Meat

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Версия от 22:09, 16 декабря 2011; XEPOMAHT007 (обсуждение | вклад)

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Содержание

meat1

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
// ***********************************Meat Factory Mission 1**********************************
// *************************************"The Bank Manager"************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
SCRIPT_NAME meat1
 
// Mission Start Stuff
 
GOSUB mission_start_meat1
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_failed_meat1
	ENDIF
 
GOSUB mission_cleanup_meat1
 
MISSION_END
 
 
// Variable for mission
 
VAR_INT car_meat1
 
VAR_INT bankmanager_meat1
 
VAR_INT radar_blip_car_meat1
 
VAR_INT radar_blip_ped1_meat1
 
VAR_INT radar_blip_coord3_meat1
 
VAR_INT flag_player_had_car_message_meat1
 
VAR_INT radar_blip_coord2_meat1
 
VAR_INT flag_bankmanager_in_area
 
VAR_INT flag_car_crushed_meat1
 
VAR_INT flag_car_in_area_meat1
 
VAR_INT flag_leave_car_message_meat1
 
VAR_INT flag_dont_do_car_check_meat1
 
VAR_INT flag_player_had_crusher_help_hm5
 
VAR_INT flag_bankman_moved_meat1
 
// ****************************************Mission Start************************************
 
mission_start_meat1:
 
flag_player_on_mission = 1
 
flag_player_on_meat_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_had_car_message_meat1 = 0
 
flag_bankmanager_in_area = 0
 
flag_car_crushed_meat1 = 0
 
flag_car_in_area_meat1 = 0
 
flag_leave_car_message_meat1 = 0
 
flag_dont_do_car_check_meat1 = 0
 
blob_flag = 1
 
flag_player_had_crusher_help_hm5 = 0
 
flag_bankman_moved_meat1 = 0
 
 
// ******************************************START OF CUTSCENE******************************
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_failed_meat1
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( MEA1 ) 15000 2 //"THE CROOK"	 
 
SWITCH_STREAMING OFF
 
//LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
*/
 
SET_PED_DENSITY_MULTIPLIER 0.0
 
CLEAR_AREA_OF_CHARS 1164.25 -888.87 10.0 1291.76 -811.71 20.0
 
//LOAD_ALL_MODELS_NOW
 
//WHILE NOT HAS_MODEL_LOADED cut_obj1
//	WAIT 0
 
//ENDWHILE
 
LOAD_CUTSCENE mt_ph1 
SET_CUTSCENE_OFFSET 1223.88 -839.414 13.95
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
//CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
//SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
 
DO_FADE 1500 FADE_IN
 
SWITCH_STREAMING ON
 
START_CUTSCENE
 
// Displays cutscene text
 
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 2000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW ( MEA1_B ) 10000 1 //"The names Marty..." 
 
WHILE cs_time < 4424
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA1_C ) 10000 1  //"I run the..." 
 
WHILE cs_time < 7668
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA1_D ) 10000 1  //"I got money..." 
 
WHILE cs_time < 9604
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA1_E ) 10000 1 //"I'm meeting...." 
 
WHILE cs_time < 12652
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA1_F ) 10000 1 //"He's a crooked..." 
 
WHILE cs_time < 17740
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA1_G ) 10000 1  //Take my car..." 
 
WHILE cs_time < 21290
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA1_H ) 10000 1  //"I've got a..."
 
WHILE cs_time < 24535
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( MEA1_H ) 
 
WHILE cs_time < 25666
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
 
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
//MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
// ******************************************END OF CUTSCENE********************************
 
REQUEST_MODEL PED_B_MAN1
 
REQUEST_MODEL CAR_PERENNIAL
 
LOAD_MISSION_AUDIO MF1_A
 
WHILE NOT HAS_MODEL_LOADED PED_B_MAN1
OR NOT HAS_MODEL_LOADED CAR_PERENNIAL
OR NOT HAS_MISSION_AUDIO_LOADED 
 
	WAIT 0
 
ENDWHILE
 
CREATE_CAR CAR_PERENNIAL 1190.0 -796.0 13.8 car_meat1
 
SET_CAR_HEADING car_meat1 300.0
 
ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1
 
// waiting for the player to get into the car
 
WHILE NOT IS_PLAYER_IN_CAR player car_meat1
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_car_meat1
 
PRINT_NOW ( MEA1_B3 ) 7000 1 //"Go and meet the Bank Manager."
 
CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN1 1039.0 -695.0 13.9 bankmanager_meat1
 
CLEAR_CHAR_THREAT_SEARCH bankmanager_meat1
 
TURN_CHAR_TO_FACE_COORD bankmanager_meat1 1042.0 -695.0 -100.0
 
ADD_BLIP_FOR_CHAR bankmanager_meat1 radar_blip_ped1_meat1
 
SET_CHAR_CANT_BE_DRAGGED_OUT bankmanager_meat1 TRUE
 
// waiting for the player and the Bank manager to be in the same area
 
WHILE NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player bankmanager_meat1 8.0 8.0 FALSE
OR NOT IS_PLAYER_IN_CAR player car_meat1
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CHAR_DEAD bankmanager_meat1
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat1
	AND flag_player_had_car_message_meat1 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1
		REMOVE_BLIP radar_blip_ped1_meat1
		flag_player_had_car_message_meat1 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat1
	AND flag_player_had_car_message_meat1 = 1
		REMOVE_BLIP radar_blip_car_meat1
		ADD_BLIP_FOR_CHAR bankmanager_meat1 radar_blip_ped1_meat1
		flag_player_had_car_message_meat1 = 0
		blob_flag = 1
	ENDIF
 
ENDWHILE
 
// player is at the bank manager
 
SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER bankmanager_meat1 car_meat1
 
// waiting for them both to be in the car 
 
WHILE NOT IS_CHAR_IN_CAR bankmanager_meat1 car_meat1
OR NOT IS_PLAYER_IN_CAR player car_meat1
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat1
 
		IF IS_CHAR_DEAD bankmanager_meat1
			PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
			GOTO mission_failed_meat1
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CHAR_DEAD bankmanager_meat1
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player bankmanager_meat1 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA1_4 ) 5000 1 //You have left the Bank Manager behind!"
			GOTO mission_failed_meat1
		ENDIF
 
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat1
	AND flag_player_had_car_message_meat1 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1
		REMOVE_BLIP radar_blip_ped1_meat1
		flag_player_had_car_message_meat1 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat1
	AND flag_player_had_car_message_meat1 = 1
		REMOVE_BLIP radar_blip_car_meat1
	   	ADD_BLIP_FOR_CHAR bankmanager_meat1 radar_blip_ped1_meat1
		flag_player_had_car_message_meat1 = 0
		blob_flag = 1
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_ped1_meat1
 
PLAY_MISSION_AUDIO
 
PRINT_NOW ( MEA1_B4 ) 7000 1 //"Mr. Chonks sent you? Ok, take me to see him."
 
ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat1
 
IF HAS_MISSION_AUDIO_FINISHED 
	CLEAR_THIS_PRINT ( MEA1_B4 )
ENDIF
 
blob_flag = 1
 
//waiting for them to be at the Dogfood factory
 
WHILE NOT LOCATE_STOPPED_CHAR_IN_CAR_3D	bankmanager_meat1 1205.7 -789.2 14.8 4.0 4.0 6.0 blob_flag
OR NOT IS_CHAR_IN_CAR bankmanager_meat1 car_meat1
 
	WAIT 0
 
	IF HAS_MISSION_AUDIO_FINISHED 
		CLEAR_THIS_PRINT ( MEA1_B4 )
	ENDIF
 
	IF IS_CAR_DEAD car_meat1
 
		IF IS_CHAR_DEAD bankmanager_meat1
			CLEAR_MISSION_AUDIO
			PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
			GOTO mission_failed_meat1
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CHAR_DEAD bankmanager_meat1
		CLEAR_MISSION_AUDIO
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player bankmanager_meat1 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA1_4 ) 5000 1 //You have left the Bank Manager behind!"
			GOTO mission_failed_meat1
		ENDIF
 
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat1
	AND flag_player_had_car_message_meat1 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1
		REMOVE_BLIP radar_blip_coord2_meat1
		flag_player_had_car_message_meat1 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat1
	AND flag_player_had_car_message_meat1 = 1
		REMOVE_BLIP radar_blip_car_meat1
		ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat1
		flag_player_had_car_message_meat1 = 0
		blob_flag = 1
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord2_meat1
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
CLEAR_AREA 1201.8 -799.7 13.8 5.0 TRUE
 
SET_POLICE_IGNORE_PLAYER player ON
 
SET_CHAR_CANT_BE_DRAGGED_OUT bankmanager_meat1 FALSE
 
SET_CHAR_OBJ_LEAVE_CAR bankmanager_meat1 car_meat1
 
WHILE IS_CHAR_IN_CAR bankmanager_meat1 car_meat1
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat1
 
		IF IS_CHAR_DEAD bankmanager_meat1
			PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
			GOTO mission_failed_meat1
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CHAR_DEAD bankmanager_meat1
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT bankmanager_meat1 1204.2 -801.9
 
SET_FIXED_CAMERA_POSITION 1201.8 -784.7 17.0 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 1204.4 -802.7 15.0 JUMP_CUT
 
CLEAR_AREA 1200.8 -799.3 14.0 10.0 TRUE
 
// Waiting for the blokes to get to the meat grinding area
 
timerb = 0
 
WHILE NOT flag_bankmanager_in_area = 1
 
	WAIT 0
 
	IF IS_CHAR_DEAD bankmanager_meat1
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF flag_bankmanager_in_area = 0
 
		IF LOCATE_CHAR_ON_FOOT_2D bankmanager_meat1 1204.2 -801.9 0.5 0.5 FALSE
			flag_bankmanager_in_area = 1
		ENDIF
 
	ENDIF
 
	IF flag_bankman_moved_meat1 = 0
 
		IF timerb >= 20000
			SET_CHAR_COORDINATES bankmanager_meat1 1204.2 -801.9 13.7 
			flag_bankman_moved_meat1 = 1
		ENDIF
 
	ENDIF
 
ENDWHILE
 
// opens the door
 
WHILE NOT ROTATE_OBJECT doggy_door 135.0 5.0 FALSE
 
	WAIT 0
 
	IF IS_CHAR_DEAD bankmanager_meat1
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT bankmanager_meat1 1205.9 -805.8
 
timerb = 0
 
WHILE NOT LOCATE_CHAR_ON_FOOT_3D bankmanager_meat1 1205.9 -805.8 14.0 1.0 1.0 1.0 FALSE
 
	WAIT 0
 
	IF IS_CHAR_DEAD bankmanager_meat1
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF timerb >= 20000
 
		IF NOT LOCATE_CHAR_ON_FOOT_3D bankmanager_meat1 1205.9 -805.8 14.0 1.0 1.0 1.0 FALSE
			REMOVE_CHAR_ELEGANTLY bankmanager_meat1
			GOTO bloke_got_stuck_meat1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE
 
// Shuts the door
 
bloke_got_stuck_meat1:
 
LOAD_MISSION_AUDIO MF4_A
 
WHILE NOT ROTATE_OBJECT doggy_door 45.0 5.0 FALSE
OR NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CHAR_DEAD bankmanager_meat1
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE
 
RESTORE_CAMERA_JUMPCUT
 
REMOVE_CHAR_ELEGANTLY bankmanager_meat1
 
PLAY_MISSION_AUDIO
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE	
 
SWITCH_WIDESCREEN OFF
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
PRINT_SOON ( MEA1_B6 ) 5000 1 //"Take the car to the crusher to get rid of evidence, get out of the car and the crane will pick it up."
 
ADD_BLIP_FOR_COORD 1138.0 52.0 -100.0 radar_blip_coord3_meat1
 
// waiting for the car to get to the area to be crushed
 
blob_flag = 1
 
WHILE NOT IS_CAR_STOPPED_IN_AREA_3D car_meat1 1135.8 55.5 -1.0 1149.8 46.3 9.0 blob_flag
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( MEA1_2 ) 5000 1 //" You idiot! The cops will find the evidence in the car."
		GOTO mission_failed_meat1
	ELSE
 
		IF IS_CAR_STOPPED_IN_AREA_3D car_meat1 1135.8 55.5 -1.0 1149.8 46.3 9.0 FALSE
 
			flag_dont_do_car_check_meat1 = 1
 
			IF flag_leave_car_message_meat1 = 0
				PRINT_NOW ( MEA1_3 ) 5000 1 //"Get out of the car!"
				flag_leave_car_message_meat1 = 1
			ENDIF
 
		ELSE
			flag_leave_car_message_meat1 = 0
			flag_dont_do_car_check_meat1 = 0
		ENDIF
 
	ENDIF
 
	IF flag_dont_do_car_check_meat1 = 0
 
		IF NOT IS_PLAYER_IN_CAR player car_meat1
		AND flag_player_had_car_message_meat1 = 0
			PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
			ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1
			REMOVE_BLIP radar_blip_coord3_meat1
			flag_player_had_car_message_meat1 = 1
			blob_flag = 0
		ENDIF
 
		IF IS_PLAYER_IN_CAR player car_meat1
		AND flag_player_had_car_message_meat1 = 1
			REMOVE_BLIP radar_blip_car_meat1
			ADD_BLIP_FOR_COORD 1138.0 52.0 -100.0 radar_blip_coord3_meat1
			flag_player_had_car_message_meat1 = 0
			blob_flag = 1
		ENDIF
 
	ENDIF
 
	IF flag_player_had_crusher_help_hm5 = 0
 
		IF LOCATE_PLAYER_ANY_MEANS_2D player 1140.3 50.1 20.0 20.0 FALSE
		AND IS_PLAYER_IN_CAR player car_meat1
			PRINT_HELP ( CRUSH ) //"To crush the car..."
			flag_player_had_crusher_help_hm5 = 1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE
 
// waiting for the crane to pick up the car
 
blob_flag = 1
 
WHILE NOT IS_CRANE_LIFTING_CAR 1120.0 46.0 car_meat1
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( MEA1_2 ) 5000 1 //" You idiot! The cops will find the evidence in the car."
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_STOPPED_IN_AREA_3D car_meat1 1135.8 55.5 -1.0 1149.8 46.3 20.0 blob_flag
		flag_car_in_area_meat1 = 1
	ELSE
		flag_car_in_area_meat1 = 0
	ENDIF
 
	IF flag_car_in_area_meat1 = 0
 
		IF NOT IS_PLAYER_IN_CAR player car_meat1
		AND flag_player_had_car_message_meat1 = 0
			PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
			ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1
			REMOVE_BLIP radar_blip_coord3_meat1
			flag_player_had_car_message_meat1 = 1
			blob_flag = 0
		ENDIF
 
		IF IS_PLAYER_IN_CAR player car_meat1
		AND flag_player_had_car_message_meat1 = 1
			REMOVE_BLIP radar_blip_car_meat1
			ADD_BLIP_FOR_COORD 1138.0 52.0 -100.0 radar_blip_coord3_meat1
			flag_player_had_car_message_meat1 = 0
			blob_flag = 1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord3_meat1
 
 
// waiting for the car to be crushed
 
WHILE flag_car_crushed_meat1 = 0
 
	WAIT 0
 
	IF IS_CAR_CRUSHED car_meat1
		flag_car_crushed_meat1 = 1
		GOTO mission_passed_meat1
	ELSE
 
		IF IS_CAR_DEAD car_meat1
			PRINT_NOW ( MEA1_2 ) 5000 1 //"You idiot! The cops will find the evidence in the car."
			GOTO mission_failed_meat1
		ENDIF
 
	ENDIF
 
ENDWHILE
 
 
 
// Mission Failed
 
mission_failed_meat1:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
RETURN
 
 
 
// Mission Passed
 
mission_passed_meat1:
 
