $8276 >= 25 
jf @NONAME_8_1679 
$15770($16139,25i) = 0 
$8276 += 1 
jump @NONAME_8_1640 

:NONAME_8_1679
$8276 = 0 

:NONAME_8_1686
  100 > $8276 
jf @NONAME_8_1725 
$10699($8276,101i) = -1 
$8276 += 1 
jump @NONAME_8_1686 

:NONAME_8_1725
0084: $9889 = $9881 // (int) 
0084: $9900 = $9878 // (int) 
gosub @MAIN_3627 
0084: $9889 = $9881 // (int) 
0084: $9900 = $9879 // (int) 
gosub @MAIN_3627 
0084: $9889 = $9882 // (int) 
gosub @MAIN_1281 
$9889 += 100 
gosub @MAIN_1281 
$9889 += 100 
gosub @MAIN_1281 
gosub @DYOMMENU_20426 
06D1: v$10918 = "DSL/_autorun" // v$ = string 
gosub @DYOMMENU_12322 
if and
  $10913 == 1 
  $8271 == 1 
jf @NONAME_8_1907 
fade 0 0 
$8274 = 1 
$8273 = 1 
create_thread @NONAME_6 
jump @NONAME_8_1913 

:NONAME_8_1907
fade 1 0 

:NONAME_8_1913
$8271 = 0 
$8272 = 1 
end_thread 

//-------------Mission 1---------------
// Originally: Initial 2

:DYOM
thread 'DYOM' 
gosub @DYOM_47 
if 
wasted_or_busted 
jf @DYOM_38 
gosub @DYOM_17089 

:DYOM_38
gosub @DYOM_17147 
end_thread 

:DYOM_47
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 26 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 26 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 26 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 4 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 4 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 4 to_actors_pedtype 26 
0746: set_acquaintance 1 of_actors_pedtype 4 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 0 
04E4: refresh_game_renderer_at $11447 $11448 
Camera.SetAtPos($11447, $11448, $11449)
00C0: set_current_time_hours_to $11446 minutes_to 0 
set_weather $10925 
01F0: set_max_wanted_level_to $10927 
Player.SetMinWantedLevel($PLAYER_CHAR, $10926)
Player.WantedLevel($PLAYER_CHAR) = $10926
if 
08B4:   test $10923 bit 1 
jf @DYOM_280 
06C8: enable_riot 1 
jump @DYOM_284 

:DYOM_280
06C8: enable_riot 0 

:DYOM_284
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
$16146 = 0 
$16147 = 0 
$16148 = 0 
$16149 = 0 
wait 1500 
if 
  $10937 == 0 
jf @DYOM_920 
048F: actor $PLAYER_ACTOR remove_weapons 
0980: extinguish_all_fires_at $11447 $11448 $11449 radius 1.0 
$9915 = -1 
0084: $9914 = $11452 // (int) 

:DYOM_385
wait 20 
   not $9915 == -1 
jf @DYOM_385 
0084: $16150 = $11453 // (int) 
if 
  $16150 == 48 
jf @DYOM_463 
0209: $16150 = random_int_in_ranges 1 43 
if 
  $16150 > 18 
jf @DYOM_463 
$16150 += 3 

:DYOM_463
Model.Load($15809($16150,49i))
038B: load_requested_models 

:DYOM_474
wait 0 
   Model.Available($15809($16150,49i))
jf @DYOM_474 
Player.CanMove($PLAYER_CHAR) = False
09C7: change_player $PLAYER_CHAR model_to $9915 
09BC: put_actor $PLAYER_ACTOR at $11447 $11448 $11449 no_offset_and_dont_warp_gang 
04C4: store_coords_to $9935 $9936 $9937 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 
09BC: put_actor $PLAYER_ACTOR at $9935 $9936 $9937 no_offset_and_dont_warp_gang 
Actor.Angle($PLAYER_ACTOR) = $11450
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $16150, $11454)
0653: [email protected] = float_stat 24 
0092: [email protected] = float [email protected] to_integer 
if 
  $11455 > 100 
jf @DYOM_641 
062A: change_float_stat 24 to 1138.0 
055E: set_player $PLAYER_CHAR max_health += 100 
jump @DYOM_650 

:DYOM_641
062A: change_float_stat 24 to 569.0 

:DYOM_650
Actor.Health($PLAYER_ACTOR) = $11455
select_interior $11451 
0860: link_actor $PLAYER_ACTOR to_interior $11451 
if 
  $11451 == 0 
jf @DYOM_696 
jump @DYOM_696 

:DYOM_696
Camera.SetBehindPlayer
0084: $10912 = $11445 // (int) 
[email protected] = 0 
$16151 = 0 
$16152 = 0 
if 
  $10912 > 0 
jf @DYOM_786 
$16151 = 1 
03C3: set_timer_to $10912 type 1 GXT 'RTIME' // global_variable  // TIME LEFT
0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 
0396: pause_timer 0 
jump @DYOM_839 

:DYOM_786
if 
08B4:   test $10923 bit 2 
jf @DYOM_839 
$16152 = 1 
008A: $16153 = [email protected] // (int) 
03C3: set_timer_to $16153 type 0 GXT 'BB_19' // global_variable  // Time
0396: pause_timer 0 

:DYOM_839
create_thread @NONAME_2 
Player.CanMove($PLAYER_CHAR) = True
if 
  $9915 == 290 
jf @DYOM_884 
0296: unload_special_actor 1 
jump @DYOM_889 

:DYOM_884
Model.Destroy($9915)

:DYOM_889
Model.Destroy($15809($11453,49i))
$9903 = 0 
0084: $16154 = $9883 // (int) 
jump @DYOM_979 

:DYOM_920
[email protected] = 0 
$16151 = 0 
$16152 = 0 
0084: $9903 = $15617 // (int) 
$9903 += -1 
0084: $16154 = $9903 // (int) 
$16154 *= 100 
0058: $16154 += $9883 // (int) 

:DYOM_979
$16155 = 1 
$16156 = 0 
$16157 = -1 
$16158 = 0 
$16159 = 0 
$10901 = -1 
$16160 = 0 
$16161 = -1 
gosub @MAIN_4085 

:DYOM_1042
803A:   not  $9903 == $10916 // (int) 
jf @DYOM_16732 
gosub @MAIN_3835 
if and
   not $10294($9903,101i) == 6 
   not $10294($9903,101i) == 22 
jf @DYOM_1104 
$16149 = 0 

:DYOM_1104
if and
  $16156 == 1 
   not $10294($9903,101i) == 6 
   not $10294($9903,101i) == 22 
jf @DYOM_1399 
if 
   not $16155 == 1 
jf @DYOM_1181 
fade 0 500 
wait 600 
$16155 = 1 

:DYOM_1181
$16156 = 0 
02A3: enable_widescreen 0 
select_interior [email protected] 
0860: link_actor $PLAYER_ACTOR to_interior [email protected] 
if 
  [email protected] == 0 
jf @DYOM_1230 
jump @DYOM_1230 

:DYOM_1230
Player.CanMove($PLAYER_CHAR) = True
if 
   Actor.Driving($PLAYER_ACTOR)
jf @DYOM_1336 
[email protected] = Actor.MissionCar($PLAYER_ACTOR)
046C: [email protected] = car [email protected] driver 
if 
07D6:   [email protected] == $PLAYER_ACTOR // @ == $ (int) 
jf @DYOM_1329 
Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at [email protected] [email protected] [email protected] 
0687: clear_actor $PLAYER_ACTOR task 
036A: put_actor $PLAYER_ACTOR in_car [email protected] 

:DYOM_1329
jump @DYOM_1341 

:DYOM_1336
0687: clear_actor $PLAYER_ACTOR task 

:DYOM_1341
015D: set_gamespeed 1.0 
099C: jiggle_camera type 1 timelimit 0.0 intensity 0.0 
0925: restore_camera_to_user_defined 
Camera.Restore
092F: lock_camera_target_point 0 
0930: lock_camera_position 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
if 
056D:   actor $16162 defined 
jf @DYOM_1399 
Actor.DestroyInstantly($16162)

:DYOM_1399
if and
  $10294($9903,101i) == 6 
   not $16156 == 1 
jf @DYOM_1525 
Player.CanMove($PLAYER_CHAR) = False
if 
88B4:   not test $11961($9903,101i) bit 10 
jf @DYOM_1469 
fade 0 500 
wait 600 

:DYOM_1469
077E: get_active_interior_to [email protected] 
$16155 = 1 
$16156 = 1 
if 
08B4:   test $11961($9903,101i) bit 11 
jf @DYOM_1521 
02A3: enable_widescreen 0 
jump @DYOM_1525 

:DYOM_1521
02A3: enable_widescreen 1 

:DYOM_1525
if and
  $16156 == 1 
   not $16157 == -1 
jf @DYOM_1606 

:DYOM_1550
wait 0 
  $9916 == -1 
jf @DYOM_1550 
0084: $9931 = $16158 // (int) 
0084: $9929 = $PLAYER_ACTOR // (int) 
$10906 = 25 
0084: $9916 = $16157 // (int) 
$16157 = -1 

:DYOM_1606
if or
  $10294($9903,101i) == 7 
  $10294($9903,101i) == 9 
jf @DYOM_1665 
fade 0 500 
Player.CanMove($PLAYER_CHAR) = False
$16155 = 0 
wait 600 

:DYOM_1665
if and
  $16159 == 1 
   not $10294($9903,101i) == 18 
jf @DYOM_1713 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
Model.Destroy(#CELLPHONE)
$16159 = 0 

:DYOM_1713
if and
  $16159 == 0 
  $10294($9903,101i) == 18 
jf @DYOM_1789 
Model.Load(#CELLPHONE)

:DYOM_1747
   not Model.Available(#CELLPHONE)
jf @DYOM_1770 
wait 0 
jump @DYOM_1747 

:DYOM_1770
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
$16159 = 1 
wait 2000 

:DYOM_1789
0665: get_actor $PLAYER_ACTOR model_to $16163 
if 
  $16163 > 0 
jf @DYOM_1829 
0489: set_actor $PLAYER_ACTOR muted 1 
jump @DYOM_1836 

:DYOM_1829
0489: set_actor $PLAYER_ACTOR muted 0 

:DYOM_1836
if or
  $10294($9903,101i) == 1 
  $10294($9903,101i) == 9 
jf @DYOM_2318 
0980: extinguish_all_fires_at $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) radius 1.0 
Model.Load($10800($9903,101i))
038B: load_requested_models 

:DYOM_1908
wait 0 
   Model.Available($10800($9903,101i))
jf @DYOM_1908 
$10699($9903,101i) = Car.Create($10800($9903,101i), $10395($9903,101f), $10497($9903,101f), $10598($9903,101f))
Car.Angle($10699($9903,101i)) = $11456($9903,101f)
0229: set_car $10699($9903,101i) primary_color_to $11658($9903,101i) secondary_color_to $12163($9903,101i) 
0840: link_car $10699($9903,101i) to_interior $11557($9903,101i) 
Car.DoorStatus($10699($9903,101i)) = 1
Car.Health($10699($9903,101i)) = $12062($9903,101i)
if 
08B4:   test $11961($9903,101i) bit 1 
jf @DYOM_2083 
$16164 = 1 
jump @DYOM_2090 

:DYOM_2083
$16164 = 0 

:DYOM_2090
if 
08B4:   test $11961($9903,101i) bit 2 
jf @DYOM_2126 
$16165 = 1 
jump @DYOM_2133 

:DYOM_2126
$16165 = 0 

:DYOM_2133
if 
08B4:   test $11961($9903,101i) bit 4 
jf @DYOM_2169 
$16166 = 1 
jump @DYOM_2176 

:DYOM_2169
$16166 = 0 

:DYOM_2176
Car.SetImmunities($10699($9903,101i), $16164, $16165, $16165, $16166, 0)
if 
08B4:   test $11961($9903,101i) bit 3 
jf @DYOM_2232 
053F: set_car $10699($9903,101i) tires_vulnerability 0 

:DYOM_2232
wait 0 
if 
   not $11860($9903,101i) == -1 
jf @DYOM_2318 
$16167 = Marker.CreateAboveCar($10699($9903,101i))
if 
  $11860($9903,101i) == 2 
jf @DYOM_2306 
07E0: set_marker $16167 type_to 1 
jump @DYOM_2318 

:DYOM_2306
Marker.SetColor($16167, $11860($9903,101i))

:DYOM_2318
$10938 = 0 

:DYOM_2325
001C:   $10928 > $10938 // (int) 
jf @DYOM_2699 
if 
003A:   $13867($10938,100i) == $9903 // (int) 
jf @DYOM_2685 
if 
056D:   actor $15907($10938,100i) defined 
jf @DYOM_2685 
if 
08B4:   test $13467($10938,100i) bit 6 
jf @DYOM_2440 
if 
003A:   $16148 == $15907($10938,100i) // (int) 
jf @DYOM_2440 
0151: remove_status_text $16168 
$16148 = 0 

:DYOM_2440
if 
  $13967($10938,100i) == 1 
jf @DYOM_2592 
$9894 = 0 

:DYOM_2469
802C:   not  $9894 >= $16146 // (int) 
jf @DYOM_2592 
if 
003A:   $16169($9894,100i) == $15907($10938,100i) // (int) 
jf @DYOM_2578 
$16146 += -1 

:DYOM_2518
802C:   not  $9894 >= $16146 // (int) 
jf @DYOM_2578 
0084: $9932 = $9894 // (int) 
$9932 += 1 
0084: $16169($9894,100i) = $16169($9932,100i) // (int) 
$9894 += 1 
jump @DYOM_2518 

:DYOM_2578
$9894 += 1 
jump @DYOM_2469 

:DYOM_2592
if 
003A:   $16161 == $15907($10938,100i) // (int) 
jf @DYOM_2676 
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
068E: get_camera_target_point_to $9935 $9936 $9937 
Camera.SetPosition($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 0.0, 0.0, 0.0)
Camera.PointAt($9935, $9936, $9937, 2)

:DYOM_2676
Actor.DestroyInstantly($15907($10938,100i))

:DYOM_2685
$10938 += 1 
jump @DYOM_2325 

:DYOM_2699
wait 0 
  $9916 == -1 
jf @DYOM_2699 
$16161 = -1 
$10938 = 0 

:DYOM_2731
001C:   $9941 > $10938 // (int) 
jf @DYOM_3474 
if 
003A:   $9942($10938,50i) == $9903 // (int) 
jf @DYOM_3256 
0980: extinguish_all_fires_at $10042($10938,50f) $10092($10938,50f) $10142($10938,50f) radius 1.0 
Model.Load($10244($10938,50i))
038B: load_requested_models 

:DYOM_2808
wait 0 
   Model.Available($10244($10938,50i))
jf @DYOM_2808 
$10193($10938,50i) = Car.Create($10244($10938,50i), $10042($10938,50f), $10092($10938,50f), $10142($10938,50f))
Car.Angle($10193($10938,50i)) = $14367($10938,50f)
0229: set_car $10193($10938,50i) primary_color_to $14267($10938,50i) secondary_color_to $14317($10938,50i) 
0840: link_car $10193($10938,50i) to_interior $14417($10938,50i) 
Car.DoorStatus($10193($10938,50i)) = 1
Car.Health($10193($10938,50i)) = $14467($10938,50i)
if 
08B4:   test $14517($10938,50i) bit 1 
jf @DYOM_2983 
$16164 = 1 
jump @DYOM_2990 

:DYOM_2983
$16164 = 0 

:DYOM_2990
if 
08B4:   test $14517($10938,50i) bit 2 
jf @DYOM_3026 
$16165 = 1 
jump @DYOM_3033 

:DYOM_3026
$16165 = 0 

:DYOM_3033
if 
08B4:   test $14517($10938,50i) bit 4 
jf @DYOM_3069 
$16166 = 1 
jump @DYOM_3076 

:DYOM_3069
$16166 = 0 

:DYOM_3076
Car.SetImmunities($10193($10938,50i), $16164, $16165, $16165, $16166, 0)
if 
08B4:   test $14517($10938,50i) bit 3 
jf @DYOM_3132 
053F: set_car $10193($10938,50i) tires_vulnerability 0 

:DYOM_3132
if 
08B4:   test $14517($10938,50i) bit 5 
jf @DYOM_3165 
Car.DoorStatus($10193($10938,50i)) = 4

:DYOM_3165
if 
08B4:   test $14517($10938,50i) bit 6 
jf @DYOM_3198 
Car.SetDriverBehaviour($10193($10938,50i), 10)

:DYOM_3198
wait 0 
Model.Destroy($10244($10938,50i))
if 
  $14567($10938,50i) == 1 
jf @DYOM_3256 
0084: $16269($16147,50i) = $10193($10938,50i) // (int) 
$16147 += 1 

:DYOM_3256
if 
003A:   $9992($10938,50i) == $9903 // (int) 
jf @DYOM_3460 
if 
  $14567($10938,50i) == 1 
jf @DYOM_3431 
$9894 = 0 

:DYOM_3308
802C:   not  $9894 >= $16147 // (int) 
jf @DYOM_3431 
if 
003A:   $16269($9894,50i) == $10193($10938,50i) // (int) 
jf @DYOM_3417 
$16147 += -1 

:DYOM_3357
802C:   not  $9894 >= $16147 // (int) 
jf @DYOM_3417 
0084: $9932 = $9894 // (int) 
$9932 += 1 
0084: $16269($9894,50i) = $16269($9932,50i) // (int) 
$9894 += 1 
jump @DYOM_3357 

