Hood

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hood1

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
// *************************************Hood Mission 1****************************************
// ****************************************Drive By*******************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
SCRIPT_NAME hood1
 
// Mission start stuff
 
GOSUB mission_start_hood1
 
GOSUB mission_cleanup_hood1
 
MISSION_END
 
 
// Variables for mission
 
VAR_INT frenzy_state
 
VAR_INT radar_blip_coord_hm1
 
VAR_INT flag_blip_on_hm1
 
// ***************************************Mission Start*************************************
 
 
mission_start_hood1:
 
flag_player_on_mission = 1
 
flag_player_on_hood_mission = 1
 
flag_blip_on_hm1 = 0
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
 
SET_DEATHARREST_STATE OFF
 
SETUP_ZONE_PED_INFO PROJECT DAY   (30) (0 0 0 0) 0 0 800 0 //WICHITA GARDENS 
SETUP_ZONE_PED_INFO PROJECT NIGHT (30) (0 0 0 0) 0 0 800 0
 
// ****************************************START OF CUTSCENE********************************
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_hood1_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( HM_1 ) 15000 2 //"Uzi Driver"
 
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 -414.57 97.73 1.0 -589.29 -101.77 20.0 
 
//LOAD_ALL_MODELS_NOW
 
//WHILE NOT HAS_MODEL_LOADED cut_obj1
 
//	WAIT 0
 
//ENDWHILE
 
LOAD_CUTSCENE hd_ph1 
SET_CUTSCENE_OFFSET -444.714 -6.321 2.9
 
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 ( HM1_A ) 10000 1 //"Yo this is D-ice of the Red Jacks!" 
 
WHILE cs_time < 4887
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM1_B ) 10000 1  //"I got a problem that's messin' my rep." 
 
WHILE cs_time < 7511
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM1_C ) 10000 1  //"These yound punks..." 
 
WHILE cs_time < 12668
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM1_D ) 10000 1 //"Nine is their tag...." 
 
WHILE cs_time < 16765
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM1_G ) 10000 1 //"is another day the Jacks..." 
 
WHILE cs_time < 19026
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM1_E ) 10000 1  //I want you to show..." 
 
WHILE cs_time < 23017
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM1_H ) 10000 1  //"Mow those nines down." 
 
WHILE cs_time < 25018
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM1_F ) 10000 1  ///"Watch your back..."
 
WHILE cs_time < 28865
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( HM1_F ) 
 
WHILE cs_time < 30000
	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
 
//SWITCH_STREAMING ON
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
//MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
 
// ****************************************END OF CUTSCENE**********************************
 
IF NOT IS_PLAYER_PLAYING player
	PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
	GOTO mission_hood1_failed
ENDIF
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
	IF NOT IS_PLAYER_PLAYING player
		PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
		GOTO mission_hood1_failed
	ENDIF
 
ENDWHILE
 
// waiting for the player to get to the zone
 
PRINT_NOW ( HM1_2 ) 5000 1 //"Get a vehicle!"
 
IF flag_done_drive_by_help = 0
 
	GET_CONTROLLER_MODE	controlmode
 
	IF controlmode = 0
		PRINT_HELP ( DRIVE_A ) //"Have an Uzi selected when entering a vehicle then look left or right and press the ~h~| button~w~ to fire."
		flag_done_drive_by_help = 1
	ENDIF
 
	IF controlmode = 1
		PRINT_HELP ( DRIVE_A ) //"Have an Uzi selected when entering a vehicle then look left or right and press the ~h~| button~w~ to fire."
		flag_done_drive_by_help = 1
	ENDIF
 
	IF controlmode = 2
		PRINT_HELP ( DRIVE_A ) //"Have an Uzi selected when entering a vehicle then look left or right and press the ~h~| button~w~ to fire."
		flag_done_drive_by_help = 1
	ENDIF
 
	IF controlmode = 3
		PRINT_HELP ( DRIVE_B ) //"Have an Uzi selected when entering a vehicle then look left or right and press the ~h~R1 button~w~ to fire."
		flag_done_drive_by_help = 1
	ENDIF
 
ENDIF
 
 
WHILE NOT IS_PLAYER_IN_ANY_CAR player
 
	WAIT 0
 
	IF NOT IS_PLAYER_PLAYING player
		PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
		GOTO mission_hood1_failed
	ENDIF
 
ENDWHILE
 
PRINT_NOW ( HM1_3 ) 5000 1 //"Get to the correct zone!"
ADD_BLIP_FOR_COORD -442.3 -6.8 -100.0 radar_blip_coord_hm1
flag_blip_on_hm1 = 1
 
WHILE NOT IS_PLAYER_IN_ZONE	player PROJECT
AND NOT IS_PLAYER_IN_ANY_CAR player
 
	WAIT 0
 
	IF NOT IS_PLAYER_PLAYING player
		PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
		GOTO mission_hood1_failed
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord_hm1
flag_blip_on_hm1 = 0
 
START_KILL_FRENZY ( HM1_1 ) WEAPONTYPE_UZI_DRIVEBY 150000 20 PED_GANG_HOOD_B -1 -1 -1 FALSE
 
READ_KILL_FRENZY_STATUS frenzy_state
 
WHILE frenzy_state = 1
 
	WAIT 0
 
	READ_KILL_FRENZY_STATUS frenzy_state
 
	IF NOT IS_PLAYER_PLAYING player
		PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
		GOTO mission_hood1_failed
	ELSE
 
		IF NOT IS_PLAYER_IN_ZONE player PROJECT
 
			IF flag_blip_on_hm1 = 0
				ADD_BLIP_FOR_COORD -442.3 -6.8 -100.0 radar_blip_coord_hm1
				PRINT_NOW ( HM1_3 ) 5000 1 //"Get to the correct zone!"
				flag_blip_on_hm1 = 1
			ENDIF
 
		ELSE
 
			IF flag_blip_on_hm1 = 1
				REMOVE_BLIP radar_blip_coord_hm1
				flag_blip_on_hm1 = 0
			ENDIF
 
		ENDIF
 
	ENDIF
 
ENDWHILE
 
READ_KILL_FRENZY_STATUS frenzy_state
 
 
 
IF frenzy_state = 2
	GOTO mission_hood1_passed
ENDIF
 
IF frenzy_state = 3
	PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
	GOTO mission_hood1_failed
ENDIF
 
} 
 
// Mission hood1 failed
 
mission_hood1_failed:
 
IF HAS_PLAYER_BEEN_ARRESTED player
	OVERRIDE_POLICE_STATION_LEVEL LEVEL_SUBURBAN 
ENDIF
 
IF IS_PLAYER_DEAD player
	OVERRIDE_HOSPITAL_LEVEL LEVEL_SUBURBAN
ENDIF
 
RETURN
 
 
 
 
// mission hood1 passed
 
mission_hood1_passed:
 
flag_hood_mission1_passed = 1
REGISTER_MISSION_PASSED ( HM_1 )
PLAYER_MADE_PROGRESS 1
PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //Mission Passed!"
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 10000
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT hood_mission2_loop
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_hood1:
 
flag_player_on_mission = 0
flag_player_on_hood_mission = 0
REMOVE_BLIP radar_blip_coord_hm1
SETUP_ZONE_PED_INFO PROJECT DAY   (13) (0 0 0 0) 0 0 300 20 //WICHITA GARDENS 
SETUP_ZONE_PED_INFO PROJECT NIGHT ( 9) (0 0 0 0) 0 0 400 10
MISSION_HAS_FINISHED
RETURN

hood2

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *************************************Hood Mission 2****************************************
// **************************************R C ASSASSIN*****************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
SCRIPT_NAME hood2
 
// Mission start stuff
 
GOSUB mission_start_hood2
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_hood2_failed
	ENDIF
 
GOSUB mission_cleanup_hood2
 
MISSION_END
 
 
// Variables for mission
 
VAR_INT mission_car_hm2
 
VAR_INT radar_blip_car1_hm2
 
VAR_INT target_van1_hm2
 
VAR_INT target_van2_hm2
 
VAR_INT target_van3_hm2
 
VAR_INT van_driver1_hm2  //Drives van 1
 
VAR_INT van_driver2_hm2  //Drives van 2
 
VAR_INT van_driver3_hm2  //Drives van 3
 
VAR_INT radar_blip_van1_hm2
 
VAR_INT radar_blip_van2_hm2
 
VAR_INT radar_blip_van3_hm2
 
VAR_INT flag_van1_dead_hm2
 
VAR_INT flag_van2_dead_hm2
 
VAR_INT flag_van3_dead_hm2
 
VAR_INT counter_all_vans_dead_hm2
 
VAR_INT counter_no_of_cars_player_had_hm2
 
VAR_INT flag_player_got_car_hm2
 
VAR_INT flag_buggy_help2_hm2
 
VAR_INT flag_buggy_help3_hm2
 
VAR_INT flag_buggy_help1_hm2
 
VAR_INT buggies_left_hm2
 
VAR_INT total_buggy_hm2
 
// ***************************************Mission Start*************************************
 
 
mission_start_hood2:
 
flag_player_on_mission = 1
 
flag_player_on_hood_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
counter_all_vans_dead_hm2 = 0
 
flag_van1_dead_hm2 = 0
 
flag_van2_dead_hm2 = 0
 
flag_van3_dead_hm2 = 0
 
counter_all_vans_dead_hm2 = 0
 
counter_no_of_cars_player_had_hm2 = 0
 
flag_player_got_car_hm2 = 0
 
flag_buggy_help2_hm2 = 0
 
flag_buggy_help3_hm2 = 0
 
flag_buggy_help1_hm2 = 0
 
buggies_left_hm2 = 0
 
total_buggy_hm2 = 5
 
 
// *****************************************START OF CUTSCENE*******************************
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_hood2_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( HM_2 ) 15000 2 //"TOYMINATOR"
 
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 -414.57 97.73 1.0 -589.29 -101.77 20.0
 
//LOAD_ALL_MODELS_NOW
 
//WHILE NOT HAS_MODEL_LOADED cut_obj1
 
//	WAIT 0
 
//ENDWHILE
 
LOAD_CUTSCENE hd_ph2 
SET_CUTSCENE_OFFSET -444.714 -6.321 2.9
 
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 ( HM2_A ) 10000 1  //" Those Nines are..." 
 
