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I want to edit the Blood Bowl mission to have specific cars instead of random ones


Nico

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I was told to post in this section for help with this.

 

I want to edit the Blood Bowl / Blood Ring mission, I always hated how you play with a Bloodring Banger but everyone else is on randomly picked regular cars. I want it to be like in Vice City where NPCs use the appropriate cars. I have this mod which replaces the sole car and also gives you an appropriate second Bloodring Banger car. Nobody ever made a mod that edits this mission so I would like to do it myself, but I barely know how to code. I can only do small edits of existent CLEO scripts, and this seems like quite a task.

Who is the strongest? Who is the best? Who holds the aces, the East or the West?

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This is the CRAP... our children are learning?
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  • 2 months later...
ArmanCan

sorry about the bump but i think i've found a solution for your request but you have to change the MODEL NUMBER and you can not add a SECONDARY VEHICLE.. i'm posting the whole mission script below and explain you more.. @Nico 😉

 

Spoiler
//-------------Mission 128---------------
// Originally: Arena Mission: Blood Ring

:BLOOD
script_name 'BLOOD' 
gosub @BLOOD_47 
if 
  wasted_or_busted 
jf @BLOOD_38 
gosub @BLOOD_13114 

:BLOOD_38
gosub @BLOOD_13219 
terminate_this_script 

:BLOOD_47
$ONMISSION = 1 
if 
  $MISSION_BLOODRING_PASSED == 0 
jf @BLOOD_74 
increment_mission_attempts 

:BLOOD_74
054C: use_GXT_table 'BLOOD' 
if 
  $ONMISSION == 0 
jf @BLOOD_202 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
Object.Create(87@, #BB_PICKUP, 170@, 171@, 172@)
Car.Create(84@, #BLOODRA, 154@, 155@, 156@)
Car.Create(85@, #BLOODRA, 154@, 155@, 156@)
Car.Create(86@, #BLOODRA, 154@, 155@, 156@)
Car.Create(95@, #BLOODRA, 154@, 155@, 156@)

:BLOOD_202
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
0A0E: disable_text_with_style 1 
wait 0 
91@ = 0 
92@ = 0 
if 
  $MISSION_BLOODRING_PASSED == 0 
jf @BLOOD_269 
$8249 = 60 
$8248 = 60000 

:BLOOD_269
0@ = 504
93@ = 0 
94@ = 0 
95@ = 0 
$8247 = 30000 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = -1 
154@ = -1280.9 
155@ = 994.8 
156@ = 1037.0 
157@ = 90.0 
158@ = 0.0 
159@ = 0.0 
160@ = 0.0 
161@ = 0.0 
162@ = 0.0 
163@ = 0.0 
164@ = 0.0 
165@ = 0.0 
166@ = 0.0 
167@ = 0.0 
168@ = 0.0 
169@ = 0.0 
170@ = 0.0 
171@ = 0.0 
172@ = 0.0 
173@ = 0.0 
174@ = 0.0 
175@ = 0.0 
176@ = 0.0 
177@ = 0.0 
178@ = 0.0 
179@ = 0.0 
180@ = 0.0 
181@ = 0.0 
182@ = 0.0 
183@ = 0.0 
184@ = 0.0 
103@ = 0 
111@ = 0 
104@ = 0 
105@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
106@ = 0.0 
04AF: 131@ = 36200 // = constant 
04AF: 132@ = 36202 // = constant 
04AF: 133@ = 36205 // = constant 
04AF: 134@ = 36200 // = constant 
04AF: 135@ = 36202 // = constant 
04AF: 136@ = 36205 // = constant 
04AF: 137@ = 36200 // = constant 
04AF: 138@ = 36202 // = constant 
04AF: 139@ = 36205 // = constant 
04AF: 140@ = 36200 // = constant 
04AF: 141@ = 36202 // = constant 
04AF: 142@ = 36205 // = constant 
04AF: 143@ = 36200 // = constant 
04AF: 144@ = 36202 // = constant 
04AF: 145@ = 36205 // = constant 
04AF: 146@ = 36200 // = constant 
04AF: 147@ = 36202 // = constant 
04AF: 148@ = 36205 // = constant 
04AF: 149@ = 36200 // = constant 
04AF: 150@ = 36202 // = constant 
04AF: 151@ = 36205 // = constant 
04AF: 152@ = 36200 // = constant 
04AF: 153@ = 36202 // = constant 
107@ = 0 
108@ = 0 
wait 0 
fade 0 time 500 

:BLOOD_1062
if 
  fading 
jf @BLOOD_1086 
wait 0 
jump @BLOOD_1062 

:BLOOD_1086
Model.Load(#BLOODRA)
Model.Load(#STALLION)
Model.Load(#MP5LNG)
Model.Load(#BB_PICKUP)
03CF: load_wav 1827 as 4 

:BLOOD_1113
if 
83D0:   not wav 4 loaded 
jf @BLOOD_1139 
wait 0 
jump @BLOOD_1113 

:BLOOD_1139
038B: load_requested_models 
016E: override_next_restart at -2126.3 -440.6 34.5 angle 82.7 
0A37: disable_vehicle_lights 1 
0732: random_car_generator_disable_model #LINERUN 
0732: random_car_generator_disable_model #TRASH 
0732: random_car_generator_disable_model #STRETCH 
0732: random_car_generator_disable_model #PONY 
0732: random_car_generator_disable_model #MULE 
0732: random_car_generator_disable_model #MOONBEAM 
0732: random_car_generator_disable_model #MRWHOOP 
0732: random_car_generator_disable_model #SECURICA 
0732: random_car_generator_disable_model #BUS 
0732: random_car_generator_disable_model #BARRACKS 
0732: random_car_generator_disable_model #COACH 
0732: random_car_generator_disable_model #RUMPO 
0732: random_car_generator_disable_model #ROMERO 
0732: random_car_generator_disable_model #PACKER 
0732: random_car_generator_disable_model #MONSTER 
0732: random_car_generator_disable_model #FLATBED 
0732: random_car_generator_disable_model #YANKEE 
0732: random_car_generator_disable_model #SOLAIR 
0732: random_car_generator_disable_model #PATRIOT 
0732: random_car_generator_disable_model #BURRITO 
0732: random_car_generator_disable_model #CAMPER 
0732: random_car_generator_disable_model #DOZER 
0732: random_car_generator_disable_model #RANCHER 
0732: random_car_generator_disable_model #BOXVILLE 
0732: random_car_generator_disable_model #BENSON 
0732: random_car_generator_disable_model #JOURNEY 
0732: random_car_generator_disable_model #PETRO 
0732: random_car_generator_disable_model #RDTRAIN 
0732: random_car_generator_disable_model #CEMENT 
0732: random_car_generator_disable_model #TOWTRUCK 
0732: random_car_generator_disable_model #DFT30 
0732: random_car_generator_disable_model #NEWSVAN 
0732: random_car_generator_disable_model #HOTDOG
Player.CanMove($PLAYER_CHAR, False)
07E5: copy_decision_maker 65542 to 185@ 
09AC: disable_map_icons 1 
0414: set_player $PLAYER_CHAR free_treatment_once 1 
03AD: NOP 0 // set_rubbish 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
04E2: NOP $PLAYER_CHAR 1 
Actor.PutAt($PLAYER_ACTOR, -1398.461, 995.641, 1024.462)
select_interior 15 
0860: link_actor $PLAYER_ACTOR to_interior 15 
04F9: set_sky_color 2 fade 0 
04E4: refresh_game_renderer_at 154@ 155@ 
Camera.SetAtPos(154@, 155@, 156@)
0395: clear_area 1 at -1280.9 994.8 1037.0 radius 300.0 
0A0B: set_rendering_origin_at_3D_coord -1280.8 994.7 1036.0 angle 90.0 
041A: 103@ = actor $PLAYER_ACTOR weapon 29 ammo 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, WeaponType.Mp5, 30000)
04AF: 108@ = 504 // = constant 
gosub @BLOOD_15546 
Car.Create(34@, #BLOODRA, 154@, 155@, 156@)
0587: enable_car 34@ validate_position 1 
0840: link_car 34@ to_interior 15 
Car.Angle(34@) = 157@
Car.DoorStatus(34@, 4)
036A: put_actor $PLAYER_ACTOR in_car 34@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29  
03ED: set_car 34@ disable_flipped_explosion_when_empty 1 
053F: set_car 34@ tires_vulnerability 0 
Car.Health(34@) = 5000
0561: 83@ = create_passenger_in_car 34@ seat 0 
0860: link_actor 83@ to_interior 15 
060B: set_actor 83@ decision_maker_to 185@ 
Actor.GiveWeaponAndAmmo(83@, WeaponType.Mp5, 30000)
Actor.SetImmunities(83@, True, False, False, False, False)

:BLOOD_1669
if 
  16 > 93@ 
jf @BLOOD_2140 
wait 0 
gosub @BLOOD_13343 
0085: 108@ = 0@ // (int)
04AF: 0@ = 504 // = constant #BLOODRA
gosub @BLOOD_15546 
Car.Create(35@(93@,16i), 0@, 154@, 155@, 156@)

:BLOOD_1816
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_2126 
Car.Angle(35@(93@,16i)) = 157@
0587: enable_car 35@(93@,16i) validate_position 1 
04E0: car 35@(93@,16i) abandon_path_radius 255 
053F: set_car 35@(93@,16i) tires_vulnerability 0 
0560: create_random_actor_in_car 35@(93@,16i) handle_as 51@(93@,16i) 
0860: link_actor 51@(93@,16i) to_interior 15 
060B: set_actor 51@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(51@(93@,16i), True, False, False, False, False)
01EA: 101@ = car 35@(93@,16i) max_passengers 
if 
  101@ > 0 
jf @BLOOD_2045 
0561: 67@(93@,16i) = create_passenger_in_car 35@(93@,16i) seat 0 
060B: set_actor 67@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(67@(93@,16i), True, False, False, False, False)
Actor.GiveWeaponAndAmmo(67@(93@,16i), WeaponType.Mp5, 30000)

:BLOOD_2045
if 
047A:   actor 51@(93@,16i) driving_bike 
jf @BLOOD_2087 
08C6: set_actor 51@(93@,16i) stay_on_bike 1 
08C6: set_actor 67@(93@,16i) stay_on_bike 1 

:BLOOD_2087
03CC: enable_car 35@(93@,16i) stuck_check_distance_to 1.0 time_to 3000 
03ED: set_car 35@(93@,16i) disable_flipped_explosion_when_empty 1 
0840: link_car 35@(93@,16i) to_interior 15 

:BLOOD_2126
93@ += 1 
jump @BLOOD_1669 

:BLOOD_2140
02A3: enable_widescreen 1 
Camera.SetPosition(-1273.2, 992.4, 1038.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1307.9, 995.3, 1034.2, 2)
06D5: 89@ = create_racing_checkpoint_at -1432.6 1016.1 1024.1 point_to 0.0 0.0 0.0 type 2 radius 6.0 
0169: set_fade_color_RGB 0 0 0 
wait 500 
fade 1 time 1500 

:BLOOD_2257
if 
  fading 
jf @BLOOD_2281 
wait 0 
jump @BLOOD_2257 

:BLOOD_2281
0707: start_scene_skip_to @BLOOD_3007 
00BC: show_text_highpriority GXT 'BLOD_10' time 5000 flag 1  // ~s~The overall time starts at 30 seconds and counts down.
TIMERA = 0 

:BLOOD_2311
if 
  5000 > TIMERA 
jf @BLOOD_2341 
wait 0 
jump @BLOOD_2311 

:BLOOD_2341
Camera.SetPosition(-1441.9, 1054.6, 1040.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1432.0, 1012.6, 1034.7, 2)
00BC: show_text_highpriority GXT 'BLOD_01' time 5000 flag 1  // ~s~Drive through the checkpoints to increase your overall time.
TIMERA = 0 

:BLOOD_2415
if 
  5000 > TIMERA 
jf @BLOOD_2445 
wait 0 
jump @BLOOD_2415 

:BLOOD_2445
Camera.SetPosition(-1464.6, 943.6, 1036.1, 0.0, 0.0, 0.0)
Camera.PointAt(-1436.1, 923.4, 1040.2, 2)
if 
  $MISSION_BLOODRING_PASSED == 0 
jf @BLOOD_2537 
00BC: show_text_highpriority GXT 'BLOD_11' time 5000 flag 1  // ~s~The current Target Time to win the Blood Ring is 1 min.
jump @BLOOD_2556 

:BLOOD_2537
01E5: show_text_1number_highpriority GXT 'BLOD_12' number $1940 time 5000 flag 1  // ~s~The current Target Time to win the Blood Ring is ~1~ mins.

:BLOOD_2556
TIMERA = 0 

:BLOOD_2563
if 
  5000 > TIMERA 
jf @BLOOD_2593 
wait 0 
jump @BLOOD_2563 

:BLOOD_2593
Camera.SetPosition(-1492.7, 1029.5, 1038.4, 0.0, 0.0, 0.0)
Camera.PointAt(-1539.1, 1032.3, 1038.9, 2)
00BC: show_text_highpriority GXT 'BLOD_03' time 5000 flag 1  // ~s~Get your overall time above the Target Time to win!
TIMERA = 0 

:BLOOD_2667
if 
  5000 > TIMERA 
jf @BLOOD_2697 
wait 0 
jump @BLOOD_2667 

:BLOOD_2697
Camera.SetPosition(-1314.1, 1040.6, 1038.7, 0.0, 0.0, 0.0)
Camera.PointAt(-1373.1, 1047.2, 1034.5, 2)
00BC: show_text_highpriority GXT 'BLOD_02' time 5000 flag 1  // ~s~You will lose if your overall time reaches zero.
TIMERA = 0 

:BLOOD_2771
if 
  5000 > TIMERA 
jf @BLOOD_2801 
wait 0 
jump @BLOOD_2771 

:BLOOD_2801
Object.Create(87@, #BB_PICKUP, -1345.2, 978.7, 1024.9)
0566: link_object 87@ to_interior 15 
Camera.SetPosition(-1342.1, 975.2, 1026.6, 0.0, 0.0, 0.0)
Camera.PointAt(-1345.2, 979.7, 1026.4, 2)
00BC: show_text_highpriority GXT 'SPANNER' time 5000 flag 1  // Drive over pickups to repair your car!
TIMERA = 0 

:BLOOD_2905
if 
  5000 > TIMERA 
jf @BLOOD_3007 
wait 0 
if 
03CA:   object 87@ exists 
jf @BLOOD_3000 
if 
  358.0 > 106@ 
jf @BLOOD_2990 
106@ += 3.0 
Object.Angle(87@) = 106@
jump @BLOOD_3000 

:BLOOD_2990
106@ = 0.0 

:BLOOD_3000
jump @BLOOD_2905 

:BLOOD_3007
0701: end_scene_skip 
fade 0 time 500 

:BLOOD_3016
if 
  fading 
jf @BLOOD_3112 
wait 0 
if 
03CA:   object 87@ exists 
jf @BLOOD_3105 
if 
  358.0 > 106@ 
jf @BLOOD_3095 
106@ += 3.0 
Object.Angle(87@) = 106@
jump @BLOOD_3105 

:BLOOD_3095
106@ = 0.0 

:BLOOD_3105
jump @BLOOD_3016 

:BLOOD_3112
06D6: disable_racing_checkpoint 89@ 
158@ = -1432.6 
159@ = 1016.1 
160@ = 1024.1 
06D5: 89@ = create_racing_checkpoint_at 158@ 159@ 160@ point_to 0.0 0.0 0.0 type 2 radius 6.0 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
Object.Destroy(87@)
gosub @BLOOD_14452 
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
fade 1 time 500 

:BLOOD_3226
if 
  fading 
jf @BLOOD_3250 
wait 0 
jump @BLOOD_3226 

:BLOOD_3250
00BA: show_text_styled GXT 'RACE2' time 1100 style 4  // ~s~3
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE3' time 1100 style 4  // ~s~2
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE4' time 1100 style 4  // ~s~1
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE5' time 800 style 4  // ~s~GO!
097A: play_audio_at 0.0 0.0 0.0 event 1164 
097A: play_audio_at 0.0 0.0 0.0 event 1057 
wait 800 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR, True)
014E: start_timer_at $8247 count_in_direction 1 // global_variable 
93@ = 0 