:DYOM_3417
$9894 += 1 
jump @DYOM_3308 

:DYOM_3431
if 
056E:   car $10193($10938,50i) defined 
jf @DYOM_3460 
Car.Destroy($10193($10938,50i))

:DYOM_3460
$10938 += 1 
jump @DYOM_2731 

:DYOM_3474
$10938 = 0 

:DYOM_3481
001C:   $10928 > $10938 // (int) 
jf @DYOM_4226 
if 
003A:   $13767($10938,100i) == $9903 // (int) 
jf @DYOM_4212 
0980: extinguish_all_fires_at $12767($10938,100f) $12867($10938,100f) $12967($10938,100f) radius 1.0 
$9915 = -1 
0084: $9914 = $12567($10938,100i) // (int) 
0084: $16150 = $13267($10938,100i) // (int) 
if 
  $16150 == 48 
jf @DYOM_3630 
0209: $16150 = random_int_in_ranges 1 43 
if 
  $16150 > 18 
jf @DYOM_3630 
$16150 += 3 

:DYOM_3630
Model.Load($15809($16150,49i))
038B: load_requested_models 

:DYOM_3641
wait 0 
   Model.Available($15809($16150,49i))
jf @DYOM_3641 

:DYOM_3661
wait 0 
   not $9915 == -1 
jf @DYOM_3661 
$15907($10938,100i) = Actor.Create($12667($10938,100i), $9915, $12767($10938,100f), $12867($10938,100f), $12967($10938,100f))
Actor.Angle($15907($10938,100i)) = $13067($10938,100f)
077E: get_active_interior_to $16319 
if 
803A:   not  $16319 == $13167($10938,100i) // (int) 
jf @DYOM_3779 
0860: link_actor $15907($10938,100i) to_interior $13167($10938,100i) 

:DYOM_3779
Actor.GiveWeaponAndAmmo($15907($10938,100i), $16150, $13367($10938,100i))
Actor.Health($15907($10938,100i)) = $13567($10938,100i)
Actor.WeaponAccuracy($15907($10938,100i)) = $13667($10938,100i)
if 
08B4:   test $13467($10938,100i) bit 4 
jf @DYOM_3863 
0446: set_actor $15907($10938,100i) dismemberment_possible 0 

:DYOM_3863
if 
08B4:   test $13467($10938,100i) bit 1 
jf @DYOM_3896 
0638: AS_actor $15907($10938,100i) stay_put 1 

:DYOM_3896
if 
08B4:   test $13467($10938,100i) bit 2 
jf @DYOM_3930 
05E2: AS_actor $15907($10938,100i) kill_actor $PLAYER_ACTOR 

:DYOM_3930
if 
08B4:   test $13467($10938,100i) bit 3 
jf @DYOM_3964 
0631: put_actor $15907($10938,100i) in_group $PLAYER_GROUP 

:DYOM_3964
if 
08B4:   test $13467($10938,100i) bit 6 
jf @DYOM_4053 
0084: $16148 = $15907($10938,100i) // (int) 
$16320 = Actor.Health($16148)
0084: $16321 = $16320 // (int) 
$16320 *= 100 
0070: $16320 /= $16321 // (int) 
0084: $16168 = $16320 // (int) 
03C4: set_status_text $16168 type 1 GXT 'HEALTH' // global_variable  // Health

:DYOM_4053
wait 0 
  $9916 == -1 
jf @DYOM_4053 
0086: $9931 = $14167($10938,100f) // (float) 
0084: $9929 = $15907($10938,100i) // (int) 
0084: $10906 = $12667($10938,100i) // (int) 
0084: $9916 = $14067($10938,100i) // (int) 
wait 0 
if 
  $9915 == 290 
jf @DYOM_4153 
0296: unload_special_actor 1 
jump @DYOM_4158 

:DYOM_4153
Model.Destroy($9915)

:DYOM_4158
Model.Destroy($15809($16150,49i))
if 
  $13967($10938,100i) == 1 
jf @DYOM_4212 
0084: $16169($16146,100i) = $15907($10938,100i) // (int) 
$16146 += 1 

:DYOM_4212
$10938 += 1 
jump @DYOM_3481 

:DYOM_4226
wait 0 
  $9916 == -1 
jf @DYOM_4226 
$16161 = -1 
$10938 = 0 

:DYOM_4258
001C:   $10929 > $10938 // (int) 
jf @DYOM_4504 
if 
003A:   $14917($10938,50i) == $9903 // (int) 
jf @DYOM_4438 
if 
  $14667($10938,50i) == 0 
jf @DYOM_4369 
$16045($10938,50i) = Pickup.Create($14617($10938,50i), $14717($10938,50i), $14767($10938,50f), $14817($10938,50f), $14867($10938,50f))
jump @DYOM_4438 

:DYOM_4369
0663: printint "PU TYPE" $14717($10938,50i) 
032B: $16045($10938,50i) = create_weapon_pickup $14617($10938,50i) type $14717($10938,50i) ammo $14667($10938,50i) at $14767($10938,50f) $14817($10938,50f) $14867($10938,50f) 

:DYOM_4438
if 
003A:   $14967($10938,50i) == $9903 // (int) 
jf @DYOM_4490 
if 
09D1:   pickup $16045($10938,50i) created 
jf @DYOM_4490 
Pickup.Destroy($16045($10938,50i))

:DYOM_4490
$10938 += 1 
jump @DYOM_4258 

:DYOM_4504
$10938 = 0 

:DYOM_4511
001C:   $10930 > $10938 // (int) 
jf @DYOM_5711 
if 
003A:   $15417($10938,100i) == $9903 // (int) 
jf @DYOM_5521 
if and
   not $10939($10938,100i) == -16 
   not $10939($10938,100i) == -15 
  $10939($10938,100i) > -455 
jf @DYOM_5323 
if 
  $10939($10938,100i) > -388 
jf @DYOM_4722 
$11339($10938,100i) = Object.Init($10939($10938,100i), $11039($10938,100f), $11139($10938,100f), $11239($10938,100f))
0453: set_object $11339($10938,100i) XYZ_rotation $15017($10938,100f) $15117($10938,100f) $15217($10938,100f) 
Object.KeepInMemory($11339($10938,100i)) = True
Object.ToggleInMovingList($11339($10938,100i)) = False
Object.RemoveFromMissionCleanupList($11339($10938,100i))
jump @DYOM_4892 

:DYOM_4722
0663: printint "create effect" $10939($10938,100i) 
$11339($10938,100i) = Object.Init(#CIGAR_GLOW, $11039($10938,100f), $11139($10938,100f), 1500.0)
Object.Indestructibility($11339($10938,100i)) = True
Object.CollisionDetection($11339($10938,100i)) = False
Object.KeepInMemory($11339($10938,100i)) = True
Object.ToggleInMovingList($11339($10938,100i)) = False
Object.RemoveFromMissionCleanupList($11339($10938,100i))
0084: $16032 = $10939($10938,100i) // (int) 
gosub @DYOMMENU_42813 
064B: $15217($10938,100f) = create_particle v$16033 at $11039($10938,100f) $11139($10938,100f) $11239($10938,100f) type 1 
064C: make_particle $15217($10938,100f) visible 

:DYOM_4892
0084: $16096 = $15317($10938,100i) // (int) 
0084: $16097 = $16096 // (int) 
$16097 /= 1000 
$16097 *= 1000 
0060: $16096 -= $16097 // (int) 
$16097 /= 1000 
0084: $16044 = $16097 // (int) 
$16097 /= 1000 
$16097 *= 1000 
0060: $16044 -= $16097 // (int) 
$16097 /= 1000 
0566: link_object $11339($10938,100i) to_interior $16096 
if 
  $16097 == 1 
jf @DYOM_5158 
0084: $16097 = $8277($16044,200i) // (int) 
0084: $16096 = $8277($16097,200i) // (int) 
create_thread @PROXM $11339($10938,100i) $11039($10938,100f) $11139($10938,100f) $11239($10938,100f) $15017($10938,100f) $15117($10938,100f) $15217($10938,100f) $8677($16044,200f) $9077($16044,200f) $9477($16044,200f) $8677($16097,200f) $9077($16097,200f) $9477($16097,200f) $8677($16096,200f) $9077($16096,200f) 
jump @DYOM_5323 

:DYOM_5158
if 
  $16097 > 1 
jf @DYOM_5323 
if 
  $16097 == 2 
jf @DYOM_5204 
$15866 = 0.1 

:DYOM_5204
if 
  $16097 == 3 
jf @DYOM_5232 
$15866 = 1.0 

:DYOM_5232
if 
  $16097 == 4 
jf @DYOM_5260 
$15866 = 5.0 

:DYOM_5260
create_thread @PERMM $11339($10938,100i) $11039($10938,100f) $11139($10938,100f) $11239($10938,100f) $15017($10938,100f) $15117($10938,100f) $15217($10938,100f) $16044 $15866 

:DYOM_5323
if 
  $10939($10938,100i) == -16 
jf @DYOM_5379 
02CF: $11339($10938,100i) = create_fire_at $11039($10938,100f) $11139($10938,100f) $11239($10938,100f) propagation 0 size 1 

:DYOM_5379
if 
  $10939($10938,100i) == -15 
jf @DYOM_5430 
create_thread @NONAME_7 $11039($10938,100f) $11139($10938,100f) $11239($10938,100f) 

:DYOM_5430
if 
   not $10939($10938,100i) > -455 
jf @DYOM_5521 
[email protected] = -455 
0064: [email protected] -= $10939($10938,100i) // (int) 
0663: printint "Explosion Style" [email protected] 
020C: create_explosion_with_radius [email protected] at $11039($10938,100f) $11139($10938,100f) $11239($10938,100f) 

:DYOM_5521
if 
003A:   $15517($10938,100i) == $9903 // (int) 
jf @DYOM_5697 
if 
   not $10939($10938,100i) == -16 
jf @DYOM_5668 
if 
03CA:   object $11339($10938,100i) exists 
jf @DYOM_5661 
Object.Destroy($11339($10938,100i))
if and
   not $10939($10938,100i) >= -387 
  $10939($10938,100i) > -455 
jf @DYOM_5661 
0976: destroy_particle $15217($10938,100f) 
0663: printint "hide effect" $10939($10938,100i) 

:DYOM_5661
jump @DYOM_5697 

:DYOM_5668
if 
0973:   fire $11339($10938,100i) exists 
jf @DYOM_5697 
02D1: remove_fire $11339($10938,100i) 

:DYOM_5697
$10938 += 1 
jump @DYOM_4511 

:DYOM_5711
if 
  $16155 == 1 
jf @DYOM_5743 
$16155 = 0 
fade 1 500 

:DYOM_5743
if or
  $10294($9903,101i) == 1 
  $10294($9903,101i) == 2 
  $10294($9903,101i) == 3 
  $10294($9903,101i) == 4 
  $10294($9903,101i) == 5 
  $10294($9903,101i) == 6 
jf @DYOM_5828 
0ACD: show_text_highpriority $16154 time 5000 

:DYOM_5828
if or
  $10294($9903,101i) == 8 
  $10294($9903,101i) == 9 
  $10294($9903,101i) == 10 
  $10294($9903,101i) == 18 
  $10294($9903,101i) == 19 
jf @DYOM_5902 
0ACD: show_text_highpriority $16154 time 5000 

:DYOM_5902
if and
  $10294($9903,101i) == 1 
88B4:   not test $11961($9903,101i) bit 8 
jf @DYOM_6333 
0A8D: $16322 = read_memory $16154 size 1 virtual_protect 0 
if 
  $16322 == 0 
jf @DYOM_5981 
00BC: show_text_highpriority GXT 'OBJCAR' time 3000 flag 1  // Go to the car and enter it.

:DYOM_5981
wait 0 
$10938 = 0 

:DYOM_5992
001C:   $16146 > $10938 // (int) 
jf @DYOM_6052 
wait 0 
if 
   Actor.Dead($16169($10938,100i))
jf @DYOM_6038 
jump @DYOM_17089 

:DYOM_6038
$10938 += 1 
jump @DYOM_5992 

:DYOM_6052
$10938 = 0 

:DYOM_6059
001C:   $16147 > $10938 // (int) 
jf @DYOM_6119 
wait 0 
if 
   Car.Wrecked($16269($10938,50i))
jf @DYOM_6105 
jump @DYOM_17089 

:DYOM_6105
$10938 += 1 
jump @DYOM_6059 

:DYOM_6119
gosub @MAIN_4218 
if 
  $16148 > 0 
jf @DYOM_6207 
if and
056D:   actor $16148 defined 
   not Actor.Dead($16148)
jf @DYOM_6195 
$16320 = Actor.Health($16148)
$16320 /= 10 
0084: $16168 = $16320 // (int) 
jump @DYOM_6207 

:DYOM_6195
0151: remove_status_text $16168 
$16148 = 0 

:DYOM_6207
if and
  $16151 == 1 
   not $10912 > 0 
jf @DYOM_6239 
jump @DYOM_17089 

:DYOM_6239
if 
   Car.Wrecked($10699($9903,101i))
jf @DYOM_6266 
jump @DYOM_17089 

:DYOM_6266
   Actor.InCar($PLAYER_ACTOR, $10699($9903,101i))
jf @DYOM_5981 
0084: $10901 = $10699($9903,101i) // (int) 
Model.Destroy($10800($9903,101i))
if 
   not $11860($9903,101i) == -1 
jf @DYOM_6333 
Marker.Disable($16167)

:DYOM_6333
if and
  $10294($9903,101i) == 1 
08B4:   test $11961($9903,101i) bit 8 
jf @DYOM_6769 
if 
   not $10901 == -1 
jf @DYOM_6396 
$10901 = -1 
Car.RemoveReferences($10901)

:DYOM_6396
0A8D: $16322 = read_memory $16154 size 1 virtual_protect 0 
if 
  $16322 == 0 
jf @DYOM_6442 
00BC: show_text_highpriority GXT 'OBJDCAR' time 3000 flag 1  // Destroy the vehicle.

:DYOM_6442
wait 0 
$10938 = 0 

:DYOM_6453
001C:   $16146 > $10938 // (int) 
jf @DYOM_6513 
wait 0 
if 
   Actor.Dead($16169($10938,100i))
jf @DYOM_6499 
jump @DYOM_17089 

:DYOM_6499
$10938 += 1 
jump @DYOM_6453 

:DYOM_6513
$10938 = 0 

:DYOM_6520
001C:   $16147 > $10938 // (int) 
jf @DYOM_6580 
wait 0 
if 
   Car.Wrecked($16269($10938,50i))
jf @DYOM_6566 
jump @DYOM_17089 

:DYOM_6566
$10938 += 1 
jump @DYOM_6520 

:DYOM_6580
gosub @MAIN_4218 
if 
  $16148 > 0 
jf @DYOM_6676 
if and
056D:   actor $16148 defined 
   not Actor.Dead($16148)
jf @DYOM_6664 
$16320 = Actor.Health($16148)
$16320 *= 100 
0070: $16320 /= $16321 // (int) 
0084: $16168 = $16320 // (int) 
jump @DYOM_6676 

:DYOM_6664
0151: remove_status_text $16168 
$16148 = 0 

:DYOM_6676
if and
  $16151 == 1 
   not $10912 > 0 
jf @DYOM_6708 
jump @DYOM_17089 

:DYOM_6708
   Car.Wrecked($10699($9903,101i))
jf @DYOM_6442 
Car.RemoveReferences($10699($9903,101i))
Model.Destroy($10800($9903,101i))
if 
   not $11860($9903,101i) == -1 
jf @DYOM_6769 
Marker.Disable($16167)

:DYOM_6769
if 
  $10294($9903,101i) == 2 
jf @DYOM_8836 
0A8D: $16322 = read_memory $16154 size 1 virtual_protect 0 
if 
  $16322 == 0 
jf @DYOM_6837 
00BC: show_text_highpriority GXT 'OBJMARK' time 3000 flag 1  // Get to the next checkpoint.