PRINT_WITH_NUMBER_BIG ( m_pass ) 1000 5000 1 //"Mission Passed!"
REGISTER_MISSION_PASSED ( MEA1 )
PLAYER_MADE_PROGRESS 1
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 1000
flag_meat_mission1_passed = 1
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT meat_mission2_loop
RETURN
 
 
// Mission Cleanup
 
mission_cleanup_meat1:
 
flag_player_on_mission = 0
flag_player_on_meat_mission = 0
REMOVE_CHAR_ELEGANTLY bankmanager_meat1
MARK_MODEL_AS_NO_LONGER_NEEDED PED_B_MAN1
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_PERENNIAL
REMOVE_BLIP radar_blip_ped1_meat1
REMOVE_BLIP radar_blip_car_meat1
REMOVE_BLIP radar_blip_coord2_meat1
REMOVE_BLIP radar_blip_coord3_meat1
MISSION_HAS_FINISHED
RETURN

meat2

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
// ***********************************Meat Factory Mission 2**********************************
// *****************************************"The Thieves"*************************************
// *******************************************************************************************
// *******************************************************************************************
 
SCRIPT_NAME meat2
 
// Mission Start Stuff
 
GOSUB mission_start_meat2
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_failed_meat2
	ENDIF
 
GOSUB mission_cleanup_meat2
 
MISSION_END
 
 
// Variable for mission
 
VAR_INT car_meat2
 
VAR_INT victim1_meat2
 
VAR_INT victim2_meat2
 
VAR_INT radar_blip_car_meat2
 
VAR_INT radar_blip_ped1_meat2
 
VAR_INT radar_blip_ped2_meat2
 
VAR_INT flag_player_had_car_message_meat2
 
VAR_INT radar_blip_coord2_meat2
 
VAR_INT flag_victim1_in_area
 
VAR_INT flag_victim2_in_area
 
VAR_INT radar_blip_coord3_meat2
 
VAR_INT flag_car_in_area_meat2
 
VAR_FLOAT doorx
 
VAR_FLOAT doory
 
VAR_FLOAT doorz
 
VAR_INT flag_remove_blip1_meat2
 
VAR_INT flag_remove_blip2_meat2
 
VAR_INT flag_car_in_zone2_meat2
 
VAR_INT radar_blip_coord4_meat2
 
VAR_INT flag_player_had_out_car_message_meat2
 
// ****************************************Mission Start************************************
 
mission_start_meat2:
 
flag_player_on_mission = 1
 
flag_player_on_meat_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_had_car_message_meat2 = 0
 
flag_victim1_in_area = 0
 
flag_victim2_in_area = 0
 
flag_car_in_area_meat2 = 0
 
blob_flag = 1
 
flag_remove_blip1_meat2 = 0
 
flag_remove_blip2_meat2 = 0
 
flag_car_in_zone2_meat2 = 0
 
flag_player_had_out_car_message_meat2 = 0
 
 
 
// *******************************START OF CUTSCENE*****************************************
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_failed_meat2
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( MEA2 ) 15000 2 //"THE THIEVES"
 
SWITCH_STREAMING OFF
 
//LOAD_SPECIAL_MODEL cut_obj1 PLAYERH	 
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
*/
 
 
SET_PED_DENSITY_MULTIPLIER 0.0
 
CLEAR_AREA_OF_CHARS 1164.25 -888.87 10.0 1291.76 -811.71 20.0
 
//LOAD_ALL_MODELS_NOW
 
//WHILE NOT HAS_MODEL_LOADED cut_obj1
 
//	WAIT 0
 
//ENDWHILE
 
LOAD_CUTSCENE mt_ph2 
SET_CUTSCENE_OFFSET 1223.88 -839.414 13.95
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
//CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
//SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
 
DO_FADE 1500 FADE_IN
 
SWITCH_STREAMING ON
 
START_CUTSCENE
 
// Displays cutscene text
 
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 2000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW ( MEA2_A ) 10000 1 //"I hired some..." 
 
WHILE cs_time < 4424
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA2_B ) 10000 1  //"and steal some..." 
 
WHILE cs_time < 8124
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA2_C ) 10000 1  //"The thieveing bastards..." 
 
WHILE cs_time < 10996
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA2_D ) 10000 1 //"IF I don't...." 
 
WHILE cs_time < 12362
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA2_E ) 10000 1 //"Can you believe..." 
 
WHILE cs_time < 13728
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA2_F ) 10000 1  //I've left a car..." 
 
WHILE cs_time < 16082
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA2_G ) 10000 1  //"Use it to..." 
 
WHILE cs_time < 19591
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA2_H ) 10000 1  //"Them bring 'em..."
 
WHILE cs_time < 24155
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( MEA2_H )
 
WHILE cs_time < 25233
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
 
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
//MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
// **************************************END OF CUTSCENE************************************
 
 
REQUEST_MODEL PED_CRIMINAL1
 
REQUEST_MODEL PED_CRIMINAL2
 
REQUEST_MODEL CAR_SENTINEL
 
 
WHILE NOT HAS_MODEL_LOADED PED_CRIMINAL1
OR NOT HAS_MODEL_LOADED PED_CRIMINAL2
OR NOT HAS_MODEL_LOADED CAR_SENTINEL
 
	WAIT 0
 
ENDWHILE
 
//PRINT_BIG ( MEA2 ) 15000 2 //"The Thieves"
 
//WAIT 1000
 
CREATE_CAR CAR_SENTINEL 1190.0 -796.0 13.8 car_meat2
 
SET_CAR_HEADING car_meat2 300.0
 
ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2
 
// waiting for the player to get into the car
 
WHILE NOT IS_PLAYER_IN_CAR player car_meat2
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_car_meat2
 
PRINT_NOW ( MEA2_B3 ) 7000 1 //"Go and meet the creditors."
 
CREATE_CHAR PEDTYPE_CIVMALE PED_CRIMINAL1 869.0 -611.0 -100.0 victim1_meat2
 
CLEAR_CHAR_THREAT_SEARCH victim1_meat2
 
TURN_CHAR_TO_FACE_COORD victim1_meat2 869.0 -615.0 -100.0
 
SET_CHAR_CANT_BE_DRAGGED_OUT victim1_meat2 TRUE
 
ADD_BLIP_FOR_CHAR victim1_meat2 radar_blip_ped1_meat2
 
CREATE_CHAR PEDTYPE_CIVMALE PED_CRIMINAL2 871.0 -612.0 -100.0 victim2_meat2
 
CLEAR_CHAR_THREAT_SEARCH victim2_meat2
 
TURN_CHAR_TO_FACE_COORD victim2_meat2 869.0 -615.0 -100.0
 
SET_CHAR_CANT_BE_DRAGGED_OUT victim2_meat2 TRUE
 
ADD_BLIP_FOR_CHAR victim2_meat2 radar_blip_ped2_meat2
 
// waiting for the player to get to the creditors
 
WHILE NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player victim1_meat2 8.0 8.0 FALSE
OR NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player victim2_meat2 8.0 8.0 FALSE 
OR NOT IS_PLAYER_IN_CAR player car_meat2
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CHAR_DEAD victim1_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CHAR_DEAD victim2_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2
		REMOVE_BLIP radar_blip_ped1_meat2
		REMOVE_BLIP radar_blip_ped2_meat2
		flag_player_had_car_message_meat2 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 1
		REMOVE_BLIP radar_blip_car_meat2
		ADD_BLIP_FOR_CHAR victim1_meat2 radar_blip_ped1_meat2
		ADD_BLIP_FOR_CHAR victim2_meat2 radar_blip_ped2_meat2
		flag_player_had_car_message_meat2 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
// tells the two thieves to get into the car
 
SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER victim1_meat2 car_meat2
 
SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER victim2_meat2 car_meat2 
 
WHILE NOT IS_CHAR_IN_CAR victim1_meat2 car_meat2
OR NOT IS_CHAR_IN_CAR victim2_meat2 car_meat2
OR NOT IS_PLAYER_IN_CAR player car_meat2
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
 