:BLOOD_3457
if 
  16 > 93@ 
jf @BLOOD_3582 
wait 0 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_3568 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_3568 
Car.SetSpeedInstantly(35@(93@,16i), 10.0)
Car.SetMaxSpeed(35@(93@,16i), 100.0)
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 9 timelimit 5000 

:BLOOD_3568
93@ += 1 
jump @BLOOD_3457 

:BLOOD_3582
wait 0 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
0735:   is_keyboard_key_pressed 83 
jf @BLOOD_3613 
jump @BLOOD_13132 

:BLOOD_3613
if 
  91@ == 0 
jf @BLOOD_12370 
if 
  not Car.Wrecked(34@)
jf @BLOOD_12370 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1530.0 995.0 cornerB -1384.0 923.0 
jf @BLOOD_3822 
if 
  97@ == 0 
jf @BLOOD_3815 
if 
  not Actor.Dead(52@)
jf @BLOOD_3724 
0687: clear_actor 52@ task 

:BLOOD_3724
if 
  not Actor.Dead(53@)
jf @BLOOD_3745 
0687: clear_actor 53@ task 

:BLOOD_3745
if 
  not Actor.Dead(67@)
jf @BLOOD_3766 
0687: clear_actor 67@ task 

:BLOOD_3766
if 
  not Actor.Dead(68@)
jf @BLOOD_3787 
0687: clear_actor 68@ task 

:BLOOD_3787
if 
  not Actor.Dead(69@)
jf @BLOOD_3808 
0687: clear_actor 69@ task 

:BLOOD_3808
97@ = 1 

:BLOOD_3815
jump @BLOOD_3952 

:BLOOD_3822
if 
  97@ == 1 
jf @BLOOD_3952 
if 
  not Actor.Dead(52@)
jf @BLOOD_3861 
0687: clear_actor 52@ task 

:BLOOD_3861
if 
  not Actor.Dead(53@)
jf @BLOOD_3882 
0687: clear_actor 53@ task 

:BLOOD_3882
if 
  not Actor.Dead(67@)
jf @BLOOD_3903 
0687: clear_actor 67@ task 

:BLOOD_3903
if 
  not Actor.Dead(68@)
jf @BLOOD_3924 
0687: clear_actor 68@ task 

:BLOOD_3924
if 
  not Actor.Dead(69@)
jf @BLOOD_3945 
0687: clear_actor 69@ task 

:BLOOD_3945
97@ = 0 

:BLOOD_3952
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1530.0 995.0 cornerB -1384.0 1076.0 
jf @BLOOD_4127 
if 
  98@ == 0 
jf @BLOOD_4120 
if 
  not Actor.Dead(55@)
jf @BLOOD_4029 
0687: clear_actor 55@ task 

:BLOOD_4029
if 
  not Actor.Dead(56@)
jf @BLOOD_4050 
0687: clear_actor 56@ task 

:BLOOD_4050
if 
  not Actor.Dead(70@)
jf @BLOOD_4071 
0687: clear_actor 70@ task 

:BLOOD_4071
if 
  not Actor.Dead(71@)
jf @BLOOD_4092 
0687: clear_actor 71@ task 

:BLOOD_4092
if 
  not Actor.Dead(72@)
jf @BLOOD_4113 
0687: clear_actor 72@ task 

:BLOOD_4113
98@ = 1 

:BLOOD_4120
jump @BLOOD_4257 

:BLOOD_4127
if 
  98@ == 1 
jf @BLOOD_4257 
if 
  not Actor.Dead(55@)
jf @BLOOD_4166 
0687: clear_actor 55@ task 

:BLOOD_4166
if 
  not Actor.Dead(56@)
jf @BLOOD_4187 
0687: clear_actor 56@ task 

:BLOOD_4187
if 
  not Actor.Dead(70@)
jf @BLOOD_4208 
0687: clear_actor 70@ task 

:BLOOD_4208
if 
  not Actor.Dead(71@)
jf @BLOOD_4229 
0687: clear_actor 71@ task 

:BLOOD_4229
if 
  not Actor.Dead(72@)
jf @BLOOD_4250 
0687: clear_actor 72@ task 

:BLOOD_4250
98@ = 0 

:BLOOD_4257
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1265.0 995.0 cornerB -1384.0 923.0 
jf @BLOOD_4432 
if 
  99@ == 0 
jf @BLOOD_4425 
if 
  not Actor.Dead(58@)
jf @BLOOD_4334 
0687: clear_actor 58@ task 

:BLOOD_4334
if 
  not Actor.Dead(59@)
jf @BLOOD_4355 
0687: clear_actor 59@ task 

:BLOOD_4355
if 
  not Actor.Dead(73@)
jf @BLOOD_4376 
0687: clear_actor 73@ task 

:BLOOD_4376
if 
  not Actor.Dead(74@)
jf @BLOOD_4397 
0687: clear_actor 74@ task 

:BLOOD_4397
if 
  not Actor.Dead(75@)
jf @BLOOD_4418 
0687: clear_actor 75@ task 

:BLOOD_4418
99@ = 1 

:BLOOD_4425
jump @BLOOD_4562 

:BLOOD_4432
if 
  99@ == 1 
jf @BLOOD_4562 
if 
  not Actor.Dead(58@)
jf @BLOOD_4471 
0687: clear_actor 58@ task 

:BLOOD_4471
if 
  not Actor.Dead(59@)
jf @BLOOD_4492 
0687: clear_actor 59@ task 

:BLOOD_4492
if 
  not Actor.Dead(73@)
jf @BLOOD_4513 
0687: clear_actor 73@ task 

:BLOOD_4513
if 
  not Actor.Dead(74@)
jf @BLOOD_4534 
0687: clear_actor 74@ task 

:BLOOD_4534
if 
  not Actor.Dead(75@)
jf @BLOOD_4555 
0687: clear_actor 75@ task 

:BLOOD_4555
99@ = 0 

:BLOOD_4562
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1265.0 995.0 cornerB -1384.0 1076.0 
jf @BLOOD_4737 
if 
  100@ == 0 
jf @BLOOD_4730 
if 
  not Actor.Dead(61@)
jf @BLOOD_4639 
0687: clear_actor 61@ task 

:BLOOD_4639
if 
  not Actor.Dead(62@)
jf @BLOOD_4660 
0687: clear_actor 62@ task 

:BLOOD_4660
if 
  not Actor.Dead(76@)
jf @BLOOD_4681 
0687: clear_actor 76@ task 

:BLOOD_4681
if 
  not Actor.Dead(77@)
jf @BLOOD_4702 
0687: clear_actor 77@ task 

:BLOOD_4702
if 
  not Actor.Dead(78@)
jf @BLOOD_4723 
0687: clear_actor 78@ task 

:BLOOD_4723
100@ = 1 

:BLOOD_4730
jump @BLOOD_4867 

:BLOOD_4737
if 
  100@ == 1 
jf @BLOOD_4867 
if 
  not Actor.Dead(61@)
jf @BLOOD_4776 
0687: clear_actor 61@ task 

:BLOOD_4776
if 
  not Actor.Dead(62@)
jf @BLOOD_4797 
0687: clear_actor 62@ task 

:BLOOD_4797
if 
  not Actor.Dead(76@)
jf @BLOOD_4818 
0687: clear_actor 76@ task 

:BLOOD_4818
if 
  not Actor.Dead(77@)
jf @BLOOD_4839 
0687: clear_actor 77@ task 

:BLOOD_4839
if 
  not Actor.Dead(78@)
jf @BLOOD_4860 
0687: clear_actor 78@ task 

:BLOOD_4860
100@ = 0 

:BLOOD_4867
if 
  16 > 93@ 
jf @BLOOD_11491 
if 
  93@ == 0 
jf @BLOOD_5627 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_5627 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_5346 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_5290 
if 
  97@ == 0 
jf @BLOOD_5171 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5171 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5171 
0208: 173@ = random_float_in_ranges -1530.0 -1384.0 
0208: 174@ = random_float_in_ranges 995.0 923.0 
02CE: 175@ = ground_z_at 173@ 174@ 1078.7 
if 
  1034.1 > 175@ 
jf @BLOOD_5171 
if 
  175@ > 1022.8 
jf @BLOOD_5171 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 173@ 174@ 175@ speed 100.0 2 model #NULL 3 

:BLOOD_5171
if 
  97@ == 1 
jf @BLOOD_5283 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5283 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5283 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5283
jump @BLOOD_5346 

:BLOOD_5290
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5346 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_5346
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_5627 
if 
  97@ == 0 
jf @BLOOD_5536 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5536 
if 
  not Car.Wrecked(36@)
jf @BLOOD_5480 
0713: actor 67@(93@,16i) driveby_actor -1 car 36@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_5536 

:BLOOD_5480
if 
  not Car.Wrecked(37@)
jf @BLOOD_5536 
0713: actor 67@(93@,16i) driveby_actor -1 car 37@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_5536
if 
  97@ == 1 
jf @BLOOD_5627 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5627 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_5627
if or
  93@ == 1 
  93@ == 2 
jf @BLOOD_6233 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_6233 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_6015 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_5959 
if 
  97@ == 0 
jf @BLOOD_5840 
if 
  not Car.Wrecked(35@)
jf @BLOOD_5840 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5840 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5840 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 35@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5840
if 
  97@ == 1 
jf @BLOOD_5952 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5952 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5952 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5952
jump @BLOOD_6015 

:BLOOD_5959
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6015 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_6015
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_6233 
if 
  97@ == 0 
jf @BLOOD_6142 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6142 
if 
  not Car.Wrecked(35@)
jf @BLOOD_6142 
0713: actor 67@(93@,16i) driveby_actor -1 car 35@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6142
if 
  97@ == 1 
jf @BLOOD_6233 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6233 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6233
if 
  93@ == 3 
jf @BLOOD_6975 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_6975 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_6694 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_6638 
if 
  98@ == 0 
jf @BLOOD_6519 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6519 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6519 
0208: 176@ = random_float_in_ranges -1530.0 -1384.0 
0208: 177@ = random_float_in_ranges 995.0 1056.0 
02CE: 178@ = ground_z_at 176@ 177@ 1078.7 
if 
  1034.1 > 178@ 
jf @BLOOD_6519 
if 
  178@ > 1022.8 
jf @BLOOD_6519 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 176@ 177@ 178@ speed 100.0 2 model #NULL 3 

:BLOOD_6519
if 
  98@ == 1 
jf @BLOOD_6631 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6631 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6631 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_6631
jump @BLOOD_6694 

:BLOOD_6638
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6694 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_6694
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_6975 
if 
  98@ == 0 
jf @BLOOD_6884 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6884 
if 
  not Car.Wrecked(39@)
jf @BLOOD_6828 
0713: actor 67@(93@,16i) driveby_actor -1 car 39@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_6884 

:BLOOD_6828
if 
  not Car.Wrecked(40@)
jf @BLOOD_6884 
0713: actor 67@(93@,16i) driveby_actor -1 car 40@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_6884
if 
  98@ == 1 
jf @BLOOD_6975 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6975 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6975
if or
  93@ == 4 
  93@ == 5 
jf @BLOOD_7581 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_7581 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_7363 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_7307 
if 
  98@ == 0 
jf @BLOOD_7188 
if 
  not Car.Wrecked(38@)
jf @BLOOD_7188 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7188 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7188 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 38@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7188
if 
  98@ == 1 
jf @BLOOD_7300 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7300 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7300 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7300
jump @BLOOD_7363 

:BLOOD_7307
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7363 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_7363
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_7581 
if 
  98@ == 0 
jf @BLOOD_7490 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7490 
if 
  not Car.Wrecked(38@)
jf @BLOOD_7490 
0713: actor 67@(93@,16i) driveby_actor -1 car 38@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7490
if 
  98@ == 1 
jf @BLOOD_7581 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7581 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7581
if 
  93@ == 6 
jf @BLOOD_8323 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_8323 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_8042 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_7986 
if 
  99@ == 0 
jf @BLOOD_7867 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7867 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7867 
0208: 179@ = random_float_in_ranges -1265.0 -1384.0 
0208: 180@ = random_float_in_ranges 995.0 923.0 
02CE: 181@ = ground_z_at 179@ 180@ 1078.7 
if 
  1034.1 > 181@ 
jf @BLOOD_7867 
if 
  181@ > 1022.8 
jf @BLOOD_7867 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 179@ 180@ 181@ speed 100.0 2 model #NULL 3 

:BLOOD_7867
if 
  99@ == 1 
jf @BLOOD_7979 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7979 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7979 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7979
jump @BLOOD_8042 

:BLOOD_7986
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8042 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_8042
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_8323 
if 
  99@ == 0 
jf @BLOOD_8232 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8232 
if 
  not Car.Wrecked(42@)
jf @BLOOD_8176 
0713: actor 67@(93@,16i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_8232 

:BLOOD_8176
if 
  not Car.Wrecked(43@)
jf @BLOOD_8232 
0713: actor 67@(93@,16i) driveby_actor -1 car 43@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_8232
if 
  99@ == 1 
jf @BLOOD_8323 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8323 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8323
if or
  93@ == 7 
  93@ == 8 
jf @BLOOD_8929 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_8929 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_8711 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_8655 
if 
  99@ == 0 
jf @BLOOD_8536 
if 
  not Car.Wrecked(41@)
jf @BLOOD_8536 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8536 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8536 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 41@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_8536
if 
  99@ == 1 
jf @BLOOD_8648 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8648 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8648 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_8648
jump @BLOOD_8711 

:BLOOD_8655
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8711 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_8711
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_8929 
if 
  99@ == 0 
jf @BLOOD_8838 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8838 
if 
  not Car.Wrecked(41@)
jf @BLOOD_8838 
0713: actor 67@(93@,16i) driveby_actor -1 car 41@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8838
if 
  99@ == 1 
jf @BLOOD_8929 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8929 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8929
if 
  93@ == 9 
jf @BLOOD_9671 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_9671 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_9390 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_9334 
if 
  100@ == 0 
jf @BLOOD_9215 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9215 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9215 
0208: 182@ = random_float_in_ranges -1265.0 -1384.0 
0208: 183@ = random_float_in_ranges 995.0 1056.0 
02CE: 184@ = ground_z_at 182@ 183@ 1078.7 
if 
  1034.1 > 184@ 
jf @BLOOD_9215 
if 
  184@ > 1022.8 
jf @BLOOD_9215 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 182@ 183@ 184@ speed 100.0 2 model #NULL 3 

:BLOOD_9215
if 
  100@ == 1 
jf @BLOOD_9327 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9327 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9327 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9327
jump @BLOOD_9390 

:BLOOD_9334
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9390 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_9390
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_9671 
if 
  100@ == 0 
jf @BLOOD_9580 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9580 
if 
  not Car.Wrecked(45@)
jf @BLOOD_9524 
0713: actor 67@(93@,16i) driveby_actor -1 car 45@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_9580 

:BLOOD_9524
if 
  not Car.Wrecked(46@)
jf @BLOOD_9580 
0713: actor 67@(93@,16i) driveby_actor -1 car 46@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_9580
if 
  100@ == 1 
jf @BLOOD_9671 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9671 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_9671
if or
  93@ == 10 
  93@ == 11 
jf @BLOOD_10277 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_10277 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_10059 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_10003 
if 
  100@ == 0 
jf @BLOOD_9884 
if 
  not Car.Wrecked(44@)
jf @BLOOD_9884 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9884 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9884 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 44@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9884
if 
  100@ == 1 
jf @BLOOD_9996 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9996 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9996 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9996
jump @BLOOD_10059 

:BLOOD_10003
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10059 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10059
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_10277 
if 
  100@ == 0 
jf @BLOOD_10186 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10186 
if 
  not Car.Wrecked(44@)
jf @BLOOD_10186 
0713: actor 67@(93@,16i) driveby_actor -1 car 44@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_10186
if 
  100@ == 1 
jf @BLOOD_10277 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10277 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_10277
if or
  93@ == 12 
  93@ == 13 
jf @BLOOD_10612 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_10612 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_10519 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_10463 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10456 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10456 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_10456
jump @BLOOD_10519 

:BLOOD_10463
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10519 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10519
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_10612 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10612 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 40 

:BLOOD_10612
if or
  93@ == 14 
  93@ == 15 
jf @BLOOD_11109 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_11109 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_10862 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_10806 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10799 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10799 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 158@ 159@ 160@ speed 100.0 2 model #NULL 3 

