Joey

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joey1

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *************************************Joey mission 1****************************************
// ************************************Kill Mike Lips*****************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
// Mission start stuff
 
GOSUB mission_start_joey1
 
IF HAS_DEATHARREST_BEEN_EXECUTED
	GOSUB mission_joey1_failed
ENDIF
 
GOSUB mission_cleanup_joey1
 
MISSION_END
 
 
// Variables for mission
 
VAR_INT mike_car // mission specific ped
 
VAR_FLOAT mikes_car_heading	
 
VAR_INT blip1_jm1 blip2_jm1 blip3_jm1 blip4_jm1
 
VAR_INT flag_player_got_joey1_message flag_car_blip_displayed_jm1
 
VAR_INT flag_displayed_wanted_message_jm1
 
VAR_INT countdown_jm1 mission_passed_for_lips_finished
 
 
// ***************************************Mission Start*************************************
 
mission_start_joey1:
 
REGISTER_MISSION_GIVEN
flag_player_on_mission = 1
flag_player_on_joey_mission = 1
mission_passed_for_lips_finished = 0
SCRIPT_NAME joey1
WAIT 0
 
flag_displayed_wanted_message_jm1 = 0
 
 
LOAD_SPECIAL_CHARACTER 1 joey
LOAD_SPECIAL_CHARACTER 2 misty
LOAD_SPECIAL_MODEL cut_obj1 JOEDOOR
LOAD_SPECIAL_MODEL cut_obj2 JOEYH
LOAD_SPECIAL_MODEL cut_obj3 PLAYERH
LOAD_SPECIAL_MODEL cut_obj4 MISTYH
REQUEST_MODEL CAR_IDAHO
REQUEST_MODEL jogarageext
REQUEST_MODEL jogarageint
 
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_MODEL_LOADED jogarageext 
OR NOT HAS_MODEL_LOADED jogarageint
	WAIT 0
ENDWHILE
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
OR NOT HAS_MODEL_LOADED CAR_IDAHO
	WAIT 0
ENDWHILE
 
WHILE NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED cut_obj3
OR NOT HAS_MODEL_LOADED cut_obj4
	WAIT 0
 
ENDWHILE
 
LOAD_CUTSCENE J1_LFL
SET_CUTSCENE_OFFSET 1190.079 -869.861 13.977
 
CREATE_CAR CAR_IDAHO 1182.5 -857.0 14.1 cut_car2_lm3
SET_CAR_HEADING cut_car2_lm3 291.2
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_joey
SET_CUTSCENE_ANIM cs_joey joey
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_misty
SET_CUTSCENE_ANIM cs_misty misty
 
CREATE_CUTSCENE_HEAD cs_joey CUT_OBJ2 cs_joeyhead
SET_CUTSCENE_HEAD_ANIM cs_joeyhead joey
 
CREATE_CUTSCENE_HEAD cs_misty CUT_OBJ4 cs_mistyhead
SET_CUTSCENE_HEAD_ANIM cs_mistyhead misty
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ3 cs_playerhead
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CREATE_CUTSCENE_OBJECT cut_obj1 cs_joedoor
SET_CUTSCENE_ANIM cs_joedoor JOEDOOR
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door1 FALSE
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door2 FALSE
 
CLEAR_AREA 1191.9 -870.4 15.0 1.0 TRUE
SET_PLAYER_COORDINATES player 1191.9 -870.4 -100.0
 
SET_PLAYER_HEADING player 230.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
SWITCH_STREAMING ON
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
 
WHILE cs_time < 433
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM1_A ) 10000 2 // Mission brief
 
WHILE cs_time < 2739
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM1_B ) 10000 2 // Mission brief
 
WHILE cs_time < 6344
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM1_C ) 10000 2 // Mission brief
 
WHILE cs_time < 8362
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM1_D ) 10000 2 // Mission brief
 
WHILE cs_time < 10700
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM1_E ) 10000 2 // Mission brief
 
WHILE cs_time < 12688
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM1_F ) 10000 2 // Mission brief
 
WHILE cs_time < 15858
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM1_G ) 10000 2 // Mission brief
 
WHILE cs_time < 19969
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM1_H ) 10000 2 // Mission brief
 
WHILE cs_time < 21519
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM1_I ) 3000 2 // Mission brief
 
WHILE cs_time < 24979
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM1_J ) 10000 2 // Mission brief
 
WHILE cs_time < 27466
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM1_K ) 10000 2 // Mission brief
 
WHILE cs_time < 29204
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_PRINTS
 