		IF IS_CHAR_DEAD victim1_meat2
		OR IS_CHAR_DEAD victim2_meat2
			PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
			GOTO mission_failed_meat2
		ELSE 
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat2
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD victim1_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player victim1_meat2 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA2_4 ) 5000 1 //"You have left a creditor behind!"
			GOTO mission_failed_meat2
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD victim2_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player victim2_meat2 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA2_4 ) 5000 1 //"You have left a creditor behind!"
			GOTO mission_failed_meat2
		ENDIF
 
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2
		REMOVE_BLIP radar_blip_ped1_meat2
		REMOVE_BLIP radar_blip_ped2_meat2
		flag_player_had_car_message_meat2 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 1
		REMOVE_BLIP radar_blip_car_meat2
		ADD_BLIP_FOR_CHAR victim1_meat2 radar_blip_ped1_meat2
		ADD_BLIP_FOR_CHAR victim2_meat2 radar_blip_ped2_meat2
		flag_player_had_car_message_meat2 = 0
		blob_flag = 1
	ENDIF
 
    IF IS_CHAR_IN_CAR victim1_meat2 car_meat2
	AND flag_remove_blip1_meat2 = 0
	   REMOVE_BLIP radar_blip_ped1_meat2
	   flag_remove_blip1_meat2 = 1
	ENDIF
 
	IF IS_CHAR_IN_CAR victim2_meat2 car_meat2
	AND flag_remove_blip2_meat2 = 0
	   REMOVE_BLIP radar_blip_ped2_meat2
	   flag_remove_blip2_meat2 = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF 
 
ENDWHILE
 
REMOVE_BLIP radar_blip_ped1_meat2
 
REMOVE_BLIP radar_blip_ped2_meat2
 
PRINT_NOW ( MEA2_B4 ) 7000 1 //"Take us to the Bitch'n Dog Food Factory"
 
ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat2
 
blob_flag = 1
 
WHILE NOT LOCATE_STOPPED_CHAR_IN_CAR_3D	victim1_meat2 1205.7 -789.2 13.9 4.0 4.0 6.0 blob_flag
OR NOT LOCATE_STOPPED_CHAR_IN_CAR_3D victim2_meat2 1205.7 -789.2 13.9 4.0 4.0 6.0 FALSE
OR NOT IS_CHAR_IN_CAR victim1_meat2 car_meat2
OR NOT IS_CHAR_IN_CAR victim2_meat2 car_meat2
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
 
		IF IS_CHAR_DEAD victim1_meat2
		OR IS_CHAR_DEAD victim2_meat2
			PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
			GOTO mission_failed_meat2
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat2
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD victim1_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player victim1_meat2 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA2_4 ) 5000 1 //"You have left a creditor behind!"
			GOTO mission_failed_meat2
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD victim2_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player victim2_meat2 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA2_4 ) 5000 1 //"You have left a creditor behind!"
			GOTO mission_failed_meat2
		ENDIF
 
	ENDIF
 
   	IF NOT IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2
		REMOVE_BLIP radar_blip_coord2_meat2
		flag_player_had_car_message_meat2 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 1
		REMOVE_BLIP radar_blip_car_meat2
		ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat2
		flag_player_had_car_message_meat2 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord2_meat2
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
SET_POLICE_IGNORE_PLAYER player ON
 
SET_CHAR_CANT_BE_DRAGGED_OUT victim1_meat2 FALSE
 
SET_CHAR_OBJ_LEAVE_CAR victim1_meat2 car_meat2
 
SET_CHAR_CANT_BE_DRAGGED_OUT victim2_meat2 FALSE
 
SET_CHAR_OBJ_LEAVE_CAR victim2_meat2 car_meat2
 
WHILE IS_CHAR_IN_CAR victim1_meat2 car_meat2
AND IS_CHAR_IN_CAR victim2_meat2 car_meat2 
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
 
		IF IS_CHAR_DEAD victim1_meat2
		OR IS_CHAR_DEAD victim2_meat2
			PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
			GOTO mission_failed_meat2
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat2
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD victim1_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CHAR_DEAD victim2_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT victim1_meat2 1203.3 -801.7
 
WAIT 500
 
IF IS_CHAR_DEAD victim2_meat2
	PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
	GOTO mission_failed_meat2
ENDIF
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT victim2_meat2 1202.4 -800.0
 
SET_FIXED_CAMERA_POSITION 1201.8 -784.7 17.0 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 1204.4 -802.7 15.0 JUMP_CUT
 
CLEAR_AREA 1201.8 -799.7 13.8 10.0 TRUE
 
timerb = 0
 
// Waiting for the blokes to get to the meat grinding area
 
WHILE NOT flag_victim1_in_area = 2
OR NOT flag_victim2_in_area = 2
 
	WAIT 0
 
	IF NOT ROTATE_OBJECT doggy_door 135.0 5.0 FALSE					   				   
		GET_OBJECT_COORDINATES doggy_door doorx doory doorz					   						 
	ENDIF
 
	IF IS_CAR_DEAD car_meat2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CHAR_DEAD victim1_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CHAR_DEAD victim2_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
   	IF flag_victim1_in_area = 0
 
		IF LOCATE_CHAR_ON_FOOT_2D victim1_meat2 1203.3 -801.7 0.5 0.5 FALSE
			flag_victim1_in_area = 1
			SET_CHAR_OBJ_GOTO_COORD_ON_FOOT victim1_meat2 1209.4 -807.2
		ENDIF
 
	ENDIF
 
	IF flag_victim1_in_area = 1
 
		IF LOCATE_CHAR_ON_FOOT_3D victim1_meat2 1209.4 -807.2 14.0 4.0 4.0 4.0 FALSE
			flag_victim1_in_area = 2
		ENDIF
 
	ENDIF
 
 
	IF flag_victim2_in_area = 0
 
		IF LOCATE_CHAR_ON_FOOT_2D victim2_meat2 1202.4 -800.0 0.5 0.5 FALSE
			flag_victim2_in_area = 1
			SET_CHAR_OBJ_GOTO_COORD_ON_FOOT victim2_meat2 1209.4 -807.2
		ENDIF
 
	ENDIF
 
	IF flag_victim2_in_area = 1
 
		IF LOCATE_CHAR_ON_FOOT_3D victim2_meat2 1209.4 -807.2 14.0 4.0 4.0 4.0 FALSE
			flag_victim2_in_area = 2
		ENDIF
 
	ENDIF
 
	IF timerb >= 30000
 
		IF NOT flag_victim1_in_area = 2
		OR NOT flag_victim2_in_area = 2
			REMOVE_CHAR_ELEGANTLY victim1_meat2
			REMOVE_CHAR_ELEGANTLY victim2_meat2
			GOTO mission_bloke_stuck 
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
mission_bloke_stuck:
 
LOAD_MISSION_AUDIO MF4_B
 
// Shuts the door
 
WHILE NOT ROTATE_OBJECT doggy_door 45.0 5.0 FALSE
OR NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CHAR_DEAD victim1_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CHAR_DEAD victim2_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
RESTORE_CAMERA_JUMPCUT
 
REMOVE_CHAR_ELEGANTLY victim1_meat2
 
REMOVE_CHAR_ELEGANTLY victim2_meat2
 
PLAY_MISSION_AUDIO
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED 
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
SWITCH_WIDESCREEN OFF
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
PRINT_SOON ( MEA2_B6 ) 5000 1 //"Take the car to the crusher to get rid of evidence, get out of the car and the crane will pick it up."
 