WHILE cs_time < 3468
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM2_B ) 10000 1  //"These Bitches..." 
 
WHILE cs_time < 6630
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM2_C ) 10000 1  //"and slinging it to brothers..." 
 
WHILE cs_time < 8077
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM2_D ) 10000 1  //"Theres a car parked up the way..." 
 
WHILE cs_time < 9819
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM2_E ) 10000 1 //"There's some stuff in there.." 
 
WHILE cs_time < 12413
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM2_F ) 10000 1  //"and wreck all there..."
 
WHILE cs_time < 14200
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( HM2_F ) 
 
WHILE cs_time < 15333
	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
 
//SWITCH_STREAMING ON
 
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 CAR_TOYZ
 
REQUEST_MODEL CAR_SECURICAR
 
REQUEST_MODEL car_rcbandit
 
WHILE NOT HAS_MODEL_LOADED CAR_TOYZ
OR NOT HAS_MODEL_LOADED CAR_SECURICAR
OR NOT HAS_MODEL_LOADED car_rcbandit
 
	WAIT 0
 
ENDWHILE
 
CREATE_CAR CAR_TOYZ -682.02 76.60 -100.0 mission_car_hm2
 
//SET_CAR_HEADING mission_car_hm2 0.0
 
ADD_BLIP_FOR_CAR mission_car_hm2 radar_blip_car1_hm2
 
// waiting for the player to get into the control car
 
WHILE NOT IS_PLAYER_SITTING_IN_CAR player mission_car_hm2
 
	WAIT 0
 
	IF IS_CAR_DEAD mission_car_hm2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_hood2_failed
	ENDIF
 
ENDWHILE
 
buggies_left_hm2 = total_buggy_hm2 - counter_no_of_cars_player_had_hm2
 
DISPLAY_ONSCREEN_COUNTER_WITH_STRING buggies_left_hm2 COUNTER_DISPLAY_NUMBER ( BUGGY )
 
SET_POLICE_IGNORE_PLAYER player ON
 
REMOVE_BLIP radar_blip_car1_hm2
 
GET_CONTROLLER_MODE controlmode
 
IF controlmode = 0
	PRINT_HELP ( HM2_1 ) //"Use the radio controlled cars to destroy the trucks press | to detonate"
	flag_buggy_help1_hm2 = 1
ENDIF
 
IF controlmode = 1
	PRINT_HELP ( HM2_1 ) //"Use the radio controlled cars to destroy the trucks press | to detonate"
	flag_buggy_help1_hm2 = 1
ENDIF
 
IF controlmode = 2
	PRINT_HELP ( HM2_1 ) //"Use the radio controlled cars to destroy the trucks press | to detonate"
	flag_buggy_help1_hm2 = 1
ENDIF
 
IF controlmode = 3
	PRINT_HELP ( HM2_1A ) //"Use the radio controlled cars to destroy the trucks press the R1 button to detonate."
	flag_buggy_help1_hm2 = 1
ENDIF
 
CLEAR_AREA -681.42 91.35 17.7 2.0 TRUE 
 
GIVE_REMOTE_CONTROLLED_CAR_TO_PLAYER player -681.42 91.35 17.7 94.0
 
++ counter_no_of_cars_player_had_hm2
 
// creates van 1
 
CREATE_CAR CAR_SECURICAR -841.0 -130.0 -100.0 target_van1_hm2
 
CREATE_CHAR_INSIDE_CAR target_van1_hm2 PEDTYPE_CIVMALE PED_MALE1 van_driver1_hm2
 
SET_CAR_ONLY_DAMAGED_BY_PLAYER target_van1_hm2 TRUE
 
SET_CAR_AVOID_LEVEL_TRANSITIONS target_van1_hm2 TRUE 
 
ADD_BLIP_FOR_CAR target_van1_hm2 radar_blip_van1_hm2
 
SET_CAR_DRIVING_STYLE target_van1_hm2 2
 
SET_CAR_CRUISE_SPEED target_van1_hm2 12.0
 
CAR_WANDER_RANDOMLY target_van1_hm2
 
// creates van 2
 
CREATE_CAR CAR_SECURICAR -437.0 -67.0 -100.0 target_van2_hm2
 
CREATE_CHAR_INSIDE_CAR target_van2_hm2 PEDTYPE_CIVMALE PED_MALE1 van_driver2_hm2
 
SET_CAR_ONLY_DAMAGED_BY_PLAYER target_van2_hm2 TRUE
 
SET_CAR_AVOID_LEVEL_TRANSITIONS target_van2_hm2 TRUE
 
ADD_BLIP_FOR_CAR target_van2_hm2 radar_blip_van2_hm2
 
SET_CAR_DRIVING_STYLE target_van2_hm2 2
 
SET_CAR_CRUISE_SPEED target_van2_hm2 12.0
 
CAR_WANDER_RANDOMLY target_van2_hm2
 
// creates van 3
 
CREATE_CAR CAR_SECURICAR -1172.0 467.0 -100.0 target_van3_hm2
 
CREATE_CHAR_INSIDE_CAR target_van3_hm2 PEDTYPE_CIVMALE PED_MALE1 van_driver3_hm2
 
SET_CAR_ONLY_DAMAGED_BY_PLAYER target_van3_hm2 TRUE
 
SET_CAR_AVOID_LEVEL_TRANSITIONS target_van3_hm2 TRUE
 
ADD_BLIP_FOR_CAR target_van3_hm2 radar_blip_van3_hm2
 
SET_CAR_DRIVING_STYLE target_van3_hm2 2
 
SET_CAR_CRUISE_SPEED target_van3_hm2 12.0
 
CAR_WANDER_RANDOMLY target_van3_hm2
 
// waiting for the player to destroy all of the vans
 
buggies_left_hm2 = total_buggy_hm2 - counter_no_of_cars_player_had_hm2
 
timerb = 0
 
WHILE NOT counter_all_vans_dead_hm2 = 3
 
	WAIT 0
 
	buggies_left_hm2 = total_buggy_hm2 - counter_no_of_cars_player_had_hm2 
 
	IF flag_buggy_help2_hm2 = 0
	AND flag_buggy_help1_hm2 = 1
 
		IF timerb > 7000
			PRINT_HELP ( HM2_3 ) //"The buggies can go underneath vehicles but if you touch the wheels the buggy will detonate instantly."
			flag_buggy_help2_hm2 = 1
			//timerb = 0
		ENDIF
 
	ENDIF
 
	IF flag_buggy_help3_hm2 = 0
 
		IF flag_buggy_help2_hm2 = 1 
 
			IF timerb > 14000
				PRINT_HELP ( HM2_4 ) //"The buggy will detonate if you get out of range!"
				flag_buggy_help3_hm2 = 1
			ENDIF
 
		ENDIF
 
	ENDIF  
 
	CLEAR_WANTED_LEVEL player
 
IF NOT IS_CAR_DEAD mission_car_hm2 
 
	IF NOT IS_PLAYER_IN_REMOTE_MODE player
	AND counter_no_of_cars_player_had_hm2 < 6
	AND flag_player_got_car_hm2 = 0
	AND IS_PLAYER_SITTING_IN_CAR player mission_car_hm2
		CLEAR_AREA -681.42 91.35 17.7 2.0 FALSE
		GIVE_REMOTE_CONTROLLED_CAR_TO_PLAYER player -681.42 91.35 17.7 94.0
		++ counter_no_of_cars_player_had_hm2
		flag_player_got_car_hm2 = 1 
	ENDIF
 
ENDIF
 
IF NOT IS_PLAYER_IN_REMOTE_MODE player
	flag_player_got_car_hm2 = 0
ENDIF
 
IF flag_van1_dead_hm2 = 0
 
	IF IS_CAR_DEAD target_van1_hm2
		++ counter_all_vans_dead_hm2
		PRINT_NOW ( HM2_6 ) 5000 1 //"Armoured Car destroyed!"
		REMOVE_BLIP radar_blip_van1_hm2
		flag_van1_dead_hm2 = 1
	 ENDIF
 
ENDIF
 
IF flag_van2_dead_hm2 = 0
 
	IF IS_CAR_DEAD target_van2_hm2
		++ counter_all_vans_dead_hm2
		PRINT_NOW ( HM2_6 ) 5000 1 //"Armoured Car destroyed!"
		REMOVE_BLIP radar_blip_van2_hm2
		flag_van2_dead_hm2 = 1
	 ENDIF
 
ENDIF
 
IF flag_van3_dead_hm2 = 0
 
	IF IS_CAR_DEAD target_van3_hm2
		++ counter_all_vans_dead_hm2
		PRINT_NOW ( HM2_6 ) 5000 1 //"Armoured Car destroyed!"
		REMOVE_BLIP radar_blip_van3_hm2
		flag_van3_dead_hm2 = 1
	 ENDIF
 
ENDIF
 
IF counter_no_of_cars_player_had_hm2 = 5
AND flag_player_got_car_hm2 = 0
AND NOT counter_all_vans_dead_hm2 = 3
	PRINT_NOW ( HM2_2 ) 5000 1 //"You failed to destroy all the armoured cars!"
	GOTO mission_hood2_failed
 
ENDIF
 
IF NOT IS_PLAYER_IN_ANY_CAR player
	PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
	PRINT_NOW ( HM2_2 ) 5000 1 //"You failed to destroy all the armoured cars!"
	GOTO mission_hood2_failed
ENDIF 
 
ENDWHILE
 
BLOW_UP_RC_BUGGY
 
}
 
GOTO mission_hood2_passed
 
 
 