:DYOM_6837
02F6: [email protected] = sine $12466($9903,101f) // (float) 
02F7: [email protected] = cosine $12466($9903,101f) // (float) 
005D: [email protected] += $10395($9903,101f) // (float) 
005D: [email protected] += $10497($9903,101f) // (float) 
if 
  $10800($9903,101i) == 0 
jf @DYOM_6948 
wait 50 
03BC: $10699($9903,101i) = create_sphere_at $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) radius $11456($9903,101f) 

:DYOM_6948
if 
  $10800($9903,101i) == 1 
jf @DYOM_7022 
06D5: $10699($9903,101i) = create_racing_checkpoint_at $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) point_to [email protected] [email protected] $10598($9903,101f) type 0 radius $11456($9903,101f) 

:DYOM_7022
if 
  $10800($9903,101i) == 2 
jf @DYOM_7096 
06D5: $10699($9903,101i) = create_racing_checkpoint_at $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) point_to [email protected] [email protected] $10598($9903,101f) type 1 radius $11456($9903,101f) 

:DYOM_7096
if 
  $10800($9903,101i) == 3 
jf @DYOM_7170 
06D5: $10699($9903,101i) = create_racing_checkpoint_at $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) point_to [email protected] [email protected] $10598($9903,101f) type 2 radius $11456($9903,101f) 

:DYOM_7170
if 
  $10800($9903,101i) == 4 
jf @DYOM_7244 
06D5: $10699($9903,101i) = create_racing_checkpoint_at $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) point_to [email protected] [email protected] $10598($9903,101f) type 4 radius $11456($9903,101f) 

:DYOM_7244
if 
  $10800($9903,101i) == 6 
jf @DYOM_7298 
0A40: $10699($9903,101i) = create_entrance_marker_at $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) color 14 

:DYOM_7298
if 
   not $11860($9903,101i) == -1 
jf @DYOM_7358 
018A: $16167 = create_checkpoint_at $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) 
Marker.SetColor($16167, $11860($9903,101i))

:DYOM_7358
008B: [email protected] = $9903 // (int) 
[email protected] += 1 
$16323 = -1 
if and
   not $10901 == -1 
802F:   not  [email protected] >= $10916 // (int) 
  $10294([email protected],101i) == 2 
   not $11860([email protected],101i) == -1 
jf @DYOM_7466 
018A: $16323 = create_checkpoint_at $10395([email protected],101f) $10497([email protected],101f) $10598([email protected],101f) 
Marker.SetColor($16323, $11860([email protected],101i))

:DYOM_7466
wait 200 
$16324 = 0 
$16325 = 1 

:DYOM_7485
wait 0 
$10938 = 0 

:DYOM_7496
001C:   $16146 > $10938 // (int) 
jf @DYOM_7552 
if 
   Actor.Dead($16169($10938,100i))
jf @DYOM_7538 
jump @DYOM_17089 

:DYOM_7538
$10938 += 1 
jump @DYOM_7496 

:DYOM_7552
if and
  $10901 == -1 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) radius $11456($9903,101f) $11456($9903,101f) $11456($9903,101f) 
jf @DYOM_7626 
$16324 = 1 

:DYOM_7626
if and
   not $10901 == -1 
   Actor.InCar($PLAYER_ACTOR, $10901)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) radius $11456($9903,101f) $11456($9903,101f) $11456($9903,101f) 
jf @DYOM_7708 
$16324 = 1 

:DYOM_7708
wait 0 
$10938 = 0 

:DYOM_7719
001C:   $16147 > $10938 // (int) 
jf @DYOM_7775 
if 
   Car.Wrecked($16269($10938,50i))
jf @DYOM_7761 
jump @DYOM_17089 

:DYOM_7761
$10938 += 1 
jump @DYOM_7719 

:DYOM_7775
if and
  $10901 == -1 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) radius $11456($9903,101f) $11456($9903,101f) $11456($9903,101f) 
jf @DYOM_7849 
$16324 = 1 

:DYOM_7849
if and
   not $10901 == -1 
   Actor.InCar($PLAYER_ACTOR, $10901)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) radius $11456($9903,101f) $11456($9903,101f) $11456($9903,101f) 
jf @DYOM_7931 
$16324 = 1 

:DYOM_7931
wait 0 
gosub @MAIN_4218 
if 
  $16148 > 0 
jf @DYOM_8031 
if and
056D:   actor $16148 defined 
   not Actor.Dead($16148)
jf @DYOM_8019 
$16320 = Actor.Health($16148)
$16320 *= 100 
0070: $16320 /= $16321 // (int) 
0084: $16168 = $16320 // (int) 
jump @DYOM_8031 

:DYOM_8019
0151: remove_status_text $16168 
$16148 = 0 

:DYOM_8031
if and
  $16151 == 1 
   not $10912 > 0 
jf @DYOM_8063 
jump @DYOM_17089 

:DYOM_8063
if and
   not $10901 == -1 
   Car.Wrecked($10901)
jf @DYOM_8093 
jump @DYOM_17089 

:DYOM_8093
if and
   not $10901 == -1 
  $16325 == 0 
   Actor.InCar($PLAYER_ACTOR, $10901)
jf @DYOM_8349 
Marker.Disable($16326)
$16325 = 1 
if 
   not $11860($9903,101i) == -1 
jf @DYOM_8234 
018A: $16167 = create_checkpoint_at $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) 
if 
  $11860($9903,101i) == 2 
jf @DYOM_8222 
07E0: set_marker $16167 type_to 1 
jump @DYOM_8234 

:DYOM_8222
Marker.SetColor($16167, $11860($9903,101i))

:DYOM_8234
if and
802F:   not  [email protected] >= $10916 // (int) 
  $10294([email protected],101i) == 2 
   not $11860([email protected],101i) == -1 
jf @DYOM_8349 
018A: $16323 = create_checkpoint_at $10395([email protected],101f) $10497([email protected],101f) $10598([email protected],101f) 
if 
  $11860([email protected],101i) == 2 
jf @DYOM_8337 
07E0: set_marker $16323 type_to 1 
jump @DYOM_8349 

:DYOM_8337
Marker.SetColor($16323, $11860([email protected],101i))

:DYOM_8349
if and
   not $10901 == -1 
  $16325 == 1 
   not Actor.InCar($PLAYER_ACTOR, $10901)
jf @DYOM_8486 
$16326 = Marker.CreateAboveCar($10901)
$16325 = 0 
00BC: show_text_highpriority GXT 'GOCAR' time 2000 flag 1  // Get back in your vehicle
if 
   not $11860($9903,101i) == -1 
jf @DYOM_8440 
Marker.Disable($16167)

:DYOM_8440
if and
802F:   not  [email protected] >= $10916 // (int) 
  $10294([email protected],101i) == 2 
   not $11860([email protected],101i) == -1 
jf @DYOM_8486 
Marker.Disable($16323)

:DYOM_8486
if and
  $10901 == -1 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) radius $11456($9903,101f) $11456($9903,101f) $11456($9903,101f) 
jf @DYOM_8560 
$16324 = 1 

:DYOM_8560
if and
   not $10901 == -1 
   Actor.InCar($PLAYER_ACTOR, $10901)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) radius $11456($9903,101f) $11456($9903,101f) $11456($9903,101f) 
jf @DYOM_8642 
$16324 = 1 

:DYOM_8642
  $16324 == 1 
jf @DYOM_7485 
if or
  $10800($9903,101i) == 0 
  $10800($9903,101i) == 5 
jf @DYOM_8705 
03BD: destroy_sphere $10699($9903,101i) 
jump @DYOM_8752 

:DYOM_8705
if 
  $10800($9903,101i) == 6 
jf @DYOM_8743 
0A41: destroy_entrance_marker $10699($9903,101i) 
jump @DYOM_8752 

:DYOM_8743
06D6: disable_racing_checkpoint $10699($9903,101i) 

:DYOM_8752
$10699($9903,101i) = -1 
if 
   not $11860($9903,101i) == -1 
jf @DYOM_8790 
Marker.Disable($16167)

:DYOM_8790
if and
802F:   not  [email protected] >= $10916 // (int) 
  $10294([email protected],101i) == 2 
   not $11860([email protected],101i) == -1 
jf @DYOM_8836 
Marker.Disable($16323)

:DYOM_8836
if 
  $10294($9903,101i) == 3 
jf @DYOM_10004 
if 
   not $10901 == -1 
jf @DYOM_8888 
$10901 = -1 
Car.RemoveReferences($10901)

:DYOM_8888
0A8D: $16322 = read_memory $16154 size 1 virtual_protect 0 
if 
  $16322 == 0 
jf @DYOM_8934 
00BC: show_text_highpriority GXT 'OBJPU' time 3000 flag 1  // Get the pickup.

:DYOM_8934
if 
  $11759($9903,101i) == 0 
jf @DYOM_8998 
$15877 = Pickup.Create($10800($9903,101i), 3, $10395($9903,101f), $10497($9903,101f), $10598($9903,101f))
jump @DYOM_9040 

:DYOM_8998
032B: $15877 = create_weapon_pickup $10800($9903,101i) type 3 ammo $11759($9903,101i) at $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) 

:DYOM_9040
$16167 = 0 
if 
   not $11860($9903,101i) == -1 
jf @DYOM_9330 
03DC: $16167 = create_marker_above_pickup $15877 
if 
  $11860($9903,101i) == 2 
jf @DYOM_9113 
07E0: set_marker $16167 type_to 1 
jump @DYOM_9125 

:DYOM_9113
Marker.SetColor($16167, $11860($9903,101i))

:DYOM_9125
if 
08B4:   test $11961($9903,101i) bit 1 
jf @DYOM_9330 
$10938 = 0 

:DYOM_9154
001C:   $10929 > $10938 // (int) 
jf @DYOM_9330 
wait 0 
if and
003A:   $14617($10938,50i) == $10800($9903,101i) // (int) 
  $14717($10938,50i) == 3 
801C:   not  $14917($10938,50i) > $9903 // (int) 
001C:   $14967($10938,50i) > $9903 // (int) 
   not Pickup.Picked_up($16045($10938,50i))
jf @DYOM_9316 
03DC: $16327($10938,100i) = create_marker_above_pickup $16045($10938,50i) 
if 
  $11860($9903,101i) == 2 
jf @DYOM_9300 
07E0: set_marker $16327($10938,100i) type_to 1 
jump @DYOM_9316 

:DYOM_9300
Marker.SetColor($16327($10938,100i), $11860($9903,101i))

:DYOM_9316
$10938 += 1 
jump @DYOM_9154 

:DYOM_9330
if 
if 
08B4:   test $11961($9903,101i) bit 2 
jf @DYOM_9372 
03C4: set_status_text $ACTIVE_INTERIOR type 0 GXT 'TOGO' // global_variable  // Count

:DYOM_9372
$44 = 0 
wait 0 
$10938 = 0 

:DYOM_9390
001C:   $16146 > $10938 // (int) 
jf @DYOM_9450 
wait 0 
if 
   Actor.Dead($16169($10938,100i))
jf @DYOM_9436 
jump @DYOM_17089 

:DYOM_9436
$10938 += 1 
jump @DYOM_9390 

:DYOM_9450
$10938 = 0 

:DYOM_9457
001C:   $16147 > $10938 // (int) 
jf @DYOM_9517 
wait 0 
if 
   Car.Wrecked($16269($10938,50i))
jf @DYOM_9503 
jump @DYOM_17089 

:DYOM_9503
$10938 += 1 
jump @DYOM_9457 

:DYOM_9517
gosub @MAIN_4218 
if 
  $16148 > 0 
jf @DYOM_9613 
if and
056D:   actor $16148 defined 
   not Actor.Dead($16148)
jf @DYOM_9601 
$16320 = Actor.Health($16148)
$16320 *= 100 
0070: $16320 /= $16321 // (int) 
0084: $16168 = $16320 // (int) 
jump @DYOM_9613 

:DYOM_9601
0151: remove_status_text $16168 
$16148 = 0 

:DYOM_9613
if 
08B4:   test $11961($9903,101i) bit 1 
jf @DYOM_9833 
$10938 = 0 

:DYOM_9642
001C:   $10929 > $10938 // (int) 
jf @DYOM_9833 
wait 0 
if and
003A:   $14617($10938,50i) == $10800($9903,101i) // (int) 
801C:   not  $14917($10938,50i) > $9903 // (int) 
001C:   $14967($10938,50i) > $9903 // (int) 
   not $16045($10938,50i) == 0 
jf @DYOM_9819 
if 
   Pickup.Picked_up($16045($10938,50i))
jf @DYOM_9812 
Pickup.Destroy($16045($10938,50i))
$16045($10938,50i) = 0 
if 
   not $11860($9903,101i) == -1 
jf @DYOM_9805 
Marker.Disable($16327($10938,100i))
$16327($10938,100i) = 0 

:DYOM_9805
jump @DYOM_9819 

:DYOM_9812
$44 += 1 

:DYOM_9819
$10938 += 1 
jump @DYOM_9642 

:DYOM_9833
if and
  $16151 == 1 
   not $10912 > 0 
jf @DYOM_9865 
jump @DYOM_17089 

:DYOM_9865
if 
   not $15877 == 0 
jf @DYOM_9955 
if 
   Pickup.Picked_up($15877)
jf @DYOM_9948 
if 
   not $16167 == 0 
jf @DYOM_9929 
Marker.Disable($16167)
$16167 = 0 

:DYOM_9929
Pickup.Destroy($15877)
$15877 = 0 
jump @DYOM_9955 

:DYOM_9948
$44 += 1 

:DYOM_9955
0084: $ACTIVE_INTERIOR = $44 // (int) 
  $44 == 0 
jf @DYOM_9372 
if 
08B4:   test $11961($9903,101i) bit 2 
jf @DYOM_10004 
0151: remove_status_text $ACTIVE_INTERIOR 

:DYOM_10004
if 
  $10294($9903,101i) == 5 
jf @DYOM_11574 
if 
   not $10901 == -1 
jf @DYOM_10056 
$10901 = -1 
Car.RemoveReferences($10901)

:DYOM_10056
0A8D: $16322 = read_memory $16154 size 1 virtual_protect 0 
if 
  $16322 == 0 
jf @DYOM_10102 
00BC: show_text_highpriority GXT 'OBJACT' time 3000 flag 1  // Kill the person.

:DYOM_10102
0980: extinguish_all_fires_at $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) radius 1.0 
$9915 = -1 
0084: $9914 = $10800($9903,101i) // (int) 
0084: $16150 = $11658($9903,101i) // (int) 
if 
  $16150 == 48 
jf @DYOM_10213 
0209: $16150 = random_int_in_ranges 1 43 
if 
  $16150 > 18 
jf @DYOM_10213 
$16150 += 3 

:DYOM_10213
Model.Load($15809($16150,49i))
038B: load_requested_models 

:DYOM_10224
wait 0 
   Model.Available($15809($16150,49i))
jf @DYOM_10224 

:DYOM_10244
wait 20 
   not $9915 == -1 
jf @DYOM_10244 
if 
08B4:   test $11961($9903,101i) bit 7 
jf @DYOM_10298 
$16103 = 26 
jump @DYOM_10305 

:DYOM_10298
$16103 = 24 

:DYOM_10305
$10699($9903,101i) = Actor.Create($16103, $9915, $10395($9903,101f), $10497($9903,101f), $10598($9903,101f))
Actor.Angle($10699($9903,101i)) = $11456($9903,101f)
0860: link_actor $10699($9903,101i) to_interior $11557($9903,101i) 
Actor.GiveWeaponAndAmmo($10699($9903,101i), $16150, $11759($9903,101i))
Actor.Health($10699($9903,101i)) = $12062($9903,101i)
Actor.WeaponAccuracy($10699($9903,101i)) = $12163($9903,101i)
if 
08B4:   test $11961($9903,101i) bit 1 
jf @DYOM_10457 
0638: AS_actor $10699($9903,101i) stay_put 1 

:DYOM_10457
if 
08B4:   test $11961($9903,101i) bit 2 
jf @DYOM_10491 
05E2: AS_actor $10699($9903,101i) kill_actor $PLAYER_ACTOR 

:DYOM_10491
if 
08B4:   test $11961($9903,101i) bit 4 
jf @DYOM_10524 
0446: set_actor $10699($9903,101i) dismemberment_possible 0 

:DYOM_10524
if 
08B4:   test $11961($9903,101i) bit 6 
jf @DYOM_10613 
0084: $16148 = $10699($9903,101i) // (int) 
$16320 = Actor.Health($16148)
0084: $16321 = $16320 // (int) 
$16320 *= 100 
0070: $16320 /= $16321 // (int) 
0084: $16168 = $16320 // (int) 
03C4: set_status_text $16168 type 1 GXT 'HEALTH' // global_variable  // Health

:DYOM_10613
if 
   not $11860($9903,101i) == -1 
jf @DYOM_10894 
$16167 = Marker.CreateAboveActor($10699($9903,101i))
if 
  $11860($9903,101i) == 2 
jf @DYOM_10683 
07E0: set_marker $16167 type_to 1 
jump @DYOM_10695 

:DYOM_10683
Marker.SetColor($16167, $11860($9903,101i))

:DYOM_10695
if 
08B4:   test $11961($9903,101i) bit 5 
jf @DYOM_10894 
$10938 = 0 

:DYOM_10724
001C:   $10928 > $10938 // (int) 
jf @DYOM_10894 
wait 0 
if and
003A:   $12667($10938,100i) == $16103 // (int) 
801C:   not  $13767($10938,100i) > $9903 // (int) 
001C:   $13867($10938,100i) > $9903 // (int) 
056D:   actor $15907($10938,100i) defined 
   not Actor.Dead($15907($10938,100i))
jf @DYOM_10880 
$16327($10938,100i) = Marker.CreateAboveActor($15907($10938,100i))
if 
  $11860($9903,101i) == 2 
jf @DYOM_10864 
07E0: set_marker $16327($10938,100i) type_to 1 
jump @DYOM_10880 

:DYOM_10864
Marker.SetColor($16327($10938,100i), $11860($9903,101i))

:DYOM_10880
$10938 += 1 
jump @DYOM_10724 

:DYOM_10894
wait 0 
  $9916 == -1 
jf @DYOM_10894 
0086: $9931 = $12466($9903,101f) // (float) 
0084: $9929 = $10699($9903,101i) // (int) 
0084: $10906 = $16103 // (int) 
0084: $9916 = $12365($9903,101i) // (int) 

:DYOM_10956
$SELECTED_MENU_ITEM = 0 
$46 = 0 
wait 0 
$10938 = 0 

:DYOM_10981
001C:   $16146 > $10938 // (int) 
jf @DYOM_11041 
wait 0 
if 
   Actor.Dead($16169($10938,100i))
jf @DYOM_11027 
jump @DYOM_17089 