ADD_SPRITE_BLIP_FOR_COORD 924.0 -361.0 10.0 RADAR_SPRITE_SPRAY radar_blip_coord3_meat2 
 
HAS_RESPRAY_HAPPENED sprayshop1
 
// waiting for the player to respray the car
 
WHILE NOT HAS_RESPRAY_HAPPENED sprayshop1
OR NOT IS_PLAYER_IN_CAR player car_meat2
OR NOT IS_PLAYER_STOPPED_IN_AREA_2D player 922.6 -366.1 928.6 -354.3 FALSE
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2
		REMOVE_BLIP radar_blip_coord3_meat2
		flag_player_had_car_message_meat2 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 1
		REMOVE_BLIP radar_blip_car_meat2
		ADD_SPRITE_BLIP_FOR_COORD 924.0 -361.0 10.0 RADAR_SPRITE_SPRAY radar_blip_coord3_meat2
		flag_player_had_car_message_meat2 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord3_meat2
 
PRINT_NOW ( MEA2_3 ) 5000 1 //"Dump the car by the road bridge in Chinatown."
 
ADD_BLIP_FOR_COORD 1195.6 -805.0 13.7 radar_blip_coord4_meat2
 
blob_flag = 1
 
WHILE NOT LOCATE_STOPPED_CAR_3D car_meat2 1195.6 -805.0 13.7 4.0 4.0 4.0 blob_flag
OR IS_PLAYER_IN_CAR player car_meat2
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF LOCATE_STOPPED_CAR_3D car_meat2 1195.6 -805.0 13.7 4.0 4.0 4.0 FALSE
 
		IF flag_player_had_out_car_message_meat2 = 0
			PRINT_NOW ( OUT_VEH ) 5000 1 //"Get out of the vehicle!"
			flag_player_had_out_car_message_meat2 = 1
		ENDIF
		flag_car_in_zone2_meat2 = 1
	ELSE
		flag_car_in_zone2_meat2 = 0
		flag_player_had_out_car_message_meat2 = 0
	ENDIF
 
	IF flag_car_in_zone2_meat2 = 0
 
		IF NOT IS_PLAYER_IN_CAR player car_meat2
		AND flag_player_had_car_message_meat2 = 0
			PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
			ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2
			REMOVE_BLIP radar_blip_coord4_meat2
			flag_player_had_car_message_meat2 = 1
			blob_flag = 0
		ENDIF
 
		IF IS_PLAYER_IN_CAR player car_meat2
		AND flag_player_had_car_message_meat2 = 1
			REMOVE_BLIP radar_blip_car_meat2
			ADD_BLIP_FOR_COORD 1195.6 -805.0 13.7 radar_blip_coord4_meat2
			flag_player_had_car_message_meat2 = 0
			blob_flag = 1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
IF NOT IS_CAR_DEAD car_meat2
	CHANGE_CAR_LOCK car_meat2 CARLOCK_LOCKED
ENDIF
 
REMOVE_BLIP radar_blip_coord4_meat2
 
 
GOTO mission_passed_meat2
 
// Mission Failed
 
mission_failed_meat2:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
RETURN
 
 
 
// Mission Passed
 
mission_passed_meat2:
 
PRINT_WITH_NUMBER_BIG ( m_pass ) 3000 5000 1 //"Mission Passed!"
REGISTER_MISSION_PASSED ( MEA2 )
PLAYER_MADE_PROGRESS 1
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 2000
flag_meat_mission2_passed = 1
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT meat_mission3_loop
RETURN
 
 
// Mission Cleanup
 
mission_cleanup_meat2:
 
flag_player_on_mission = 0
flag_player_on_meat_mission = 0
REMOVE_CHAR_ELEGANTLY victim1_meat2
REMOVE_CHAR_ELEGANTLY victim2_meat2
MARK_MODEL_AS_NO_LONGER_NEEDED PED_CRIMINAL1
MARK_MODEL_AS_NO_LONGER_NEEDED PED_CRIMINAL2
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SENTINEL
REMOVE_BLIP radar_blip_ped1_meat2
REMOVE_BLIP radar_blip_ped2_meat2
REMOVE_BLIP radar_blip_car_meat2
REMOVE_BLIP radar_blip_coord2_meat2
REMOVE_BLIP radar_blip_coord3_meat2
REMOVE_BLIP radar_blip_coord4_meat2
MISSION_HAS_FINISHED
RETURN

meat3

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
// ***********************************Meat Factory Mission 3**********************************
// *****************************************"The Wife"****************************************
// *******************************************************************************************
// *******************************************************************************************
 
SCRIPT_NAME meat3
 
// Mission Start Stuff
 
GOSUB mission_start_meat3
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_failed_meat3
	ENDIF
 
GOSUB mission_cleanup_meat3
 
MISSION_END
 
 
// Variable for mission
 
VAR_INT car_meat3
 
VAR_INT wife_meat3
 
VAR_INT radar_blip_car_meat3
 
VAR_INT radar_blip_ped1_meat3
 
VAR_INT flag_player_had_car_message_meat3
 
VAR_INT radar_blip_coord2_meat3
 
VAR_INT flag_wife_in_area
 
// ****************************************Mission Start************************************
 
mission_start_meat3:
 
flag_player_on_mission = 1
 
flag_player_on_meat_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_had_car_message_meat3 = 0
 
flag_wife_in_area = 0
 
blob_flag = 1
 
 
 
// *****************************************START OF CUTSCENE*******************************
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_failed_meat3
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( MEA3 ) 15000 2 //"THE WIFE"	
 
SWITCH_STREAMING OFF
 
//LOAD_SPECIAL_MODEL cut_obj1 PLAYERH 
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
*/
 
 
SET_PED_DENSITY_MULTIPLIER 0.0
 
CLEAR_AREA_OF_CHARS 1164.25 -888.87 10.0 1291.76 -811.71 20.0
 
//LOAD_ALL_MODELS_NOW
 
//WHILE NOT HAS_MODEL_LOADED cut_obj1
 
//	WAIT 0
 
//ENDWHILE
 
LOAD_CUTSCENE mt_ph3 
SET_CUTSCENE_OFFSET 1223.88 -839.414 13.95
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
//CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
//SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
 
DO_FADE 1500 FADE_IN
 
SWITCH_STREAMING ON
 
START_CUTSCENE
 
// Displays cutscene text
 
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 2000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW ( MEA3_A ) 10000 1 //"The business..." 
 
WHILE cs_time < 6470
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA3_B ) 10000 1  //"My wife has..." 
 
WHILE cs_time < 11321
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA3_C ) 10000 1  //"I've left a car..." 
 
WHILE cs_time < 13506
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA3_D ) 10000 1 //"Go and pick her...."
 
WHILE cs_time < 17471
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( MEA3_D ) 
 
WHILE cs_time < 18333
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
 
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
//MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
// *****************************************END OF CUTSCENE*********************************
 
REQUEST_MODEL PED_FEMALE2
 
REQUEST_MODEL CAR_ESPERANTO
 
LOAD_MISSION_AUDIO MF2_A
 
WHILE NOT HAS_MODEL_LOADED PED_FEMALE2
OR NOT HAS_MODEL_LOADED CAR_ESPERANTO
OR NOT HAS_MISSION_AUDIO_LOADED 
 
	WAIT 0
 
ENDWHILE
 
CREATE_CAR CAR_ESPERANTO 1190.0 -796.0 13.8 car_meat3
 
SET_CAR_HEADING car_meat3 300.0
 
ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3
 
// waiting for the player to get into the car
 
WHILE NOT IS_PLAYER_IN_CAR player car_meat3
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_car_meat3
 
PRINT_NOW ( MEA3_B3 ) 7000 1 //"Get the wife, press the horn to get her into the car!"
 