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
 
SWITCH_RUBBISH ON
CLEAR_CUTSCENE
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door1 TRUE
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door2 TRUE
SET_CAMERA_IN_FRONT_OF_PLAYER
 
ADD_SPRITE_BLIP_FOR_COORD 1282.0 -104.0 -100.0 RADAR_SPRITE_BOMB blip2_jm1
ADD_SPRITE_BLIP_FOR_COORD 925.0 -359.5 -100.0 RADAR_SPRITE_SPRAY blip4_jm1
ADD_BLIP_FOR_COORD 1335.0 -455.0 -100.0 blip3_jm1
REMOVE_BLIP	blip2_jm1
REMOVE_BLIP	blip3_jm1
REMOVE_BLIP	blip4_jm1
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
 
UNLOAD_SPECIAL_CHARACTER 1
UNLOAD_SPECIAL_CHARACTER 2
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ4
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_IDAHO
MARK_MODEL_AS_NO_LONGER_NEEDED jogarageext 
MARK_MODEL_AS_NO_LONGER_NEEDED jogarageint
 
DELETE_CAR cut_car2_lm3
 
 
// START OF MISSION
 
LOAD_SPECIAL_CHARACTER 3 lips
REQUEST_MODEL CAR_IDAHO
 
	WHILE NOT HAS_MODEL_LOADED CAR_IDAHO
	OR NOT HAS_SPECIAL_CHARACTER_LOADED 3
		WAIT 0
 
	ENDWHILE
 
IF timer_help_message_displayed	= 0
	PRINT_HELP ( TIMER )
	timer_help_message_displayed = 1
ENDIF
 
CREATE_CAR CAR_IDAHO 1336.2 -460.8 -100.0 mike_car
MAKE_CRAIGS_CAR_A_BIT_STRONGER mike_car TRUE
LOCK_CAR_DOORS mike_car CARLOCK_FORCE_SHUT_DOORS
SET_CAR_HEADING mike_car 90.0
SET_CAN_RESPRAY_CAR mike_car OFF
ADD_BLIP_FOR_CAR mike_car blip1_jm1
countdown_jm1 = 361000
DISPLAY_ONSCREEN_TIMER countdown_jm1
 
 
	IF IS_CAR_DEAD mike_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
 
WHILE NOT IS_PLAYER_IN_CAR player mike_car
	WAIT 0
 
	IF IS_CAR_DEAD mike_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN mike_car
	AND IS_CAR_STOPPED mike_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
	IF countdown_jm1 = 0
		PRINT_NOW ( OUTTIME ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
ENDWHILE 
 
 
PRINT_NOW ( JM1_1 ) 5000 1 //"Go to 8 Balls"
 
SET_FREE_BOMBS On
 
 
Go_to_8Balls:
 
flag_car_blip_displayed_jm1 = TRUE
 
WHILE NOT IS_CAR_ARMED_WITH_BOMB mike_car CARBOMB_ONIGNITION
AND NOT IS_CAR_ARMED_WITH_BOMB mike_car CARBOMB_ONIGNITIONACTIVE
	WAIT 0
 
	IF IS_CAR_DEAD mike_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN mike_car
	AND IS_CAR_STOPPED mike_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
	IF countdown_jm1 = 0
		PRINT_NOW ( OUTTIME ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
	IF IS_PLAYER_IN_CAR player mike_car
		IF flag_car_blip_displayed_jm1 = TRUE
			IF NOT IS_CAR_ARMED_WITH_BOMB mike_car CARBOMB_ONIGNITIONACTIVE
			OR NOT IS_CAR_ARMED_WITH_BOMB mike_car CARBOMB_ONIGNITION
				REMOVE_BLIP blip2_jm1
				ADD_SPRITE_BLIP_FOR_COORD 1282.0 -104.0 -100.0 RADAR_SPRITE_BOMB blip2_jm1
				REMOVE_BLIP blip1_jm1
			ENDIF
		flag_car_blip_displayed_jm1 = FALSE
		ENDIF
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player mike_car
		IF flag_car_blip_displayed_jm1 = FALSE
		ADD_BLIP_FOR_CAR mike_car blip1_jm1
		REMOVE_BLIP blip2_jm1
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back in the car!"
		flag_car_blip_displayed_jm1 = TRUE
		ENDIF
	ENDIF
 