:BLOOD_10799
jump @BLOOD_10862 

:BLOOD_10806
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10862 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10862
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_11109 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_11109 
0085: 88@ = 35@(93@,16i) // (int) 
if 
  93@ == 14 
jf @BLOOD_11018 
gosub @BLOOD_16777 
0085: 84@ = 95@ // (int) 
if 
   not 84@ == -1 
jf @BLOOD_11018 
0713: actor 67@(93@,16i) driveby_actor -1 car 84@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_11018
if 
  93@ == 15 
jf @BLOOD_11109 
gosub @BLOOD_16777 
0085: 85@ = 95@ // (int) 
if 
   not 85@ == -1 
jf @BLOOD_11109 
0713: actor 67@(93@,16i) driveby_actor -1 car 85@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_11109
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_11218 
if 
  not Actor.Dead(83@)
jf @BLOOD_11218 
if or
051C:   car 35@(93@,16i) damaged_by_actor 83@ 
051C:   car 35@(93@,16i) damaged_by_actor $PLAYER_ACTOR 
jf @BLOOD_11198 
112@(93@,16i) = 1 
jump @BLOOD_11209 

:BLOOD_11198
112@(93@,16i) = 0 

:BLOOD_11209
054F: clear_car 35@(93@,16i) damage 

:BLOOD_11218
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_11430 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_11423 
if 
01F4:   car 35@(93@,16i) flipped 
jf @BLOOD_11349 
if 
8202:   not actor $PLAYER_ACTOR near_car 35@(93@,16i) radius 7.0 7.0 sphere 0 
jf @BLOOD_11349 
Car.StorePos(35@(93@,16i), 167@, 168@, 169@)
Car.PutAt(35@(93@,16i), 167@, 168@, 169@)

:BLOOD_11349
if 
03CE:   car 35@(93@,16i) stuck 
jf @BLOOD_11423 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_11423 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 3 timelimit 3000 

:BLOOD_11423
jump @BLOOD_11477 

:BLOOD_11430
if 
  112@(93@,16i) == 1 
jf @BLOOD_11459 
111@ += 1 

:BLOOD_11459
112@(93@,16i) = 0 
gosub @BLOOD_14604 

:BLOOD_11477
93@ += 1 
jump @BLOOD_11498 

:BLOOD_11491
93@ = 0 

:BLOOD_11498
if 
  not Car.Wrecked(47@)
jf @BLOOD_11563 
if 
01AF:   car 47@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
jf @BLOOD_11563 
gosub @BLOOD_14273 

:BLOOD_11563
if 
  not Car.Wrecked(48@)
jf @BLOOD_11628 
if 
01AF:   car 48@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
jf @BLOOD_11628 
gosub @BLOOD_14273 

:BLOOD_11628
if 
  not Car.Wrecked(49@)
jf @BLOOD_11693 
if 
01AF:   car 49@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
jf @BLOOD_11693 
gosub @BLOOD_14273 

:BLOOD_11693
if 
  not Car.Wrecked(50@)
jf @BLOOD_11758 
if 
01AF:   car 50@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
jf @BLOOD_11758 
gosub @BLOOD_14273 

:BLOOD_11758
if 
03CA:   object 87@ exists 
jf @BLOOD_11946 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 87@ radius 5.0 5.0 sphere 0 
jf @BLOOD_11883 
Object.Destroy(87@)
96@ = Car.Health(34@)
if 
  999 > 96@ 
jf @BLOOD_11860 
96@ += 500 
Car.Health(34@) = 96@
jump @BLOOD_11876 

:BLOOD_11860
96@ = 1500 
Car.Health(34@) = 96@

:BLOOD_11876
jump @BLOOD_11939 

:BLOOD_11883
if 
  358.0 > 106@ 
jf @BLOOD_11929 
106@ += 3.0 
Object.Angle(87@) = 106@
jump @BLOOD_11939 

:BLOOD_11929
106@ = 0.0 

:BLOOD_11939
jump @BLOOD_11953 

:BLOOD_11946
gosub @BLOOD_14452 

:BLOOD_11953
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
jf @BLOOD_12114 
if 
  $8247 > 0 
jf @BLOOD_12114 
96@ = Car.Health(34@)
if 
  1199 > 96@ 
jf @BLOOD_12063 
96@ += 300 
Car.Health(34@) = 96@
jump @BLOOD_12079 

:BLOOD_12063
96@ = 1500 
Car.Health(34@) = 96@

:BLOOD_12079
$8247 += 15000 
018C: play_sound 1058 at 0.0 0.0 0.0 
gosub @BLOOD_14273 

:BLOOD_12114
if 
01F4:   car 34@ flipped 
jf @BLOOD_12190 
if 
01C1:   car 34@ stopped 
jf @BLOOD_12190 
Car.StorePos(34@, 167@, 168@, 169@)
157@ = Car.Angle(34@)
Car.PutAt(34@, 167@, 168@, 169@)
Car.Angle(34@) = 157@

:BLOOD_12190
if 
  not Actor.Dead(83@)
jf @BLOOD_12312 
062E: get_actor 83@ task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_12312 
0085: 88@ = 34@ // (int) 
gosub @BLOOD_16777 
0085: 86@ = 95@ // (int) 
if 
   not 86@ == -1 
jf @BLOOD_12312 
0713: actor 83@ driveby_actor -1 car 86@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 100 

:BLOOD_12312
gosub @BLOOD_17505 
if 
001C:   $8247 > $8248 // (int) 
jf @BLOOD_12345 
91@ = 1 

:BLOOD_12345
if 
  0 >= $8247 
jf @BLOOD_12370 
91@ = 2 

:BLOOD_12370
if 
  91@ == 1 
jf @BLOOD_12773 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0394: play_music 1 
93@ = 0 

:BLOOD_12410
if 
  16 > 93@ 
jf @BLOOD_12477 
wait 0 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_12463 
Car.LockInCurrentPosition(35@(93@,16i), True)

:BLOOD_12463
93@ += 1 
jump @BLOOD_12410 

:BLOOD_12477
gosub @BLOOD_17051 
008B: 109@ = $1940 // (int) 
109@ *= 60 
0623: add 109@ to_integer_stat 179 
0623: add 111@ to_integer_stat 178 
$1940 += 1 
$8248 += 60000 
TIMERA = 0 

:BLOOD_12539
if 
  5000 > TIMERA 
jf @BLOOD_12569 
wait 0 
jump @BLOOD_12539 

:BLOOD_12569
0169: set_fade_color_RGB 0 0 0 
fade 0 time 1000 

:BLOOD_12584
if 
  fading 
jf @BLOOD_12608 
wait 0 
jump @BLOOD_12584 

:BLOOD_12608
02A3: enable_widescreen 0 
08DA: remove_panel 110@ 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at -2126.3 -440.6 
0A0B: set_rendering_origin_at_3D_coord -2119.0 -440.7 34.5 angle 82.6 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2126.3, -440.6, 34.5)
Actor.Angle($PLAYER_ACTOR) = 82.7
014F: stop_timer $8247 
Marker.Disable(90@)
06D6: disable_racing_checkpoint 89@ 
09AC: disable_map_icons 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color_RGB 0 0 0 
fade 1 time 500 

:BLOOD_12735
if 
  fading 
jf @BLOOD_12759 
wait 0 
jump @BLOOD_12735 

:BLOOD_12759
Player.CanMove($PLAYER_CHAR, True)
jump @BLOOD_13132 

:BLOOD_12773
if 
  91@ == 2 
jf @BLOOD_13107 
Player.CanMove($PLAYER_CHAR, False)
93@ = 0 

:BLOOD_12805
if 
  16 > 93@ 
jf @BLOOD_12872 
wait 0 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_12858 
Car.LockInCurrentPosition(35@(93@,16i), True)

:BLOOD_12858
93@ += 1 
jump @BLOOD_12805 

:BLOOD_12872
0169: set_fade_color_RGB 0 0 0 
fade 0 time 1000 

:BLOOD_12887
if 
  fading 
jf @BLOOD_12911 
wait 0 
jump @BLOOD_12887 

:BLOOD_12911
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'BLOD_05' time 5000 flag 1  // ~r~You ran out of time!
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at -2126.3 -440.6 
0A0B: set_rendering_origin_at_3D_coord -2119.0 -440.7 34.5 angle 82.6 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2126.3, -440.6, 34.5)
Actor.Angle($PLAYER_ACTOR) = 82.7
014F: stop_timer $8247 
Marker.Disable(90@)
06D6: disable_racing_checkpoint 89@ 
09AC: disable_map_icons 0 
01F6: cancel_override_restart 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color_RGB 0 0 0 
fade 1 time 500 

:BLOOD_13069
if 
  fading 
jf @BLOOD_13093 
wait 0 
jump @BLOOD_13069 

:BLOOD_13093
Player.CanMove($PLAYER_CHAR, True)
jump @BLOOD_13114 

:BLOOD_13107
jump @BLOOD_3582 

:BLOOD_13114
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:BLOOD_13132
01F6: cancel_override_restart 
0414: set_player $PLAYER_CHAR free_treatment_once 0 
00BE: text_clear_all 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $MISSION_BLOODRING_PASSED == 0 
jf @BLOOD_13217 
0595: mission_complete 
030C: progress_made = 1 
014C: set_parked_car_generator $5188 cars_to_generate_to 101 
0394: play_music 2 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
//0318: set_latest_mission_passed 'STAD_04'  // Bloodring
Player.Money($PLAYER_CHAR) += 10000
Actor.SetWeaponAmmo($PLAYER_ACTOR, WeaponType.Mp5, 60)
$MISSION_BLOODRING_PASSED = 1 

:BLOOD_13217
return 

:BLOOD_13219
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
jf @BLOOD_13237 
Camera.Restore_WithJumpCut

:BLOOD_13237
04FA: reset_sky_colors_with_fade 0 
Marker.Disable(90@)
014F: stop_timer $8247 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BLOOD_13274 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:BLOOD_13274
09F5: disable_player_mutal_activities 0 
03F0: enable_text_draw 0 
Model.Destroy(#BLOODRA)
Model.Destroy(#STALLION)
Model.Destroy(#MP5LNG)
Model.Destroy(#BB_PICKUP)
//Actor.SetWeaponAmmo($PLAYER_ACTOR, WeaponType.Mp5, 103@)
06D6: disable_racing_checkpoint 89@ 
0734: reset_random_car_generator_models 
0A37: disable_vehicle_lights 0 
09AC: disable_map_icons 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:BLOOD_13343
if 
  93@ == 0 
jf @BLOOD_13401 
154@ = -1285.77 
155@ = 1014.54 
156@ = 1036.5 
157@ = 104.4 

:BLOOD_13401
if 
  93@ == 1 
jf @BLOOD_13459 
154@ = -1299.5 
155@ = 1030.74 
156@ = 1036.8 
157@ = 132.6 

:BLOOD_13459
if 
  93@ == 2 
jf @BLOOD_13517 
154@ = -1319.3 
155@ = 1042.82 
156@ = 1037.1 
157@ = 135.4 

:BLOOD_13517
if 
  93@ == 3 
jf @BLOOD_13575 
154@ = -1349.33 
155@ = 1054.47 
156@ = 1037.3 
157@ = 155.4 

:BLOOD_13575
if 
  93@ == 4 
jf @BLOOD_13633 
154@ = -1384.33 
155@ = 1058.55 
156@ = 1037.5 
157@ = 173.2 

:BLOOD_13633
if 
  93@ == 5 
jf @BLOOD_13691 
154@ = -1296.7 
155@ = 960.2 
156@ = 1035.6 
157@ = 60.5 

:BLOOD_13691
if 
  93@ == 6 
jf @BLOOD_13749 
154@ = -1418.77 
155@ = 1057.54 
156@ = 1037.5 
157@ = 180.4 

:BLOOD_13749
if 
  93@ == 7 
jf @BLOOD_13807 
154@ = -1460.3 
155@ = 1050.3 
156@ = 1037.5 
157@ = 203.9 

:BLOOD_13807
if 
  93@ == 8 
jf @BLOOD_13865 
154@ = -1499.77 
155@ = 1029.54 
156@ = 1037.2 
157@ = 242.4 

:BLOOD_13865
if 
  93@ == 9 
jf @BLOOD_13923 
154@ = -1513.77 
155@ = 986.54 
156@ = 1036.5 
157@ = 271.4 

:BLOOD_13923
if 
  93@ == 10 
jf @BLOOD_13981 
154@ = -1496.77 
155@ = 959.54 
156@ = 1036.0 
157@ = 293.4
jump @BLOOD_14271 

:BLOOD_13981
if 
  93@ == 11 
jf @BLOOD_14039 
154@ = -1461.84 
155@ = 938.32 
156@ = 1035.3 
157@ = 345.6 

:BLOOD_14039
if 
  93@ == 12 
jf @BLOOD_14097 
154@ = -1424.36 
155@ = 931.29 
156@ = 1035.2 
157@ = 0.0 

:BLOOD_14097
if 
  93@ == 13 
jf @BLOOD_14155 
154@ = -1363.77 
155@ = 932.44 
156@ = 1035.3 
157@ = 17.85 

:BLOOD_14155
if 
  93@ == 14 
jf @BLOOD_14213 
154@ = -1332.77 
155@ = 940.3 
156@ = 1037.0 
157@ = 39.98 

:BLOOD_14213
if 
  93@ == 15 
jf @BLOOD_14271 
154@ = -1443.29 
155@ = 933.86 
156@ = 1035.3 
157@ = 351.4 

:BLOOD_14271
return 

:BLOOD_14273
0208: 158@ = random_float_in_ranges -1290.0 -1508.0 
0208: 159@ = random_float_in_ranges 939.0 1052.0 
02CE: 160@ = ground_z_at 158@ 159@ 1056.7 
if 
  160@ > 1034.1 
jf @BLOOD_14347 
jump @BLOOD_14273 

:BLOOD_14347
if 
  1022.8 > 160@ 
jf @BLOOD_14375 
jump @BLOOD_14273 

:BLOOD_14375
Marker.Disable(90@)
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
if 
  not Actor.Dead(65@)
jf @BLOOD_14415 
0687: clear_actor 65@ task 

:BLOOD_14415
if 
  not Actor.Dead(66@)
jf @BLOOD_14436 
0687: clear_actor 66@ task 

:BLOOD_14436
07F3: move_racing_checkpoint 89@ to 158@ 159@ 160@ 
return 

:BLOOD_14452
0208: 170@ = random_float_in_ranges -1290.0 -1508.0 
0208: 171@ = random_float_in_ranges 939.0 1052.0 
02CE: 172@ = ground_z_at 170@ 171@ 1056.7 
if 
  172@ > 1034.1 
jf @BLOOD_14526 
jump @BLOOD_14452 

:BLOOD_14526
if 
  1022.8 > 172@ 
jf @BLOOD_14554 
jump @BLOOD_14452 

:BLOOD_14554
172@ += 0.5 
Object.Create(87@, #BB_PICKUP, 170@, 171@, 172@)
0566: link_object 87@ to_interior 15 
Object.CollisionDetection(87@, False)
Object.ToggleInMovingList(87@, False)
return 

:BLOOD_14604
gosub @BLOOD_15075 
if 
   not 102@ == -1 
jf @BLOOD_15073 
03CD: disable_car 35@(93@,16i) stuck_check 
Car.RemoveReferences(35@(93@,16i))
Actor.RemoveReferences(51@(93@,16i))
Actor.RemoveReferences(67@(93@,16i))
0085: 108@ = 0@ // (int)
04AF: 0@ = 504 // = constant #BLOODRA 
gosub @BLOOD_15546 
Car.Create(35@(93@,16i), 0@, 154@, 155@, 156@)
Car.Angle(35@(93@,16i)) = 157@

:BLOOD_14741
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_15073 
0587: enable_car 35@(93@,16i) validate_position 1 
04E0: car 35@(93@,16i) abandon_path_radius 255 
053F: set_car 35@(93@,16i) tires_vulnerability 0 
0560: create_random_actor_in_car 35@(93@,16i) handle_as 51@(93@,16i) 
0860: link_actor 51@(93@,16i) to_interior 15 
060B: set_actor 51@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(51@(93@,16i), True, False, False, False, False)
0588: disable_actor 51@(93@,16i) validate_position 1 
01EA: 101@ = car 35@(93@,16i) max_passengers 
if 
  101@ > 0 
jf @BLOOD_14957 
0561: 67@(93@,16i) = create_passenger_in_car 35@(93@,16i) seat 0 
060B: set_actor 67@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(67@(93@,16i), True, False, False, False, False)
Actor.GiveWeaponAndAmmo(67@(93@,16i), WeaponType.Mp5, 30000)