// Mission hood2 failed
 
mission_hood2_failed:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
IF HAS_PLAYER_BEEN_ARRESTED player
	OVERRIDE_POLICE_STATION_LEVEL LEVEL_SUBURBAN 
ENDIF
 
IF IS_PLAYER_DEAD player
	OVERRIDE_HOSPITAL_LEVEL LEVEL_SUBURBAN
ENDIF
 
RETURN
 
 
 
 
// mission hood2 passed
 
mission_hood2_passed:
 
flag_hood_mission2_passed = 1
REGISTER_MISSION_PASSED ( HM_2 )
PLAYER_MADE_PROGRESS 1
PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //"Mission Passed!"
PLAY_MISSION_PASSED_TUNE 1 
ADD_SCORE player 10000
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT hood_mission3_loop
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_hood2:
 
flag_player_on_mission = 0
flag_player_on_hood_mission = 0
LOAD_SCENE -660.9 76.0 18.7
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_TOYZ
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SECURICAR
MARK_MODEL_AS_NO_LONGER_NEEDED car_rcbandit
CLEAR_ONSCREEN_COUNTER buggies_left_hm2
REMOVE_BLIP radar_blip_car1_hm2
REMOVE_BLIP radar_blip_van1_hm2
REMOVE_BLIP radar_blip_van2_hm2
REMOVE_BLIP radar_blip_van3_hm2
MISSION_HAS_FINISHED
RETURN

hood3

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
// *************************************Hood Mission 3****************************************
// *************************************Rigged To Blow****************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
SCRIPT_NAME hood3
 
// Mission start stuff
 
GOSUB mission_start_hood3
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_hood3_failed
	ENDIF
 
GOSUB mission_cleanup_hood3
 
MISSION_END
 
 
// Variables for mission
 
VAR_INT car_hm3
 
VAR_INT radar_blip_car1_hm3
 
VAR_INT timer_hm3
 
VAR_INT radar_blip_coord1_hm3
 
VAR_FLOAT carx_hm3
 
VAR_FLOAT cary_hm3
 
VAR_FLOAT carz_hm3
 
VAR_INT radar_blip_coord2_hm3
 
VAR_INT flag_player_had_repair_message_hm3
 
VAR_INT flag_player_had_car_message_hm3
 
VAR_INT flag_blip2_on
 
VAR_INT current_time_hm3
 
VAR_INT best_time_hm3
 
VAR_INT car_health_hm3
 
VAR_INT car_damage_hm3
 
VAR_INT flag_dont_check_stuff_hm3
 
VAR_INT flag_player_had_out_message_hm3
 
// ***************************************Mission Start*************************************
 
mission_start_hood3:
 
flag_player_on_mission = 1
 
flag_player_on_hood_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_had_repair_message_hm3 = 0
 
flag_player_had_car_message_hm3 = 0
 
flag_blip2_on = 0
 
blob_flag = 1
 
timer_hm3 = 361000  // 6 mins
 
car_health_hm3 = 1000
 
car_damage_hm3 = 0
 
flag_dont_check_stuff_hm3 = 0
 
flag_player_had_out_message_hm3 = 0
 
 
// ********************************************START OF CUTSCENE****************************
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_hood3_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( HM_3 ) 15000 2 //"RIGGED TO BLOW"
 
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 -414.57 97.73 1.0 -589.29 -101.77 20.0
 
//LOAD_ALL_MODELS_NOW
 
//WHILE NOT HAS_MODEL_LOADED cut_obj1
 
//	WAIT 0
 
//ENDWHILE
 
LOAD_CUTSCENE hd_ph3 
SET_CUTSCENE_OFFSET -444.714 -6.321 2.9
 
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 ( HM3_A ) 10000 1  //"Some effa..." 
 
WHILE cs_time < 4262
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM3_B ) 10000 1 //"If I lose those wheels..." 
 
WHILE cs_time < 7770
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM3_C ) 10000 1 //"Pick up my car..." 
 
WHILE cs_time < 11514
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM3_D ) 10000 1 //"Let them diffuse..." 
 
WHILE cs_time < 14528
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM3_E ) 10000 1 //"The clocks...." 
 
WHILE cs_time < 17707
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM3_F ) 10000 1 //"You hit one pot hole..." 
 
WHILE cs_time < 20250
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM3_G ) 10000 1 //"Now move it..."
 
WHILE cs_time < 20951
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( HM3_G ) 
 
WHILE cs_time < 21666
	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
 
//SWITCH_STREAMING ON
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
//MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
 
// *********************************************END OF CUTSCENE*****************************
 
CLEAR_THREAT_FOR_PED_TYPE PEDTYPE_GANG_MAFIA THREAT_PLAYER1
 
CLEAR_THREAT_FOR_PED_TYPE PEDTYPE_GANG_TRIAD THREAT_PLAYER1
 
CLEAR_THREAT_FOR_PED_TYPE PEDTYPE_GANG_DIABLO THREAT_PLAYER1
 
CLEAR_THREAT_FOR_PED_TYPE PEDTYPE_GANG_YAKUZA THREAT_PLAYER1
 
CLEAR_THREAT_FOR_PED_TYPE PEDTYPE_GANG_YARDIE THREAT_PLAYER1
 
CLEAR_THREAT_FOR_PED_TYPE PEDTYPE_GANG_COLOMBIAN THREAT_PLAYER1
 
CLEAR_THREAT_FOR_PED_TYPE PEDTYPE_GANG_HOOD THREAT_PLAYER1
 
REQUEST_MODEL CAR_INFERNUS
 
WHILE NOT HAS_MODEL_LOADED CAR_INFERNUS
 
	WAIT 0
 
ENDWHILE
 
CREATE_CAR CAR_INFERNUS -682.0 76.0 -100.0 car_hm3
 
SET_CAR_HEADING car_hm3 0.0
 
SET_CAN_RESPRAY_CAR car_hm3 FALSE
 
ADD_BLIP_FOR_CAR car_hm3 radar_blip_car1_hm3
 
SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm3 car_hm3
 
DISPLAY_ONSCREEN_TIMER timer_hm3
 
IF IS_CAR_DEAD car_hm3
	PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
	GOTO mission_hood3_failed
ENDIF
 
// waiting for the player to get into the car
 
WHILE NOT IS_PLAYER_IN_CAR player car_hm3
 
	WAIT 0
 
	IF IS_CAR_DEAD car_hm3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_hood3_failed
	ELSE
 
		IF IS_CAR_UPSIDEDOWN car_hm3
		AND IS_CAR_STOPPED car_hm3 
			PRINT_NOW ( UPSIDE ) 5000 1 //"You've flipped your wheels!"
			GOTO mission_hood3_failed
		ENDIF
 
	ENDIF
 
	IF timer_hm3 = 0
		car_damage_hm3 = 100
		EXPLODE_CAR car_hm3
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_car1_hm3
 
PRINT_NOW ( HM3_1 ) 7000 1 //"Get to the garage but watch out if the car takes too much damage it will blow!
 
ADD_BLIP_FOR_COORD 1354.7 -312.9 48.9 radar_blip_coord1_hm3
 
DISPLAY_ONSCREEN_COUNTER_WITH_STRING car_damage_hm3 COUNTER_DISPLAY_BAR ( DETON ) 
 
// waiting for the player to reach the garage
 
WHILE NOT IS_CAR_IN_MISSION_GARAGE garage_hm3
 
	WAIT 0
 
	IF IS_CAR_DEAD car_hm3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_hood3_failed
	ELSE
 
		GET_CAR_HEALTH car_hm3 car_health_hm3
 
		car_damage_hm3 = 1000 - car_health_hm3
 
		IF car_damage_hm3 > 100
			car_damage_hm3 = 100
		ENDIF
 
 
		IF IS_CAR_UPSIDEDOWN car_hm3
		AND IS_CAR_STOPPED car_hm3
			PRINT_NOW ( UPSIDE ) 5000 1 //"You've flipped your wheels!"
			GOTO mission_hood3_failed
		ENDIF
 
	ENDIF
 
	IF timer_hm3 = 0
		car_damage_hm3 = 100
		EXPLODE_CAR car_hm3
	ENDIF
 
	IF car_damage_hm3 = 100
		EXPLODE_CAR car_hm3
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_hm3
	AND flag_player_had_car_message_hm3 = 0
		PRINT_NOW ( IN_VEH ) 7000 1 //" Get back in the car and get on with the mission!"
		REMOVE_BLIP radar_blip_coord1_hm3
		ADD_BLIP_FOR_CAR car_hm3 radar_blip_car1_hm3
		flag_player_had_car_message_hm3 = 1
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_hm3
	AND flag_player_had_car_message_hm3 = 1
		REMOVE_BLIP radar_blip_car1_hm3
		ADD_BLIP_FOR_COORD 1354.7 -312.9 48.9 radar_blip_coord1_hm3
		flag_player_had_car_message_hm3 = 0
	ENDIF
 
ENDWHILE
 
current_time_hm3 = 361000 - timer_hm3
 
current_time_hm3 = current_time_hm3 / 1000
 
REGISTER_DEFUSE_BOMB_TIME current_time_hm3
 
REMOVE_BLIP radar_blip_coord1_hm3
 
CLEAR_ONSCREEN_COUNTER car_damage_hm3
 
CLEAR_ONSCREEN_TIMER timer_hm3
 
PRINT_NOW ( HM3_2 ) 7000 1 //"Bring the car back and I want it mint - no damage!"
 