CREATE_CHAR PEDTYPE_CIVFEMALE PED_FEMALE2 1064.0 -378.0 13.9 wife_meat3
 
CLEAR_CHAR_THREAT_SEARCH wife_meat3
 
TURN_CHAR_TO_FACE_COORD wife_meat3 1059.0 -378.0 100.0
 
ADD_BLIP_FOR_CHAR wife_meat3 radar_blip_ped1_meat3
 
SET_CHAR_CANT_BE_DRAGGED_OUT wife_meat3 TRUE
 
// Waiting for the player to be in the area
 
WHILE NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player wife_meat3 8.0 8.0 FALSE
OR NOT IS_PLAYER_IN_CAR player car_meat3
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ENDIF
 
   	IF NOT IS_PLAYER_IN_CAR player car_meat3
	AND flag_player_had_car_message_meat3 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3
		REMOVE_BLIP radar_blip_ped1_meat3
		flag_player_had_car_message_meat3 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat3
	AND flag_player_had_car_message_meat3 = 1
		REMOVE_BLIP radar_blip_car_meat3
		ADD_BLIP_FOR_CHAR wife_meat3 radar_blip_ped1_meat3
		flag_player_had_car_message_meat3 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
// tells the wife to get into players car
 
SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER wife_meat3 car_meat3
 
WHILE NOT IS_CHAR_IN_CAR wife_meat3 car_meat3
OR NOT IS_PLAYER_IN_CAR player car_meat3
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
 
		IF IS_CHAR_DEAD wife_meat3
			PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
			GOTO mission_failed_meat3
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat3
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player wife_meat3 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA3_3 ) 5000 1 //"You have left his wife behind"
			GOTO mission_failed_meat3
		ENDIF
 
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat3
	AND flag_player_had_car_message_meat3 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3
		REMOVE_BLIP radar_blip_ped1_meat3
		flag_player_had_car_message_meat3 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat3
	AND flag_player_had_car_message_meat3 = 1
		REMOVE_BLIP radar_blip_car_meat3
		ADD_BLIP_FOR_CHAR wife_meat3 radar_blip_ped1_meat3
		flag_player_had_car_message_meat3 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE 
 
REMOVE_BLIP radar_blip_ped1_meat3
 
PLAY_MISSION_AUDIO
 
PRINT_NOW ( MEA3_B4 ) 7000 1 //"Marty wants to see me? Well it better be quick because I have a slot booked at the gym, and a hair appointment after that."
 
ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat3
 
IF HAS_MISSION_AUDIO_FINISHED
	CLEAR_THIS_PRINT ( MEA3_B4 )
ENDIF
 
blob_flag = 1
 
// waiting for the wife to be at the factory
 
WHILE NOT LOCATE_STOPPED_CHAR_IN_CAR_3D	wife_meat3 1205.7 -789.2 13.9 4.0 4.0 6.0 blob_flag
OR NOT IS_CHAR_IN_CAR wife_meat3 car_meat3
 
	WAIT 0
 
	IF HAS_MISSION_AUDIO_FINISHED
		CLEAR_THIS_PRINT ( MEA3_B4 )
	ENDIF
 
	IF IS_CAR_DEAD car_meat3
 
		IF IS_CHAR_DEAD wife_meat3
			PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
			GOTO mission_failed_meat3
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat3
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player wife_meat3 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA3_3 ) 5000 1 //"You have left his wife behind"
			GOTO mission_failed_meat3
		ENDIF
 
	ENDIF	
 
	IF NOT IS_PLAYER_IN_CAR player car_meat3
	AND flag_player_had_car_message_meat3 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3
		REMOVE_BLIP radar_blip_coord2_meat3
		flag_player_had_car_message_meat3 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat3
	AND flag_player_had_car_message_meat3 = 1
		REMOVE_BLIP radar_blip_car_meat3
		ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat3
		flag_player_had_car_message_meat3 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord2_meat3
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
SET_POLICE_IGNORE_PLAYER player ON
 
SET_CHAR_CANT_BE_DRAGGED_OUT wife_meat3 FALSE
 
SET_CHAR_OBJ_LEAVE_CAR wife_meat3 car_meat3
 
WHILE IS_CHAR_IN_CAR wife_meat3 car_meat3
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
 
		IF IS_CHAR_DEAD wife_meat3
			PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
			GOTO mission_failed_meat3
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat3
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT wife_meat3 1204.2 -801.9
 
SET_FIXED_CAMERA_POSITION 1201.8 -784.7 17.0 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 1204.4 -802.7 15.0 JUMP_CUT
 
CLEAR_AREA 1200.8 -799.3 14.0 10.0 TRUE
 
timerb = 0
 
// Waiting for the wifes to get to the meat grinding area
 
WHILE NOT flag_wife_in_area = 1
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF flag_wife_in_area = 0
 
		IF LOCATE_CHAR_ON_FOOT_2D wife_meat3 1204.2 -801.9 0.5 0.5 FALSE
			flag_wife_in_area = 1
		ENDIF
 
	ENDIF
 
	IF timerb >= 25000
 
		IF NOT flag_wife_in_area = 1
			SET_CHAR_COORDINATES wife_meat3 1204.2 -801.9 13.7
			GOTO wife_stuck1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF 
 
ENDWHILE
 
wife_stuck1:
 
// opens the door
 
WHILE NOT ROTATE_OBJECT doggy_door 135.0 5.0 FALSE
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT wife_meat3 1205.9 -805.8
 
timerb = 0
 
WHILE NOT LOCATE_CHAR_ON_FOOT_3D wife_meat3 1205.9 -805.8 14.0 1.0 1.0 1.0 FALSE
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF timerb >= 25000
 
		IF NOT LOCATE_CHAR_ON_FOOT_3D wife_meat3 1205.9 -805.8 14.0 1.0 1.0 1.0 FALSE
			REMOVE_CHAR_ELEGANTLY wife_meat3
			GOTO mission_bloke_stuck_meat3
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
// Shuts the door
 
mission_bloke_stuck_meat3:
 
LOAD_MISSION_AUDIO MF4_C
 
WHILE NOT ROTATE_OBJECT doggy_door 45.0 5.0 FALSE
OR NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
RESTORE_CAMERA_JUMPCUT	
 
REMOVE_CHAR_ELEGANTLY wife_meat3
 
PLAY_MISSION_AUDIO
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
SWITCH_WIDESCREEN OFF
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
PRINT_NOW ( MEA3_B6 ) 5000 1 //"Take the car and dump it into the sea, this will get rid of any evidence."
 
IF IS_CAR_DEAD car_meat3
	PRINT_NOW ( MEA3_2 ) 5000 1 //"You were told to dump the vehicle in the sea!"
	GOTO mission_failed_meat3
ENDIF
 
IF IS_CAR_UPSIDEDOWN car_meat3
AND IS_CAR_STOPPED car_meat3
	PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
	GOTO mission_failed_meat3
ENDIF
 
// waiting for the car to be dumped in the water
 
WHILE NOT IS_CAR_IN_WATER car_meat3
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
 
		IF NOT IS_CAR_IN_WATER car_meat3 
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat3
		ENDIF
 
	ELSE
 
		IF NOT IS_PLAYER_IN_CAR player car_meat3
		AND flag_player_had_car_message_meat3 = 0
			ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3
			flag_player_had_car_message_meat3 = 1
		ENDIF
 
		IF IS_PLAYER_IN_CAR player car_meat3
		AND flag_player_had_car_message_meat3 = 1
			REMOVE_BLIP radar_blip_car_meat3
			PRINT_NOW ( MEA3_B6 ) 5000 1 //"Dump the vehicle in the sea!"
			flag_player_had_car_message_meat3 = 0
		ENDIF
 
	ENDIF
 
ENDWHILE
 
 
GOTO mission_passed_meat3
 
 
 
// Mission Failed
 
mission_failed_meat3:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
RETURN
 
 
 
// Mission Passed
 
mission_passed_meat3:
 
PRINT_WITH_NUMBER_BIG ( m_pass ) 2000 5000 1 //"Mission Passed!"
REGISTER_MISSION_PASSED ( MEA3 )
PLAYER_MADE_PROGRESS 1
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 3000
flag_meat_mission3_passed = 1
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT meat_mission4_loop
RETURN
 
 
// Mission Cleanup
 
mission_cleanup_meat3:
 
flag_player_on_mission = 0
flag_player_on_meat_mission = 0
REMOVE_CHAR_ELEGANTLY wife_meat3 
MARK_MODEL_AS_NO_LONGER_NEEDED PED_FEMALE2
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_ESPERANTO
REMOVE_BLIP radar_blip_ped1_meat3
REMOVE_BLIP radar_blip_car_meat3
REMOVE_BLIP radar_blip_coord2_meat3
MISSION_HAS_FINISHED
RETURN

meat4

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
// ***********************************Meat Factory Mission 4**********************************
// **************************************"The Loan Shark"*************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
SCRIPT_NAME meat4
 