:DYOM_11027
$10938 += 1 
jump @DYOM_10981 

:DYOM_11041
$10938 = 0 

:DYOM_11048
001C:   $16147 > $10938 // (int) 
jf @DYOM_11108 
wait 0 
if 
   Car.Wrecked($16269($10938,50i))
jf @DYOM_11094 
jump @DYOM_17089 

:DYOM_11094
$10938 += 1 
jump @DYOM_11048 

:DYOM_11108
gosub @MAIN_4218 
if 
08B4:   test $11961($9903,101i) bit 5 
jf @DYOM_11311 
$10938 = 0 

:DYOM_11144
001C:   $10928 > $10938 // (int) 
jf @DYOM_11311 
wait 0 
if and
003A:   $12667($10938,100i) == $16103 // (int) 
801C:   not  $13767($10938,100i) > $9903 // (int) 
001C:   $13867($10938,100i) > $9903 // (int) 
jf @DYOM_11297 
if 
   Actor.Dead($15907($10938,100i))
jf @DYOM_11290 
if and
   not $16327($10938,100i) == 0 
   not $11860($9903,101i) == -1 
jf @DYOM_11283 
Marker.Disable($16327($10938,100i))
$16327($10938,100i) = 0 

:DYOM_11283
jump @DYOM_11297 

:DYOM_11290
$SELECTED_MENU_ITEM += 1 

:DYOM_11297
$10938 += 1 
jump @DYOM_11144 

:DYOM_11311
if and
  $16151 == 1 
   not $10912 > 0 
jf @DYOM_11343 
jump @DYOM_17089 

:DYOM_11343
if 
   Actor.Dead($10699($9903,101i))
jf @DYOM_11418 
if 
   not $16167 == 0 
jf @DYOM_11393 
Marker.Disable($16167)
$16167 = 0 

:DYOM_11393
if 
  $SELECTED_MENU_ITEM == 0 
jf @DYOM_11418 
$46 = 1 

:DYOM_11418
if 
  $16148 > 0 
jf @DYOM_11507 
if and
056D:   actor $16148 defined 
   not Actor.Dead($16148)
jf @DYOM_11495 
$16320 = Actor.Health($16148)
$16320 *= 100 
0070: $16320 /= $16321 // (int) 
0084: $16168 = $16320 // (int) 
jump @DYOM_11507 

:DYOM_11495
0151: remove_status_text $16168 
$16148 = 0 

:DYOM_11507
  $46 == 1 
jf @DYOM_10956 
Actor.RemoveReferences($10699($9903,101i))
if 
  $9915 == 290 
jf @DYOM_11560 
0296: unload_special_actor 1 
jump @DYOM_11565 

:DYOM_11560
Model.Destroy($9915)

:DYOM_11565
Model.Destroy($15809($16150,49i))

:DYOM_11574
if 
  $10294($9903,101i) == 6 
jf @DYOM_12688 
if 
  $16149 == 0 
jf @DYOM_12688 
if 
   not $10901 == -1 
jf @DYOM_11644 
$10901 = -1 
Car.RemoveReferences($10901)

:DYOM_11644
008B: [email protected] = $11658($9903,101i) // (int) 
if 
08B4:   test $11961($9903,101i) bit 8 
jf @DYOM_11699 
015D: set_gamespeed 0.2 
[email protected] /= 5 
jump @DYOM_11706 

:DYOM_11699
015D: set_gamespeed 1.0 

:DYOM_11706
if 
08B4:   test $11961($9903,101i) bit 9 
jf @DYOM_11749 
099C: jiggle_camera type 5 timelimit 99000.0 intensity 50.0 
jump @DYOM_11763 

:DYOM_11749
099C: jiggle_camera type 1 timelimit 0.0 intensity 0.0 

:DYOM_11763
if 
08B4:   test $11961($9903,101i) bit 11 
jf @DYOM_11796 
02A3: enable_widescreen 0 
jump @DYOM_11800 

:DYOM_11796
02A3: enable_widescreen 1 

:DYOM_11800
008B: [email protected] = $11961($9903,101i) // (int) 
08C0: clear [email protected] bit 9 
08C0: clear [email protected] bit 8 
08C0: clear [email protected] bit 10 
08C0: clear [email protected] bit 11 
0663: printint "CS_PROP" $11961($9903,101i) 
0663: printint "CAMMODE" [email protected] 
if 
  [email protected] == 0 
jf @DYOM_11961 
092F: lock_camera_target_point 0 
0930: lock_camera_position 0 
Camera.SetPosition($10395($9903,101f), $10497($9903,101f), $11456($9903,101f), 0.0, 0.0, 0.0)
Camera.PointAt($10800($9903,101i), $11860($9903,101i), $11759($9903,101i), 2)

:DYOM_11961
if or
  [email protected] == 1 
  [email protected] == 2 
jf @DYOM_12117 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0085: [email protected] = [email protected] // (int) 
[email protected] -= 1 
068D: get_camera_position_to [email protected] [email protected] [email protected] 
0936: set_camera [email protected] [email protected] [email protected] position_to $10395($9903,101f) $10497($9903,101f) $11456($9903,101f) time $11658($9903,101i) smooth_transition [email protected] 
068E: get_camera_target_point_to [email protected] [email protected] [email protected] 
0920: point_camera [email protected] [email protected] [email protected] transverse_to $10800($9903,101i) $11860($9903,101i) $11759($9903,101i) time $11658($9903,101i) smooth_transition [email protected] 

:DYOM_12117
if 
  [email protected] >= 3 
jf @DYOM_12541 
092F: lock_camera_target_point 0 
0930: lock_camera_position 0 
if 
   not [email protected] >= 6 
jf @DYOM_12192 
0084: $9894 = $12365($9903,101i) // (int) 
0084: $16161 = $15907($9894,100i) // (int) 
jump @DYOM_12200 

:DYOM_12192
0084: $16161 = $PLAYER_ACTOR // (int) 

:DYOM_12200
if 
056D:   actor $16161 defined 
jf @DYOM_12541 
if or
  [email protected] == 3 
  [email protected] == 6 
jf @DYOM_12393 
if 
056D:   actor $16162 defined 
jf @DYOM_12290 
Actor.PutAt($16162, $10395($9903,101f), $10497($9903,101f), $11456($9903,101f))
jump @DYOM_12320 

:DYOM_12290
$16162 = Actor.Create(CivMale, #NULL, $10395($9903,101f), $10497($9903,101f), $11456($9903,101f))

:DYOM_12320
Actor.LockInCurrentPosition($16162) = True
0575: set_actor $16162 keep_position 1 
Actor.SetImmunities($16162, 1, 1, 1, 1, 1)
0619: enable_actor $16162 collision_detection 0 
0337: set_actor $16162 visibility 0 
067E: put_camera_on_actor $16162 offset 0.0 0.0 -1.0 target_actor $16161 tilt 0.0 switchstyle 2 

:DYOM_12393
if or
  [email protected] == 4 
  [email protected] == 7 
jf @DYOM_12474 
067C: put_camera_on_actor $16161 offset 0.0 0.2 1.0 rotation 0.0 1.0 1.0 tilt 0.0 switchstyle 2 
099C: jiggle_camera type 3 timelimit 1000000.0 intensity 1.0 

:DYOM_12474
if or
  [email protected] == 5 
  [email protected] == 8 
jf @DYOM_12541 
067C: put_camera_on_actor $16161 offset 0.0 -4.0 1.0 rotation 0.0 0.0 0.5 tilt 0.0 switchstyle 2 

:DYOM_12541
select_interior $11557($9903,101i) 
0860: link_actor $PLAYER_ACTOR to_interior $11557($9903,101i) 
04E4: refresh_game_renderer_at $10395($9903,101f) $10497($9903,101f) 
Camera.SetAtPos($10395($9903,101f), $10497($9903,101f), $11456($9903,101f))
[email protected] = 0 

:DYOM_12608
wait 0 
if 
00E1:   player 0 pressed_key 16 
jf @DYOM_12644 
005C: [email protected] += [email protected] // (int) 
$16149 = 1 

:DYOM_12644
001F:   [email protected] > [email protected] // (int) 
jf @DYOM_12608 
if 
08B4:   test $11961($9903,101i) bit 10 
jf @DYOM_12688 
$16155 = 1 

:DYOM_12688
if 
  $10294($9903,101i) == 7 
jf @DYOM_13140 
if 
   not $10901 == -1 
jf @DYOM_12740 
$10901 = -1 
Car.RemoveReferences($10901)

:DYOM_12740
0089: [email protected] = $10598($9903,101f) // (float) 
[email protected] += 1.0 
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @DYOM_12814 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $10395($9903,101f) $10497($9903,101f) [email protected] 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
jump @DYOM_12836 

:DYOM_12814
09BC: put_actor $PLAYER_ACTOR at $10395($9903,101f) $10497($9903,101f) [email protected] no_offset_and_dont_warp_gang 

:DYOM_12836
Actor.Angle($PLAYER_ACTOR) = $11456($9903,101f)
select_interior $11557($9903,101i) 
0860: link_actor $PLAYER_ACTOR to_interior $11557($9903,101i) 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
04E4: refresh_game_renderer_at $10395($9903,101f) $10497($9903,101f) 
Camera.SetAtPos($10395($9903,101f), $10497($9903,101f), [email protected])
$9915 = -1 
0084: $9914 = $10800($9903,101i) // (int) 
0084: $16150 = $11658($9903,101i) // (int) 
if 
  $16150 == 48 
jf @DYOM_12991 
0209: $16150 = random_int_in_ranges 1 43 
if 
  $16150 > 18 
jf @DYOM_12991 
$16150 += 3 

:DYOM_12991
Model.Load($15809($16150,49i))
038B: load_requested_models 

:DYOM_13002
wait 0 
   Model.Available($15809($16150,49i))
jf @DYOM_13002 

:DYOM_13022
wait 20 
   not $9915 == -1 
jf @DYOM_13022 
09C7: change_player $PLAYER_CHAR model_to $9915 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $11658($9903,101i), $11759($9903,101i))
if 
  $12062($9903,101i) > 100 
jf @DYOM_13105 
062A: change_float_stat 24 to 1138.0 
jump @DYOM_13114 

:DYOM_13105
062A: change_float_stat 24 to 569.0 

:DYOM_13114
Actor.Health($PLAYER_ACTOR) = $12062($9903,101i)
Player.CanMove($PLAYER_CHAR) = True
$16155 = 1 

:DYOM_13140
if 
  $10294($9903,101i) == 9 
jf @DYOM_13498 
if 
   not $10901 == -1 
jf @DYOM_13192 
$10901 = -1 
Car.RemoveReferences($10901)

:DYOM_13192
select_interior $11557($9903,101i) 
0860: link_actor $PLAYER_ACTOR to_interior $11557($9903,101i) 
if 
  $11557($9903,101i) == 0 
jf @DYOM_13242 
jump @DYOM_13242 

:DYOM_13242
if 
0449:   actor $PLAYER_ACTOR in_a_car 
jf @DYOM_13284 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $10395($9903,101f) $10497($9903,101f) $10598($9903,101f) 

:DYOM_13284
0084: $47 = $11759($9903,101i) // (int) 
if 
  $47 == 0 
jf @DYOM_13333 
072A: put_actor $PLAYER_ACTOR into_car $10699($9903,101i) driverseat 
jump @DYOM_13355 

:DYOM_13333
$47 -= 1 
072B: put_actor $PLAYER_ACTOR into_car $10699($9903,101i) passengerseat $47 

:DYOM_13355
if 
08B4:   test $11961($9903,101i) bit 9 
jf @DYOM_13426 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
jump @DYOM_13433 

:DYOM_13426
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:DYOM_13433
04E4: refresh_game_renderer_at $10395($9903,101f) $10497($9903,101f) 
Camera.SetAtPos($10395($9903,101f), $10497($9903,101f), [email protected])
0084: $10901 = $10699($9903,101i) // (int) 
Player.CanMove($PLAYER_CHAR) = True
wait 0 
$16155 = 1 

:DYOM_13498
if 
  $10294($9903,101i) == 10 
jf @DYOM_13990 
if and
  $16151 == 0 
  $10800($9903,101i) == 1 
jf @DYOM_13611 
if 
  $16152 == 1 
jf @DYOM_13572 
014F: stop_timer $16153 

:DYOM_13572
0084: $10912 = $11658($9903,101i) // (int) 
03C3: set_timer_to $10912 type 1 GXT 'RTIME' // global_variable  // TIME LEFT
0890: enable_sound_when_timer $10912 reach 3 seconds // global_variable 
0396: pause_timer 0 

:DYOM_13611
[email protected] = 0 

:DYOM_13618
wait 0 
$10938 = 0 

:DYOM_13629
001C:   $16146 > $10938 // (int) 
jf @DYOM_13689 
wait 0 
if 
   Actor.Dead($16169($10938,100i))
jf @DYOM_13675 
jump @DYOM_17089 

:DYOM_13675
$10938 += 1 
jump @DYOM_13629 

:DYOM_13689
$10938 = 0 

:DYOM_13696
001C:   $16147 > $10938 // (int) 
jf @DYOM_13756 
wait 0 
if 
   Car.Wrecked($16269($10938,50i))
jf @DYOM_13742 
jump @DYOM_17089 

:DYOM_13742
$10938 += 1 
jump @DYOM_13696 

:DYOM_13756
gosub @MAIN_4218 
if 
  $16148 > 0 
jf @DYOM_13852 
if and
056D:   actor $16148 defined 
   not Actor.Dead($16148)
jf @DYOM_13840 
$16320 = Actor.Health($16148)
$16320 *= 100 
0070: $16320 /= $16321 // (int) 
0084: $16168 = $16320 // (int) 
jump @DYOM_13852 

:DYOM_13840
0151: remove_status_text $16168 
$16148 = 0 

:DYOM_13852
if and
  $16151 == 1 
   not $10912 > 0 
jf @DYOM_13884 
jump @DYOM_17089 

:DYOM_13884
001F:   [email protected] > $11658($9903,101i) // (int) 
jf @DYOM_13618 
if and
  $16151 == 0 
  $10800($9903,101i) == 1 
jf @DYOM_13990 
$10912 = 0 
014F: stop_timer $10912 
if 
  $16152 == 1 
jf @DYOM_13990 
008A: $16153 = [email protected] // (int) 
03C3: set_timer_to $16153 type 0 GXT 'BB_19' // global_variable  // Time
0396: pause_timer 0 

:DYOM_13990
if 
  $10294($9903,101i) == 11 
jf @DYOM_14021 
set_weather $11658($9903,101i) 

:DYOM_14021
if 
  $10294($9903,101i) == 14 
jf @DYOM_14076 
Player.WantedLevel($PLAYER_CHAR) = $11658($9903,101i)
01F0: set_max_wanted_level_to $10800($9903,101i) 
Player.SetMinWantedLevel($PLAYER_CHAR, $11759($9903,101i))

:DYOM_14076
if 
  $10294($9903,101i) == 8 
jf @DYOM_14531 
Player.CanMove($PLAYER_CHAR) = False
008B: [email protected] = $11658($9903,101i) // (int) 
[email protected] /= 1000 
[email protected] = 0 

:DYOM_14132
  [email protected] > 0 
jf @DYOM_14488 
01E3: show_text_1number_styled GXT 'NUMBER' number [email protected] time 900 style 4  // ~1~
097A: play_audio_at 0.0 0.0 0.0 event 1056 

:DYOM_14185
wait 0 
$10938 = 0 

:DYOM_14196
001C:   $16146 > $10938 // (int) 
jf @DYOM_14256 
wait 0 
if 
   Actor.Dead($16169($10938,100i))
jf @DYOM_14242 
jump @DYOM_17089 

:DYOM_14242
$10938 += 1 
jump @DYOM_14196 

:DYOM_14256
$10938 = 0 

:DYOM_14263
001C:   $16147 > $10938 // (int) 
jf @DYOM_14323 
wait 0 
if 
   Car.Wrecked($16269($10938,50i))
jf @DYOM_14309 
jump @DYOM_17089 

:DYOM_14309
$10938 += 1 
jump @DYOM_14263 

:DYOM_14323
gosub @MAIN_4218 
if 
  $16148 > 0 
jf @DYOM_14419 
if and
056D:   actor $16148 defined 
   not Actor.Dead($16148)
jf @DYOM_14407 
$16320 = Actor.Health($16148)
$16320 *= 100 
0070: $16320 /= $16321 // (int) 
0084: $16168 = $16320 // (int) 
jump @DYOM_14419 

:DYOM_14407
0151: remove_status_text $16168 
$16148 = 0 

:DYOM_14419
if and
  $16151 == 1 
   not $10912 > 0 
jf @DYOM_14451 
jump @DYOM_17089 

:DYOM_14451
  [email protected] > 1000 
jf @DYOM_14185 
[email protected] -= 1000 
[email protected] -= 1 
jump @DYOM_14132 

:DYOM_14488
00BA: show_text_styled GXT 'GO' time 900 style 4  // Go!
097A: play_audio_at 0.0 0.0 0.0 event 1057 
Player.CanMove($PLAYER_CHAR) = True

:DYOM_14531
if 
  $10294($9903,101i) == 12 
jf @DYOM_14564 
00C0: set_current_time_hours_to $11658($9903,101i) minutes_to 0 