ADD_BLIP_FOR_COORD -682.0 76.0 -100.0 radar_blip_coord2_hm3
 
flag_blip2_on = 1
 
blob_flag = 1
 
WHILE NOT LOCATE_STOPPED_CAR_3D car_hm3 -682.0 76.0 17.4 3.0 4.0 4.0 blob_flag
OR IS_CAR_VISIBLY_DAMAGED car_hm3
OR IS_PLAYER_IN_CAR player car_hm3 	   
 
	WAIT 0
 
	IF IS_CAR_DEAD car_hm3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_hood3_failed
	ELSE
 
		IF IS_CAR_UPSIDEDOWN car_hm3
		AND IS_CAR_STOPPED car_hm3
			PRINT_NOW ( UPSIDE ) 5000 1 //"You've flipped your wheels!"
			GOTO mission_hood3_failed
		ENDIF
 
	ENDIF
 
	IF LOCATE_STOPPED_CAR_3D car_hm3 -682.0 76.0 17.4 3.0 4.0 4.0 FALSE
 
		IF NOT IS_CAR_VISIBLY_DAMAGED car_hm3
			flag_dont_check_stuff_hm3 = 1
		ENDIF
 
		IF flag_player_had_out_message_hm3 = 0
			PRINT_NOW ( OUT_VEH ) 5000 1 //"Get out of the vehicle!"
			flag_player_had_out_message_hm3 = 1
		ENDIF
 
	ELSE
		flag_dont_check_stuff_hm3 = 0
		flag_player_had_out_message_hm3 = 0
	ENDIF
 
	IF flag_dont_check_stuff_hm3 = 0 	
 
		IF IS_PLAYER_IN_CAR player car_hm3
 
			IF flag_player_had_car_message_hm3 = 1
				REMOVE_BLIP radar_blip_car1_hm3
				flag_player_had_car_message_hm3 = 0
			ENDIF
 
			IF IS_CAR_VISIBLY_DAMAGED car_hm3
 
				IF flag_player_had_repair_message_hm3 = 0
					PRINT_NOW ( HM3_3 ) 7000 1 //"Get the car repaired I want it mint!"
					REMOVE_BLIP radar_blip_coord2_hm3
					flag_blip2_on = 0
					flag_player_had_repair_message_hm3 = 1
				ENDIF
 
				blob_flag = 0
 
			ELSE
 
				IF flag_blip2_on = 0
					ADD_BLIP_FOR_COORD -682.0 76.0 -100.0 radar_blip_coord2_hm3
					PRINT_NOW ( HM3_2 ) 7000 1 //"Bring the car back and I want it mint - no damage!"
					flag_blip2_on = 1
				ENDIF
 
				blob_flag = 1
 
				flag_player_had_repair_message_hm3 = 0
 
			ENDIF
 
		ELSE
 
			IF flag_player_had_car_message_hm3 = 0
				PRINT_NOW ( IN_VEH ) 7000 1 //" Get back in the car and get on with the mission!"
				REMOVE_BLIP radar_blip_coord2_hm3
				flag_blip2_on = 0
				ADD_BLIP_FOR_CAR car_hm3 radar_blip_car1_hm3
				flag_player_had_car_message_hm3 = 1
			ENDIF
			blob_flag = 0
			flag_player_had_repair_message_hm3 = 0		
 
		ENDIF
 
	ENDIF
 
ENDWHILE
 
IF NOT IS_CAR_DEAD car_hm3
	CHANGE_CAR_LOCK car_hm3 CARLOCK_LOCKED
ENDIF
 
REMOVE_BLIP radar_blip_coord2_hm3
 
 
}	
 
GOTO mission_hood3_passed
 
 
 
// Mission hood3 failed
 
mission_hood3_failed:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
IF HAS_PLAYER_BEEN_ARRESTED player
	OVERRIDE_POLICE_STATION_LEVEL LEVEL_SUBURBAN 
ENDIF
 
IF IS_PLAYER_DEAD player
	OVERRIDE_HOSPITAL_LEVEL LEVEL_SUBURBAN
ENDIF
 
RETURN
 
 
 
 
// mission hood3 passed
 
mission_hood3_passed:
 
IF flag_hood_mission3_passed = 0
	REGISTER_MISSION_PASSED ( HM_3 )
	PLAYER_MADE_PROGRESS 1
	PRINT_WITH_NUMBER_BIG ( M_PASS ) 20000 5000 1 //Mission Passed!"
	PLAY_MISSION_PASSED_TUNE 1
	ADD_SCORE player 20000
	CLEAR_WANTED_LEVEL player
	START_NEW_SCRIPT hood_mission4_loop
	flag_hood_mission3_passed = 1
 
ELSE
	ADD_SCORE player 20000
	PRINT_WITH_NUMBER_BIG ( M_PASS ) 20000 5000 1 //Mission Passed!"
	PLAY_MISSION_PASSED_TUNE 1
	CLEAR_WANTED_LEVEL player
ENDIF
 
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_hood3:
 
flag_player_on_mission = 0
flag_player_on_hood_mission = 0
SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm3 -1
CLEAR_ONSCREEN_TIMER timer_hm3
CLEAR_ONSCREEN_COUNTER car_damage_hm3
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_INFERNUS
REMOVE_BLIP radar_blip_car1_hm3
REMOVE_BLIP radar_blip_coord1_hm3
REMOVE_BLIP radar_blip_coord2_hm3
SET_THREAT_FOR_PED_TYPE PEDTYPE_GANG_MAFIA THREAT_PLAYER1
SET_THREAT_FOR_PED_TYPE PEDTYPE_GANG_TRIAD THREAT_PLAYER1
SET_THREAT_FOR_PED_TYPE PEDTYPE_GANG_COLOMBIAN THREAT_PLAYER1
 
IF flag_yardie_mission2_passed = 1
	SET_THREAT_FOR_PED_TYPE PEDTYPE_GANG_DIABLO THREAT_PLAYER1
ENDIF
 
IF flag_yardie_mission4_passed = 1
	SET_THREAT_FOR_PED_TYPE PEDTYPE_GANG_YARDIE THREAT_PLAYER1
ENDIF	 
 
MISSION_HAS_FINISHED
RETURN

hood4

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
// *************************************Hood Mission 4****************************************
// ****************************************The Race*******************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
SCRIPT_NAME hood4
 
// Mission start stuff
 
GOSUB mission_start_hood4
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_hood4_failed
	ENDIF
 
GOSUB mission_cleanup_hood4
 
MISSION_END
 
 
// Variables for mission
 
VAR_INT total_no_pills_carried_hm4  //Total no of pills eaten since race started
 
VAR_INT radar_blip_coord1_hm4
 
VAR_INT no_of_pills_carried_hm4  //no of pills player is carrying
 
VAR_INT flag_player_in_area_hm4
 
VAR_INT timer_hm4
 
VAR_INT car_hm4
 
VAR_INT radar_blip_car1_hm4
 
VAR_INT flag_player_had_car_message_hm4
 
VAR_INT flag_blip_added_hm4
 
VAR_INT radar_blip_coord2_hm4
 
 
// ***************************************Mission Start*************************************
 
 
mission_start_hood4:
 
flag_player_on_mission = 1
 
flag_player_on_hood_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
total_no_pills_carried_hm4 = 0
 
flag_player_in_area_hm4 = 0
 
timer_hm4 = 361000 // 6 mins
 
flag_player_had_car_message_hm4 = 0
 
flag_blip_added_hm4 = 0
 
 
// *******************************************START OF CUTSCENE*****************************
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_hood4_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( HM_4 ) 15000 2 //"GOLD GRAB"	
 
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 -414.57 97.73 1.0 -589.29 -101.77 20.0
 
//LOAD_ALL_MODELS_NOW
 
//WHILE NOT HAS_MODEL_LOADED cut_obj1
 
//	WAIT 0
 
//ENDWHILE
 
LOAD_CUTSCENE hd_ph4 
SET_CUTSCENE_OFFSET -444.714 -6.321 2.9
 
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 ( HM4_A ) 10000 1 //"Yo a Federal..." 
 
WHILE cs_time < 5840
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM4_B ) 10000 1 //"There's platinum all..." 
 
WHILE cs_time < 8171
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM4_C ) 10000 1  //"Get a car..." 
 
WHILE cs_time < 11161
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM4_F ) 10000 1 //"You can drop..." 
 
WHILE cs_time < 13963
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM4_G ) 10000 1 //"This platinum..." 
 
WHILE cs_time < 17683
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM4_H ) 10000 1 //"So make regular drop..."
 
WHILE cs_time < 19787
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( HM4_H ) 
 
WHILE cs_time < 20433
	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
 
//SWITCH_STREAMING ON
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
//MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
// *********************************************END OF CUTSCENE*****************************
 
PRINT_NOW ( HM4_D ) 5000 1 //"Get a vehicle!"
 
WHILE NOT IS_PLAYER_IN_ANY_CAR player
 
	WAIT 0
 
ENDWHILE
 
STORE_CAR_PLAYER_IS_IN player car_hm4
 
SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm4 car_hm4
 
//REMOVE_BLIP radar_blip_car1_hm4
 
ADD_BLIP_FOR_COORD -1080.0 -163.2 -100.0 radar_blip_coord2_hm4
 
PRINT_NOW ( HM4_1 ) 7000 1 //"Head to the location where the cargo is scattered!"
 