:BLOOD_14957
if 
047A:   actor 51@(93@,16i) driving_bike 
jf @BLOOD_14999 
08C6: set_actor 51@(93@,16i) stay_on_bike 0 
08C6: set_actor 67@(93@,16i) stay_on_bike 0 

:BLOOD_14999
03CC: enable_car 35@(93@,16i) stuck_check_distance_to 1.0 time_to 3000 
03ED: set_car 35@(93@,16i) disable_flipped_explosion_when_empty 1 
0840: link_car 35@(93@,16i) to_interior 15 
Car.SetSpeedInstantly(35@(93@,16i), 25.0)
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 9 timelimit 3000 

:BLOOD_15073
return 

:BLOOD_15075
0209: 102@ = random_int_in_ranges 1 4 
if 
  102@ == 1 
jf @BLOOD_15199 
if 
838A:   not any_car_in_cube_cornerA -1461.84 938.32 1035.0 cornerB 5.0 5.0 5.0 
jf @BLOOD_15192 
154@ = -1461.84 
155@ = 938.32 
156@ = 1035.0 
157@ = 345.6 
jump @BLOOD_15199 

:BLOOD_15192
102@ = 2 

:BLOOD_15199
if 
  102@ == 2 
jf @BLOOD_15314 
if 
838A:   not any_car_in_cube_cornerA -1424.36 933.86 1035.0 cornerB 5.0 5.0 5.0 
jf @BLOOD_15307 
154@ = -1424.36 
155@ = 933.86 
156@ = 1035.0 
157@ = 0.0 
jump @BLOOD_15314 

:BLOOD_15307
102@ = 3 

:BLOOD_15314
if 
  102@ == 3 
jf @BLOOD_15429 
if 
838A:   not any_car_in_cube_cornerA -1443.29 931.29 1035.0 cornerB 5.0 5.0 5.0 
jf @BLOOD_15422 
154@ = -1443.29 
155@ = 931.29 
156@ = 1035.0 
157@ = 351.4 
jump @BLOOD_15429 

:BLOOD_15422
102@ = 1 

:BLOOD_15429
if 
  102@ == 1 
jf @BLOOD_15544 
if 
838A:   not any_car_in_cube_cornerA -1461.84 938.32 1035.0 cornerB 5.0 5.0 5.0 
jf @BLOOD_15537 
154@ = -1461.84 
155@ = 938.32 
156@ = 1035.0 
157@ = 345.6 
jump @BLOOD_15544 

:BLOOD_15537
102@ = -1 

:BLOOD_15544
return 

:BLOOD_15546
0209: 107@ = random_int_in_ranges 1 37 
if 
  107@ == 1 
jf @BLOOD_15588 
0674: set_car_model 108@ numberplate "GOT_M00_" 

:BLOOD_15588
if 
  107@ == 2 
jf @BLOOD_15621 
0674: set_car_model 108@ numberplate "M00TV_4U" 

:BLOOD_15621
if 
  107@ == 3 
jf @BLOOD_15654 
0674: set_car_model 108@ numberplate "MATHEW_2" 

:BLOOD_15654
if 
  107@ == 4 
jf @BLOOD_15687 
0674: set_car_model 108@ numberplate "D4_DEW0R" 

:BLOOD_15687
if 
  107@ == 5 
jf @BLOOD_15720 
0674: set_car_model 108@ numberplate "D0DE_777" 

:BLOOD_15720
if 
  107@ == 6 
jf @BLOOD_15753 
0674: set_car_model 108@ numberplate "DAM0_666" 

:BLOOD_15753
if 
  107@ == 7 
jf @BLOOD_15786 
0674: set_car_model 108@ numberplate "C0NEY_88" 

:BLOOD_15786
if 
  107@ == 8 
jf @BLOOD_15819 
0674: set_car_model 108@ numberplate "PRE4CHER" 

:BLOOD_15819
if 
  107@ == 9 
jf @BLOOD_15852 
0674: set_car_model 108@ numberplate "DBP_4NDY" 

:BLOOD_15852
if 
  107@ == 10 
jf @BLOOD_15885 
0674: set_car_model 108@ numberplate "EV1L_SLY" 

:BLOOD_15885
if 
  107@ == 11 
jf @BLOOD_15918 
0674: set_car_model 108@ numberplate "N1_R4V3N" 

:BLOOD_15918
if 
  107@ == 12 
jf @BLOOD_15951 
0674: set_car_model 108@ numberplate "D1VX_Z00" 

:BLOOD_15951
if 
  107@ == 13 
jf @BLOOD_15983 
0674: set_car_model 108@ numberplate "MR_B3NN" 

:BLOOD_15983
if 
  107@ == 14 
jf @BLOOD_16016 
0674: set_car_model 108@ numberplate "R3D_R4SP" 

:BLOOD_16016
if 
  107@ == 15 
jf @BLOOD_16049 
0674: set_car_model 108@ numberplate "LA_B0MBA" 

:BLOOD_16049
if 
  107@ == 16 
jf @BLOOD_16082 
0674: set_car_model 108@ numberplate "L3337_0G" 

:BLOOD_16082
if 
  107@ == 17 
jf @BLOOD_16115 
0674: set_car_model 108@ numberplate "BUDD4H_X" 

:BLOOD_16115
if 
  107@ == 18 
jf @BLOOD_16148 
0674: set_car_model 108@ numberplate "T3H_BUCK" 

:BLOOD_16148
if 
  107@ == 19 
jf @BLOOD_16181 
0674: set_car_model 108@ numberplate "CHUNKY_1" 

:BLOOD_16181
if 
  107@ == 20 
jf @BLOOD_16214 
0674: set_car_model 108@ numberplate "EV1L_BNZ" 

:BLOOD_16214
if 
  107@ == 21 
jf @BLOOD_16247 
0674: set_car_model 108@ numberplate "S4ND_M4N" 

:BLOOD_16247
if 
  107@ == 22 
jf @BLOOD_16280 
0674: set_car_model 108@ numberplate "RKK_DBP1" 

:BLOOD_16280
if 
  107@ == 23 
jf @BLOOD_16313 
0674: set_car_model 108@ numberplate "RE1_K0KU" 

:BLOOD_16313
if 
  107@ == 24 
jf @BLOOD_16346 
0674: set_car_model 108@ numberplate "S3XY_JUD" 

:BLOOD_16346
if 
  107@ == 25 
jf @BLOOD_16379 
0674: set_car_model 108@ numberplate "SUNRA_93" 

:BLOOD_16379
if 
  107@ == 26 
jf @BLOOD_16412 
0674: set_car_model 108@ numberplate "UG_FUX69" 

:BLOOD_16412
if 
  107@ == 27 
jf @BLOOD_16445 
0674: set_car_model 108@ numberplate "LI0N_CUM" 

:BLOOD_16445
if 
  107@ == 28 
jf @BLOOD_16478 
0674: set_car_model 108@ numberplate "RKK_PWND" 

:BLOOD_16478
if 
  107@ == 29 
jf @BLOOD_16511 
0674: set_car_model 108@ numberplate "HAZE_B0B" 

:BLOOD_16511
if 
  107@ == 30 
jf @BLOOD_16544 
0674: set_car_model 108@ numberplate "T3H_FLUF" 

:BLOOD_16544
if 
  107@ == 31 
jf @BLOOD_16577 
0674: set_car_model 108@ numberplate "BM_4NDY_" 

:BLOOD_16577
if 
  107@ == 32 
jf @BLOOD_16610 
0674: set_car_model 108@ numberplate "BM_D34N_" 

:BLOOD_16610
if 
  107@ == 33 
jf @BLOOD_16643 
0674: set_car_model 108@ numberplate "BM_L4C3Y" 

:BLOOD_16643
if 
  107@ == 34 
jf @BLOOD_16676 
0674: set_car_model 108@ numberplate "BM_D3V__" 

:BLOOD_16676
if 
  107@ == 35 
jf @BLOOD_16709 
0674: set_car_model 108@ numberplate "NU_SK00L" 

:BLOOD_16709
if 
  107@ == 36 
jf @BLOOD_16742 
0674: set_car_model 108@ numberplate "G4L_AVET" 

:BLOOD_16742
if 
  107@ == 37 
jf @BLOOD_16775 
0674: set_car_model 108@ numberplate "M0J0_J0J" 

:BLOOD_16775
return 

:BLOOD_16777
Car.StorePos(88@, 161@, 162@, $TEMPVAR_FLOAT_3)
94@ = 0 
165@ = 99999.0 
95@ = -1 

:BLOOD_16815
if 
  16 > 94@ 
jf @BLOOD_16964 
if 
803B:   not  88@ == 35@(94@,16i) // (int) 
jf @BLOOD_16950 
if 
  not Car.Wrecked(35@(94@,16i))
jf @BLOOD_16950 
Car.StorePos(35@(94@,16i), 163@, 164@, $TEMPVAR_FLOAT_3)
0509: 166@ = distance_between_XY 161@ 162@ and_XY 163@ 164@ 
if 
0025:   165@ > 166@ // (float) 
jf @BLOOD_16950 
0087: 165@ = 166@ // (float) 
0085: 95@ = 35@(94@,16i) // (int) 

:BLOOD_16950
94@ += 1 
jump @BLOOD_16815 

:BLOOD_16964
if 
803B:   not  88@ == 34@ // (int) 
jf @BLOOD_17049 
Car.StorePos(34@, 163@, 164@, $TEMPVAR_FLOAT_3)
0509: 166@ = distance_between_XY 161@ 162@ and_XY 163@ 164@ 
if 
0025:   165@ > 166@ // (float) 
jf @BLOOD_17049 
0087: 165@ = 166@ // (float) 
0085: 95@ = 34@ // (int) 

:BLOOD_17049
return 

:BLOOD_17051
if 
84A3:   not  $CURRENT_LANGUAGE == 4 // == constant 
jf @BLOOD_17113 
08D4: 110@ = create_panel_with_title 'BLOD_06' position 190.0 141.0 width 120.0 columns 2 interactive 0 background 1 alignment 1  // Results
jump @BLOOD_17150 

:BLOOD_17113
08D4: 110@ = create_panel_with_title 'BLOD_06' position 190.0 141.0 width 150.0 columns 2 interactive 0 background 1 alignment 1  // Results

:BLOOD_17150
08DB: set_panel 110@ column 0 header 'DUMMY' data 'BLOD_07' 'BLOD_08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // New Best Time (mins): // Cars Destroyed:
08DB: set_panel 110@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel 110@ column 1 row 0 text_1number GXT 'BLOD_09' number $1940  // ~1~
08EE: set_panel 110@ column 1 row 1 text_1number GXT 'BLOD_09' number 111@  // ~1~
if 
84A3:   not  $CURRENT_LANGUAGE == 4 // == constant 
jf @BLOOD_17484 
09DB: set_panel 110@ column 0 width 200 
09DB: set_panel 110@ column 1 width 40 
jump @BLOOD_17503 

:BLOOD_17484
09DB: set_panel 110@ column 0 width 260 
09DB: set_panel 110@ column 1 width 40 

:BLOOD_17503
return 

:BLOOD_17505
if 
  129@ == 0 
jf @BLOOD_17568 
0209: 128@ = random_int_in_ranges 8000 16000 
0209: 130@ = random_int_in_ranges 1 22 
03CF: load_wav 131@(130@,23i) as 4 
TIMERB = 0 
129@ = 1 

:BLOOD_17568
if 
  129@ == 1 
jf @BLOOD_17608 
if 
03D0:   wav 4 loaded 
jf @BLOOD_17608 
129@ = 2 

:BLOOD_17608
if 
  129@ == 2 
jf @BLOOD_17656 
if 
001D:   TIMERB > 128@ // (int) 
jf @BLOOD_17656 
03D1: play_wav 4 
129@ = 3 

:BLOOD_17656
if 
  129@ == 3 
jf @BLOOD_17696 
if 
03D2:   wav 4 ended 
jf @BLOOD_17696 
129@ = 0 

:BLOOD_17696
return 

 

 

:BLOOD_269
0@ = 504 // This is a model number for Bloodring Banger and defined as constant..
:BLOOD_1669
if 
  16 > 93@ 
jf @BLOOD_2140 
wait 0 
gosub @BLOOD_13343 
0085: 108@ = 0@ // (int) 108@ is for license plates
04AF: 0@ = 504 // = constant #BLOODRA
gosub @BLOOD_15546 
Car.Create(35@(93@,16i), 0@, 154@, 155@, 156@) //This is the first step of spawning Bloodring Bangers around arena area..
:BLOOD_14604
gosub @BLOOD_15075 
if 
   not 102@ == -1 
jf @BLOOD_15073 
03CD: disable_car 35@(93@,16i) stuck_check 
Car.RemoveReferences(35@(93@,16i))
Actor.RemoveReferences(51@(93@,16i))
Actor.RemoveReferences(67@(93@,16i))
0085: 108@ = 0@ // (int) // 108@ is for license plates
04AF: 0@ = 504 // = constant #BLOODRA 
gosub @BLOOD_15546 
Car.Create(35@(93@,16i), 0@, 154@, 155@, 156@)
Car.Angle(35@(93@,16i)) = 157@
:BLOOD_13132
01F6: cancel_override_restart 
0414: set_player $PLAYER_CHAR free_treatment_once 0 
00BE: text_clear_all 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $MISSION_BLOODRING_PASSED == 0 
jf @BLOOD_13217 
0595: mission_complete 
030C: progress_made = 1 
014C: set_parked_car_generator $5188 cars_to_generate_to 101 
0394: play_music 2 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
//0318: set_latest_mission_passed 'STAD_04'  // Bloodring //Normally the game will be saved without mission after completing this race. Remove the comment out symbols "//" in order to make it written on your savefile..
Player.Money($PLAYER_CHAR) += 10000
Actor.SetWeaponAmmo($PLAYER_ACTOR, WeaponType.Mp5, 60) //And you were losing weapons so i've added a "weaponammo" code to give CJ a SMG and some ammos..
$MISSION_BLOODRING_PASSED = 1 

 

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18 hours ago, ArmanCan said:

sorry about the bump but i think i've found a solution for your request but you have to change the MODEL NUMBER and you can not add a SECONDARY VEHICLE.. i'm posting the whole mission script below and explain you more.. @Nico 😉

 

  Reveal hidden contents
//-------------Mission 128---------------
// Originally: Arena Mission: Blood Ring

:BLOOD
script_name 'BLOOD' 
gosub @BLOOD_47 
if 
  wasted_or_busted 
jf @BLOOD_38 
gosub @BLOOD_13114 

:BLOOD_38
gosub @BLOOD_13219 
terminate_this_script 

:BLOOD_47
$ONMISSION = 1 
if 
  $MISSION_BLOODRING_PASSED == 0 
jf @BLOOD_74 
increment_mission_attempts 

:BLOOD_74
054C: use_GXT_table 'BLOOD' 
if 
  $ONMISSION == 0 
jf @BLOOD_202 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
Object.Create(87@, #BB_PICKUP, 170@, 171@, 172@)
Car.Create(84@, #BLOODRA, 154@, 155@, 156@)
Car.Create(85@, #BLOODRA, 154@, 155@, 156@)
Car.Create(86@, #BLOODRA, 154@, 155@, 156@)
Car.Create(95@, #BLOODRA, 154@, 155@, 156@)

:BLOOD_202
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
0A0E: disable_text_with_style 1 
wait 0 
91@ = 0 
92@ = 0 
if 
  $MISSION_BLOODRING_PASSED == 0 
jf @BLOOD_269 
$8249 = 60 
$8248 = 60000 