	IF NOT IS_CAR_HEALTH_GREATER mike_car 700
	OR IS_CAR_VISIBLY_DAMAGED mike_car
		PRINT_SOON ( JM1_4 ) 5000 2 //Repair the car!
			REMOVE_BLIP blip1_jm1
			ADD_BLIP_FOR_CAR mike_car blip1_jm1
			CHANGE_BLIP_DISPLAY blip1_jm1 BLIP_ONLY
			flag_car_blip_displayed_jm1 = TRUE
 
				WHILE IS_CAR_VISIBLY_DAMAGED mike_car
					WAIT 0 
 
					IF IS_CAR_DEAD mike_car
						PRINT_NOW ( WRECKED ) 5000 1
						GOTO mission_joey1_failed
					ENDIF
 
					IF IS_CAR_ARMED_WITH_BOMB mike_car CARBOMB_ONIGNITIONACTIVE
					OR IS_CAR_ARMED_WITH_BOMB mike_car CARBOMB_ONIGNITION
						REMOVE_BLIP blip2_jm1
					ENDIF
 
					IF IS_CAR_UPSIDEDOWN mike_car
					AND IS_CAR_STOPPED mike_car
						PRINT_NOW ( WRECKED ) 5000 1
						GOTO mission_joey1_failed
					ENDIF
 
					IF countdown_jm1 = 0
						PRINT_NOW ( OUTTIME ) 5000 1
						GOTO mission_joey1_failed
					ENDIF
 
					IF IS_PLAYER_IN_CAR player mike_car
						IF flag_car_blip_displayed_jm1 = TRUE
							REMOVE_BLIP	blip4_jm1
							ADD_SPRITE_BLIP_FOR_COORD 925.0 -359.5 -100.0 RADAR_SPRITE_SPRAY blip4_jm1
							REMOVE_BLIP blip1_jm1
						flag_car_blip_displayed_jm1 = FALSE
						ENDIF
					ENDIF
 
					IF NOT IS_PLAYER_IN_CAR player mike_car
						IF flag_car_blip_displayed_jm1 = FALSE
						ADD_BLIP_FOR_CAR mike_car blip1_jm1
						REMOVE_BLIP blip4_jm1
						PRINT_NOW ( IN_VEH ) 5000 1 //"Get back in the car!"
						flag_car_blip_displayed_jm1 = TRUE
						ENDIF
					ENDIF
 
				ENDWHILE
 
			REMOVE_BLIP blip4_jm1
			GOTO Go_to_8Balls
	ENDIF
 
ENDWHILE
 
	WAIT 4000
 
	PRINT_NOW ( jm1_2 ) 5000 2 // Car rigged
	REMOVE_BLIP blip1_jm1
	REMOVE_BLIP blip2_jm1
	REMOVE_BLIP blip4_jm1
 
one_before_joey_label1:
 
	SET_FREE_BOMBS Off
 
joey_label1: //Drop the car back at the bistro
 
WAIT 0
flag_car_blip_displayed_jm1 = TRUE
 
	IF IS_CAR_DEAD mike_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
blob_flag = 1
 
WHILE NOT IS_CAR_STOPPED_IN_AREA_3D mike_car 1339.6 -459.5 49.0 1332.8 -462.8 53.0 blob_flag
OR IS_WANTED_LEVEL_GREATER Player 0
OR IS_CAR_VISIBLY_DAMAGED mike_car
	WAIT 0
 
	IF IS_CAR_DEAD mike_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN mike_car
	AND IS_CAR_STOPPED mike_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
	IF countdown_jm1 = 0
		PRINT_NOW ( OUTTIME ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
	IF IS_PLAYER_IN_CAR player mike_car
		IF flag_car_blip_displayed_jm1 = TRUE
			REMOVE_BLIP	blip3_jm1
			ADD_BLIP_FOR_COORD 1335.0 -455.0 -100.0 blip3_jm1
			REMOVE_BLIP blip1_jm1
			blob_flag = 1
		flag_car_blip_displayed_jm1 = FALSE
		ENDIF
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player mike_car
		IF flag_car_blip_displayed_jm1 = FALSE
		ADD_BLIP_FOR_CAR mike_car blip1_jm1
		REMOVE_BLIP blip3_jm1
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back in the car!"
		blob_flag = 0
		flag_car_blip_displayed_jm1 = TRUE
		ENDIF
	ENDIF
 
	IF NOT IS_CAR_HEALTH_GREATER mike_car 700
	OR IS_CAR_VISIBLY_DAMAGED mike_car
		PRINT_SOON ( JM1_4 ) 5000 2 //Repair the car!
		REMOVE_BLIP blip3_jm1
		REMOVE_BLIP blip1_jm1
		ADD_BLIP_FOR_CAR mike_car blip1_jm1
		CHANGE_BLIP_DISPLAY blip1_jm1 BLIP_ONLY
		flag_car_blip_displayed_jm1 = TRUE
 