START_PACMAN_SCRAMBLE -1080.0 -163.2 -100.0 100.0 90  // 90 tokens are created
 
DISPLAY_ONSCREEN_TIMER timer_hm4
 
DISPLAY_ONSCREEN_COUNTER_WITH_STRING total_no_pills_carried_hm4 COUNTER_DISPLAY_NUMBER collect 
 
// waiting for the player to get the correct number of pills
 
WHILE NOT total_no_pills_carried_hm4 >= 30
 
	WAIT 0
 
	GET_NUMBER_OF_POWER_PILLS_CARRIED no_of_pills_carried_hm4
 
	IF IS_PLAYER_IN_AREA_3D player -824.7 -165.5 32.8 -843.5 -171.7 37.0 FALSE
		CLEAR_WANTED_LEVEL player
	ENDIF
 
// Checks to see if any pills are carried and switches off airport blip and puts on the drop off blip
 
	IF no_of_pills_carried_hm4 > 0
 
		IF flag_blip_added_hm4 = 0
			REMOVE_BLIP radar_blip_coord2_hm4
			ADD_BLIP_FOR_COORD -844.9 -169.6 32.8 radar_blip_coord1_hm4  // Coords for where the gold is to be dropped off
			PRINT_NOW ( HM4_2 ) 7000 1 //"Remember when the vehicle becomes too heavy and slow goto the garage and drop off the cargo."
			flag_blip_added_hm4 = 1
		ENDIF
 
	ENDIF	
 
// Checks and removes the no of pills that the player has collected	 
 
		IF IS_PLAYER_IN_ANY_CAR player
 
			STORE_CAR_PLAYER_IS_IN player car_hm4
			SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm4 car_hm4
 
		    IF IS_PLAYER_STOPPED_IN_AREA_IN_CAR_3D player -824.7 -165.5 32.8 -843.5 -171.7 37.0 FALSE
			AND flag_player_in_area_hm4 = 0
				total_no_pills_carried_hm4 += no_of_pills_carried_hm4
				ADD_ONE_OFF_SOUND -834.9 -168.8 33.9 SOUND_UNLOAD_GOLD
				CLEAR_NUMBER_OF_POWER_PILLS_CARRIED
				flag_player_in_area_hm4 = 1
			ENDIF
 
			IF IS_PLAYER_IN_CAR player car_hm4
			AND NOT IS_PLAYER_STOPPED_IN_AREA_IN_CAR_3D player -824.7 -165.5 32.8 -843.5 -171.7 37.0 FALSE
			AND flag_player_in_area_hm4 = 1
				flag_player_in_area_hm4 = 0
			ENDIF
 
		ENDIF
 
// Checks for the player getting in and out of the car
 
		IF NOT IS_PLAYER_IN_ANY_CAR player
 
			SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm4 -1
 
			IF flag_player_had_car_message_hm4 = 0
				PRINT_NOW ( IN_VEH2 ) 5000 1 //"Get into the vehicle!"
				IF flag_blip_added_hm4 = 1
					REMOVE_BLIP radar_blip_coord1_hm4
				ENDIF
				flag_player_had_car_message_hm4 = 1
			ENDIF
 
		ELSE
 
			STORE_CAR_PLAYER_IS_IN player car_hm4
			SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm4 car_hm4
 
			IF flag_player_had_car_message_hm4 = 1
				IF flag_blip_added_hm4 = 1
					ADD_BLIP_FOR_COORD -844.9 -169.6 32.8 radar_blip_coord1_hm4
				ENDIF
				flag_player_had_car_message_hm4 = 0
			ENDIF
 
		ENDIF 
 
	IF timer_hm4 = 0
		PRINT_NOW ( OUTTIME ) 5000 1 //"Your out of time!"
		GOTO mission_hood4_failed
	ENDIF  
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord1_hm4
 
}  
 
GOTO mission_hood4_passed
 
 
 
// Mission hood4 failed
 
mission_hood4_failed:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm4 -1
 
IF HAS_PLAYER_BEEN_ARRESTED player
	OVERRIDE_POLICE_STATION_LEVEL LEVEL_SUBURBAN 
ENDIF
 
IF IS_PLAYER_DEAD player
	OVERRIDE_HOSPITAL_LEVEL LEVEL_SUBURBAN
ENDIF
 
RETURN
 
 
 
 
// mission hood4 passed
 
mission_hood4_passed:
 
flag_hood_mission4_passed = 1
REGISTER_MISSION_PASSED ( HM_4 )
PLAYER_MADE_PROGRESS 1
PRINT_WITH_NUMBER_BIG ( M_PASS ) 25000 5000 1 //Mission Passed!"
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 25000
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT hood_mission5_loop
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_hood4:
 
flag_player_on_mission = 0
flag_player_on_hood_mission = 0
SET_TARGET_CAR_FOR_MISSION_GARAGE garage_hm4 -1
CLEAR_NUMBER_OF_POWER_PILLS_CARRIED
CLEAR_PACMAN
REMOVE_BLIP radar_blip_coord1_hm4
REMOVE_BLIP radar_blip_coord2_hm4
CLEAR_ONSCREEN_TIMER timer_hm4
CLEAR_ONSCREEN_COUNTER total_no_pills_carried_hm4 // TEST STUFF
MISSION_HAS_FINISHED
RETURN

hood5

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
// *************************************Hood Mission 5****************************************
// ***********************************Baseball Bat Fight**************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
SCRIPT_NAME hood5
 
// Mission start stuff
 
GOSUB mission_start_hood5
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_hood5_failed
	ENDIF
 
GOSUB mission_cleanup_hood5
 
MISSION_END
 
 
// Variables for mission
 
VAR_INT baddie1_hm5
 
VAR_INT baddie2_hm5
 
VAR_INT baddie3_hm5
 
VAR_INT baddie4_hm5
 
VAR_INT baddie5_hm5
 
VAR_INT baddie6_hm5
 
VAR_INT baddie7_hm5
 
VAR_INT baddie8_hm5
 
VAR_INT baddie9_hm5
 
VAR_INT radar_blip_ped1_hm5  // Radar blip for baddie 1
 
VAR_INT radar_blip_ped2_hm5  // Radar blip for baddie 2
 
VAR_INT radar_blip_ped3_hm5  // Radar blip for baddie 3
 
VAR_INT radar_blip_ped4_hm5  // Radar blip for baddie 4
 
VAR_INT radar_blip_ped5_hm5  // Radar blip for baddie 5
 
VAR_INT radar_blip_ped6_hm5  // Radar blip for baddie 6
 
VAR_INT radar_blip_ped7_hm5  // Radar blip for baddie 7
 
VAR_INT radar_blip_ped8_hm5  // Radar blip for baddie 8
 
VAR_INT radar_blip_ped9_hm5  // Radar blip for baddie 9
 
VAR_INT flag_baddie1_dead_hm5
 
VAR_INT flag_baddie2_dead_hm5
 
VAR_INT flag_baddie3_dead_hm5
 
VAR_INT flag_baddie4_dead_hm5
 
VAR_INT flag_baddie5_dead_hm5
 
VAR_INT flag_baddie6_dead_hm5
 
VAR_INT flag_baddie7_dead_hm5
 
VAR_INT flag_baddie8_dead_hm5
 
VAR_INT flag_baddie9_dead_hm5
 
VAR_INT counter_no_of_baddies_dead_hm5
 
VAR_INT radar_blip_goodie_hm5
 
VAR_INT goodie_hm5
 
VAR_INT bat_hm5
 
VAR_INT flag_players_buddy_normal
 
VAR_INT flag_goodie_hm5_dead_hm5
 
VAR_INT car_hm5
 
VAR_INT flag_goodie_message_hm5
 
VAR_INT flag_bat_created_hm5
 
VAR_INT flag_bat_collected_hm5
 
VAR_INT flag_player_in_area_hm5
 
VAR_INT flag_baddie1_mad_hm5
 
VAR_INT flag_baddie2_mad_hm5
 
VAR_INT flag_baddie3_mad_hm5
 
VAR_INT flag_baddie4_mad_hm5
 
VAR_INT flag_baddie5_mad_hm5
 
VAR_INT flag_baddie6_mad_hm5
 
VAR_INT flag_baddie7_mad_hm5
 
VAR_INT flag_baddie8_mad_hm5
 
VAR_INT flag_baddie9_mad_hm5
 
 
// ***************************************Mission Start*************************************
 
 
mission_start_hood5:
 
flag_player_on_mission = 1
 
flag_player_on_hood_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_baddie1_dead_hm5 = 0
 
flag_baddie2_dead_hm5 = 0
 
flag_baddie3_dead_hm5 = 0
 
flag_baddie4_dead_hm5 = 0
 
flag_baddie5_dead_hm5 = 0
 
flag_baddie6_dead_hm5 = 0
 
flag_baddie7_dead_hm5 = 0
 
flag_baddie8_dead_hm5 = 0
 
flag_baddie9_dead_hm5 = 0
 
counter_no_of_baddies_dead_hm5 = 0
 
flag_players_buddy_normal = 0
 
flag_goodie_hm5_dead_hm5 = 0
 
flag_goodie_message_hm5 = 0
 
flag_bat_created_hm5 = 0
 
flag_bat_collected_hm5 = 0
 
flag_player_in_area_hm5 = 0
 
flag_baddie1_mad_hm5 = 0
 
flag_baddie2_mad_hm5 = 0
 
flag_baddie3_mad_hm5 = 0
 
flag_baddie4_mad_hm5 = 0
 
flag_baddie5_mad_hm5 = 0
 
flag_baddie6_mad_hm5 = 0
 
flag_baddie7_mad_hm5 = 0
 
flag_baddie8_mad_hm5 = 0
 
flag_baddie9_mad_hm5 = 0
 
 
// ****************************************START OF CUTSCENE********************************
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_hood5_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( HM_5 ) 15000 2 //"RUMBLE BLUES"
 
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 -414.57 97.73 1.0 -589.29 -101.77 20.0
 
//LOAD_ALL_MODELS_NOW
 
//WHILE NOT HAS_MODEL_LOADED cut_obj1
 
//	WAIT 0
 
//ENDWHILE
 
LOAD_CUTSCENE hd_ph5 
SET_CUTSCENE_OFFSET -444.714 -6.321 2.9
 
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 < 2190
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW ( HM5_A ) 10000 1  //"Them Nines..." 
 
WHILE cs_time < 4403
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM5_B ) 10000 1  //"But they still..." 
 
WHILE cs_time < 6287
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM5_C ) 10000 1  //"They agreed to..." 
 
WHILE cs_time < 7888
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM5_D ) 10000 1 //"A gang of them..." 
 
WHILE cs_time < 9678
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM5_E ) 10000 1 //"Two of yaw" 
 
WHILE cs_time < 11491
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM5_F ) 10000 1  //"I'd join you..." 
 
WHILE cs_time < 12974
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM5_G ) 10000 1  //"I ain't due my..."
 