:DYOM_14564
if 
  $10294($9903,101i) == 13 
jf @DYOM_14914 
if 
  $11658($9903,101i) == 0 
jf @DYOM_14626 
06C8: enable_riot 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 

:DYOM_14626
if 
  $11658($9903,101i) == 1 
jf @DYOM_14666 
06C8: enable_riot 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 

:DYOM_14666
if 
  $11658($9903,101i) == 2 
jf @DYOM_14738 
06C8: enable_riot 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03BA: clear_cars_from_cube_cornerA -3000.0 -3000.0 -100.0 cornerB 3000.0 3000.0 2000.0 

:DYOM_14738
if 
  $11658($9903,101i) == 3 
jf @DYOM_14810 
06C8: enable_riot 0 
042B: clear_peds_from_cube_cornerA -3000.0 -3000.0 -100.0 cornerB 3000.0 3000.0 2000.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:DYOM_14810
if 
  $11658($9903,101i) == 4 
jf @DYOM_14914 
06C8: enable_riot 0 
03BA: clear_cars_from_cube_cornerA -3000.0 -3000.0 -100.0 cornerB 3000.0 3000.0 2000.0 
042B: clear_peds_from_cube_cornerA -3000.0 -3000.0 -100.0 cornerB 3000.0 3000.0 2000.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:DYOM_14914
if 
  $10294($9903,101i) == 16 
jf @DYOM_14978 
$16152 = 1 
[email protected] = 0 
008A: $16153 = [email protected] // (int) 
03C3: set_timer_to $16153 type 0 GXT 'BB_19' // global_variable  // Time
0396: pause_timer 0 

:DYOM_14978
if 
  $10294($9903,101i) == 17 
jf @DYOM_15005 
048F: actor $PLAYER_ACTOR remove_weapons 

:DYOM_15005
if 
  $10294($9903,101i) == 18 
jf @DYOM_15319 
[email protected] = 0 

:DYOM_15034
wait 0 
$10938 = 0 

:DYOM_15045
001C:   $16146 > $10938 // (int) 
jf @DYOM_15105 
wait 0 
if 
   Actor.Dead($16169($10938,100i))
jf @DYOM_15091 
jump @DYOM_17089 

:DYOM_15091
$10938 += 1 
jump @DYOM_15045 

:DYOM_15105
$10938 = 0 

:DYOM_15112
001C:   $16147 > $10938 // (int) 
jf @DYOM_15172 
wait 0 
if 
   Car.Wrecked($16269($10938,50i))
jf @DYOM_15158 
jump @DYOM_17089 

:DYOM_15158
$10938 += 1 
jump @DYOM_15112 

:DYOM_15172
gosub @MAIN_4218 
if 
  $16148 > 0 
jf @DYOM_15268 
if and
056D:   actor $16148 defined 
   not Actor.Dead($16148)
jf @DYOM_15256 
$16320 = Actor.Health($16148)
$16320 *= 100 
0070: $16320 /= $16321 // (int) 
0084: $16168 = $16320 // (int) 
jump @DYOM_15268 

:DYOM_15256
0151: remove_status_text $16168 
$16148 = 0 

:DYOM_15268
if and
  $16151 == 1 
   not $10912 > 0 
jf @DYOM_15300 
jump @DYOM_17089 

:DYOM_15300
001F:   [email protected] > $11658($9903,101i) // (int) 
jf @DYOM_15034 

:DYOM_15319
if 
  $10294($9903,101i) == 19 
jf @DYOM_16035 
if 
   not $10901 == -1 
jf @DYOM_15371 
$10901 = -1 
Car.RemoveReferences($10901)

:DYOM_15371
$10699($9903,101i) = Object.Init($10800($9903,101i), $10395($9903,101f), $10497($9903,101f), $10598($9903,101f))
0453: set_object $10699($9903,101i) XYZ_rotation $11759($9903,101i) $12163($9903,101i) $11456($9903,101f) 
0566: link_object $10699($9903,101i) to_interior $11557($9903,101i) 
Object.Indestructibility($10699($9903,101i)) = True
071F: set_object $10699($9903,101i) health_to 1 
0875: set_object $10699($9903,101i) immune_to_nonplayer 1 
if 
   not $11860($9903,101i) == -1 
jf @DYOM_15569 
$16167 = Marker.CreateAboveObject($10699($9903,101i))
if 
  $11860($9903,101i) == 2 
jf @DYOM_15557 
07E0: set_marker $16167 type_to 1 
jump @DYOM_15569 

:DYOM_15557
Marker.SetColor($16167, $11860($9903,101i))

:DYOM_15569
wait 0 
$10938 = 0 

:DYOM_15580
001C:   $16146 > $10938 // (int) 
jf @DYOM_15640 
wait 0 
if 
   Actor.Dead($16169($10938,100i))
jf @DYOM_15626 
jump @DYOM_17089 

:DYOM_15626
$10938 += 1 
jump @DYOM_15580 

:DYOM_15640
$10938 = 0 

:DYOM_15647
001C:   $16147 > $10938 // (int) 
jf @DYOM_15707 
wait 0 
if 
   Car.Wrecked($16269($10938,50i))
jf @DYOM_15693 
jump @DYOM_17089 

:DYOM_15693
$10938 += 1 
jump @DYOM_15647 

:DYOM_15707
gosub @MAIN_4218 
if 
  $16148 > 0 
jf @DYOM_15803 
if and
056D:   actor $16148 defined 
   not Actor.Dead($16148)
jf @DYOM_15791 
$16320 = Actor.Health($16148)
$16320 *= 100 
0070: $16320 /= $16321 // (int) 
0084: $16168 = $16320 // (int) 
jump @DYOM_15803 

:DYOM_15791
0151: remove_status_text $16168 
$16148 = 0 

:DYOM_15803
if and
  $16151 == 1 
   not $10912 > 0 
jf @DYOM_15835 
jump @DYOM_17089 

:DYOM_15835
if and
  $11961($9903,101i) == 0 
0179:   actor $PLAYER_ACTOR colliding_with_object $10699($9903,101i) 
jf @DYOM_15876 
jump @DYOM_15999 

:DYOM_15876
if and
  $11961($9903,101i) == 1 
0366:   object $10699($9903,101i) damaged 
jf @DYOM_15914 
jump @DYOM_15999 

:DYOM_15914
if and
  $11961($9903,101i) == 2 
0833:   object $10699($9903,101i) photographed 
jf @DYOM_15952 
jump @DYOM_15999 

:DYOM_15952
if and
  $11961($9903,101i) == 3 
08FF:   object $10699($9903,101i) received_damage_type 57 
jf @DYOM_15992 
jump @DYOM_15999 

:DYOM_15992
jump @DYOM_15569 

:DYOM_15999
Model.Destroy($10800($9903,101i))
if 
   not $11860($9903,101i) == -1 
jf @DYOM_16035 
Marker.Disable($16167)

:DYOM_16035
if 
  $10294($9903,101i) == 20 
jf @DYOM_16069 
Player.Money($PLAYER_CHAR) += $11658($9903,101i)

:DYOM_16069
if 
  $10294($9903,101i) == 21 
jf @DYOM_16118 
0084: $9894 = $11658($9903,101i) // (int) 
$9894 *= -1 
Player.Money($PLAYER_CHAR) += $9894

:DYOM_16118
if 
  $10294($9903,101i) == 22 
jf @DYOM_16194 
if 
   not $10901 == -1 
jf @DYOM_16170 
$10901 = -1 
Car.RemoveReferences($10901)

:DYOM_16170
0084: $16157 = $12365($9903,101i) // (int) 
0084: $16158 = $12466($9903,101f) // (int) 

:DYOM_16194
if 
  $10294($9903,101i) == 15 
jf @DYOM_16460 
if 
   not $11658($9903,101i) == 0 
jf @DYOM_16460 
if 
  $11658($9903,101i) == -1 
jf @DYOM_16332 
$10912 = 0 
014F: stop_timer $10912 
$16151 = 0 
if 
  $16152 == 1 
jf @DYOM_16325 
008A: $16153 = [email protected] // (int) 
03C3: set_timer_to $16153 type 0 GXT 'BB_19' // global_variable  // Time
0396: pause_timer 0 

:DYOM_16325
jump @DYOM_16460 

:DYOM_16332
if 
  $11658($9903,101i) > 0 
jf @DYOM_16373 
0084: $10912 = $11658($9903,101i) // (int) 
jump @DYOM_16385 

:DYOM_16373
0060: $10912 -= $11658($9903,101i) // (int) 

:DYOM_16385
if 
  $16151 == 0 
jf @DYOM_16460 
if 
  $16152 == 1 
jf @DYOM_16426 
014F: stop_timer $16153 

:DYOM_16426
$16151 = 1 
03C3: set_timer_to $10912 type 1 GXT 'RTIME' // global_variable  // TIME LEFT
0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 
0396: pause_timer 0 

:DYOM_16460
if 
   not $12264($9903,101i) == 0 
jf @DYOM_16704 
if 
  $12264($9903,101i) == -1 
jf @DYOM_16576 
$10912 = 0 
014F: stop_timer $10912 
$16151 = 0 
if 
  $16152 == 1 
jf @DYOM_16569 
008A: $16153 = [email protected] // (int) 
03C3: set_timer_to $16153 type 0 GXT 'BB_19' // global_variable  // Time
0396: pause_timer 0 

:DYOM_16569
jump @DYOM_16704 

:DYOM_16576
if 
  $12264($9903,101i) > 0 
jf @DYOM_16617 
0084: $10912 = $12264($9903,101i) // (int) 
jump @DYOM_16629 

:DYOM_16617
0060: $10912 -= $12264($9903,101i) // (int) 

:DYOM_16629
if 
  $16151 == 0 
jf @DYOM_16704 
if 
  $16152 == 1 
jf @DYOM_16670 
014F: stop_timer $16153 

:DYOM_16670
$16151 = 1 
03C3: set_timer_to $10912 type 1 GXT 'RTIME' // global_variable  // TIME LEFT
0890: enable_sound_when_timer $10912 reach 3 seconds // global_variable 
0396: pause_timer 0 

:DYOM_16704
gosub @MAIN_3993 
$9903 += 1 
$16154 += 100 
jump @DYOM_1042 

:DYOM_16732
if 
  $16155 == 1 
jf @DYOM_16764 
$16155 = 0 
fade 1 500 

:DYOM_16764
if 
  $16156 == 1 
jf @DYOM_16861 
fade 0 500 
wait 600 
$16156 = 0 
02A3: enable_widescreen 0 
select_interior [email protected] 
0860: link_actor $PLAYER_ACTOR to_interior [email protected] 
if 
  [email protected] == 0 
jf @DYOM_16843 
jump @DYOM_16843 

:DYOM_16843
Player.CanMove($PLAYER_CHAR) = True
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 

:DYOM_16861
if 
  $8275 == 0 
jf @DYOM_17080 
0396: pause_timer 1 
if 
  $16152 == 1 
jf @DYOM_17036 
0085: [email protected] = [email protected] // (int) 
[email protected] /= 1000 
0085: [email protected] = [email protected] // (int) 
[email protected] /= 60 
0085: [email protected] = [email protected] // (int) 
[email protected] *= 60 
0062: [email protected] -= [email protected] // (int) 
014F: stop_timer $16153 
if 
  10 > [email protected] 
jf @DYOM_17007 
036D: show_text_2numbers_styled GXT 'MPASST2' numbers [email protected] [email protected] time 5000 style 1  // MISSION PASSED!~n~~w~TIME ~1~:0~1~
jump @DYOM_17029 

:DYOM_17007
036D: show_text_2numbers_styled GXT 'MPASST1' numbers [email protected] [email protected] time 5000 style 1  // MISSION PASSED!~n~~w~TIME ~1~:~1~

:DYOM_17029
jump @DYOM_17076 

:DYOM_17036
if 
  $8274 == 0 
jf @DYOM_17076 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 3 

:DYOM_17076
0394: play_music 1 

:DYOM_17080
$16141 = 1 
return 

:DYOM_17089
Marker.Disable($16167)
Marker.Disable($16323)
$16141 = 0 
03BD: destroy_sphere $TEMPVAR_ACTOR_CAR 
if 
  $8275 == 0 
jf @DYOM_17145 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:DYOM_17145
return 

:DYOM_17147
if 
  $16151 == 1 
jf @DYOM_17177 
014F: stop_timer $10912 
jump @DYOM_17207 

:DYOM_17177
if or
08B4:   test $10923 bit 2 
  $16152 == 1 
jf @DYOM_17207 
014F: stop_timer $16153 

:DYOM_17207
if 
  $16148 > 0 
jf @DYOM_17230 
0151: remove_status_text $16168 

:DYOM_17230
if 
  $16159 == 1 
jf @DYOM_17262 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
$16159 = 0 

:DYOM_17262
if 
   not $10901 == -1 
jf @DYOM_17292 
Car.RemoveReferences($10901)
$10901 = -1 

:DYOM_17292
if 
056D:   actor $16162 defined 
jf @DYOM_17313 
Actor.DestroyInstantly($16162)

:DYOM_17313
Player.ClearWantedLevel($PLAYER_CHAR)
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
gosub @MAIN_3993 
gosub @MAIN_4163 
062A: change_float_stat 24 to 569.0 
if 
  $8274 == 0 
jf @DYOM_17370 
01F0: set_max_wanted_level_to 0 

:DYOM_17370
092F: lock_camera_target_point 0 
0930: lock_camera_position 0 
0632: release_group $PLAYER_GROUP 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 2---------------
// Originally: Intro

:INTTOOL
thread 'INTTOOL' 
gosub @INTTOOL_47 
if 
wasted_or_busted 
jf @INTTOOL_38 
gosub @INTTOOL_10007 

:INTTOOL_38
gosub @INTTOOL_10094 
end_thread 

:INTTOOL_47
0512: show_permanent_text_box 'INTHLP'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to browse interiors~N~press ~k~~GROUP_CONTROL_FWD~ and ~k~~GROUP_CONTROL_BWD~ for faster browsing~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
Player.CanMove($PLAYER_CHAR) = True
$TEMPVAR_CAR_TYPE = -1 
Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])
077E: get_active_interior_to [email protected] 

:INTTOOL_91
80E1:   not player 0 pressed_key 16 
jf @INTTOOL_10005 
if 
0AB0:   key_pressed 13 
jf @INTTOOL_126 
jump @INTTOOL_10005 

:INTTOOL_126
wait 0 
if 
00E1:   player 0 pressed_key 15 
jf @INTTOOL_156 
jump @INTTOOL_10007 
return 

:INTTOOL_156
if 
00E1:   player 0 pressed_key 11 
jf @INTTOOL_211 

:INTTOOL_173
wait 0 
80E1:   not player 0 pressed_key 11 
jf @INTTOOL_173 
$HELP_VALET_SHOWN = 1 
$16143 += 1 
$16142 += 1 

:INTTOOL_211
if 
00E1:   player 0 pressed_key 10 
jf @INTTOOL_266 

:INTTOOL_228
wait 0 
80E1:   not player 0 pressed_key 10 
jf @INTTOOL_228 
$HELP_VALET_SHOWN = 0 
$16143 += -1 
$16142 += -1 

:INTTOOL_266
if 
00E1:   player 0 pressed_key 8 
jf @INTTOOL_314 

:INTTOOL_283
wait 0 
80E1:   not player 0 pressed_key 8 
jf @INTTOOL_283 
$16143 += 10 
$16142 += 10 

:INTTOOL_314
if 
00E1:   player 0 pressed_key 9 
jf @INTTOOL_362 

:INTTOOL_331
wait 0 
80E1:   not player 0 pressed_key 9 
jf @INTTOOL_331 
$16143 += -10 
$16142 += -10 

:INTTOOL_362
if 
  $16143 > 153 
jf @INTTOOL_395 
$16143 = 0 
$16142 = 0 

:INTTOOL_395
if 
  0 > $16143 
jf @INTTOOL_429 
$16143 = 153 
$16142 = 153 

:INTTOOL_429
if 
803A:   not  $16143 == $TEMPVAR_CAR_TYPE // (int) 
jf @INTTOOL_9998 

:INTTOOL_448
wait 0 
if and
  $16143 > -1 
  11 > $16143 
jf @INTTOOL_484 
jump @INTTOOL_936 

:INTTOOL_484
if and
  $16143 > 10 
  21 > $16143 
jf @INTTOOL_516 
jump @INTTOOL_1548 

:INTTOOL_516
if and
  $16143 > 20 
  31 > $16143 
jf @INTTOOL_548 
jump @INTTOOL_2105 

:INTTOOL_548
if and
  $16143 > 30 
  41 > $16143 
jf @INTTOOL_580 
jump @INTTOOL_2722 

:INTTOOL_580
if and
  $16143 > 40 
  51 > $16143 
jf @INTTOOL_612 
jump @INTTOOL_3279 

:INTTOOL_612
if and
  $16143 > 50 
  61 > $16143 
jf @INTTOOL_644 
jump @INTTOOL_3856 

:INTTOOL_644
if and
  $16143 > 60 
  71 > $16143 
jf @INTTOOL_676 
jump @INTTOOL_4433 

:INTTOOL_676
if and
  $16143 > 70 
  81 > $16143 
jf @INTTOOL_708 
jump @INTTOOL_4990 