:BLOOD_269
0@ = 504
93@ = 0 
94@ = 0 
95@ = 0 
$8247 = 30000 
96@ = 0 
97@ = 0 
98@ = 0 
99@ = 0 
100@ = 0 
101@ = 0 
102@ = -1 
154@ = -1280.9 
155@ = 994.8 
156@ = 1037.0 
157@ = 90.0 
158@ = 0.0 
159@ = 0.0 
160@ = 0.0 
161@ = 0.0 
162@ = 0.0 
163@ = 0.0 
164@ = 0.0 
165@ = 0.0 
166@ = 0.0 
167@ = 0.0 
168@ = 0.0 
169@ = 0.0 
170@ = 0.0 
171@ = 0.0 
172@ = 0.0 
173@ = 0.0 
174@ = 0.0 
175@ = 0.0 
176@ = 0.0 
177@ = 0.0 
178@ = 0.0 
179@ = 0.0 
180@ = 0.0 
181@ = 0.0 
182@ = 0.0 
183@ = 0.0 
184@ = 0.0 
103@ = 0 
111@ = 0 
104@ = 0 
105@ = 0 
112@ = 0 
113@ = 0 
114@ = 0 
115@ = 0 
116@ = 0 
117@ = 0 
118@ = 0 
119@ = 0 
120@ = 0 
121@ = 0 
122@ = 0 
123@ = 0 
124@ = 0 
125@ = 0 
126@ = 0 
127@ = 0 
106@ = 0.0 
04AF: 131@ = 36200 // = constant 
04AF: 132@ = 36202 // = constant 
04AF: 133@ = 36205 // = constant 
04AF: 134@ = 36200 // = constant 
04AF: 135@ = 36202 // = constant 
04AF: 136@ = 36205 // = constant 
04AF: 137@ = 36200 // = constant 
04AF: 138@ = 36202 // = constant 
04AF: 139@ = 36205 // = constant 
04AF: 140@ = 36200 // = constant 
04AF: 141@ = 36202 // = constant 
04AF: 142@ = 36205 // = constant 
04AF: 143@ = 36200 // = constant 
04AF: 144@ = 36202 // = constant 
04AF: 145@ = 36205 // = constant 
04AF: 146@ = 36200 // = constant 
04AF: 147@ = 36202 // = constant 
04AF: 148@ = 36205 // = constant 
04AF: 149@ = 36200 // = constant 
04AF: 150@ = 36202 // = constant 
04AF: 151@ = 36205 // = constant 
04AF: 152@ = 36200 // = constant 
04AF: 153@ = 36202 // = constant 
107@ = 0 
108@ = 0 
wait 0 
fade 0 time 500 

:BLOOD_1062
if 
  fading 
jf @BLOOD_1086 
wait 0 
jump @BLOOD_1062 

:BLOOD_1086
Model.Load(#BLOODRA)
Model.Load(#STALLION)
Model.Load(#MP5LNG)
Model.Load(#BB_PICKUP)
03CF: load_wav 1827 as 4 

:BLOOD_1113
if 
83D0:   not wav 4 loaded 
jf @BLOOD_1139 
wait 0 
jump @BLOOD_1113 

:BLOOD_1139
038B: load_requested_models 
016E: override_next_restart at -2126.3 -440.6 34.5 angle 82.7 
0A37: disable_vehicle_lights 1 
0732: random_car_generator_disable_model #LINERUN 
0732: random_car_generator_disable_model #TRASH 
0732: random_car_generator_disable_model #STRETCH 
0732: random_car_generator_disable_model #PONY 
0732: random_car_generator_disable_model #MULE 
0732: random_car_generator_disable_model #MOONBEAM 
0732: random_car_generator_disable_model #MRWHOOP 
0732: random_car_generator_disable_model #SECURICA 
0732: random_car_generator_disable_model #BUS 
0732: random_car_generator_disable_model #BARRACKS 
0732: random_car_generator_disable_model #COACH 
0732: random_car_generator_disable_model #RUMPO 
0732: random_car_generator_disable_model #ROMERO 
0732: random_car_generator_disable_model #PACKER 
0732: random_car_generator_disable_model #MONSTER 
0732: random_car_generator_disable_model #FLATBED 
0732: random_car_generator_disable_model #YANKEE 
0732: random_car_generator_disable_model #SOLAIR 
0732: random_car_generator_disable_model #PATRIOT 
0732: random_car_generator_disable_model #BURRITO 
0732: random_car_generator_disable_model #CAMPER 
0732: random_car_generator_disable_model #DOZER 
0732: random_car_generator_disable_model #RANCHER 
0732: random_car_generator_disable_model #BOXVILLE 
0732: random_car_generator_disable_model #BENSON 
0732: random_car_generator_disable_model #JOURNEY 
0732: random_car_generator_disable_model #PETRO 
0732: random_car_generator_disable_model #RDTRAIN 
0732: random_car_generator_disable_model #CEMENT 
0732: random_car_generator_disable_model #TOWTRUCK 
0732: random_car_generator_disable_model #DFT30 
0732: random_car_generator_disable_model #NEWSVAN 
0732: random_car_generator_disable_model #HOTDOG
Player.CanMove($PLAYER_CHAR, False)
07E5: copy_decision_maker 65542 to 185@ 
09AC: disable_map_icons 1 
0414: set_player $PLAYER_CHAR free_treatment_once 1 
03AD: NOP 0 // set_rubbish 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
04E2: NOP $PLAYER_CHAR 1 
Actor.PutAt($PLAYER_ACTOR, -1398.461, 995.641, 1024.462)
select_interior 15 
0860: link_actor $PLAYER_ACTOR to_interior 15 
04F9: set_sky_color 2 fade 0 
04E4: refresh_game_renderer_at 154@ 155@ 
Camera.SetAtPos(154@, 155@, 156@)
0395: clear_area 1 at -1280.9 994.8 1037.0 radius 300.0 
0A0B: set_rendering_origin_at_3D_coord -1280.8 994.7 1036.0 angle 90.0 
041A: 103@ = actor $PLAYER_ACTOR weapon 29 ammo 
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, WeaponType.Mp5, 30000)
04AF: 108@ = 504 // = constant 
gosub @BLOOD_15546 
Car.Create(34@, #BLOODRA, 154@, 155@, 156@)
0587: enable_car 34@ validate_position 1 
0840: link_car 34@ to_interior 15 
Car.Angle(34@) = 157@
Car.DoorStatus(34@, 4)
036A: put_actor $PLAYER_ACTOR in_car 34@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29  
03ED: set_car 34@ disable_flipped_explosion_when_empty 1 
053F: set_car 34@ tires_vulnerability 0 
Car.Health(34@) = 5000
0561: 83@ = create_passenger_in_car 34@ seat 0 
0860: link_actor 83@ to_interior 15 
060B: set_actor 83@ decision_maker_to 185@ 
Actor.GiveWeaponAndAmmo(83@, WeaponType.Mp5, 30000)
Actor.SetImmunities(83@, True, False, False, False, False)

:BLOOD_1669
if 
  16 > 93@ 
jf @BLOOD_2140 
wait 0 
gosub @BLOOD_13343 
0085: 108@ = 0@ // (int)
04AF: 0@ = 504 // = constant #BLOODRA
gosub @BLOOD_15546 
Car.Create(35@(93@,16i), 0@, 154@, 155@, 156@)

:BLOOD_1816
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_2126 
Car.Angle(35@(93@,16i)) = 157@
0587: enable_car 35@(93@,16i) validate_position 1 
04E0: car 35@(93@,16i) abandon_path_radius 255 
053F: set_car 35@(93@,16i) tires_vulnerability 0 
0560: create_random_actor_in_car 35@(93@,16i) handle_as 51@(93@,16i) 
0860: link_actor 51@(93@,16i) to_interior 15 
060B: set_actor 51@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(51@(93@,16i), True, False, False, False, False)
01EA: 101@ = car 35@(93@,16i) max_passengers 
if 
  101@ > 0 
jf @BLOOD_2045 
0561: 67@(93@,16i) = create_passenger_in_car 35@(93@,16i) seat 0 
060B: set_actor 67@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(67@(93@,16i), True, False, False, False, False)
Actor.GiveWeaponAndAmmo(67@(93@,16i), WeaponType.Mp5, 30000)

:BLOOD_2045
if 
047A:   actor 51@(93@,16i) driving_bike 
jf @BLOOD_2087 
08C6: set_actor 51@(93@,16i) stay_on_bike 1 
08C6: set_actor 67@(93@,16i) stay_on_bike 1 

:BLOOD_2087
03CC: enable_car 35@(93@,16i) stuck_check_distance_to 1.0 time_to 3000 
03ED: set_car 35@(93@,16i) disable_flipped_explosion_when_empty 1 
0840: link_car 35@(93@,16i) to_interior 15 

:BLOOD_2126
93@ += 1 
jump @BLOOD_1669 

:BLOOD_2140
02A3: enable_widescreen 1 
Camera.SetPosition(-1273.2, 992.4, 1038.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1307.9, 995.3, 1034.2, 2)
06D5: 89@ = create_racing_checkpoint_at -1432.6 1016.1 1024.1 point_to 0.0 0.0 0.0 type 2 radius 6.0 
0169: set_fade_color_RGB 0 0 0 
wait 500 
fade 1 time 1500 

:BLOOD_2257
if 
  fading 
jf @BLOOD_2281 
wait 0 
jump @BLOOD_2257 

:BLOOD_2281
0707: start_scene_skip_to @BLOOD_3007 
00BC: show_text_highpriority GXT 'BLOD_10' time 5000 flag 1  // ~s~The overall time starts at 30 seconds and counts down.
TIMERA = 0 

:BLOOD_2311
if 
  5000 > TIMERA 
jf @BLOOD_2341 
wait 0 
jump @BLOOD_2311 

:BLOOD_2341
Camera.SetPosition(-1441.9, 1054.6, 1040.5, 0.0, 0.0, 0.0)
Camera.PointAt(-1432.0, 1012.6, 1034.7, 2)
00BC: show_text_highpriority GXT 'BLOD_01' time 5000 flag 1  // ~s~Drive through the checkpoints to increase your overall time.
TIMERA = 0 

:BLOOD_2415
if 
  5000 > TIMERA 
jf @BLOOD_2445 
wait 0 
jump @BLOOD_2415 

:BLOOD_2445
Camera.SetPosition(-1464.6, 943.6, 1036.1, 0.0, 0.0, 0.0)
Camera.PointAt(-1436.1, 923.4, 1040.2, 2)
if 
  $MISSION_BLOODRING_PASSED == 0 
jf @BLOOD_2537 
00BC: show_text_highpriority GXT 'BLOD_11' time 5000 flag 1  // ~s~The current Target Time to win the Blood Ring is 1 min.
jump @BLOOD_2556 

:BLOOD_2537
01E5: show_text_1number_highpriority GXT 'BLOD_12' number $1940 time 5000 flag 1  // ~s~The current Target Time to win the Blood Ring is ~1~ mins.

:BLOOD_2556
TIMERA = 0 

:BLOOD_2563
if 
  5000 > TIMERA 
jf @BLOOD_2593 
wait 0 
jump @BLOOD_2563 

:BLOOD_2593
Camera.SetPosition(-1492.7, 1029.5, 1038.4, 0.0, 0.0, 0.0)
Camera.PointAt(-1539.1, 1032.3, 1038.9, 2)
00BC: show_text_highpriority GXT 'BLOD_03' time 5000 flag 1  // ~s~Get your overall time above the Target Time to win!
TIMERA = 0 

:BLOOD_2667
if 
  5000 > TIMERA 
jf @BLOOD_2697 
wait 0 
jump @BLOOD_2667 

:BLOOD_2697
Camera.SetPosition(-1314.1, 1040.6, 1038.7, 0.0, 0.0, 0.0)
Camera.PointAt(-1373.1, 1047.2, 1034.5, 2)
00BC: show_text_highpriority GXT 'BLOD_02' time 5000 flag 1  // ~s~You will lose if your overall time reaches zero.
TIMERA = 0 

:BLOOD_2771
if 
  5000 > TIMERA 
jf @BLOOD_2801 
wait 0 
jump @BLOOD_2771 

:BLOOD_2801
Object.Create(87@, #BB_PICKUP, -1345.2, 978.7, 1024.9)
0566: link_object 87@ to_interior 15 
Camera.SetPosition(-1342.1, 975.2, 1026.6, 0.0, 0.0, 0.0)
Camera.PointAt(-1345.2, 979.7, 1026.4, 2)
00BC: show_text_highpriority GXT 'SPANNER' time 5000 flag 1  // Drive over pickups to repair your car!
TIMERA = 0 

:BLOOD_2905
if 
  5000 > TIMERA 
jf @BLOOD_3007 
wait 0 
if 
03CA:   object 87@ exists 
jf @BLOOD_3000 
if 
  358.0 > 106@ 
jf @BLOOD_2990 
106@ += 3.0 
Object.Angle(87@) = 106@
jump @BLOOD_3000 

:BLOOD_2990
106@ = 0.0 

:BLOOD_3000
jump @BLOOD_2905 

:BLOOD_3007
0701: end_scene_skip 
fade 0 time 500 

:BLOOD_3016
if 
  fading 
jf @BLOOD_3112 
wait 0 
if 
03CA:   object 87@ exists 
jf @BLOOD_3105 
if 
  358.0 > 106@ 
jf @BLOOD_3095 
106@ += 3.0 
Object.Angle(87@) = 106@
jump @BLOOD_3105 

:BLOOD_3095
106@ = 0.0 

:BLOOD_3105
jump @BLOOD_3016 

:BLOOD_3112
06D6: disable_racing_checkpoint 89@ 
158@ = -1432.6 
159@ = 1016.1 
160@ = 1024.1 
06D5: 89@ = create_racing_checkpoint_at 158@ 159@ 160@ point_to 0.0 0.0 0.0 type 2 radius 6.0 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
Object.Destroy(87@)
gosub @BLOOD_14452 
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
fade 1 time 500 

:BLOOD_3226
if 
  fading 
jf @BLOOD_3250 
wait 0 
jump @BLOOD_3226 

:BLOOD_3250
00BA: show_text_styled GXT 'RACE2' time 1100 style 4  // ~s~3
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE3' time 1100 style 4  // ~s~2
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE4' time 1100 style 4  // ~s~1
097A: play_audio_at 0.0 0.0 0.0 event 1056 
wait 1000 
00BA: show_text_styled GXT 'RACE5' time 800 style 4  // ~s~GO!
097A: play_audio_at 0.0 0.0 0.0 event 1164 
097A: play_audio_at 0.0 0.0 0.0 event 1057 
wait 800 
00BE: text_clear_all 
Player.CanMove($PLAYER_CHAR, True)
014E: start_timer_at $8247 count_in_direction 1 // global_variable 
93@ = 0 

:BLOOD_3457
if 
  16 > 93@ 
jf @BLOOD_3582 
wait 0 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_3568 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_3568 
Car.SetSpeedInstantly(35@(93@,16i), 10.0)
Car.SetMaxSpeed(35@(93@,16i), 100.0)
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 9 timelimit 5000 

:BLOOD_3568
93@ += 1 
jump @BLOOD_3457 

:BLOOD_3582
wait 0 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
0735:   is_keyboard_key_pressed 83 
jf @BLOOD_3613 
jump @BLOOD_13132 

:BLOOD_3613
if 
  91@ == 0 
jf @BLOOD_12370 
if 
  not Car.Wrecked(34@)
jf @BLOOD_12370 
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1530.0 995.0 cornerB -1384.0 923.0 
jf @BLOOD_3822 
if 
  97@ == 0 
jf @BLOOD_3815 
if 
  not Actor.Dead(52@)
jf @BLOOD_3724 
0687: clear_actor 52@ task 

:BLOOD_3724
if 
  not Actor.Dead(53@)
jf @BLOOD_3745 
0687: clear_actor 53@ task 

:BLOOD_3745
if 
  not Actor.Dead(67@)
jf @BLOOD_3766 
0687: clear_actor 67@ task 

:BLOOD_3766
if 
  not Actor.Dead(68@)
jf @BLOOD_3787 
0687: clear_actor 68@ task 

:BLOOD_3787
if 
  not Actor.Dead(69@)
jf @BLOOD_3808 
0687: clear_actor 69@ task 

:BLOOD_3808
97@ = 1 

:BLOOD_3815
jump @BLOOD_3952 

:BLOOD_3822
if 
  97@ == 1 
jf @BLOOD_3952 
if 
  not Actor.Dead(52@)
jf @BLOOD_3861 
0687: clear_actor 52@ task 