WHILE cs_time < 14952
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM5_H ) 10000 1 //"Y'kmow what..."
 
WHILE cs_time < 16068
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM5_I ) 10000 1 //"Go and meet..."
 
WHILE cs_time < 17531
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( HM5_J ) 10000 1 //"He'll show..."
 
WHILE cs_time < 19234
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( HM5_J )
 
WHILE cs_time < 20166
	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
 
//SWITCH_STREAMING ON
 
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_GANG_HOOD_A
 
REQUEST_MODEL PED_GANG_HOOD_B
 
WHILE NOT HAS_MODEL_LOADED PED_GANG_HOOD_A
OR NOT HAS_MODEL_LOADED PED_GANG_HOOD_B
 
	WAIT 0
 
ENDWHILE
 
SWITCH_ROADS_OFF -414.997 77.799 2.5 -267.467 103.23 10.0
 
SWITCH_ROADS_OFF -286.387 77.799 2.5 -215.814 272.287 10.0
 
CREATE_PICKUP WEAPON_BAT pickup_once -637.0 -28.5 -100.0 bat_hm5
 
flag_bat_created_hm5 = 1
 
// Creates players helper ped
 
CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_HOOD_A -640.9 -28.8 18.8 goodie_hm5
 
SET_CHAR_HEADING goodie_hm5 180.0
 
GIVE_WEAPON_TO_CHAR goodie_hm5 WEAPONTYPE_BASEBALLBAT 1
 
ADD_BLIP_FOR_CHAR goodie_hm5 radar_blip_goodie_hm5
 
CLEAR_CHAR_THREAT_SEARCH goodie_hm5
 
WHILE NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player goodie_hm5 8.0 8.0 FALSE
 
	WAIT 0
 
	IF IS_CHAR_DEAD goodie_hm5
		PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!"
		GOTO mission_hood5_failed
		flag_goodie_hm5_dead_hm5 = 1	
	ENDIF
 
	IF flag_bat_created_hm5 = 1
 
		IF flag_bat_collected_hm5 = 0
 
			IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
				flag_bat_collected_hm5 = 1
			ENDIF
 
		ENDIF
 
	ENDIF
 
ENDWHILE
 
TURN_CHAR_TO_FACE_PLAYER goodie_hm5 player
SET_PLAYER_AS_LEADER goodie_hm5 player
REMOVE_BLIP radar_blip_goodie_hm5
 
LOAD_MISSION_AUDIO H5_A
 
WHILE NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CHAR_DEAD goodie_hm5
		PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!"
		GOTO mission_hood5_failed
		flag_goodie_hm5_dead_hm5 = 1	
	ENDIF 
 
	IF NOT IS_CHAR_IN_PLAYERS_GROUP goodie_hm5 player
	AND flag_goodie_message_hm5 = 0
		PRINT_NOW ( HEY9 ) 5000 1 //"You have not got the information from the contact go back and get it."
		ADD_BLIP_FOR_CHAR goodie_hm5 radar_blip_goodie_hm5
		flag_goodie_message_hm5 = 1
	ENDIF
 
	IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player goodie_hm5 8.0 8.0 FALSE
	AND flag_goodie_message_hm5 = 1
		SET_PLAYER_AS_LEADER goodie_hm5 player
		REMOVE_BLIP radar_blip_goodie_hm5
		flag_goodie_message_hm5 = 0
	ENDIF
 
	IF flag_bat_created_hm5 = 1
 
		IF flag_bat_collected_hm5 = 0
 
			IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
				flag_bat_collected_hm5 = 1
			ENDIF
 
		ENDIF
 
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_goodie_hm5
 
PLAY_MISSION_AUDIO
 
PRINT_NOW ( HM5_1 ) 7000 1 //"Yo, Ice setyou was comin'. There are rules, bats only, no guns, no cars
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CHAR_DEAD goodie_hm5
		PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!"
		GOTO mission_hood5_failed
		flag_goodie_hm5_dead_hm5 = 1	
	ENDIF
 
	IF flag_bat_created_hm5 = 1
 
		IF flag_bat_collected_hm5 = 0
 
			IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
				flag_bat_collected_hm5 = 1
			ENDIF
 
		ENDIF
 
	ENDIF
 
ENDWHILE
 
CLEAR_THIS_PRINT ( HM5_1 )
 
LOAD_MISSION_AUDIO H5_B
 
WHILE NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CHAR_DEAD goodie_hm5
		PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!"
		GOTO mission_hood5_failed
		flag_goodie_hm5_dead_hm5 = 1	
	ENDIF
 
	IF flag_bat_created_hm5 = 1
 
		IF flag_bat_collected_hm5 = 0
 
			IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
				flag_bat_collected_hm5 = 1
			ENDIF
 
		ENDIF
 
	ENDIF
 
ENDWHILE
 
PLAY_MISSION_AUDIO
 
PRINT ( HM5_5 ) 7000 1 //"This is a battle for respect, you cool?"  //Change to print now when audio is there
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CHAR_DEAD goodie_hm5
		PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!"
		GOTO mission_hood5_failed
		flag_goodie_hm5_dead_hm5 = 1	
	ENDIF
 
	IF flag_bat_created_hm5 = 1
 
		IF flag_bat_collected_hm5 = 0
 
			IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
				flag_bat_collected_hm5 = 1
			ENDIF
 
		ENDIF
 
	ENDIF
 
ENDWHILE
 
CLEAR_THIS_PRINT ( HM5_5 )
 
LOAD_MISSION_AUDIO H5_C
 
WHILE NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CHAR_DEAD goodie_hm5
		PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!"
		GOTO mission_hood5_failed
		flag_goodie_hm5_dead_hm5 = 1	
	ENDIF
 
	IF flag_bat_created_hm5 = 1
 
		IF flag_bat_collected_hm5 = 0
 
			IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
				flag_bat_collected_hm5 = 1
			ENDIF
 
		ENDIF
 
	ENDIF
 
ENDWHILE
 
PLAY_MISSION_AUDIO
 
PRINT ( HM5_6 ) 7000 1 //"Lets go crack some blue skulls ( should be purple )"  //Change to print now when audio is there
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CHAR_DEAD goodie_hm5
		PRINT_NOW ( HM5_4 ) 5000 1 //"Your contact is dead!"
		GOTO mission_hood5_failed
		flag_goodie_hm5_dead_hm5 = 1	
	ENDIF
 
	IF flag_bat_created_hm5 = 1
 
		IF flag_bat_collected_hm5 = 0
 
			IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
				flag_bat_collected_hm5 = 1
			ENDIF
 
		ENDIF
 
	ENDIF
 
ENDWHILE
 
CLEAR_THIS_PRINT ( HM5_6 )
 
// Creates baddie1
 
CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -237.0 315.5 -100.0 baddie1_hm5
 
SET_CHAR_HEALTH baddie1_hm5 250
 
SET_CHAR_PERSONALITY baddie1_hm5 PEDSTAT_TOUGH_GUY
 
SET_CHAR_THREAT_SEARCH baddie1_hm5 THREAT_PLAYER1
 
GIVE_WEAPON_TO_CHAR baddie1_hm5 WEAPONTYPE_BASEBALLBAT 1
 
ADD_BLIP_FOR_CHAR baddie1_hm5 radar_blip_ped1_hm5
 
SET_CHAR_HEED_THREATS baddie1_hm5 TRUE
 
TURN_CHAR_TO_FACE_COORD baddie1_hm5 -232.0 253.0 -100.0
 
SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie1_hm5 TRUE
 
// Creates baddie2
 
CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -234.1 315.5 -100.0 baddie2_hm5
 
SET_CHAR_HEALTH baddie2_hm5 250
 
SET_CHAR_PERSONALITY baddie2_hm5 PEDSTAT_TOUGH_GUY
 
SET_CHAR_THREAT_SEARCH baddie2_hm5 THREAT_PLAYER1
 
GIVE_WEAPON_TO_CHAR baddie2_hm5 WEAPONTYPE_BASEBALLBAT 1
 
ADD_BLIP_FOR_CHAR baddie2_hm5 radar_blip_ped2_hm5
 
SET_CHAR_HEED_THREATS baddie2_hm5 TRUE
 
TURN_CHAR_TO_FACE_COORD baddie2_hm5 -232.0 253.0 -100.0
 
SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie2_hm5 TRUE
 
// Creates baddie3
 
CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -229.3 315.5 -100.0 baddie3_hm5
 
SET_CHAR_HEALTH baddie3_hm5 250
 
SET_CHAR_PERSONALITY baddie3_hm5 PEDSTAT_TOUGH_GUY
 
SET_CHAR_THREAT_SEARCH baddie3_hm5 THREAT_PLAYER1
 
GIVE_WEAPON_TO_CHAR baddie3_hm5 WEAPONTYPE_BASEBALLBAT 1
 
ADD_BLIP_FOR_CHAR baddie3_hm5 radar_blip_ped3_hm5
 
SET_CHAR_HEED_THREATS baddie3_hm5 TRUE
 
TURN_CHAR_TO_FACE_COORD baddie3_hm5 -232.0 253.0 -100.0
 
SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie3_hm5 TRUE
 
// Creates baddie4
 
CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -222.5 298.4 -100.0 baddie4_hm5  //281.5
 
SET_CHAR_HEALTH baddie4_hm5 250
 
SET_CHAR_PERSONALITY baddie4_hm5 PEDSTAT_TOUGH_GUY
 
SET_CHAR_THREAT_SEARCH baddie4_hm5 THREAT_PLAYER1
 
GIVE_WEAPON_TO_CHAR baddie4_hm5 WEAPONTYPE_BASEBALLBAT 1
 
ADD_BLIP_FOR_CHAR baddie4_hm5 radar_blip_ped4_hm5
 
SET_CHAR_HEED_THREATS baddie4_hm5 TRUE
 
TURN_CHAR_TO_FACE_COORD baddie4_hm5 -226.1 280.8 -100.0
 
SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie4_hm5 TRUE
 
// Creates baddie5
 
CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -222.5 287.6 -100.0 baddie5_hm5
 