:INTTOOL_708
if and
  $16143 > 80 
  91 > $16143 
jf @INTTOOL_740 
jump @INTTOOL_5547 

:INTTOOL_740
if and
  $16143 > 90 
  101 > $16143 
jf @INTTOOL_772 
jump @INTTOOL_6184 

:INTTOOL_772
if and
  $16143 > 100 
  111 > $16143 
jf @INTTOOL_804 
jump @INTTOOL_6781 

:INTTOOL_804
if and
  $16143 > 110 
  121 > $16143 
jf @INTTOOL_836 
jump @INTTOOL_7398 

:INTTOOL_836
if and
  $16143 > 120 
  131 > $16143 
jf @INTTOOL_869 
jump @INTTOOL_7975 

:INTTOOL_869
if and
  $16143 > 130 
  141 > $16143 
jf @INTTOOL_903 
jump @INTTOOL_8535 

:INTTOOL_903
if 
  $16143 > 140 
jf @INTTOOL_929 
jump @INTTOOL_9142 

:INTTOOL_929
jump @INTTOOL_10007 

:INTTOOL_936
if 
  $16143 == 0 
jf @INTTOOL_991 
$HELP_DENISE_SHOWN = -1266.59 
$HELP_STEALTH_SHOWN = -216.34 
$53 = 1055.58 
$HELP_INTRO_SHOWN = 7 

:INTTOOL_991
if 
  $16143 == 1 
jf @INTTOOL_1046 
$HELP_DENISE_SHOWN = 964.38 
$HELP_STEALTH_SHOWN = 2157.33 
$53 = 1010.02 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_1046
if 
  $16143 == 2 
jf @INTTOOL_1101 
$HELP_DENISE_SHOWN = 286.15 
$HELP_STEALTH_SHOWN = -40.64 
$53 = 1000.57 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_1101
if 
  $16143 == 3 
jf @INTTOOL_1156 
$HELP_DENISE_SHOWN = 285.849 
$HELP_STEALTH_SHOWN = -81.7867 
$53 = 1001.516 
$HELP_INTRO_SHOWN = 4 

:INTTOOL_1156
if 
  $16143 == 4 
jf @INTTOOL_1211 
$HELP_DENISE_SHOWN = 294.3226 
$HELP_STEALTH_SHOWN = -109.3972 
$53 = 1001.516 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_1211
if 
  $16143 == 5 
jf @INTTOOL_1266 
$HELP_DENISE_SHOWN = 313.1814 
$HELP_STEALTH_SHOWN = -141.3382 
$53 = 999.6016 
$HELP_INTRO_SHOWN = 7 

:INTTOOL_1266
if 
  $16143 == 6 
jf @INTTOOL_1321 
$HELP_DENISE_SHOWN = 316.5298 
$HELP_STEALTH_SHOWN = -165.9228 
$53 = 999.601 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_1321
if 
  $16143 == 7 
jf @INTTOOL_1376 
$HELP_DENISE_SHOWN = 1726.18 
$HELP_STEALTH_SHOWN = -1641.01 
$53 = 19.27 
$HELP_INTRO_SHOWN = 18 

:INTTOOL_1376
if 
  $16143 == 8 
jf @INTTOOL_1431 
$HELP_DENISE_SHOWN = 1703.75 
$HELP_STEALTH_SHOWN = -1668.48 
$53 = 19.22 
$HELP_INTRO_SHOWN = 18 

:INTTOOL_1431
if 
  $16143 == 9 
jf @INTTOOL_1486 
$HELP_DENISE_SHOWN = 493.39 
$HELP_STEALTH_SHOWN = -22.72 
$53 = 999.69 
$HELP_INTRO_SHOWN = 17 

:INTTOOL_1486
if 
  $16143 == 10 
jf @INTTOOL_1541 
$HELP_DENISE_SHOWN = 501.98 
$HELP_STEALTH_SHOWN = -69.15 
$53 = 997.84 
$HELP_INTRO_SHOWN = 11 

:INTTOOL_1541
jump @INTTOOL_9870 

:INTTOOL_1548
if 
  $16143 == 11 
jf @INTTOOL_1603 
$HELP_DENISE_SHOWN = 418.65 
$HELP_STEALTH_SHOWN = -82.64 
$53 = 1000.96 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_1603
if 
  $16143 == 12 
jf @INTTOOL_1658 
$HELP_DENISE_SHOWN = 412.02 
$HELP_STEALTH_SHOWN = -52.65 
$53 = 1000.96 
$HELP_INTRO_SHOWN = 12 

:INTTOOL_1658
if 
  $16143 == 13 
jf @INTTOOL_1713 
$HELP_DENISE_SHOWN = 411.63 
$HELP_STEALTH_SHOWN = -21.43 
$53 = 1000.8 
$HELP_INTRO_SHOWN = 2 

:INTTOOL_1713
if 
  $16143 == 14 
jf @INTTOOL_1768 
$HELP_DENISE_SHOWN = 1527.23 
$HELP_STEALTH_SHOWN = -11.57 
$53 = 1001.27 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_1768
if 
  $16143 == 15 
jf @INTTOOL_1823 
$HELP_DENISE_SHOWN = 1523.51 
$HELP_STEALTH_SHOWN = -47.82 
$53 = 1001.27 
$HELP_INTRO_SHOWN = 2 

:INTTOOL_1823
if 
  $16143 == 16 
jf @INTTOOL_1878 
$HELP_DENISE_SHOWN = 1494.43 
$HELP_STEALTH_SHOWN = 1305.63 
$53 = 1092.29 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_1878
if 
  $16143 == 17 
jf @INTTOOL_1933 
$HELP_DENISE_SHOWN = 744.54 
$HELP_STEALTH_SHOWN = 1437.67 
$53 = 1101.74 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_1933
if 
  $16143 == 18 
jf @INTTOOL_1988 
$HELP_DENISE_SHOWN = 940.92 
$HELP_STEALTH_SHOWN = -17.01 
$53 = 1000.18 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_1988
if 
  $16143 == 19 
jf @INTTOOL_2043 
$HELP_DENISE_SHOWN = 964.11 
$HELP_STEALTH_SHOWN = -53.21 
$53 = 1000.18 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_2043
if 
  $16143 == 20 
jf @INTTOOL_2098 
$HELP_DENISE_SHOWN = 2807.62 
$HELP_STEALTH_SHOWN = -1171.9 
$53 = 1024.58 
$HELP_INTRO_SHOWN = 8 

:INTTOOL_2098
jump @INTTOOL_9870 

:INTTOOL_2105
if 
  $16143 == 21 
jf @INTTOOL_2160 
$HELP_DENISE_SHOWN = 2496.05 
$HELP_STEALTH_SHOWN = -1696.009 
$53 = 1014.742 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_2160
if 
  $16143 == 22 
jf @INTTOOL_2235 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_2203 
$16143 += 1 

:INTTOOL_2203
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_2228 
$16143 += -1 

:INTTOOL_2228
jump @INTTOOL_448 

:INTTOOL_2235
if 
  $16143 == 23 
jf @INTTOOL_2310 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_2278 
$16143 += 1 

:INTTOOL_2278
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_2303 
$16143 += -1 

:INTTOOL_2303
jump @INTTOOL_448 

:INTTOOL_2310
if 
  $16143 == 24 
jf @INTTOOL_2385 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_2353 
$16143 += 1 

:INTTOOL_2353
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_2378 
$16143 += -1 

:INTTOOL_2378
jump @INTTOOL_448 

:INTTOOL_2385
if 
  $16143 == 25 
jf @INTTOOL_2440 
$HELP_DENISE_SHOWN = 2543.66 
$HELP_STEALTH_SHOWN = -1303.63 
$53 = 1024.07 
$HELP_INTRO_SHOWN = 2 

:INTTOOL_2440
if 
  $16143 == 26 
jf @INTTOOL_2495 
$HELP_DENISE_SHOWN = 1133.07 
$HELP_STEALTH_SHOWN = -9.57 
$53 = 999.75 
$HELP_INTRO_SHOWN = 12 

:INTTOOL_2495
if 
  $16143 == 27 
jf @INTTOOL_2550 
$HELP_DENISE_SHOWN = 2364.94 
$HELP_STEALTH_SHOWN = -1127.46 
$53 = 1049.91 
$HELP_INTRO_SHOWN = 8 

:INTTOOL_2550
if 
  $16143 == 28 
jf @INTTOOL_2605 
$HELP_DENISE_SHOWN = 2193.97 
$HELP_STEALTH_SHOWN = -1210.64 
$53 = 1047.8 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_2605
if 
  $16143 == 29 
jf @INTTOOL_2660 
$HELP_DENISE_SHOWN = 255.14 
$HELP_STEALTH_SHOWN = -41.53 
$53 = 1001.07 
$HELP_INTRO_SHOWN = 14 

:INTTOOL_2660
if 
  $16143 == 30 
jf @INTTOOL_2715 
$HELP_DENISE_SHOWN = 2317.31 
$HELP_STEALTH_SHOWN = -1010.77 
$53 = 1053.72 
$HELP_INTRO_SHOWN = 9 

:INTTOOL_2715
jump @INTTOOL_9870 

:INTTOOL_2722
if 
  $16143 == 31 
jf @INTTOOL_2777 
$HELP_DENISE_SHOWN = 2285.34 
$HELP_STEALTH_SHOWN = -1137.63 
$53 = 1049.93 
$HELP_INTRO_SHOWN = 11 

:INTTOOL_2777
if 
  $16143 == 32 
jf @INTTOOL_2832 
$HELP_DENISE_SHOWN = 2262.777 
$HELP_STEALTH_SHOWN = -1137.931 
$53 = 1050.633 
$HELP_INTRO_SHOWN = 10 

:INTTOOL_2832
if 
  $16143 == 33 
jf @INTTOOL_2887 
$HELP_DENISE_SHOWN = 2257.352 
$HELP_STEALTH_SHOWN = -1212.03 
$53 = 1049.023 
$HELP_INTRO_SHOWN = 10 

:INTTOOL_2887
if 
  $16143 == 34 
jf @INTTOOL_2942 
$HELP_DENISE_SHOWN = 2492.39 
$HELP_STEALTH_SHOWN = -1707.66 
$53 = 1017.35 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_2942
if 
  $16143 == 35 
jf @INTTOOL_2997 
$HELP_DENISE_SHOWN = 2333.8 
$HELP_STEALTH_SHOWN = -1073.6 
$53 = 1048.05 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_2997
if 
  $16143 == 36 
jf @INTTOOL_3052 
$HELP_DENISE_SHOWN = 2332.68 
$HELP_STEALTH_SHOWN = -1142.33 
$53 = 1053.32 
$HELP_INTRO_SHOWN = 12 

:INTTOOL_3052
if 
  $16143 == 37 
jf @INTTOOL_3107 
$HELP_DENISE_SHOWN = 2319.48 
$HELP_STEALTH_SHOWN = -1210.72 
$53 = 1048.07 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_3107
if 
  $16143 == 38 
jf @INTTOOL_3162 
$HELP_DENISE_SHOWN = 2252.354 
$HELP_STEALTH_SHOWN = -1139.902 
$53 = 1050.633 
$HELP_INTRO_SHOWN = 9 

:INTTOOL_3162
if 
  $16143 == 39 
jf @INTTOOL_3217 
$HELP_DENISE_SHOWN = 2237.568 
$HELP_STEALTH_SHOWN = -1072.15 
$53 = 1049.023 
$HELP_INTRO_SHOWN = 2 

:INTTOOL_3217
if 
  $16143 == 40 
jf @INTTOOL_3272 
$HELP_DENISE_SHOWN = 2232.65 
$HELP_STEALTH_SHOWN = -1112.23 
$53 = 1049.88 
$HELP_INTRO_SHOWN = 5 

:INTTOOL_3272
jump @INTTOOL_9870 

:INTTOOL_3279
if 
  $16143 == 41 
jf @INTTOOL_3334 
$HELP_DENISE_SHOWN = 2215.88 
$HELP_STEALTH_SHOWN = -1075.59 
$53 = 1049.51 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_3334
if 
  $16143 == 42 
jf @INTTOOL_3389 
$HELP_DENISE_SHOWN = 161.2649 
$HELP_STEALTH_SHOWN = -90.9918 
$53 = 1001.805 
$HELP_INTRO_SHOWN = 18 

:INTTOOL_3389
if 
  $16143 == 43 
jf @INTTOOL_3444 
$HELP_DENISE_SHOWN = 207.74 
$HELP_STEALTH_SHOWN = -109.02 
$53 = 1004.27 
$HELP_INTRO_SHOWN = 15 

:INTTOOL_3444
if 
  $16143 == 44 
jf @INTTOOL_3499 
$HELP_DENISE_SHOWN = 226.29 
$HELP_STEALTH_SHOWN = -7.43 
$53 = 1001.26 
$HELP_INTRO_SHOWN = 5 

:INTTOOL_3499
if 
  $16143 == 45 
jf @INTTOOL_3554 
$HELP_DENISE_SHOWN = 204.33 
$HELP_STEALTH_SHOWN = -166.7 
$53 = 999.58 
$HELP_INTRO_SHOWN = 14 

:INTTOOL_3554
if 
  $16143 == 46 
jf @INTTOOL_3609 
$HELP_DENISE_SHOWN = 207.06 
$HELP_STEALTH_SHOWN = -138.81 
$53 = 1002.52 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_3609
if 
  $16143 == 47 
jf @INTTOOL_3664 
$HELP_DENISE_SHOWN = 460.1 
$HELP_STEALTH_SHOWN = -88.43 
$53 = 998.62 
$HELP_INTRO_SHOWN = 4 

:INTTOOL_3664
if 
  $16143 == 48 
jf @INTTOOL_3739 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_3707 
$16143 += 1 

:INTTOOL_3707
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_3732 
$16143 += -1 

:INTTOOL_3732
jump @INTTOOL_448 

:INTTOOL_3739
if 
  $16143 == 49 
jf @INTTOOL_3794 
$HELP_DENISE_SHOWN = -1320.94 
$HELP_STEALTH_SHOWN = -602.38 
$53 = 1062.63 
$HELP_INTRO_SHOWN = 4 

:INTTOOL_3794
if 
  $16143 == 50 
jf @INTTOOL_3849 
$HELP_DENISE_SHOWN = -2029.72 
$HELP_STEALTH_SHOWN = -118.07 
$53 = 1034.17 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_3849
jump @INTTOOL_9870 

:INTTOOL_3856
if 
  $16143 == 51 
jf @INTTOOL_3911 
$HELP_DENISE_SHOWN = -2029.72 
$HELP_STEALTH_SHOWN = -122.41 
$53 = 34.17 
$HELP_INTRO_SHOWN = 0 

:INTTOOL_3911
if 
  $16143 == 52 
jf @INTTOOL_3986 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_3954 
$16143 += 1 

:INTTOOL_3954
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_3979 
$16143 += -1 

:INTTOOL_3979
jump @INTTOOL_448 

:INTTOOL_3986
if 
  $16143 == 53 
jf @INTTOOL_4041 
$HELP_DENISE_SHOWN = -2027.92 
$HELP_STEALTH_SHOWN = -105.18 
$53 = 1034.27 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_4041
if 
  $16143 == 54 
jf @INTTOOL_4096 
$HELP_DENISE_SHOWN = 364.892 
$HELP_STEALTH_SHOWN = -73.1152 
$53 = 1001.508 
$HELP_INTRO_SHOWN = 10 

:INTTOOL_4096
if 
  $16143 == 55 
jf @INTTOOL_4151 
$HELP_DENISE_SHOWN = 365.67 
$HELP_STEALTH_SHOWN = -10.71 
$53 = 1000.87 
$HELP_INTRO_SHOWN = 9 

:INTTOOL_4151
if 
  $16143 == 56 
jf @INTTOOL_4206 
$HELP_DENISE_SHOWN = 377.1 
$HELP_STEALTH_SHOWN = -192.44 
$53 = 999.64 
$HELP_INTRO_SHOWN = 17 

:INTTOOL_4206
if 
  $16143 == 57 
jf @INTTOOL_4261 
$HELP_DENISE_SHOWN = 372.35 
$HELP_STEALTH_SHOWN = -131.65 
$53 = 1000.45 
$HELP_INTRO_SHOWN = 5 

:INTTOOL_4261
if 
  $16143 == 58 
jf @INTTOOL_4316 
$HELP_DENISE_SHOWN = 452.49 
$HELP_STEALTH_SHOWN = -18.18 
$53 = 1000.18 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_4316
if 
  $16143 == 59 
jf @INTTOOL_4371 
$HELP_DENISE_SHOWN = 2350.34 
$HELP_STEALTH_SHOWN = -1181.65 
$53 = 1027.0 
$HELP_INTRO_SHOWN = 5 

:INTTOOL_4371
if 
  $16143 == 60 
jf @INTTOOL_4426 
$HELP_DENISE_SHOWN = 833.82 
$HELP_STEALTH_SHOWN = 7.42 
$53 = 1003.18 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_4426
jump @INTTOOL_9870 

:INTTOOL_4433
if 
  $16143 == 61 
jf @INTTOOL_4488 
$HELP_DENISE_SHOWN = 1302.52 
$HELP_STEALTH_SHOWN = -1.79 
$53 = 999.93 
$HELP_INTRO_SHOWN = 18 