:BLOOD_3861
if 
  not Actor.Dead(53@)
jf @BLOOD_3882 
0687: clear_actor 53@ task 

:BLOOD_3882
if 
  not Actor.Dead(67@)
jf @BLOOD_3903 
0687: clear_actor 67@ task 

:BLOOD_3903
if 
  not Actor.Dead(68@)
jf @BLOOD_3924 
0687: clear_actor 68@ task 

:BLOOD_3924
if 
  not Actor.Dead(69@)
jf @BLOOD_3945 
0687: clear_actor 69@ task 

:BLOOD_3945
97@ = 0 

:BLOOD_3952
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1530.0 995.0 cornerB -1384.0 1076.0 
jf @BLOOD_4127 
if 
  98@ == 0 
jf @BLOOD_4120 
if 
  not Actor.Dead(55@)
jf @BLOOD_4029 
0687: clear_actor 55@ task 

:BLOOD_4029
if 
  not Actor.Dead(56@)
jf @BLOOD_4050 
0687: clear_actor 56@ task 

:BLOOD_4050
if 
  not Actor.Dead(70@)
jf @BLOOD_4071 
0687: clear_actor 70@ task 

:BLOOD_4071
if 
  not Actor.Dead(71@)
jf @BLOOD_4092 
0687: clear_actor 71@ task 

:BLOOD_4092
if 
  not Actor.Dead(72@)
jf @BLOOD_4113 
0687: clear_actor 72@ task 

:BLOOD_4113
98@ = 1 

:BLOOD_4120
jump @BLOOD_4257 

:BLOOD_4127
if 
  98@ == 1 
jf @BLOOD_4257 
if 
  not Actor.Dead(55@)
jf @BLOOD_4166 
0687: clear_actor 55@ task 

:BLOOD_4166
if 
  not Actor.Dead(56@)
jf @BLOOD_4187 
0687: clear_actor 56@ task 

:BLOOD_4187
if 
  not Actor.Dead(70@)
jf @BLOOD_4208 
0687: clear_actor 70@ task 

:BLOOD_4208
if 
  not Actor.Dead(71@)
jf @BLOOD_4229 
0687: clear_actor 71@ task 

:BLOOD_4229
if 
  not Actor.Dead(72@)
jf @BLOOD_4250 
0687: clear_actor 72@ task 

:BLOOD_4250
98@ = 0 

:BLOOD_4257
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1265.0 995.0 cornerB -1384.0 923.0 
jf @BLOOD_4432 
if 
  99@ == 0 
jf @BLOOD_4425 
if 
  not Actor.Dead(58@)
jf @BLOOD_4334 
0687: clear_actor 58@ task 

:BLOOD_4334
if 
  not Actor.Dead(59@)
jf @BLOOD_4355 
0687: clear_actor 59@ task 

:BLOOD_4355
if 
  not Actor.Dead(73@)
jf @BLOOD_4376 
0687: clear_actor 73@ task 

:BLOOD_4376
if 
  not Actor.Dead(74@)
jf @BLOOD_4397 
0687: clear_actor 74@ task 

:BLOOD_4397
if 
  not Actor.Dead(75@)
jf @BLOOD_4418 
0687: clear_actor 75@ task 

:BLOOD_4418
99@ = 1 

:BLOOD_4425
jump @BLOOD_4562 

:BLOOD_4432
if 
  99@ == 1 
jf @BLOOD_4562 
if 
  not Actor.Dead(58@)
jf @BLOOD_4471 
0687: clear_actor 58@ task 

:BLOOD_4471
if 
  not Actor.Dead(59@)
jf @BLOOD_4492 
0687: clear_actor 59@ task 

:BLOOD_4492
if 
  not Actor.Dead(73@)
jf @BLOOD_4513 
0687: clear_actor 73@ task 

:BLOOD_4513
if 
  not Actor.Dead(74@)
jf @BLOOD_4534 
0687: clear_actor 74@ task 

:BLOOD_4534
if 
  not Actor.Dead(75@)
jf @BLOOD_4555 
0687: clear_actor 75@ task 

:BLOOD_4555
99@ = 0 

:BLOOD_4562
if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1265.0 995.0 cornerB -1384.0 1076.0 
jf @BLOOD_4737 
if 
  100@ == 0 
jf @BLOOD_4730 
if 
  not Actor.Dead(61@)
jf @BLOOD_4639 
0687: clear_actor 61@ task 

:BLOOD_4639
if 
  not Actor.Dead(62@)
jf @BLOOD_4660 
0687: clear_actor 62@ task 

:BLOOD_4660
if 
  not Actor.Dead(76@)
jf @BLOOD_4681 
0687: clear_actor 76@ task 

:BLOOD_4681
if 
  not Actor.Dead(77@)
jf @BLOOD_4702 
0687: clear_actor 77@ task 

:BLOOD_4702
if 
  not Actor.Dead(78@)
jf @BLOOD_4723 
0687: clear_actor 78@ task 

:BLOOD_4723
100@ = 1 

:BLOOD_4730
jump @BLOOD_4867 

:BLOOD_4737
if 
  100@ == 1 
jf @BLOOD_4867 
if 
  not Actor.Dead(61@)
jf @BLOOD_4776 
0687: clear_actor 61@ task 

:BLOOD_4776
if 
  not Actor.Dead(62@)
jf @BLOOD_4797 
0687: clear_actor 62@ task 

:BLOOD_4797
if 
  not Actor.Dead(76@)
jf @BLOOD_4818 
0687: clear_actor 76@ task 

:BLOOD_4818
if 
  not Actor.Dead(77@)
jf @BLOOD_4839 
0687: clear_actor 77@ task 

:BLOOD_4839
if 
  not Actor.Dead(78@)
jf @BLOOD_4860 
0687: clear_actor 78@ task 

:BLOOD_4860
100@ = 0 

:BLOOD_4867
if 
  16 > 93@ 
jf @BLOOD_11491 
if 
  93@ == 0 
jf @BLOOD_5627 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_5627 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_5346 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_5290 
if 
  97@ == 0 
jf @BLOOD_5171 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5171 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5171 
0208: 173@ = random_float_in_ranges -1530.0 -1384.0 
0208: 174@ = random_float_in_ranges 995.0 923.0 
02CE: 175@ = ground_z_at 173@ 174@ 1078.7 
if 
  1034.1 > 175@ 
jf @BLOOD_5171 
if 
  175@ > 1022.8 
jf @BLOOD_5171 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 173@ 174@ 175@ speed 100.0 2 model #NULL 3 

:BLOOD_5171
if 
  97@ == 1 
jf @BLOOD_5283 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5283 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5283 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5283
jump @BLOOD_5346 

:BLOOD_5290
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5346 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_5346
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_5627 
if 
  97@ == 0 
jf @BLOOD_5536 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5536 
if 
  not Car.Wrecked(36@)
jf @BLOOD_5480 
0713: actor 67@(93@,16i) driveby_actor -1 car 36@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_5536 

:BLOOD_5480
if 
  not Car.Wrecked(37@)
jf @BLOOD_5536 
0713: actor 67@(93@,16i) driveby_actor -1 car 37@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_5536
if 
  97@ == 1 
jf @BLOOD_5627 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5627 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_5627
if or
  93@ == 1 
  93@ == 2 
jf @BLOOD_6233 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_6233 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_6015 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_5959 
if 
  97@ == 0 
jf @BLOOD_5840 
if 
  not Car.Wrecked(35@)
jf @BLOOD_5840 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5840 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5840 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 35@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5840
if 
  97@ == 1 
jf @BLOOD_5952 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5952 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_5952 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_5952
jump @BLOOD_6015 

:BLOOD_5959
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6015 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_6015
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_6233 
if 
  97@ == 0 
jf @BLOOD_6142 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6142 
if 
  not Car.Wrecked(35@)
jf @BLOOD_6142 
0713: actor 67@(93@,16i) driveby_actor -1 car 35@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6142
if 
  97@ == 1 
jf @BLOOD_6233 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6233 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6233
if 
  93@ == 3 
jf @BLOOD_6975 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_6975 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_6694 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_6638 
if 
  98@ == 0 
jf @BLOOD_6519 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6519 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6519 
0208: 176@ = random_float_in_ranges -1530.0 -1384.0 
0208: 177@ = random_float_in_ranges 995.0 1056.0 
02CE: 178@ = ground_z_at 176@ 177@ 1078.7 
if 
  1034.1 > 178@ 
jf @BLOOD_6519 
if 
  178@ > 1022.8 
jf @BLOOD_6519 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 176@ 177@ 178@ speed 100.0 2 model #NULL 3 

:BLOOD_6519
if 
  98@ == 1 
jf @BLOOD_6631 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6631 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6631 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_6631
jump @BLOOD_6694 

:BLOOD_6638
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6694 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_6694
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_6975 
if 
  98@ == 0 
jf @BLOOD_6884 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6884 
if 
  not Car.Wrecked(39@)
jf @BLOOD_6828 
0713: actor 67@(93@,16i) driveby_actor -1 car 39@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_6884 

:BLOOD_6828
if 
  not Car.Wrecked(40@)
jf @BLOOD_6884 
0713: actor 67@(93@,16i) driveby_actor -1 car 40@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_6884
if 
  98@ == 1 
jf @BLOOD_6975 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_6975 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_6975
if or
  93@ == 4 
  93@ == 5 
jf @BLOOD_7581 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_7581 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_7363 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_7307 
if 
  98@ == 0 
jf @BLOOD_7188 
if 
  not Car.Wrecked(38@)
jf @BLOOD_7188 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7188 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7188 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 38@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7188
if 
  98@ == 1 
jf @BLOOD_7300 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7300 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7300 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7300
jump @BLOOD_7363 

:BLOOD_7307
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7363 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_7363
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_7581 
if 
  98@ == 0 
jf @BLOOD_7490 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7490 
if 
  not Car.Wrecked(38@)
jf @BLOOD_7490 
0713: actor 67@(93@,16i) driveby_actor -1 car 38@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7490
if 
  98@ == 1 
jf @BLOOD_7581 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7581 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_7581
if 
  93@ == 6 
jf @BLOOD_8323 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_8323 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_8042 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_7986 
if 
  99@ == 0 
jf @BLOOD_7867 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7867 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7867 
0208: 179@ = random_float_in_ranges -1265.0 -1384.0 
0208: 180@ = random_float_in_ranges 995.0 923.0 
02CE: 181@ = ground_z_at 179@ 180@ 1078.7 
if 
  1034.1 > 181@ 
jf @BLOOD_7867 
if 
  181@ > 1022.8 
jf @BLOOD_7867 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 179@ 180@ 181@ speed 100.0 2 model #NULL 3 

:BLOOD_7867
if 
  99@ == 1 
jf @BLOOD_7979 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7979 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_7979 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_7979
jump @BLOOD_8042 

:BLOOD_7986
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8042 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_8042
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_8323 
if 
  99@ == 0 
jf @BLOOD_8232 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8232 
if 
  not Car.Wrecked(42@)
jf @BLOOD_8176 
0713: actor 67@(93@,16i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_8232 

:BLOOD_8176
if 
  not Car.Wrecked(43@)
jf @BLOOD_8232 
0713: actor 67@(93@,16i) driveby_actor -1 car 43@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_8232
if 
  99@ == 1 
jf @BLOOD_8323 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8323 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8323
if or
  93@ == 7 
  93@ == 8 
jf @BLOOD_8929 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_8929 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_8711 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_8655 
if 
  99@ == 0 
jf @BLOOD_8536 
if 
  not Car.Wrecked(41@)
jf @BLOOD_8536 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8536 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8536 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 41@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_8536
if 
  99@ == 1 
jf @BLOOD_8648 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8648 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8648 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_8648
jump @BLOOD_8711 

:BLOOD_8655
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8711 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_8711
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_8929 
if 
  99@ == 0 
jf @BLOOD_8838 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8838 
if 
  not Car.Wrecked(41@)
jf @BLOOD_8838 
0713: actor 67@(93@,16i) driveby_actor -1 car 41@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8838
if 
  99@ == 1 
jf @BLOOD_8929 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_8929 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_8929
if 
  93@ == 9 
jf @BLOOD_9671 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_9671 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_9390 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_9334 
if 
  100@ == 0 
jf @BLOOD_9215 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9215 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9215 
0208: 182@ = random_float_in_ranges -1265.0 -1384.0 
0208: 183@ = random_float_in_ranges 995.0 1056.0 
02CE: 184@ = ground_z_at 182@ 183@ 1078.7 
if 
  1034.1 > 184@ 
jf @BLOOD_9215 
if 
  184@ > 1022.8 
jf @BLOOD_9215 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 182@ 183@ 184@ speed 100.0 2 model #NULL 3 

:BLOOD_9215
if 
  100@ == 1 
jf @BLOOD_9327 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9327 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9327 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9327
jump @BLOOD_9390 

:BLOOD_9334
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9390 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_9390
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_9671 
if 
  100@ == 0 
jf @BLOOD_9580 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9580 
if 
  not Car.Wrecked(45@)
jf @BLOOD_9524 
0713: actor 67@(93@,16i) driveby_actor -1 car 45@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
jump @BLOOD_9580 

:BLOOD_9524
if 
  not Car.Wrecked(46@)
jf @BLOOD_9580 
0713: actor 67@(93@,16i) driveby_actor -1 car 46@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_9580
if 
  100@ == 1 
jf @BLOOD_9671 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9671 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_9671
if or
  93@ == 10 
  93@ == 11 
jf @BLOOD_10277 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_10277 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_10059 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_10003 
if 
  100@ == 0 
jf @BLOOD_9884 
if 
  not Car.Wrecked(44@)
jf @BLOOD_9884 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9884 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9884 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 44@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9884
if 
  100@ == 1 
jf @BLOOD_9996 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9996 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_9996 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_9996
jump @BLOOD_10059 

:BLOOD_10003
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10059 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10059
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_10277 
if 
  100@ == 0 
jf @BLOOD_10186 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10186 
if 
  not Car.Wrecked(44@)
jf @BLOOD_10186 
0713: actor 67@(93@,16i) driveby_actor -1 car 44@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_10186
if 
  100@ == 1 
jf @BLOOD_10277 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10277 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_10277
if or
  93@ == 12 
  93@ == 13 
jf @BLOOD_10612 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_10612 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_10519 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_10463 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10456 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10456 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_10456
jump @BLOOD_10519 

:BLOOD_10463
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10519 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10519
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_10612 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10612 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 40 

:BLOOD_10612
if or
  93@ == 14 
  93@ == 15 
jf @BLOOD_11109 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_11109 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_10862 
if 
8495:   not car 35@(93@,16i) burning 
jf @BLOOD_10806 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10799 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10799 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 158@ 159@ 160@ speed 100.0 2 model #NULL 3 

:BLOOD_10799
jump @BLOOD_10862 

:BLOOD_10806
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_10862 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_10862
if 
  not Actor.Dead(67@(93@,16i))
jf @BLOOD_11109 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_11109 
0085: 88@ = 35@(93@,16i) // (int) 
if 
  93@ == 14 
jf @BLOOD_11018 
gosub @BLOOD_16777 
0085: 84@ = 95@ // (int) 
if 
   not 84@ == -1 
jf @BLOOD_11018 
0713: actor 67@(93@,16i) driveby_actor -1 car 84@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_11018
if 
  93@ == 15 
jf @BLOOD_11109 
gosub @BLOOD_16777 
0085: 85@ = 95@ // (int) 
if 
   not 85@ == -1 
jf @BLOOD_11109 
0713: actor 67@(93@,16i) driveby_actor -1 car 85@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_11109
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_11218 
if 
  not Actor.Dead(83@)
jf @BLOOD_11218 
if or
051C:   car 35@(93@,16i) damaged_by_actor 83@ 
051C:   car 35@(93@,16i) damaged_by_actor $PLAYER_ACTOR 
jf @BLOOD_11198 
112@(93@,16i) = 1 
jump @BLOOD_11209 

:BLOOD_11198
112@(93@,16i) = 0 

:BLOOD_11209
054F: clear_car 35@(93@,16i) damage 

:BLOOD_11218
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_11430 
if 
  not Actor.Dead(51@(93@,16i))
jf @BLOOD_11423 
if 
01F4:   car 35@(93@,16i) flipped 
jf @BLOOD_11349 
if 
8202:   not actor $PLAYER_ACTOR near_car 35@(93@,16i) radius 7.0 7.0 sphere 0 
jf @BLOOD_11349 
Car.StorePos(35@(93@,16i), 167@, 168@, 169@)
Car.PutAt(35@(93@,16i), 167@, 168@, 169@)