// Mission Start Stuff
 
GOSUB mission_start_meat4
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_failed_meat4
	ENDIF
 
GOSUB mission_cleanup_meat4
 
MISSION_END
 
 
// Variable for mission
 
VAR_INT car_meat4
 
VAR_INT loanshark_meat4
 
VAR_INT owner_meat4
 
VAR_INT radar_blip_car_meat4
 
VAR_INT radar_blip_ped1_meat4
 
VAR_INT flag_player_had_car_message_meat4
 
VAR_INT radar_blip_coord2_meat4
 
VAR_INT flag_owner_dead_meat4
 
VAR_INT flag_loanshark_in_area
 
// ****************************************Mission Start************************************
 
mission_start_meat4:
 
flag_player_on_mission = 1
 
flag_player_on_meat_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_had_car_message_meat4 = 0
 
flag_loanshark_in_area = 0
 
flag_owner_dead_meat4 = 0
 
blob_flag = 1
 
 
// ********************************START OF CUTSCENE****************************************
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_failed_meat4
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( MEA4 ) 15000 2 //"HER LOVER"
 
SWITCH_STREAMING OFF
 
//LOAD_SPECIAL_MODEL cut_obj1 PLAYERH	 
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
*/
 
 
SET_PED_DENSITY_MULTIPLIER 0.0
 
CLEAR_AREA_OF_CHARS 1164.25 -888.87 10.0 1291.76 -811.71 20.0
 
//LOAD_ALL_MODELS_NOW
 
//WHILE NOT HAS_MODEL_LOADED cut_obj1
 
//	WAIT 0
 
//ENDWHILE
 
LOAD_CUTSCENE mt_ph4 
SET_CUTSCENE_OFFSET 1223.88 -839.414 13.95
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
//CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
//SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
 
DO_FADE 1500 FADE_IN
 
SWITCH_STREAMING ON
 
START_CUTSCENE
 
// Displays cutscene text
 
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 2096
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW ( MEA4_A ) 10000 1 //"Damn I'm in trouble..." 
 
WHILE cs_time < 3885
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA4_B ) 10000 1  //"Turns out my wife..." 
 
WHILE cs_time < 7252
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA4_C ) 10000 1  //"He's got real..." 
 
WHILE cs_time < 10502
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA4_D ) 10000 1 //"I've agreed to see him...." 
 
WHILE cs_time < 11844
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA4_E ) 10000 1 //"He thinks that..." 
 
WHILE cs_time < 13374
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA4_F ) 10000 1  //but my guess..." 
 
WHILE cs_time < 14622
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA4_G ) 10000 1  //"Liberty's dogs..."
 
WHILE cs_time < 17623
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( MEA4_G ) 
 
WHILE cs_time < 18233
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
 
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
//MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
// ********************************END OF CUTSCENE******************************************
 
REQUEST_MODEL PED_FAN_MAN2
 
REQUEST_MODEL PED_B_MAN2
 
REQUEST_MODEL CAR_STALLION
 
LOAD_MISSION_AUDIO MF3_A
 
WHILE NOT HAS_MODEL_LOADED PED_FAN_MAN2
OR NOT HAS_MODEL_LOADED PED_B_MAN2
OR NOT HAS_MODEL_LOADED CAR_STALLION
OR NOT HAS_MISSION_AUDIO_LOADED 
 
	WAIT 0
 
ENDWHILE
 
 
CREATE_CAR CAR_STALLION 1190.0 -796.0 13.8 car_meat4
 
SET_CAR_HEADING car_meat4 300.0
 
ADD_BLIP_FOR_CAR car_meat4 radar_blip_car_meat4
 
// waiting for the player to get into the car
 
WHILE NOT IS_PLAYER_IN_CAR player car_meat4
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat4
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat4
	AND IS_CAR_STOPPED car_meat4
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_car_meat4
 
PRINT_NOW ( MEA4_B3 ) 7000 1 //"Pick up the Loan Shark, press the horn to get him into the car!"
 
CREATE_CHAR PEDTYPE_CIVMALE PED_FAN_MAN2 897.0 -476.0 14.6 loanshark_meat4
 
SET_CHAR_PERSONALITY loanshark_meat4 PEDSTAT_TOUGH_GUY
 
CLEAR_CHAR_THREAT_SEARCH loanshark_meat4
 
TURN_CHAR_TO_FACE_COORD loanshark_meat4 895.0 -486.0 -100.0
 
ADD_BLIP_FOR_CHAR loanshark_meat4 radar_blip_ped1_meat4
 
SET_CHAR_CANT_BE_DRAGGED_OUT loanshark_meat4 TRUE
 
// player is in area
 
WHILE NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player loanshark_meat4 8.0 8.0 FALSE
OR NOT IS_PLAYER_IN_CAR player car_meat4
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat4
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat4
	AND flag_player_had_car_message_meat4 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat4 radar_blip_car_meat4
		REMOVE_BLIP radar_blip_ped1_meat4
		flag_player_had_car_message_meat4 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat4
	AND flag_player_had_car_message_meat4 = 1
		REMOVE_BLIP radar_blip_car_meat4
		ADD_BLIP_FOR_CHAR loanshark_meat4 radar_blip_ped1_meat4
		flag_player_had_car_message_meat4 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat4
	AND IS_CAR_STOPPED car_meat4
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
// tells the bloke to get into the players car
 
SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER loanshark_meat4 car_meat4
 
WHILE NOT IS_CHAR_IN_CAR loanshark_meat4 car_meat4
OR NOT IS_PLAYER_IN_CAR player car_meat4
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat4
 
		IF IS_CHAR_DEAD loanshark_meat4
			PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
			GOTO mission_failed_meat4
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat4
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player loanshark_meat4 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA4_3 ) 5000 1 //"You left the Loan Shark behind"
			GOTO mission_failed_meat4
		ENDIF
 
	ENDIF
 
 
	IF NOT IS_PLAYER_IN_CAR player car_meat4
	AND flag_player_had_car_message_meat4 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat4 radar_blip_car_meat4
		REMOVE_BLIP radar_blip_ped1_meat4
		flag_player_had_car_message_meat4 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat4
	AND flag_player_had_car_message_meat4 = 1
		REMOVE_BLIP radar_blip_car_meat4
		ADD_BLIP_FOR_CHAR loanshark_meat4 radar_blip_ped1_meat4
		flag_player_had_car_message_meat4 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat4
	AND IS_CAR_STOPPED car_meat4
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_ped1_meat4
 
PLAY_MISSION_AUDIO 
 
PRINT_NOW ( MEA4_B4 ) 10000 1 //"This little "Spank" junkie better have my money, get me to the factory"
 
IF HAS_MISSION_AUDIO_FINISHED
	CLEAR_THIS_PRINT ( MEA4_B4 )
ENDIF
 
ADD_BLIP_FOR_COORD 1217.0 -794.0 -100.0 radar_blip_coord2_meat4
 
CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN2 1208.0 -789.0 13.9 owner_meat4
 
CLEAR_CHAR_THREAT_SEARCH owner_meat4
 
TURN_CHAR_TO_FACE_COORD owner_meat4 1210.0 -791.0 -100.0
 
blob_flag = 1
 
WHILE NOT LOCATE_STOPPED_CHAR_IN_CAR_3D	loanshark_meat4 1217.0 -794.0 13.9 4.0 4.0 6.0 blob_flag
OR NOT IS_CHAR_IN_CAR loanshark_meat4 car_meat4
 