:INTTOOL_4488
if 
  $16143 == 62 
jf @INTTOOL_4543 
$HELP_DENISE_SHOWN = 244.41 
$HELP_STEALTH_SHOWN = 305.03 
$53 = 998.23 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_4543
if 
  $16143 == 63 
jf @INTTOOL_4598 
$HELP_DENISE_SHOWN = 271.89 
$HELP_STEALTH_SHOWN = 306.63 
$53 = 998.33 
$HELP_INTRO_SHOWN = 2 

:INTTOOL_4598
if 
  $16143 == 64 
jf @INTTOOL_4653 
$HELP_DENISE_SHOWN = 291.28 
$HELP_STEALTH_SHOWN = 310.03 
$53 = 998.16 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_4653
if 
  $16143 == 65 
jf @INTTOOL_4708 
$HELP_DENISE_SHOWN = 302.18 
$HELP_STEALTH_SHOWN = 300.72 
$53 = 998.23 
$HELP_INTRO_SHOWN = 4 

:INTTOOL_4708
if 
  $16143 == 66 
jf @INTTOOL_4763 
$HELP_DENISE_SHOWN = 322.2 
$HELP_STEALTH_SHOWN = 302.5 
$53 = 998.23 
$HELP_INTRO_SHOWN = 5 

:INTTOOL_4763
if 
  $16143 == 67 
jf @INTTOOL_4818 
$HELP_DENISE_SHOWN = 344.92 
$HELP_STEALTH_SHOWN = 305.03 
$53 = 998.23 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_4818
if 
  $16143 == 68 
jf @INTTOOL_4873 
$HELP_DENISE_SHOWN = 772.11 
$HELP_STEALTH_SHOWN = -3.9 
$53 = 999.69 
$HELP_INTRO_SHOWN = 5 

:INTTOOL_4873
if 
  $16143 == 69 
jf @INTTOOL_4928 
$HELP_DENISE_SHOWN = 774.21 
$HELP_STEALTH_SHOWN = -48.92 
$53 = 999.69 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_4928
if 
  $16143 == 70 
jf @INTTOOL_4983 
$HELP_DENISE_SHOWN = 773.58 
$HELP_STEALTH_SHOWN = -77.1 
$53 = 999.69 
$HELP_INTRO_SHOWN = 7 

:INTTOOL_4983
jump @INTTOOL_9870 

:INTTOOL_4990
if 
  $16143 == 71 
jf @INTTOOL_5045 
$HELP_DENISE_SHOWN = 2.38 
$HELP_STEALTH_SHOWN = 33.1 
$53 = 1198.85 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_5045
if 
  $16143 == 72 
jf @INTTOOL_5100 
$HELP_DENISE_SHOWN = 2265.79 
$HELP_STEALTH_SHOWN = 1619.58 
$53 = 1089.5 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_5100
if 
  $16143 == 73 
jf @INTTOOL_5155 
$HELP_DENISE_SHOWN = 2265.78 
$HELP_STEALTH_SHOWN = 1675.93 
$53 = 1089.5 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_5155
if 
  $16143 == 74 
jf @INTTOOL_5210 
$HELP_DENISE_SHOWN = 318.57 
$HELP_STEALTH_SHOWN = 1118.21 
$53 = 1082.98 
$HELP_INTRO_SHOWN = 5 

:INTTOOL_5210
if 
  $16143 == 75 
jf @INTTOOL_5265 
$HELP_DENISE_SHOWN = 203.78 
$HELP_STEALTH_SHOWN = -48.49 
$53 = 1000.8 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_5265
if 
  $16143 == 76 
jf @INTTOOL_5320 
$HELP_DENISE_SHOWN = 225.76 
$HELP_STEALTH_SHOWN = 1240.0 
$53 = 1081.15 
$HELP_INTRO_SHOWN = 2 

:INTTOOL_5320
if 
  $16143 == 77 
jf @INTTOOL_5375 
$HELP_DENISE_SHOWN = 223.04 
$HELP_STEALTH_SHOWN = 1289.26 
$53 = 1081.2 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_5375
if 
  $16143 == 78 
jf @INTTOOL_5430 
$HELP_DENISE_SHOWN = 260.98 
$HELP_STEALTH_SHOWN = 1286.55 
$53 = 1079.3 
$HELP_INTRO_SHOWN = 4 

:INTTOOL_5430
if 
  $16143 == 79 
jf @INTTOOL_5485 
$HELP_DENISE_SHOWN = 260.94 
$HELP_STEALTH_SHOWN = 1238.51 
$53 = 1083.26 
$HELP_INTRO_SHOWN = 9 

:INTTOOL_5485
if 
  $16143 == 80 
jf @INTTOOL_5540 
$HELP_DENISE_SHOWN = 234.05 
$HELP_STEALTH_SHOWN = 1064.88 
$53 = 1083.31 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_5540
jump @INTTOOL_9870 

:INTTOOL_5547
if 
  $16143 == 81 
jf @INTTOOL_5622 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_5590 
$16143 += 1 

:INTTOOL_5590
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_5615 
$16143 += -1 

:INTTOOL_5615
jump @INTTOOL_448 

:INTTOOL_5622
if 
  $16143 == 82 
jf @INTTOOL_5697 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_5665 
$16143 += 1 

:INTTOOL_5665
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_5690 
$16143 += -1 

:INTTOOL_5690
jump @INTTOOL_448 

:INTTOOL_5697
if 
  $16143 == 83 
jf @INTTOOL_5772 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_5740 
$16143 += 1 

:INTTOOL_5740
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_5765 
$16143 += -1 

:INTTOOL_5765
jump @INTTOOL_448 

:INTTOOL_5772
if 
  $16143 == 84 
jf @INTTOOL_5847 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_5815 
$16143 += 1 

:INTTOOL_5815
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_5840 
$16143 += -1 

:INTTOOL_5840
jump @INTTOOL_448 

:INTTOOL_5847
if 
  $16143 == 85 
jf @INTTOOL_5902 
$HELP_DENISE_SHOWN = 1205.45 
$HELP_STEALTH_SHOWN = -5.2255 
$53 = 1000.922 
$HELP_INTRO_SHOWN = 2 

:INTTOOL_5902
if 
  $16143 == 86 
jf @INTTOOL_5957 
$HELP_DENISE_SHOWN = 1263.08 
$HELP_STEALTH_SHOWN = -785.31 
$53 = 1090.96 
$HELP_INTRO_SHOWN = 5 

:INTTOOL_5957
if 
  $16143 == 87 
jf @INTTOOL_6012 
$HELP_DENISE_SHOWN = 2233.91 
$HELP_STEALTH_SHOWN = 1710.73 
$53 = 1010.18 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_6012
if 
  $16143 == 88 
jf @INTTOOL_6067 
$HELP_DENISE_SHOWN = 2268.74 
$HELP_STEALTH_SHOWN = 1647.52 
$53 = 1083.23 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_6067
if 
  $16143 == 89 
jf @INTTOOL_6122 
$HELP_DENISE_SHOWN = 2138.61 
$HELP_STEALTH_SHOWN = 1599.54 
$53 = 1007.41 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_6122
if 
  $16143 == 90 
jf @INTTOOL_6177 
$HELP_DENISE_SHOWN = 1299.08 
$HELP_STEALTH_SHOWN = -795.23 
$53 = 1083.03 
$HELP_INTRO_SHOWN = 5 

:INTTOOL_6177
jump @INTTOOL_9870 

:INTTOOL_6184
if 
  $16143 == 91 
jf @INTTOOL_6239 
$HELP_DENISE_SHOWN = 446.62 
$HELP_STEALTH_SHOWN = 509.32 
$53 = 1000.42 
$HELP_INTRO_SHOWN = 12 

:INTTOOL_6239
if 
  $16143 == 92 
jf @INTTOOL_6294 
$HELP_DENISE_SHOWN = 2216.34 
$HELP_STEALTH_SHOWN = -1150.51 
$53 = 1024.8 
$HELP_INTRO_SHOWN = 15 

:INTTOOL_6294
if 
  $16143 == 93 
jf @INTTOOL_6369 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_6337 
$16143 += 1 

:INTTOOL_6337
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_6362 
$16143 += -1 

:INTTOOL_6362
jump @INTTOOL_448 

:INTTOOL_6369
if 
  $16143 == 94 
jf @INTTOOL_6424 
$HELP_DENISE_SHOWN = 516.27 
$HELP_STEALTH_SHOWN = -16.61 
$53 = 1000.46 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_6424
if 
  $16143 == 95 
jf @INTTOOL_6479 
$HELP_DENISE_SHOWN = 388.87 
$HELP_STEALTH_SHOWN = 173.81 
$53 = 1007.39 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_6479
if 
  $16143 == 96 
jf @INTTOOL_6534 
$HELP_DENISE_SHOWN = -2661.85 
$HELP_STEALTH_SHOWN = 1426.39 
$53 = 23.0 
$HELP_INTRO_SHOWN = 0 

:INTTOOL_6534
if 
  $16143 == 97 
jf @INTTOOL_6589 
$HELP_DENISE_SHOWN = -2661.01 
$HELP_STEALTH_SHOWN = 1415.74 
$53 = 922.31 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_6589
if 
  $16143 == 98 
jf @INTTOOL_6664 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_6632 
$16143 += 1 

:INTTOOL_6632
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_6657 
$16143 += -1 

:INTTOOL_6657
jump @INTTOOL_448 

:INTTOOL_6664
if 
  $16143 == 99 
jf @INTTOOL_6719 
$HELP_DENISE_SHOWN = -2637.45 
$HELP_STEALTH_SHOWN = 1404.63 
$53 = 905.46 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_6719
if 
  $16143 == 100 
jf @INTTOOL_6774 
$HELP_DENISE_SHOWN = 246.78 
$HELP_STEALTH_SHOWN = 63.9 
$53 = 1002.64 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_6774
jump @INTTOOL_9870 

:INTTOOL_6781
if 
  $16143 == 101 
jf @INTTOOL_6836 
$HELP_DENISE_SHOWN = 246.38 
$HELP_STEALTH_SHOWN = 109.25 
$53 = 1002.28 
$HELP_INTRO_SHOWN = 10 

:INTTOOL_6836
if 
  $16143 == 102 
jf @INTTOOL_6891 
$HELP_DENISE_SHOWN = 288.75 
$HELP_STEALTH_SHOWN = 169.35 
$53 = 1006.18 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_6891
if 
  $16143 == 103 
jf @INTTOOL_6946 
$HELP_DENISE_SHOWN = 238.66 
$HELP_STEALTH_SHOWN = 141.05 
$53 = 1002.05 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_6946
if 
  $16143 == 104 
jf @INTTOOL_7001 
$HELP_DENISE_SHOWN = -2239.57 
$HELP_STEALTH_SHOWN = 130.02 
$53 = 1034.42 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_7001
if 
  $16143 == 105 
jf @INTTOOL_7076 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_7044 
$16143 += 1 

:INTTOOL_7044
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_7069 
$16143 += -1 

:INTTOOL_7069
jump @INTTOOL_448 

:INTTOOL_7076
if 
  $16143 == 106 
jf @INTTOOL_7151 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_7119 
$16143 += 1 

:INTTOOL_7119
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_7144 
$16143 += -1 

:INTTOOL_7144
jump @INTTOOL_448 

:INTTOOL_7151
if 
  $16143 == 107 
jf @INTTOOL_7206 
$HELP_DENISE_SHOWN = 2464.11 
$HELP_STEALTH_SHOWN = -1698.66 
$53 = 1012.51 
$HELP_INTRO_SHOWN = 2 

:INTTOOL_7206
if 
  $16143 == 108 
jf @INTTOOL_7281 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_7249 
$16143 += 1 

:INTTOOL_7249
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_7274 
$16143 += -1 

:INTTOOL_7274
jump @INTTOOL_448 

:INTTOOL_7281
if 
  $16143 == 109 
jf @INTTOOL_7336 
$HELP_DENISE_SHOWN = -100.33 
$HELP_STEALTH_SHOWN = -22.82 
$53 = 999.74 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_7336
if 
  $16143 == 110 
jf @INTTOOL_7391 
$HELP_DENISE_SHOWN = 140.28 
$HELP_STEALTH_SHOWN = 1368.98 
$53 = 1082.97 
$HELP_INTRO_SHOWN = 5 

:INTTOOL_7391
jump @INTTOOL_9870 

:INTTOOL_7398
if 
  $16143 == 111 
jf @INTTOOL_7473 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_7441 
$16143 += 1 

:INTTOOL_7441
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_7466 
$16143 += -1 

:INTTOOL_7466
jump @INTTOOL_448 

:INTTOOL_7473
if 
  $16143 == 112 
jf @INTTOOL_7528 
$HELP_DENISE_SHOWN = 83.35 
$HELP_STEALTH_SHOWN = 1324.44 
$53 = 1082.89 
$HELP_INTRO_SHOWN = 9 

:INTTOOL_7528
if 
  $16143 == 113 
jf @INTTOOL_7583 
$HELP_DENISE_SHOWN = -285.55 
$HELP_STEALTH_SHOWN = 1470.98 
$53 = 1083.45 
$HELP_INTRO_SHOWN = 15 

:INTTOOL_7583
if 
  $16143 == 114 
jf @INTTOOL_7638 
$HELP_DENISE_SHOWN = -262.6 
$HELP_STEALTH_SHOWN = 1456.62 
$53 = 1083.45 
$HELP_INTRO_SHOWN = 4 

:INTTOOL_7638
if 
  $16143 == 115 
jf @INTTOOL_7693 
$HELP_DENISE_SHOWN = -42.58 
$HELP_STEALTH_SHOWN = 1408.11 
$53 = 1083.45 
$HELP_INTRO_SHOWN = 8 

:INTTOOL_7693
if 
  $16143 == 116 
jf @INTTOOL_7748 
$HELP_DENISE_SHOWN = -68.29 
$HELP_STEALTH_SHOWN = 1353.47 
$53 = 1079.28 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_7748
if 
  $16143 == 117 
jf @INTTOOL_7803 
$HELP_DENISE_SHOWN = 1412.64 
$HELP_STEALTH_SHOWN = -1.79 
$53 = 999.93 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_7803
if 
  $16143 == 118 
jf @INTTOOL_7858 
$HELP_DENISE_SHOWN = 1212.02 
$HELP_STEALTH_SHOWN = -28.66 
$53 = 1000.09 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_7858
if 
  $16143 == 119 
jf @INTTOOL_7913 
$HELP_DENISE_SHOWN = 1038.51 
$HELP_STEALTH_SHOWN = -0.66 
$53 = 1000.09 
$HELP_INTRO_SHOWN = 3 

:INTTOOL_7913
if 
  $16143 == 120 
jf @INTTOOL_7968 
$HELP_DENISE_SHOWN = 2333.11 
$HELP_STEALTH_SHOWN = -1075.1 
$53 = 1048.04 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_7968
jump @INTTOOL_9870 

:INTTOOL_7975
if 
  $16143 == 121 
jf @INTTOOL_8030 
$HELP_DENISE_SHOWN = 2253.14 
$HELP_STEALTH_SHOWN = -1140.09 
$53 = 1049.65 
$HELP_INTRO_SHOWN = 9 

:INTTOOL_8030
if 
  $16143 == 122 
jf @INTTOOL_8085 
$HELP_DENISE_SHOWN = 2261.4 
$HELP_STEALTH_SHOWN = -1135.94 
$53 = 1049.64 
$HELP_INTRO_SHOWN = 10 

:INTTOOL_8085
if 
  $16143 == 123 
jf @INTTOOL_8140 
$HELP_DENISE_SHOWN = 2233.8 
$HELP_STEALTH_SHOWN = -1113.36 
$53 = 1049.91 
$HELP_INTRO_SHOWN = 5 

:INTTOOL_8140
if 
  $16143 == 124 
jf @INTTOOL_8195 
$HELP_DENISE_SHOWN = 2324.42 
$HELP_STEALTH_SHOWN = -1147.54 
$53 = 1049.72 
$HELP_INTRO_SHOWN = 12 

:INTTOOL_8195
if 
  $16143 == 125 
jf @INTTOOL_8250 
$HELP_DENISE_SHOWN = 2365.3 
$HELP_STEALTH_SHOWN = -1132.92 
$53 = 1049.91 
$HELP_INTRO_SHOWN = 8 

:INTTOOL_8250
if 
  $16143 == 126 
jf @INTTOOL_8305 
$HELP_DENISE_SHOWN = 2282.91 
$HELP_STEALTH_SHOWN = -1138.29 
$53 = 1049.91 
$HELP_INTRO_SHOWN = 11 

:INTTOOL_8305
if 
  $16143 == 127 
jf @INTTOOL_8360 
$HELP_DENISE_SHOWN = 2194.79 
$HELP_STEALTH_SHOWN = -1204.35 
$53 = 1048.05 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_8360
if 
  $16143 == 128 
jf @INTTOOL_8416 
$HELP_DENISE_SHOWN = 2268.39 
$HELP_STEALTH_SHOWN = -1210.45 
$53 = 1046.57 
$HELP_INTRO_SHOWN = 10 

:INTTOOL_8416
if 
  $16143 == 129 
jf @INTTOOL_8472 
$HELP_DENISE_SHOWN = 2308.79 
$HELP_STEALTH_SHOWN = -1210.88 
$53 = 1048.03 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_8472
if 
  $16143 == 130 
jf @INTTOOL_8528 
$HELP_DENISE_SHOWN = 2216.54 
$HELP_STEALTH_SHOWN = -1076.29 
$53 = 1049.52 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_8528
jump @INTTOOL_9870 