:BLOOD_11349
if 
03CE:   car 35@(93@,16i) stuck 
jf @BLOOD_11423 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_11423 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 3 timelimit 3000 

:BLOOD_11423
jump @BLOOD_11477 

:BLOOD_11430
if 
  112@(93@,16i) == 1 
jf @BLOOD_11459 
111@ += 1 

:BLOOD_11459
112@(93@,16i) = 0 
gosub @BLOOD_14604 

:BLOOD_11477
93@ += 1 
jump @BLOOD_11498 

:BLOOD_11491
93@ = 0 

:BLOOD_11498
if 
  not Car.Wrecked(47@)
jf @BLOOD_11563 
if 
01AF:   car 47@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
jf @BLOOD_11563 
gosub @BLOOD_14273 

:BLOOD_11563
if 
  not Car.Wrecked(48@)
jf @BLOOD_11628 
if 
01AF:   car 48@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
jf @BLOOD_11628 
gosub @BLOOD_14273 

:BLOOD_11628
if 
  not Car.Wrecked(49@)
jf @BLOOD_11693 
if 
01AF:   car 49@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
jf @BLOOD_11693 
gosub @BLOOD_14273 

:BLOOD_11693
if 
  not Car.Wrecked(50@)
jf @BLOOD_11758 
if 
01AF:   car 50@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
jf @BLOOD_11758 
gosub @BLOOD_14273 

:BLOOD_11758
if 
03CA:   object 87@ exists 
jf @BLOOD_11946 
if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 87@ radius 5.0 5.0 sphere 0 
jf @BLOOD_11883 
Object.Destroy(87@)
96@ = Car.Health(34@)
if 
  999 > 96@ 
jf @BLOOD_11860 
96@ += 500 
Car.Health(34@) = 96@
jump @BLOOD_11876 

:BLOOD_11860
96@ = 1500 
Car.Health(34@) = 96@

:BLOOD_11876
jump @BLOOD_11939 

:BLOOD_11883
if 
  358.0 > 106@ 
jf @BLOOD_11929 
106@ += 3.0 
Object.Angle(87@) = 106@
jump @BLOOD_11939 

:BLOOD_11929
106@ = 0.0 

:BLOOD_11939
jump @BLOOD_11953 

:BLOOD_11946
gosub @BLOOD_14452 

:BLOOD_11953
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
jf @BLOOD_12114 
if 
  $8247 > 0 
jf @BLOOD_12114 
96@ = Car.Health(34@)
if 
  1199 > 96@ 
jf @BLOOD_12063 
96@ += 300 
Car.Health(34@) = 96@
jump @BLOOD_12079 

:BLOOD_12063
96@ = 1500 
Car.Health(34@) = 96@

:BLOOD_12079
$8247 += 15000 
018C: play_sound 1058 at 0.0 0.0 0.0 
gosub @BLOOD_14273 

:BLOOD_12114
if 
01F4:   car 34@ flipped 
jf @BLOOD_12190 
if 
01C1:   car 34@ stopped 
jf @BLOOD_12190 
Car.StorePos(34@, 167@, 168@, 169@)
157@ = Car.Angle(34@)
Car.PutAt(34@, 167@, 168@, 169@)
Car.Angle(34@) = 157@

:BLOOD_12190
if 
  not Actor.Dead(83@)
jf @BLOOD_12312 
062E: get_actor 83@ task 1811 status_store_to $416 // ret 7 if not found 
if 
04A3:   $416 == 7 // == constant 
jf @BLOOD_12312 
0085: 88@ = 34@ // (int) 
gosub @BLOOD_16777 
0085: 86@ = 95@ // (int) 
if 
   not 86@ == -1 
jf @BLOOD_12312 
0713: actor 83@ driveby_actor -1 car 86@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 100 

:BLOOD_12312
gosub @BLOOD_17505 
if 
001C:   $8247 > $8248 // (int) 
jf @BLOOD_12345 
91@ = 1 

:BLOOD_12345
if 
  0 >= $8247 
jf @BLOOD_12370 
91@ = 2 

:BLOOD_12370
if 
  91@ == 1 
jf @BLOOD_12773 
Player.CanMove($PLAYER_CHAR, False)
02A3: enable_widescreen 1 
0394: play_music 1 
93@ = 0 

:BLOOD_12410
if 
  16 > 93@ 
jf @BLOOD_12477 
wait 0 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_12463 
Car.LockInCurrentPosition(35@(93@,16i), True)

:BLOOD_12463
93@ += 1 
jump @BLOOD_12410 

:BLOOD_12477
gosub @BLOOD_17051 
008B: 109@ = $1940 // (int) 
109@ *= 60 
0623: add 109@ to_integer_stat 179 
0623: add 111@ to_integer_stat 178 
$1940 += 1 
$8248 += 60000 
TIMERA = 0 

:BLOOD_12539
if 
  5000 > TIMERA 
jf @BLOOD_12569 
wait 0 
jump @BLOOD_12539 

:BLOOD_12569
0169: set_fade_color_RGB 0 0 0 
fade 0 time 1000 

:BLOOD_12584
if 
  fading 
jf @BLOOD_12608 
wait 0 
jump @BLOOD_12584 

:BLOOD_12608
02A3: enable_widescreen 0 
08DA: remove_panel 110@ 
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at -2126.3 -440.6 
0A0B: set_rendering_origin_at_3D_coord -2119.0 -440.7 34.5 angle 82.6 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2126.3, -440.6, 34.5)
Actor.Angle($PLAYER_ACTOR) = 82.7
014F: stop_timer $8247 
Marker.Disable(90@)
06D6: disable_racing_checkpoint 89@ 
09AC: disable_map_icons 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color_RGB 0 0 0 
fade 1 time 500 

:BLOOD_12735
if 
  fading 
jf @BLOOD_12759 
wait 0 
jump @BLOOD_12735 

:BLOOD_12759
Player.CanMove($PLAYER_CHAR, True)
jump @BLOOD_13132 

:BLOOD_12773
if 
  91@ == 2 
jf @BLOOD_13107 
Player.CanMove($PLAYER_CHAR, False)
93@ = 0 

:BLOOD_12805
if 
  16 > 93@ 
jf @BLOOD_12872 
wait 0 
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_12858 
Car.LockInCurrentPosition(35@(93@,16i), True)

:BLOOD_12858
93@ += 1 
jump @BLOOD_12805 

:BLOOD_12872
0169: set_fade_color_RGB 0 0 0 
fade 0 time 1000 

:BLOOD_12887
if 
  fading 
jf @BLOOD_12911 
wait 0 
jump @BLOOD_12887 

:BLOOD_12911
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'BLOD_05' time 5000 flag 1  // ~r~You ran out of time!
select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at -2126.3 -440.6 
0A0B: set_rendering_origin_at_3D_coord -2119.0 -440.7 34.5 angle 82.6 
0792: disembark_instantly_actor $PLAYER_ACTOR 
Actor.PutAt($PLAYER_ACTOR, -2126.3, -440.6, 34.5)
Actor.Angle($PLAYER_ACTOR) = 82.7
014F: stop_timer $8247 
Marker.Disable(90@)
06D6: disable_racing_checkpoint 89@ 
09AC: disable_map_icons 0 
01F6: cancel_override_restart 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
0169: set_fade_color_RGB 0 0 0 
fade 1 time 500 

:BLOOD_13069
if 
  fading 
jf @BLOOD_13093 
wait 0 
jump @BLOOD_13069 

:BLOOD_13093
Player.CanMove($PLAYER_CHAR, True)
jump @BLOOD_13114 

:BLOOD_13107
jump @BLOOD_3582 

:BLOOD_13114
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
return 

:BLOOD_13132
01F6: cancel_override_restart 
0414: set_player $PLAYER_CHAR free_treatment_once 0 
00BE: text_clear_all 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $MISSION_BLOODRING_PASSED == 0 
jf @BLOOD_13217 
0595: mission_complete 
030C: progress_made = 1 
014C: set_parked_car_generator $5188 cars_to_generate_to 101 
0394: play_music 2 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
//0318: set_latest_mission_passed 'STAD_04'  // Bloodring
Player.Money($PLAYER_CHAR) += 10000
Actor.SetWeaponAmmo($PLAYER_ACTOR, WeaponType.Mp5, 60)
$MISSION_BLOODRING_PASSED = 1 

:BLOOD_13217
return 

:BLOOD_13219
if 
0844:   string s$CURRENT_SHOP_GXT_NAME empty // s$ 
jf @BLOOD_13237 
Camera.Restore_WithJumpCut

:BLOOD_13237
04FA: reset_sky_colors_with_fade 0 
Marker.Disable(90@)
014F: stop_timer $8247 
if 
  not Actor.Dead($PLAYER_ACTOR)
jf @BLOOD_13274 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:BLOOD_13274
09F5: disable_player_mutal_activities 0 
03F0: enable_text_draw 0 
Model.Destroy(#BLOODRA)
Model.Destroy(#STALLION)
Model.Destroy(#MP5LNG)
Model.Destroy(#BB_PICKUP)
//Actor.SetWeaponAmmo($PLAYER_ACTOR, WeaponType.Mp5, 103@)
06D6: disable_racing_checkpoint 89@ 
0734: reset_random_car_generator_models 
0A37: disable_vehicle_lights 0 
09AC: disable_map_icons 0 
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 
$ONMISSION = 0 
mission_cleanup 
return 

:BLOOD_13343
if 
  93@ == 0 
jf @BLOOD_13401 
154@ = -1285.77 
155@ = 1014.54 
156@ = 1036.5 
157@ = 104.4 

:BLOOD_13401
if 
  93@ == 1 
jf @BLOOD_13459 
154@ = -1299.5 
155@ = 1030.74 
156@ = 1036.8 
157@ = 132.6 

:BLOOD_13459
if 
  93@ == 2 
jf @BLOOD_13517 
154@ = -1319.3 
155@ = 1042.82 
156@ = 1037.1 
157@ = 135.4 

:BLOOD_13517
if 
  93@ == 3 
jf @BLOOD_13575 
154@ = -1349.33 
155@ = 1054.47 
156@ = 1037.3 
157@ = 155.4 

:BLOOD_13575
if 
  93@ == 4 
jf @BLOOD_13633 
154@ = -1384.33 
155@ = 1058.55 
156@ = 1037.5 
157@ = 173.2 

:BLOOD_13633
if 
  93@ == 5 
jf @BLOOD_13691 
154@ = -1296.7 
155@ = 960.2 
156@ = 1035.6 
157@ = 60.5 

:BLOOD_13691
if 
  93@ == 6 
jf @BLOOD_13749 
154@ = -1418.77 
155@ = 1057.54 
156@ = 1037.5 
157@ = 180.4 

:BLOOD_13749
if 
  93@ == 7 
jf @BLOOD_13807 
154@ = -1460.3 
155@ = 1050.3 
156@ = 1037.5 
157@ = 203.9 

:BLOOD_13807
if 
  93@ == 8 
jf @BLOOD_13865 
154@ = -1499.77 
155@ = 1029.54 
156@ = 1037.2 
157@ = 242.4 

:BLOOD_13865
if 
  93@ == 9 
jf @BLOOD_13923 
154@ = -1513.77 
155@ = 986.54 
156@ = 1036.5 
157@ = 271.4 

:BLOOD_13923
if 
  93@ == 10 
jf @BLOOD_13981 
154@ = -1496.77 
155@ = 959.54 
156@ = 1036.0 
157@ = 293.4
jump @BLOOD_14271 

:BLOOD_13981
if 
  93@ == 11 
jf @BLOOD_14039 
154@ = -1461.84 
155@ = 938.32 
156@ = 1035.3 
157@ = 345.6 

:BLOOD_14039
if 
  93@ == 12 
jf @BLOOD_14097 
154@ = -1424.36 
155@ = 931.29 
156@ = 1035.2 
157@ = 0.0 

:BLOOD_14097
if 
  93@ == 13 
jf @BLOOD_14155 
154@ = -1363.77 
155@ = 932.44 
156@ = 1035.3 
157@ = 17.85 

:BLOOD_14155
if 
  93@ == 14 
jf @BLOOD_14213 
154@ = -1332.77 
155@ = 940.3 
156@ = 1037.0 
157@ = 39.98 

:BLOOD_14213
if 
  93@ == 15 
jf @BLOOD_14271 
154@ = -1443.29 
155@ = 933.86 
156@ = 1035.3 
157@ = 351.4 

:BLOOD_14271
return 

:BLOOD_14273
0208: 158@ = random_float_in_ranges -1290.0 -1508.0 
0208: 159@ = random_float_in_ranges 939.0 1052.0 
02CE: 160@ = ground_z_at 158@ 159@ 1056.7 
if 
  160@ > 1034.1 
jf @BLOOD_14347 
jump @BLOOD_14273 

:BLOOD_14347
if 
  1022.8 > 160@ 
jf @BLOOD_14375 
jump @BLOOD_14273 

:BLOOD_14375
Marker.Disable(90@)
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
if 
  not Actor.Dead(65@)
jf @BLOOD_14415 
0687: clear_actor 65@ task 

:BLOOD_14415
if 
  not Actor.Dead(66@)
jf @BLOOD_14436 
0687: clear_actor 66@ task 

:BLOOD_14436
07F3: move_racing_checkpoint 89@ to 158@ 159@ 160@ 
return 

:BLOOD_14452
0208: 170@ = random_float_in_ranges -1290.0 -1508.0 
0208: 171@ = random_float_in_ranges 939.0 1052.0 
02CE: 172@ = ground_z_at 170@ 171@ 1056.7 
if 
  172@ > 1034.1 
jf @BLOOD_14526 
jump @BLOOD_14452 

:BLOOD_14526
if 
  1022.8 > 172@ 
jf @BLOOD_14554 
jump @BLOOD_14452 

:BLOOD_14554
172@ += 0.5 
Object.Create(87@, #BB_PICKUP, 170@, 171@, 172@)
0566: link_object 87@ to_interior 15 
Object.CollisionDetection(87@, False)
Object.ToggleInMovingList(87@, False)
return 

:BLOOD_14604
gosub @BLOOD_15075 
if 
   not 102@ == -1 
jf @BLOOD_15073 
03CD: disable_car 35@(93@,16i) stuck_check 
Car.RemoveReferences(35@(93@,16i))
Actor.RemoveReferences(51@(93@,16i))
Actor.RemoveReferences(67@(93@,16i))
0085: 108@ = 0@ // (int)
04AF: 0@ = 504 // = constant #BLOODRA 
gosub @BLOOD_15546 
Car.Create(35@(93@,16i), 0@, 154@, 155@, 156@)
Car.Angle(35@(93@,16i)) = 157@

:BLOOD_14741
if 
  not Car.Wrecked(35@(93@,16i))
jf @BLOOD_15073 
0587: enable_car 35@(93@,16i) validate_position 1 
04E0: car 35@(93@,16i) abandon_path_radius 255 
053F: set_car 35@(93@,16i) tires_vulnerability 0 
0560: create_random_actor_in_car 35@(93@,16i) handle_as 51@(93@,16i) 
0860: link_actor 51@(93@,16i) to_interior 15 
060B: set_actor 51@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(51@(93@,16i), True, False, False, False, False)
0588: disable_actor 51@(93@,16i) validate_position 1 
01EA: 101@ = car 35@(93@,16i) max_passengers 
if 
  101@ > 0 
jf @BLOOD_14957 
0561: 67@(93@,16i) = create_passenger_in_car 35@(93@,16i) seat 0 
060B: set_actor 67@(93@,16i) decision_maker_to 185@ 
Actor.SetImmunities(67@(93@,16i), True, False, False, False, False)
Actor.GiveWeaponAndAmmo(67@(93@,16i), WeaponType.Mp5, 30000)

:BLOOD_14957
if 
047A:   actor 51@(93@,16i) driving_bike 
jf @BLOOD_14999 
08C6: set_actor 51@(93@,16i) stay_on_bike 0 
08C6: set_actor 67@(93@,16i) stay_on_bike 0 

:BLOOD_14999
03CC: enable_car 35@(93@,16i) stuck_check_distance_to 1.0 time_to 3000 
03ED: set_car 35@(93@,16i) disable_flipped_explosion_when_empty 1 
0840: link_car 35@(93@,16i) to_interior 15 
Car.SetSpeedInstantly(35@(93@,16i), 25.0)
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 9 timelimit 3000 