SET_CHAR_HEALTH baddie5_hm5 250
 
SET_CHAR_PERSONALITY baddie5_hm5 PEDSTAT_TOUGH_GUY
 
SET_CHAR_THREAT_SEARCH baddie5_hm5 THREAT_PLAYER1
 
GIVE_WEAPON_TO_CHAR baddie5_hm5 WEAPONTYPE_BASEBALLBAT 1
 
ADD_BLIP_FOR_CHAR baddie5_hm5 radar_blip_ped5_hm5
 
SET_CHAR_HEED_THREATS baddie5_hm5 TRUE
 
TURN_CHAR_TO_FACE_COORD baddie5_hm5 -226.1 280.8 -100.0
 
SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie5_hm5 TRUE
 
// Creates baddie6
 
CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -222.5 275.9 -100.0 baddie6_hm5
 
SET_CHAR_HEALTH baddie6_hm5 250
 
SET_CHAR_PERSONALITY baddie6_hm5 PEDSTAT_TOUGH_GUY
 
SET_CHAR_THREAT_SEARCH baddie6_hm5 THREAT_PLAYER1
 
GIVE_WEAPON_TO_CHAR baddie6_hm5 WEAPONTYPE_BASEBALLBAT 1
 
ADD_BLIP_FOR_CHAR baddie6_hm5 radar_blip_ped6_hm5
 
SET_CHAR_HEED_THREATS baddie6_hm5 TRUE
 
TURN_CHAR_TO_FACE_COORD baddie6_hm5 -226.1 280.8 -100.0
 
SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie6_hm5 TRUE
 
// Creates baddie7
 
CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -239.8 287.6 -100.0 baddie7_hm5
 
SET_CHAR_HEALTH baddie7_hm5 250
 
SET_CHAR_PERSONALITY baddie7_hm5 PEDSTAT_TOUGH_GUY
 
SET_CHAR_THREAT_SEARCH baddie7_hm5 THREAT_PLAYER1
 
GIVE_WEAPON_TO_CHAR baddie7_hm5 WEAPONTYPE_BASEBALLBAT 1
 
ADD_BLIP_FOR_CHAR baddie7_hm5 radar_blip_ped7_hm5
 
SET_CHAR_HEED_THREATS baddie7_hm5 TRUE
 
TURN_CHAR_TO_FACE_COORD baddie7_hm5 -226.1 280.8 -100.0
 
SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie7_hm5 TRUE
 
// Creates baddie8
 
CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -239.8 298.4 -100.0 baddie8_hm5
 
SET_CHAR_HEALTH baddie8_hm5 250
 
SET_CHAR_PERSONALITY baddie8_hm5 PEDSTAT_TOUGH_GUY
 
SET_CHAR_THREAT_SEARCH baddie8_hm5 THREAT_PLAYER1
 
GIVE_WEAPON_TO_CHAR baddie8_hm5 WEAPONTYPE_BASEBALLBAT 1
 
ADD_BLIP_FOR_CHAR baddie8_hm5 radar_blip_ped8_hm5
 
SET_CHAR_HEED_THREATS baddie8_hm5 TRUE
 
TURN_CHAR_TO_FACE_COORD baddie8_hm5 -226.1 280.8 -100.0
 
SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie8_hm5 TRUE
 
// Creates baddie9
 
CREATE_CHAR PEDTYPE_GANG_HOOD PED_GANG_HOOD_B -239.8 275.9 -100.0 baddie9_hm5
 
SET_CHAR_HEALTH baddie9_hm5 250
 
SET_CHAR_PERSONALITY baddie9_hm5 PEDSTAT_TOUGH_GUY
 
SET_CHAR_THREAT_SEARCH baddie9_hm5 THREAT_PLAYER1
 
GIVE_WEAPON_TO_CHAR baddie9_hm5 WEAPONTYPE_BASEBALLBAT 1
 
ADD_BLIP_FOR_CHAR baddie9_hm5 radar_blip_ped9_hm5
 
SET_CHAR_HEED_THREATS baddie9_hm5 TRUE
 
TURN_CHAR_TO_FACE_COORD baddie9_hm5 -226.1 280.8 -100.0
 
SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie9_hm5 TRUE
 
// waiting for all the guys to be dead
 
WHILE NOT counter_no_of_baddies_dead_hm5 = 9
 
	WAIT 0
 
	IF IS_CHAR_DEAD goodie_hm5
		flag_goodie_hm5_dead_hm5 = 1
	ENDIF
 
IF IS_PLAYER_IN_AREA_3D player -247.3 333.9 2.0 -209.5 250.2 15.0 FALSE
 
	flag_player_in_area_hm5 = 1
 
	IF flag_goodie_hm5_dead_hm5 = 0
 
		IF NOT IS_CHAR_IN_ANY_CAR goodie_hm5  
 
 			IF flag_players_buddy_normal = 0
				LEAVE_GROUP goodie_hm5
				SET_CHAR_THREAT_SEARCH goodie_hm5 THREAT_GANG_HOOD
				SET_CHAR_PERSONALITY goodie_hm5 PEDSTAT_TOUGH_GUY
				flag_players_buddy_normal = 1
			ENDIF
 
		ENDIF
 
	ENDIF
 
ENDIF
 
IF flag_player_in_area_hm5 = 1
 
	IF flag_baddie1_mad_hm5 = 0
 
		IF NOT IS_CHAR_DEAD baddie1_hm5
			TURN_CHAR_TO_FACE_PLAYER baddie1_hm5 player
			SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie1_hm5 player
			flag_baddie1_mad_hm5 = 1
		ENDIF
 
	ENDIF
 
	IF flag_baddie2_mad_hm5 = 0
 
		IF NOT IS_CHAR_DEAD baddie2_hm5
			TURN_CHAR_TO_FACE_PLAYER baddie2_hm5 player
			SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie2_hm5 player
			flag_baddie2_mad_hm5 = 1
		ENDIF
 
	ENDIF
 
	IF flag_baddie3_mad_hm5 = 0
 
		IF NOT IS_CHAR_DEAD baddie3_hm5
			TURN_CHAR_TO_FACE_PLAYER baddie3_hm5 player
			SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie3_hm5 player
			flag_baddie3_mad_hm5 = 1
		ENDIF
 
	ENDIF
 
	IF flag_baddie4_mad_hm5 = 0
 
		IF NOT IS_CHAR_DEAD baddie4_hm5
			TURN_CHAR_TO_FACE_PLAYER baddie4_hm5 player
			SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie4_hm5 player
			flag_baddie4_mad_hm5 = 1
		ENDIF
 
	ENDIF
 
	IF flag_baddie5_mad_hm5 = 0
 
		IF NOT IS_CHAR_DEAD baddie5_hm5
			TURN_CHAR_TO_FACE_PLAYER baddie5_hm5 player
			SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie5_hm5 player
			flag_baddie5_mad_hm5 = 1
		ENDIF
 
	ENDIF
 
	IF flag_baddie6_mad_hm5 = 0
 
		IF NOT IS_CHAR_DEAD baddie6_hm5
			TURN_CHAR_TO_FACE_PLAYER baddie6_hm5 player
			SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie6_hm5 player
			flag_baddie6_mad_hm5 = 1
		ENDIF
 
	ENDIF
 
	IF flag_baddie7_mad_hm5 = 0
 
		IF NOT IS_CHAR_DEAD baddie7_hm5
			TURN_CHAR_TO_FACE_PLAYER baddie7_hm5 player
			SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie7_hm5 player
			flag_baddie7_mad_hm5 = 1
		ENDIF
 
	ENDIF
 
	IF flag_baddie8_mad_hm5 = 0
 
		IF NOT IS_CHAR_DEAD baddie8_hm5
			TURN_CHAR_TO_FACE_PLAYER baddie8_hm5 player
			SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie8_hm5 player
			flag_baddie8_mad_hm5 = 1
		ENDIF
 
	ENDIF
 
	IF flag_baddie9_mad_hm5 = 0
 
		IF NOT IS_CHAR_DEAD baddie9_hm5
			TURN_CHAR_TO_FACE_PLAYER baddie9_hm5 player
			SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT baddie9_hm5 player
			flag_baddie9_mad_hm5 = 1
		ENDIF
 
	ENDIF
 
ENDIF 	
 
// Checks for baddie1
 
IF flag_baddie1_dead_hm5 = 0
 
	IF IS_CHAR_DEAD baddie1_hm5
 
		IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie1_hm5 WEAPONTYPE_BASEBALLBAT
			REMOVE_BLIP radar_blip_ped1_hm5
			++ counter_no_of_baddies_dead_hm5
			flag_baddie1_dead_hm5 = 1
		ELSE
			PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
			GOTO mission_hood5_failed
		ENDIF
 
	ENDIF
 
ENDIF
 
// Checks for baddie2
 
IF flag_baddie2_dead_hm5 = 0
 
	IF IS_CHAR_DEAD baddie2_hm5
 
		IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie2_hm5 WEAPONTYPE_BASEBALLBAT
			REMOVE_BLIP radar_blip_ped2_hm5
			++ counter_no_of_baddies_dead_hm5
			flag_baddie2_dead_hm5 = 1
		ELSE
			PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
			GOTO mission_hood5_failed
		ENDIF
 
	ENDIF
 
ENDIF
 
// Checks for baddie3
 
IF flag_baddie3_dead_hm5 = 0
 
	IF IS_CHAR_DEAD baddie3_hm5
 
		IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie3_hm5 WEAPONTYPE_BASEBALLBAT
			REMOVE_BLIP radar_blip_ped3_hm5
			++ counter_no_of_baddies_dead_hm5
			flag_baddie3_dead_hm5 = 1
		ELSE
			PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
			GOTO mission_hood5_failed
		ENDIF
 