:INTTOOL_8535
if 
  $16143 == 131 
jf @INTTOOL_8591 
$HELP_DENISE_SHOWN = 2237.59 
$HELP_STEALTH_SHOWN = -1078.87 
$53 = 1048.07 
$HELP_INTRO_SHOWN = 2 

:INTTOOL_8591
if 
  $16143 == 132 
jf @INTTOOL_8647 
$HELP_DENISE_SHOWN = 2317.82 
$HELP_STEALTH_SHOWN = -1024.75 
$53 = 1049.21 
$HELP_INTRO_SHOWN = 9 

:INTTOOL_8647
if 
  $16143 == 133 
jf @INTTOOL_8703 
$HELP_DENISE_SHOWN = 2526.46 
$HELP_STEALTH_SHOWN = -1679.09 
$53 = 1014.5 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_8703
if 
  $16143 == 134 
jf @INTTOOL_8759 
$HELP_DENISE_SHOWN = -204.44 
$HELP_STEALTH_SHOWN = -8.47 
$53 = 1001.3 
$HELP_INTRO_SHOWN = 17 

:INTTOOL_8759
if 
  $16143 == 135 
jf @INTTOOL_8835 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_8803 
$16143 += 1 

:INTTOOL_8803
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_8828 
$16143 += -1 

:INTTOOL_8828
jump @INTTOOL_448 

:INTTOOL_8835
if 
  $16143 == 136 
jf @INTTOOL_8911 
if 
  $HELP_VALET_SHOWN == 1 
jf @INTTOOL_8879 
$16143 += 1 

:INTTOOL_8879
if 
  $HELP_VALET_SHOWN == 0 
jf @INTTOOL_8904 
$16143 += -1 

:INTTOOL_8904
jump @INTTOOL_448 

:INTTOOL_8911
if 
  $16143 == 137 
jf @INTTOOL_8967 
$HELP_DENISE_SHOWN = 2015.45 
$HELP_STEALTH_SHOWN = 1017.09 
$53 = 995.88 
$HELP_INTRO_SHOWN = 10 

:INTTOOL_8967
if 
  $16143 == 138 
jf @INTTOOL_9023 
$HELP_DENISE_SHOWN = 681.48 
$HELP_STEALTH_SHOWN = -451.15 
$53 = -26.62 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_9023
if 
  $16143 == 139 
jf @INTTOOL_9079 
$HELP_DENISE_SHOWN = 447.74 
$HELP_STEALTH_SHOWN = 1400.44 
$53 = 1083.34 
$HELP_INTRO_SHOWN = 2 

:INTTOOL_9079
if 
  $16143 == 140 
jf @INTTOOL_9135 
$HELP_DENISE_SHOWN = 490.81 
$HELP_STEALTH_SHOWN = 1401.49 
$53 = 1079.34 
$HELP_INTRO_SHOWN = 2 

:INTTOOL_9135
jump @INTTOOL_9870 

:INTTOOL_9142
if 
  $16143 == 141 
jf @INTTOOL_9198 
$HELP_DENISE_SHOWN = 22.78 
$HELP_STEALTH_SHOWN = 1404.96 
$53 = 1083.45 
$HELP_INTRO_SHOWN = 5 

:INTTOOL_9198
if 
  $16143 == 142 
jf @INTTOOL_9254 
$HELP_DENISE_SHOWN = 27.13 
$HELP_STEALTH_SHOWN = 1341.15 
$53 = 1083.45 
$HELP_INTRO_SHOWN = 10 

:INTTOOL_9254
if 
  $16143 == 143 
jf @INTTOOL_9310 
$HELP_DENISE_SHOWN = 295.14 
$HELP_STEALTH_SHOWN = 1474.47 
$53 = 1079.52 
$HELP_INTRO_SHOWN = 15 

:INTTOOL_9310
if 
  $16143 == 144 
jf @INTTOOL_9366 
$HELP_DENISE_SHOWN = 385.8 
$HELP_STEALTH_SHOWN = 1471.77 
$53 = 1079.21 
$HELP_INTRO_SHOWN = 15 

:INTTOOL_9366
if 
  $16143 == 145 
jf @INTTOOL_9422 
$HELP_DENISE_SHOWN = 375.97 
$HELP_STEALTH_SHOWN = 1417.27 
$53 = 1080.41 
$HELP_INTRO_SHOWN = 15 

:INTTOOL_9422
if 
  $16143 == 146 
jf @INTTOOL_9478 
$HELP_DENISE_SHOWN = 328.49 
$HELP_STEALTH_SHOWN = 1480.59 
$53 = 1083.45 
$HELP_INTRO_SHOWN = 15 

:INTTOOL_9478
if 
  $16143 == 147 
jf @INTTOOL_9534 
$HELP_DENISE_SHOWN = -2158.72 
$HELP_STEALTH_SHOWN = 641.29 
$53 = 1051.37 
$HELP_INTRO_SHOWN = 1 

:INTTOOL_9534
if 
  $16143 == 148 
jf @INTTOOL_9590 
$HELP_DENISE_SHOWN = -30.95 
$HELP_STEALTH_SHOWN = -89.61 
$53 = 1002.55 
$HELP_INTRO_SHOWN = 18 

:INTTOOL_9590
if 
  $16143 == 149 
jf @INTTOOL_9646 
$HELP_DENISE_SHOWN = -25.13 
$HELP_STEALTH_SHOWN = -139.07 
$53 = 1002.55 
$HELP_INTRO_SHOWN = 16 

:INTTOOL_9646
if 
  $16143 == 150 
jf @INTTOOL_9702 
$HELP_DENISE_SHOWN = -25.88 
$HELP_STEALTH_SHOWN = -185.87 
$53 = 1002.55 
$HELP_INTRO_SHOWN = 17 

:INTTOOL_9702
if 
  $16143 == 151 
jf @INTTOOL_9758 
$HELP_DENISE_SHOWN = -26.69 
$HELP_STEALTH_SHOWN = -55.71 
$53 = 1002.55 
$HELP_INTRO_SHOWN = 6 

:INTTOOL_9758
if 
  $16143 == 152 
jf @INTTOOL_9814 
$HELP_DENISE_SHOWN = -27.31 
$HELP_STEALTH_SHOWN = -29.28 
$53 = 1002.55 
$HELP_INTRO_SHOWN = 4 

:INTTOOL_9814
if 
  $16143 == 153 
jf @INTTOOL_9870 
$HELP_DENISE_SHOWN = 6.09 
$HELP_STEALTH_SHOWN = -29.27 
$53 = 1002.55 
$HELP_INTRO_SHOWN = 10 

:INTTOOL_9870
fade 0 500 
wait 500 

:INTTOOL_9882
wait 0 
   Player.Defined($PLAYER_CHAR)
jf @INTTOOL_9882 
select_interior $HELP_INTRO_SHOWN 
0860: link_actor $PLAYER_ACTOR to_interior $HELP_INTRO_SHOWN 
if 
  $HELP_INTRO_SHOWN == 0 
jf @INTTOOL_9936 
jump @INTTOOL_9936 

:INTTOOL_9936
Actor.PutAt($PLAYER_ACTOR, $HELP_DENISE_SHOWN, $HELP_STEALTH_SHOWN, $53)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
01E5: show_text_1number_highpriority GXT 'NUMBER' number $16143 time 5000 flag 1  // ~1~
wait 500 
fade 1 500 
wait 500 
0084: $TEMPVAR_CAR_TYPE = $16143 // (int) 

:INTTOOL_9998
jump @INTTOOL_91 

:INTTOOL_10005
return 

:INTTOOL_10007
fade 0 500 
wait 500 
select_interior [email protected] 
0860: link_actor $PLAYER_ACTOR to_interior [email protected] 
if 
  [email protected] == 0 
jf @INTTOOL_10057 
jump @INTTOOL_10057 

:INTTOOL_10057
Actor.PutAt($PLAYER_ACTOR, [email protected], [email protected], [email protected])
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
wait 500 
fade 1 500 
wait 500 
return 

:INTTOOL_10094
03E6: remove_text_box 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 3---------------
// Originally: Video Game: They Crawled From Uranus

:JTOMTOOL
thread 'JTOMTOOL' 
gosub @JTOMTOOL_55 
if 
wasted_or_busted 
jf @JTOMTOOL_46 
gosub @JTOMTOOL_274 

:JTOMTOOL_46
gosub @JTOMTOOL_276 
end_thread 

:JTOMTOOL_55
$TEMPVAR_FLOAT_1 = -4000.0 
$TEMPVAR_FLOAT_2 = 0.0 
$TEMPVAR_FLOAT_3 = 550.0 
wait 100 
0AB6: store_target_marker_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $9935 // IF and SET 
if 
  -3900.0 > $TEMPVAR_FLOAT_1 
jf @JTOMTOOL_139 
00BB: show_text_lowpriority GXT 'TLPHELP' time 3000 flag 1  // Marker not defined, mark teleport target with RMB on the San Andreas Map
return 

:JTOMTOOL_139
fade 0 500 
wait 500 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0581: enable_radar 1 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
wait 0 
04E4: refresh_game_renderer_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
wait 50 
02CE: $9936 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Camera.SetAtPos($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $9936)
0980: extinguish_all_fires_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $9936 radius 1.0 
wait 500 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $9936)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 
wait 500 
return 

:JTOMTOOL_274
return 

:JTOMTOOL_276
03E6: remove_text_box 
$ONMISSION = 0 
mission_cleanup 
return 

//-------------Mission 4---------------
// Originally: Video Game: Dualuty

:JTOCTOOL
thread 'JTOCTOOL' 
gosub @JTOCTOOL_55 
if 
wasted_or_busted 
jf @JTOCTOOL_46 
gosub @JTOCTOOL_1136 

:JTOCTOOL_46
gosub @JTOCTOOL_1231 
end_thread 

:JTOCTOOL_55
if 
   not Player.Defined($PLAYER_CHAR)
jf @JTOCTOOL_73 
return 

:JTOCTOOL_73
0084: $55 = $15617 // (int) 
$56 = -1 
$LS_FINAL_MISSIONS_STARTED = 0 
0512: show_permanent_text_box 'OBJTELE'  // Press ~k~~CONVERSATION_YES~ and ~k~~CONVERSATION_NO~ to browse objectives~N~press ~k~~PED_SPRINT~  to select ~N~and F to cancel
01E5: show_text_1number_highpriority GXT 'INF_OBJ' number $55 time 5000 flag 1  // Info Objective ~1~
077E: get_active_interior_to $58 
Actor.StorePos($PLAYER_ACTOR, $59, $60, $61)
$HELP_TRUCKER_MISSIONS_SHOWN = Actor.Angle($PLAYER_ACTOR)
Player.CanMove($PLAYER_CHAR) = False
gosub @ANIMATE_9240 

:JTOCTOOL_166
wait 50 
if 
00E1:   player 0 pressed_key 15 
jf @JTOCTOOL_319 

:JTOCTOOL_187
wait 0 
   Player.Defined($PLAYER_CHAR)
jf @JTOCTOOL_187 
03E6: remove_text_box 
select_interior $58 

:JTOCTOOL_210
wait 0 
   Player.Defined($PLAYER_CHAR)
jf @JTOCTOOL_210 
0860: link_actor $PLAYER_ACTOR to_interior $58 
wait 0 
04E4: refresh_game_renderer_at $59 $60 
wait 50 
02CE: $63 = ground_z_at $59 $60 $61 
Camera.SetAtPos($59, $60, $63)

:JTOCTOOL_275
wait 0 
   Player.Defined($PLAYER_CHAR)
jf @JTOCTOOL_275 
Actor.PutAt($PLAYER_ACTOR, $59, $60, $61)
Actor.Angle($PLAYER_ACTOR) = $HELP_TRUCKER_MISSIONS_SHOWN
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
return 

:JTOCTOOL_319
if 
00E1:   player 0 pressed_key 11 
jf @JTOCTOOL_393 

:JTOCTOOL_336
wait 20 
80E1:   not player 0 pressed_key 11 
jf @JTOCTOOL_336 
if 
  $55 > 0 
jf @JTOCTOOL_385 
$55 += -1 
jump @JTOCTOOL_393 

:JTOCTOOL_385
0084: $55 = $10916 // (int) 

:JTOCTOOL_393
if 
00E1:   player 0 pressed_key 10 
jf @JTOCTOOL_467 

:JTOCTOOL_410
wait 20 
80E1:   not player 0 pressed_key 10 
jf @JTOCTOOL_410 
if 
802C:   not  $55 >= $10916 // (int) 
jf @JTOCTOOL_460 
$55 += 1 
jump @JTOCTOOL_467 

:JTOCTOOL_460
$55 = 0 

:JTOCTOOL_467
if 
803A:   not  $55 == $56 // (int) 
jf @JTOCTOOL_892 
if 
  $55 > 0 
jf @JTOCTOOL_574 
0084: $56 = $55 // (int) 
$56 += -1 
0086: $TEMPVAR_FLOAT_1 = $10395($56,101f) // (float) 
0086: $TEMPVAR_FLOAT_2 = $10497($56,101f) // (float) 
0086: $TEMPVAR_FLOAT_3 = $10598($56,101f) // (float) 
0084: $HELP_INTRO_SHOWN = $11557($56,101i) // (int) 
jump @JTOCTOOL_606 

:JTOCTOOL_574
0086: $TEMPVAR_FLOAT_1 = $11447 // (float) 
0086: $TEMPVAR_FLOAT_2 = $11448 // (float) 
0086: $TEMPVAR_FLOAT_3 = $11449 // (float) 
0084: $HELP_INTRO_SHOWN = $11451 // (int) 

:JTOCTOOL_606
0086: $9935 = $TEMPVAR_FLOAT_1 // (float) 
0086: $9936 = $TEMPVAR_FLOAT_2 // (float) 
0086: $9937 = $TEMPVAR_FLOAT_3 // (float) 
$9936 += 4.0 
$9937 += 5.0 
$TEMPVAR_FLOAT_3 += 1.5 
fade 0 500 
wait 500 

:JTOCTOOL_672
wait 0 
   Player.Defined($PLAYER_CHAR)
jf @JTOCTOOL_672 
select_interior $HELP_INTRO_SHOWN 
0860: link_actor $PLAYER_ACTOR to_interior $HELP_INTRO_SHOWN 
wait 0 
04E4: refresh_game_renderer_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
wait 50 
02CE: $63 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Camera.SetAtPos($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $63)
0980: extinguish_all_fires_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $63 radius 1.0 
wait 0 
Camera.SetPosition($9935, $9936, $9937, 0.0, 0.0, 0.0)
Camera.PointAt($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3, 2)
wait 0 
0086: $CATALINA_TOTAL_PASSED_MISSIONS = $63 // (float) 
$CATALINA_TOTAL_PASSED_MISSIONS += 100.0 

:JTOCTOOL_823
wait 0 
   Player.Defined($PLAYER_CHAR)
jf @JTOCTOOL_823 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $63)
01E5: show_text_1number_highpriority GXT 'INF_OBJ' number $55 time 5000 flag 1  // Info Objective ~1~
fade 1 500 
wait 500 
0084: $56 = $55 // (int) 

:JTOCTOOL_892
if 
0AB0:   key_pressed 13 
jf @JTOCTOOL_914 
jump @JTOCTOOL_927 

:JTOCTOOL_914
00E1:   player 0 pressed_key 16 
jf @JTOCTOOL_166 

:JTOCTOOL_927
$15804 = 0 
03E6: remove_text_box 
00BE: text_clear_all 
fade 0 500 
wait 500 

:JTOCTOOL_950
wait 0 
   Player.Defined($PLAYER_CHAR)
jf @JTOCTOOL_950 
select_interior $HELP_INTRO_SHOWN 
0860: link_actor $PLAYER_ACTOR to_interior $HELP_INTRO_SHOWN 
if 
  $HELP_INTRO_SHOWN == 0 
jf @JTOCTOOL_1008 
0581: enable_radar 1 
jump @JTOCTOOL_1012 

:JTOCTOOL_1008
0581: enable_radar 0 

:JTOCTOOL_1012
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
wait 0 
04E4: refresh_game_renderer_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 
wait 50 
02CE: $63 = ground_z_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
Camera.SetAtPos($TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $63)
0980: extinguish_all_fires_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $63 radius 1.0 
wait 500 

:JTOCTOOL_1088
wait 0 
   Player.Defined($PLAYER_CHAR)
jf @JTOCTOOL_1088 
Actor.PutAt($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $63)
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
fade 1 500 
wait 500 
return 

:JTOCTOOL_1136
fade 0 500 
wait 500 
select_interior [email protected] 
0860: link_actor $PLAYER_ACTOR to_interior [email protected] 
if 
  [email protected] == 0 
jf @JTOCTOOL_1190 
0581: enable_radar 1 
jump @JTOCTOOL_1194 

:JTOCTOOL_1190
0581: enable_radar 0 

:JTOCTOOL_1194
Actor.PutAt($PLAYER_ACTOR, [email protected], [email protected], [email protected])
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
wait 500 
fade 1 500 
wait 500 
return 

:JTOCTOOL_1231
03E6: remove_text_box 
$ONMISSION = 0 
mission_cleanup 
return 

 

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