:BLOOD_15073
return 

:BLOOD_15075
0209: 102@ = random_int_in_ranges 1 4 
if 
  102@ == 1 
jf @BLOOD_15199 
if 
838A:   not any_car_in_cube_cornerA -1461.84 938.32 1035.0 cornerB 5.0 5.0 5.0 
jf @BLOOD_15192 
154@ = -1461.84 
155@ = 938.32 
156@ = 1035.0 
157@ = 345.6 
jump @BLOOD_15199 

:BLOOD_15192
102@ = 2 

:BLOOD_15199
if 
  102@ == 2 
jf @BLOOD_15314 
if 
838A:   not any_car_in_cube_cornerA -1424.36 933.86 1035.0 cornerB 5.0 5.0 5.0 
jf @BLOOD_15307 
154@ = -1424.36 
155@ = 933.86 
156@ = 1035.0 
157@ = 0.0 
jump @BLOOD_15314 

:BLOOD_15307
102@ = 3 

:BLOOD_15314
if 
  102@ == 3 
jf @BLOOD_15429 
if 
838A:   not any_car_in_cube_cornerA -1443.29 931.29 1035.0 cornerB 5.0 5.0 5.0 
jf @BLOOD_15422 
154@ = -1443.29 
155@ = 931.29 
156@ = 1035.0 
157@ = 351.4 
jump @BLOOD_15429 

:BLOOD_15422
102@ = 1 

:BLOOD_15429
if 
  102@ == 1 
jf @BLOOD_15544 
if 
838A:   not any_car_in_cube_cornerA -1461.84 938.32 1035.0 cornerB 5.0 5.0 5.0 
jf @BLOOD_15537 
154@ = -1461.84 
155@ = 938.32 
156@ = 1035.0 
157@ = 345.6 
jump @BLOOD_15544 

:BLOOD_15537
102@ = -1 

:BLOOD_15544
return 

:BLOOD_15546
0209: 107@ = random_int_in_ranges 1 37 
if 
  107@ == 1 
jf @BLOOD_15588 
0674: set_car_model 108@ numberplate "GOT_M00_" 

:BLOOD_15588
if 
  107@ == 2 
jf @BLOOD_15621 
0674: set_car_model 108@ numberplate "M00TV_4U" 

:BLOOD_15621
if 
  107@ == 3 
jf @BLOOD_15654 
0674: set_car_model 108@ numberplate "MATHEW_2" 

:BLOOD_15654
if 
  107@ == 4 
jf @BLOOD_15687 
0674: set_car_model 108@ numberplate "D4_DEW0R" 

:BLOOD_15687
if 
  107@ == 5 
jf @BLOOD_15720 
0674: set_car_model 108@ numberplate "D0DE_777" 

:BLOOD_15720
if 
  107@ == 6 
jf @BLOOD_15753 
0674: set_car_model 108@ numberplate "DAM0_666" 

:BLOOD_15753
if 
  107@ == 7 
jf @BLOOD_15786 
0674: set_car_model 108@ numberplate "C0NEY_88" 

:BLOOD_15786
if 
  107@ == 8 
jf @BLOOD_15819 
0674: set_car_model 108@ numberplate "PRE4CHER" 

:BLOOD_15819
if 
  107@ == 9 
jf @BLOOD_15852 
0674: set_car_model 108@ numberplate "DBP_4NDY" 

:BLOOD_15852
if 
  107@ == 10 
jf @BLOOD_15885 
0674: set_car_model 108@ numberplate "EV1L_SLY" 

:BLOOD_15885
if 
  107@ == 11 
jf @BLOOD_15918 
0674: set_car_model 108@ numberplate "N1_R4V3N" 

:BLOOD_15918
if 
  107@ == 12 
jf @BLOOD_15951 
0674: set_car_model 108@ numberplate "D1VX_Z00" 

:BLOOD_15951
if 
  107@ == 13 
jf @BLOOD_15983 
0674: set_car_model 108@ numberplate "MR_B3NN" 

:BLOOD_15983
if 
  107@ == 14 
jf @BLOOD_16016 
0674: set_car_model 108@ numberplate "R3D_R4SP" 

:BLOOD_16016
if 
  107@ == 15 
jf @BLOOD_16049 
0674: set_car_model 108@ numberplate "LA_B0MBA" 

:BLOOD_16049
if 
  107@ == 16 
jf @BLOOD_16082 
0674: set_car_model 108@ numberplate "L3337_0G" 

:BLOOD_16082
if 
  107@ == 17 
jf @BLOOD_16115 
0674: set_car_model 108@ numberplate "BUDD4H_X" 

:BLOOD_16115
if 
  107@ == 18 
jf @BLOOD_16148 
0674: set_car_model 108@ numberplate "T3H_BUCK" 

:BLOOD_16148
if 
  107@ == 19 
jf @BLOOD_16181 
0674: set_car_model 108@ numberplate "CHUNKY_1" 

:BLOOD_16181
if 
  107@ == 20 
jf @BLOOD_16214 
0674: set_car_model 108@ numberplate "EV1L_BNZ" 

:BLOOD_16214
if 
  107@ == 21 
jf @BLOOD_16247 
0674: set_car_model 108@ numberplate "S4ND_M4N" 

:BLOOD_16247
if 
  107@ == 22 
jf @BLOOD_16280 
0674: set_car_model 108@ numberplate "RKK_DBP1" 

:BLOOD_16280
if 
  107@ == 23 
jf @BLOOD_16313 
0674: set_car_model 108@ numberplate "RE1_K0KU" 

:BLOOD_16313
if 
  107@ == 24 
jf @BLOOD_16346 
0674: set_car_model 108@ numberplate "S3XY_JUD" 

:BLOOD_16346
if 
  107@ == 25 
jf @BLOOD_16379 
0674: set_car_model 108@ numberplate "SUNRA_93" 

:BLOOD_16379
if 
  107@ == 26 
jf @BLOOD_16412 
0674: set_car_model 108@ numberplate "UG_FUX69" 

:BLOOD_16412
if 
  107@ == 27 
jf @BLOOD_16445 
0674: set_car_model 108@ numberplate "LI0N_CUM" 

:BLOOD_16445
if 
  107@ == 28 
jf @BLOOD_16478 
0674: set_car_model 108@ numberplate "RKK_PWND" 

:BLOOD_16478
if 
  107@ == 29 
jf @BLOOD_16511 
0674: set_car_model 108@ numberplate "HAZE_B0B" 

:BLOOD_16511
if 
  107@ == 30 
jf @BLOOD_16544 
0674: set_car_model 108@ numberplate "T3H_FLUF" 

:BLOOD_16544
if 
  107@ == 31 
jf @BLOOD_16577 
0674: set_car_model 108@ numberplate "BM_4NDY_" 

:BLOOD_16577
if 
  107@ == 32 
jf @BLOOD_16610 
0674: set_car_model 108@ numberplate "BM_D34N_" 

:BLOOD_16610
if 
  107@ == 33 
jf @BLOOD_16643 
0674: set_car_model 108@ numberplate "BM_L4C3Y" 

:BLOOD_16643
if 
  107@ == 34 
jf @BLOOD_16676 
0674: set_car_model 108@ numberplate "BM_D3V__" 

:BLOOD_16676
if 
  107@ == 35 
jf @BLOOD_16709 
0674: set_car_model 108@ numberplate "NU_SK00L" 

:BLOOD_16709
if 
  107@ == 36 
jf @BLOOD_16742 
0674: set_car_model 108@ numberplate "G4L_AVET" 

:BLOOD_16742
if 
  107@ == 37 
jf @BLOOD_16775 
0674: set_car_model 108@ numberplate "M0J0_J0J" 

:BLOOD_16775
return 

:BLOOD_16777
Car.StorePos(88@, 161@, 162@, $TEMPVAR_FLOAT_3)
94@ = 0 
165@ = 99999.0 
95@ = -1 

:BLOOD_16815
if 
  16 > 94@ 
jf @BLOOD_16964 
if 
803B:   not  88@ == 35@(94@,16i) // (int) 
jf @BLOOD_16950 
if 
  not Car.Wrecked(35@(94@,16i))
jf @BLOOD_16950 
Car.StorePos(35@(94@,16i), 163@, 164@, $TEMPVAR_FLOAT_3)
0509: 166@ = distance_between_XY 161@ 162@ and_XY 163@ 164@ 
if 
0025:   165@ > 166@ // (float) 
jf @BLOOD_16950 
0087: 165@ = 166@ // (float) 
0085: 95@ = 35@(94@,16i) // (int) 

:BLOOD_16950
94@ += 1 
jump @BLOOD_16815 

:BLOOD_16964
if 
803B:   not  88@ == 34@ // (int) 
jf @BLOOD_17049 
Car.StorePos(34@, 163@, 164@, $TEMPVAR_FLOAT_3)
0509: 166@ = distance_between_XY 161@ 162@ and_XY 163@ 164@ 
if 
0025:   165@ > 166@ // (float) 
jf @BLOOD_17049 
0087: 165@ = 166@ // (float) 
0085: 95@ = 34@ // (int) 

:BLOOD_17049
return 

:BLOOD_17051
if 
84A3:   not  $CURRENT_LANGUAGE == 4 // == constant 
jf @BLOOD_17113 
08D4: 110@ = create_panel_with_title 'BLOD_06' position 190.0 141.0 width 120.0 columns 2 interactive 0 background 1 alignment 1  // Results
jump @BLOOD_17150 

:BLOOD_17113
08D4: 110@ = create_panel_with_title 'BLOD_06' position 190.0 141.0 width 150.0 columns 2 interactive 0 background 1 alignment 1  // Results

:BLOOD_17150
08DB: set_panel 110@ column 0 header 'DUMMY' data 'BLOD_07' 'BLOD_08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // New Best Time (mins): // Cars Destroyed:
08DB: set_panel 110@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel 110@ column 1 row 0 text_1number GXT 'BLOD_09' number $1940  // ~1~
08EE: set_panel 110@ column 1 row 1 text_1number GXT 'BLOD_09' number 111@  // ~1~
if 
84A3:   not  $CURRENT_LANGUAGE == 4 // == constant 
jf @BLOOD_17484 
09DB: set_panel 110@ column 0 width 200 
09DB: set_panel 110@ column 1 width 40 
jump @BLOOD_17503 

:BLOOD_17484
09DB: set_panel 110@ column 0 width 260 
09DB: set_panel 110@ column 1 width 40 

:BLOOD_17503
return 

:BLOOD_17505
if 
  129@ == 0 
jf @BLOOD_17568 
0209: 128@ = random_int_in_ranges 8000 16000 
0209: 130@ = random_int_in_ranges 1 22 
03CF: load_wav 131@(130@,23i) as 4 
TIMERB = 0 
129@ = 1 

:BLOOD_17568
if 
  129@ == 1 
jf @BLOOD_17608 
if 
03D0:   wav 4 loaded 
jf @BLOOD_17608 
129@ = 2 

:BLOOD_17608
if 
  129@ == 2 
jf @BLOOD_17656 
if 
001D:   TIMERB > 128@ // (int) 
jf @BLOOD_17656 
03D1: play_wav 4 
129@ = 3 

:BLOOD_17656
if 
  129@ == 3 
jf @BLOOD_17696 
if 
03D2:   wav 4 ended 
jf @BLOOD_17696 
129@ = 0 

:BLOOD_17696
return 

 

 

:BLOOD_269
0@ = 504 // This is a model number for Bloodring Banger and defined as constant..
:BLOOD_1669
if 
  16 > 93@ 
jf @BLOOD_2140 
wait 0 
gosub @BLOOD_13343 
0085: 108@ = 0@ // (int) 108@ is for license plates
04AF: 0@ = 504 // = constant #BLOODRA
gosub @BLOOD_15546 
Car.Create(35@(93@,16i), 0@, 154@, 155@, 156@) //This is the first step of spawning Bloodring Bangers around arena area..
:BLOOD_14604
gosub @BLOOD_15075 
if 
   not 102@ == -1 
jf @BLOOD_15073 
03CD: disable_car 35@(93@,16i) stuck_check 
Car.RemoveReferences(35@(93@,16i))
Actor.RemoveReferences(51@(93@,16i))
Actor.RemoveReferences(67@(93@,16i))
0085: 108@ = 0@ // (int) // 108@ is for license plates
04AF: 0@ = 504 // = constant #BLOODRA 
gosub @BLOOD_15546 
Car.Create(35@(93@,16i), 0@, 154@, 155@, 156@)
Car.Angle(35@(93@,16i)) = 157@
:BLOOD_13132
01F6: cancel_override_restart 
0414: set_player $PLAYER_CHAR free_treatment_once 0 
00BE: text_clear_all 
Player.ClearWantedLevel($PLAYER_CHAR)
if 
  $MISSION_BLOODRING_PASSED == 0 
jf @BLOOD_13217 
0595: mission_complete 
030C: progress_made = 1 
014C: set_parked_car_generator $5188 cars_to_generate_to 101 
0394: play_music 2 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
//0318: set_latest_mission_passed 'STAD_04'  // Bloodring //Normally the game will be saved without mission after completing this race. Remove the comment out symbols "//" in order to make it written on your savefile..
Player.Money($PLAYER_CHAR) += 10000
Actor.SetWeaponAmmo($PLAYER_ACTOR, WeaponType.Mp5, 60) //And you were losing weapons so i've added a "weaponammo" code to give CJ a SMG and some ammos..
$MISSION_BLOODRING_PASSED = 1 

 

spacer.png

This is great... although it's kind of a shame it's not possible to add a secondary vehicle. Are you sure it's not possible? I was thinking of replacing one of the few unused vehicles of the game (FBITRUCK, RCCAM) with the BLOODRB car that I've added, I know SCM sh*ts the bed when it detects an added vehicle model, but maybe with a replaced car it could be possible?

 

I've tried the mission and I think I understand why Rockstar made it so you fight against non Bloodring cars, the mission has become much more difficult now. In VC there was no drive-by component so it wasn't as difficult with similar cars, but here... 😬

Who is the strongest? Who is the best? Who holds the aces, the East or the West?

CslLPae.png

This is the CRAP... our children are learning?
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ArmanCan
Posted (edited)
15 minutes ago, Nico said:

Are you sure it's not possible?

i didn't go further but i can give you another information..

19 hours ago, ArmanCan said:
Car.Create(35@(93@,16i), 0@, 154@, 155@, 156@) //This is the first step of spawning Bloodring Bangers around arena area..

There are 16 racers in this game so this ONE code does the generation part with ONE ROW instead of seperate generates(and off course this is the logical way).. defining another vehicle/S is not a problem but the problem is the generators.. I'm not sure if it is going to be logical but why don't you define a new constant and change the label like this..

 

:BLOOD_1669
if 
  16 > 93@ 
jf @BLOOD_2140 
wait 0 
gosub @BLOOD_13343 
0085: 108@ = 0@ // (int)
04AF: 0@ = 504 // = constant #BLOODRA
0085: 108@ = 1@ // (int)
04AF: 1@ = *** // = constant #******* //You will type your own model number
gosub @BLOOD_15546 
Car.Create(35@(93@,8i), 0@, 154@, 155@, 156@)
Car.Create(5@(93@,8i), 1@, 154@, 155@, 156@)

and offcourse you have to define the new local variables "1@ = ***" "5@ = 0" at the header of this script and change these two in the whole script..

Car.Create(35@(93@,8i), 0@, 154@, 155@, 156@)
Car.Create(5@(93@,8i), 1@, 154@, 155@, 156@)

 

Edited by ArmanCan
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21 hours ago, ArmanCan said:

and offcourse you have to define the new local variables "1@ = ***" "5@ = 0" at the header of this script and change these two in the whole script..

Car.Create(35@(93@,8i), 0@, 154@, 155@, 156@)
Car.Create(5@(93@,8i), 1@, 154@, 155@, 156@)

There's only one more instance of this in the BLOOD script though, and the only difference is "16i" instead of "8i".

Who is the strongest? Who is the best? Who holds the aces, the East or the West?

CslLPae.png

This is the CRAP... our children are learning?
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ArmanCan
18 minutes ago, Nico said:

There's only one more instance of this in the BLOOD script though, and the only difference is "16i" instead of "8i".

keep searching this.. there are few of them.. in some script labels you may have to edit and start the condition with "if or"

35@(93@,16i)
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