	ENDIF
 
ENDIF
 
// Checks for baddie4
 
IF flag_baddie4_dead_hm5 = 0
 
	IF IS_CHAR_DEAD baddie4_hm5
 
		IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie4_hm5 WEAPONTYPE_BASEBALLBAT
			REMOVE_BLIP radar_blip_ped4_hm5
			++ counter_no_of_baddies_dead_hm5
			flag_baddie4_dead_hm5 = 1
		ELSE
			PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
			GOTO mission_hood5_failed
		ENDIF
 
	ENDIF
 
ENDIF
 
// Checks for baddie5
 
IF flag_baddie5_dead_hm5 = 0
 
	IF IS_CHAR_DEAD baddie5_hm5
 
		IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie5_hm5 WEAPONTYPE_BASEBALLBAT
			REMOVE_BLIP radar_blip_ped5_hm5
			++ counter_no_of_baddies_dead_hm5
			flag_baddie5_dead_hm5 = 1
		ELSE
			PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
			GOTO mission_hood5_failed
		ENDIF
 
	ENDIF
 
ENDIF
 
// Checks for baddie6
 
IF flag_baddie6_dead_hm5 = 0
 
	IF IS_CHAR_DEAD baddie6_hm5
 
		IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie6_hm5 WEAPONTYPE_BASEBALLBAT
			REMOVE_BLIP radar_blip_ped6_hm5
			++ counter_no_of_baddies_dead_hm5
			flag_baddie6_dead_hm5 = 1
		ELSE
			PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
			GOTO mission_hood5_failed
		ENDIF
 
	ENDIF
 
ENDIF
 
 
// Checks for baddie7
 
IF flag_baddie7_dead_hm5 = 0
 
	IF IS_CHAR_DEAD baddie7_hm5
 
		IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie7_hm5 WEAPONTYPE_BASEBALLBAT
			REMOVE_BLIP radar_blip_ped7_hm5
			++ counter_no_of_baddies_dead_hm5
			flag_baddie7_dead_hm5 = 1
		ELSE
			PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
			GOTO mission_hood5_failed
		ENDIF
 
	ENDIF
 
ENDIF
 
// Checks for baddie8
 
IF flag_baddie8_dead_hm5 = 0
 
	IF IS_CHAR_DEAD baddie8_hm5
 
		IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie8_hm5 WEAPONTYPE_BASEBALLBAT
			REMOVE_BLIP radar_blip_ped8_hm5
			++ counter_no_of_baddies_dead_hm5
			flag_baddie8_dead_hm5 = 1
		ELSE
			PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
			GOTO mission_hood5_failed
		ENDIF
 
	ENDIF
 
ENDIF
 
// Checks for baddie9
 
IF flag_baddie9_dead_hm5 = 0
 
	IF IS_CHAR_DEAD baddie9_hm5
 
		IF HAS_CHAR_BEEN_DAMAGED_BY_WEAPON baddie9_hm5 WEAPONTYPE_BASEBALLBAT
			REMOVE_BLIP radar_blip_ped9_hm5
			++ counter_no_of_baddies_dead_hm5
			flag_baddie9_dead_hm5 = 1
		ELSE
			PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
			GOTO mission_hood5_failed
		ENDIF
 
	ENDIF
 
ENDIF
 
	IF IS_PLAYER_SHOOTING_IN_AREA player -327.0 72.0 -134.0 350.0 FALSE
 
		IF flag_baddie1_dead_hm5 = 0
			GIVE_WEAPON_TO_CHAR baddie1_hm5 WEAPONTYPE_UZI 30000 
		ENDIF
 
		IF flag_baddie2_dead_hm5 = 0
			GIVE_WEAPON_TO_CHAR baddie2_hm5 WEAPONTYPE_UZI 30000 
		ENDIF
 
		IF flag_baddie3_dead_hm5 = 0
			GIVE_WEAPON_TO_CHAR baddie3_hm5 WEAPONTYPE_UZI 30000 
		ENDIF
 
		IF flag_baddie4_dead_hm5 = 0
			GIVE_WEAPON_TO_CHAR baddie4_hm5 WEAPONTYPE_UZI 30000 
		ENDIF
 
		IF flag_baddie5_dead_hm5 = 0
			GIVE_WEAPON_TO_CHAR baddie5_hm5 WEAPONTYPE_UZI 30000 
		ENDIF
 
		IF flag_baddie6_dead_hm5 = 0
			GIVE_WEAPON_TO_CHAR baddie6_hm5 WEAPONTYPE_UZI 30000 
		ENDIF
 
		IF flag_baddie7_dead_hm5 = 0
			GIVE_WEAPON_TO_CHAR baddie7_hm5 WEAPONTYPE_UZI 30000 
		ENDIF
 
		IF flag_baddie8_dead_hm5 = 0
			GIVE_WEAPON_TO_CHAR baddie8_hm5 WEAPONTYPE_UZI 30000 
		ENDIF
 
		IF flag_baddie9_dead_hm5 = 0
			GIVE_WEAPON_TO_CHAR baddie9_hm5 WEAPONTYPE_UZI 30000 
		ENDIF
 
		PRINT_NOW ( HM5_3 ) 7000 1 //You were told to use a baseball bat only!"
		GOTO mission_hood5_failed
 
	ENDIF
 
	IF flag_bat_created_hm5 = 1
 
		IF flag_bat_collected_hm5 = 0
 
			IF HAS_PICKUP_BEEN_COLLECTED bat_hm5
				flag_bat_collected_hm5 = 1
			ENDIF
 
		ENDIF
 
	ENDIF
 
ENDWHILE
 
} 
 
GOTO mission_hood5_passed
 
 
 
// Mission hood5 failed
 
mission_hood5_failed:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
IF HAS_PLAYER_BEEN_ARRESTED player
	OVERRIDE_POLICE_STATION_LEVEL LEVEL_SUBURBAN 
ENDIF
 
IF IS_PLAYER_DEAD player
	OVERRIDE_HOSPITAL_LEVEL LEVEL_SUBURBAN
ENDIF
 
RETURN
 
 
 
 
// mission hood5 passed
 
mission_hood5_passed:
 
flag_hood_mission5_passed = 1
REGISTER_MISSION_PASSED ( HM_5 )
PLAYER_MADE_PROGRESS 1
PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //Mission Passed!"
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 10000
CLEAR_WANTED_LEVEL player
REMOVE_BLIP hood_contact_blip
SET_GANG_PED_MODEL_PREFERENCE GANG_HOOD 0
START_NEW_SCRIPT hood_mission3_loop   
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_hood5:
 
flag_player_on_mission = 0
flag_player_on_hood_mission = 0
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_HOOD_B
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_HOOD_A
REMOVE_BLIP radar_blip_goodie_hm5
REMOVE_BLIP radar_blip_ped1_hm5
REMOVE_BLIP radar_blip_ped2_hm5
REMOVE_BLIP radar_blip_ped3_hm5
REMOVE_BLIP radar_blip_ped4_hm5
REMOVE_BLIP radar_blip_ped5_hm5
REMOVE_BLIP radar_blip_ped6_hm5
REMOVE_BLIP radar_blip_ped7_hm5
REMOVE_BLIP radar_blip_ped8_hm5
REMOVE_BLIP radar_blip_ped9_hm5
 
IF flag_bat_created_hm5 = 1
 
	IF flag_bat_collected_hm5 = 0
		REMOVE_PICKUP bat_hm5
	ENDIF
 
ENDIF
 
IF flag_baddie1_dead_hm5 = 0
 
	IF NOT IS_CHAR_DEAD baddie1_hm5
		SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie1_hm5 FALSE
	ENDIF
 
ENDIF
 
IF flag_baddie2_dead_hm5 = 0
 
	IF NOT IS_CHAR_DEAD baddie2_hm5
		SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie2_hm5 FALSE
	ENDIF
 
ENDIF
 
IF flag_baddie3_dead_hm5 = 0
 
	IF NOT IS_CHAR_DEAD baddie3_hm5
		SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie3_hm5 FALSE
	ENDIF
 
ENDIF
 
IF flag_baddie4_dead_hm5 = 0
 
	IF NOT IS_CHAR_DEAD baddie4_hm5
		SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie4_hm5 FALSE
	ENDIF
 
ENDIF
 
IF flag_baddie5_dead_hm5 = 0
 
	IF NOT IS_CHAR_DEAD baddie5_hm5
		SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie5_hm5 FALSE
	ENDIF
 
ENDIF
 
IF flag_baddie6_dead_hm5 = 0
 
	IF NOT IS_CHAR_DEAD baddie6_hm5
		SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie6_hm5 FALSE
	ENDIF
 
ENDIF
 
IF flag_baddie7_dead_hm5 = 0
 
	IF NOT IS_CHAR_DEAD baddie7_hm5
		SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie7_hm5 FALSE
	ENDIF
 
ENDIF
 
IF flag_baddie8_dead_hm5 = 0
 
	IF NOT IS_CHAR_DEAD baddie8_hm5
		SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie8_hm5 FALSE
	ENDIF
 
ENDIF
 
IF flag_baddie9_dead_hm5 = 0
 
	IF NOT IS_CHAR_DEAD baddie9_hm5
		SET_CHAR_ONLY_DAMAGED_BY_PLAYER baddie9_hm5 FALSE
	ENDIF
 
ENDIF
 
MISSION_HAS_FINISHED
RETURN
п · о · р
GTA III Grand Theft Auto III
Форматы файлов.a3d.anm.col.cfg.cut.dff.dat.gxt.ide.ifp.img/.dir.ipl.raw/.sdt.rep.sc.scm.set.txd.xml.zon
Документацияcarcols.datCHASE.DATCULLZONE.DATcuts.imgdefault.datdefault.idefistfite.datflight.datgta3.exegta3.dat
gta3.imggta3.zonhandling.cfgmain.scmmap.zonobject.datparticle.cfgped.datpedgrp.datpedstats.dat
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