	WAIT 0
 
	IF HAS_MISSION_AUDIO_FINISHED
		CLEAR_THIS_PRINT ( MEA4_B4 )
	ENDIF
 
	IF IS_CAR_DEAD car_meat4
 
		IF IS_CHAR_DEAD loanshark_meat4
			PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
			GOTO mission_failed_meat4
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat4
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player loanshark_meat4 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA4_3 ) 5000 1 //"You left the Loan Shark behind"
			GOTO mission_failed_meat4
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat4
	AND flag_player_had_car_message_meat4 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat4 radar_blip_car_meat4
		REMOVE_BLIP radar_blip_coord2_meat4
		flag_player_had_car_message_meat4 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat4
	AND flag_player_had_car_message_meat4 = 1
		REMOVE_BLIP radar_blip_car_meat4
		ADD_BLIP_FOR_COORD 1217.0 -794.0 -100.0 radar_blip_coord2_meat4
		flag_player_had_car_message_meat4 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat4
	AND IS_CAR_STOPPED car_meat4
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord2_meat4
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
SET_POLICE_IGNORE_PLAYER player ON
 
LEAVE_GROUP loanshark_meat4
 
SET_CHAR_CANT_BE_DRAGGED_OUT loanshark_meat4 FALSE
 
SET_CHAR_OBJ_LEAVE_CAR loanshark_meat4 car_meat4
 
WHILE IS_CHAR_IN_CAR loanshark_meat4 car_meat4
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat4
 
		IF IS_CHAR_DEAD loanshark_meat4
			PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
			GOTO mission_failed_meat4
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat4
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat4
	AND IS_CAR_STOPPED car_meat4
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT loanshark_meat4 1209.6 -791.0
 
SET_FIXED_CAMERA_POSITION 1218.1 -795.0 16.0 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 1204.6 -785.7 13.9 JUMP_CUT
 
CLEAR_AREA 1212.0 -792.0 14.0 10.0 TRUE
 
LOAD_MISSION_AUDIO MF3_B
 
// Waiting for the blokes to get to the meat grinding area
 
timerb = 0
 
WHILE NOT flag_loanshark_in_area = 1
OR NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF flag_loanshark_in_area = 0
 
		IF LOCATE_CHAR_ON_FOOT_2D loanshark_meat4 1209.6 -791.0 0.5 0.5 FALSE
			flag_loanshark_in_area = 1
		ENDIF
 
	ENDIF
 
	IF timerb >= 25000
 
		IF NOT flag_loanshark_in_area = 1
			SET_CHAR_COORDINATES loanshark_meat4 1209.6 -791.0 13.7  
			GOTO loanshark_got_stuck
		ENDIF
 
	ENDIF
 
ENDWHILE
 
loanshark_got_stuck:
 
CHAR_SET_IDLE loanshark_meat4
 
TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4  	
 
PLAY_MISSION_AUDIO
 
PRINT_NOW ( MEA4_B5 ) 10000 1 //"Emm hi, I need more time to get the money."
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
CLEAR_THIS_PRINT ( MEA4_B5 )
 
LOAD_MISSION_AUDIO MF3_B1
 
TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4
 
WHILE NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4
 
PLAY_MISSION_AUDIO
 
PRINT_NOW ( MEA4_B7 ) 20000 1 //"But if you just step into my office I could..."
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4
 
CLEAR_THIS_PRINT ( MEA4_B7 )
 
LOAD_MISSION_AUDIO MF3_C
 
WHILE NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4
 
PLAY_MISSION_AUDIO
 
PRINT_NOW ( MEA4_B6 ) 10000 1 //"I warned you about defaulting on a payment!"
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
CLEAR_THIS_PRINT ( MEA4_B6 )
 
GIVE_WEAPON_TO_CHAR loanshark_meat4 WEAPONTYPE_SHOTGUN 2
 
SET_CHAR_OBJ_KILL_CHAR_ON_FOOT loanshark_meat4 owner_meat4
 
// Waiting for the owner to be killed
 
timera = 0
 
WHILE NOT flag_owner_dead_meat4 = 1
 
	WAIT 0
 
	IF HAS_MISSION_AUDIO_FINISHED
		CLEAR_THIS_PRINT ( MEA4_B6 )
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		flag_owner_dead_meat4 = 1
	ENDIF
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF timera > 10000
 
		IF NOT IS_CHAR_DEAD owner_meat4
			flag_owner_dead_meat4 = 1
		ENDIF
 
	ENDIF	
 
ENDWHILE
 
IF HAS_MISSION_AUDIO_FINISHED
	CLEAR_THIS_PRINT ( MEA4_B6 )
ENDIF
 
SWITCH_WIDESCREEN OFF
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
RESTORE_CAMERA_JUMPCUT
 
 
 
GOTO mission_passed_meat4
 
 
 
// Mission Failed
 
mission_failed_meat4:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
IF NOT IS_CHAR_DEAD owner_meat4
	REMOVE_CHAR_ELEGANTLY owner_meat4
ENDIF
 
IF NOT IS_CHAR_DEAD loanshark_meat4
	REMOVE_CHAR_ELEGANTLY loanshark_meat4
ENDIF
 
RETURN
 
 
 
// Mission Passed
 
mission_passed_meat4:
 
PRINT_WITH_NUMBER_BIG ( m_pass ) 4000 5000 1 //"Mission Passed!"
REGISTER_MISSION_PASSED ( MEA4 )
PLAYER_MADE_PROGRESS 1
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 4000
flag_meat_mission4_passed = 1
CLEAR_WANTED_LEVEL player
RETURN
 
 
// Mission Cleanup
 
mission_cleanup_meat4:
 
flag_player_on_mission = 0
flag_player_on_meat_mission = 0
MARK_MODEL_AS_NO_LONGER_NEEDED PED_FAN_MAN2
MARK_MODEL_AS_NO_LONGER_NEEDED PED_B_MAN2
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_STALLION
REMOVE_BLIP radar_blip_ped1_meat4
REMOVE_BLIP radar_blip_car_meat4
REMOVE_BLIP radar_blip_coord2_meat4
MISSION_HAS_FINISHED
RETURN
п · о · р
GTA III Grand Theft Auto III
Форматы файлов.b.a3d.anm.col.cfg.dff.dat.gxt.ide.ifp.img/.dir.ipl.raw/.sdt.rep.sc.scm.set.txd.zon
Документацияcarcols.datCHASE.DATCULLZONE.DATcuts.imgdefault.datfistfite.datflight.datgta3.exegta3.dat
gta3.imggta3.zonhandling.cfgmain.scmmap.datmap.zonobject.datparticle.cfgped.datpedgrp.dat
pedstats.datsfx.rawsurface.datTimeCyc.DATtracks.dattrain.datwater.datwaterpro.datweapon.dat
ИнструментыCLEOClump ViewerCol-IO‎Collision File Editor IIData toolDFF Viewerdffxbox2pcG-ToolsGTA Garage Mod Manager
GXT EditorGTA3 Limit AdjusterGTA3 Mission BuilderGTA3 PatcherIMG ToolKam's Max ScriptsMap Editor
Mod GeneratorMod InstallerMoo MapperPS2 TXD ModPS2 TXD ViewerResourse HackerRotation Calculator
RW AnalyzeViceTXDWater EditorSanny BuilderTXD ToolTXD WorkshopYAIEZModeler
Туториалыраздел в разработке
Классические МодыGPS RadarBye-Bye BikiniUltimate Stunt ParkThe SphereMiss LibertyIllandoIntercity HighwayShoreside Bridge
Rockstar HeightsLighthouse BridgeBlade FunparkOrbital CityLakeside IslandLiberty PenitentiaryJEM Island
Illando HelixCliff Climbing Mountain
Глобальные МодыReal GTA3Twenty TenSnow CityFrosted WinterUltimateBeta modX-box modBad BusinessGTA3 HDUltra mod
OpenTunnelsBack to the Future
МультиплеерMulti Theft AutoLiberty Unleashed
Исходники4x48ballambulanceasukaasusbcameracar_gencatcopcardebugdemodiablofiretruckfrankgates
genstufhealthhjhoodimportintrojoeykenjiloveluigimayhemmeatpickupsrampagerayrcswitch
taxitoniusjwantedyard