			WHILE IS_CAR_VISIBLY_DAMAGED mike_car
				WAIT 0 
 
				IF IS_CAR_DEAD mike_car
					PRINT_NOW ( WRECKED ) 5000 1
					GOTO mission_joey1_failed
				ENDIF
 
				IF IS_CAR_UPSIDEDOWN mike_car
				AND IS_CAR_STOPPED mike_car
					PRINT_NOW ( WRECKED ) 5000 1
					GOTO mission_joey1_failed
				ENDIF
 
				IF countdown_jm1 = 0
					PRINT_NOW ( OUTTIME ) 5000 1
					GOTO mission_joey1_failed
				ENDIF
 
				IF IS_PLAYER_IN_CAR player mike_car
					IF flag_car_blip_displayed_jm1 = TRUE
						REMOVE_BLIP	blip4_jm1
						ADD_SPRITE_BLIP_FOR_COORD 925.0 -359.5 -100.0 RADAR_SPRITE_SPRAY blip4_jm1
						REMOVE_BLIP blip1_jm1
						blob_flag = 1
					flag_car_blip_displayed_jm1 = FALSE
					ENDIF
				ENDIF
 
				IF NOT IS_PLAYER_IN_CAR player mike_car
					IF flag_car_blip_displayed_jm1 = FALSE
					ADD_BLIP_FOR_CAR mike_car blip1_jm1
					REMOVE_BLIP blip4_jm1
					PRINT_NOW ( IN_VEH ) 5000 1 //"Get back in the car!"
					blob_flag = 0
					flag_car_blip_displayed_jm1 = TRUE
					ENDIF
				ENDIF
 
			ENDWHILE
 
		REMOVE_BLIP blip4_jm1
		GOTO joey_label1
	ENDIF
 
	IF IS_PLAYER_IN_AREA_IN_CAR_3D player 1339.6 -459.5 49.0 1332.8 -462.8 53.0 FALSE
		IF IS_WANTED_LEVEL_GREATER player 0
			IF flag_displayed_wanted_message_jm1 = 0
				PRINT_NOW ( WANTED1 ) 4000 1
				flag_displayed_wanted_message_jm1 = 1
			ENDIF
		ENDIF
	ELSE
		IF NOT IS_PLAYER_IN_AREA_3D player 1339.6 -459.5 49.0 1332.8 -462.8 53.0 FALSE
			flag_displayed_wanted_message_jm1 = 0
		ENDIF
	ENDIF
 
ENDWHILE
 
 
REMOVE_BLIP blip1_jm1
REMOVE_BLIP blip2_jm1
REMOVE_BLIP blip3_jm1
REMOVE_BLIP blip4_jm1
 
IF countdown_jm1 = 0
	PRINT_NOW ( OUTTIME ) 5000 1
	GOTO mission_joey1_failed
ENDIF
 
IF NOT IS_CAR_DEAD mike_car
 
	GET_CAR_HEADING mike_car mikes_car_heading
	IF mikes_car_heading > 100.0
	OR mikes_car_heading < 80.0
		PRINT_NOW ( JM1_6 ) 5000 1 //Put the car back in the correct position
		GOTO joey_label1
	ENDIF 
 
	IF IS_PLAYER_IN_CAR	player mike_car
		PRINT_NOW ( JM1_3 ) 5000 2 //Activate the car bomb then get out of there!
	ENDIF
 
ENDIF
 
cars_rigged:
WAIT 0
 
	IF IS_CAR_DEAD mike_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
 
WHILE NOT IS_CAR_STOPPED_IN_AREA_3D mike_car 1339.6 -459.5 49.0 1332.8 -462.8 53.0 TRUE
OR IS_PLAYER_IN_AREA_3D player 1306.0 -482.0 49.0 1350.0 -444.0 59.0 FALSE
OR NOT IS_PLAYER_IN_AREA_3D player 1306.0 -484.0 49.0 1370.0 -434.0 69.0 FALSE 
 
	WAIT 0
 
	IF IS_CAR_DEAD mike_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN mike_car
	AND IS_CAR_STOPPED mike_car		
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
	IF countdown_jm1 = 0
		PRINT_NOW ( OUTTIME ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
	IF NOT IS_CAR_IN_AREA_3D mike_car 1339.6 -459.5 49.0 1332.8 -462.8 53.0 FALSE
		PRINT_NOW ( JM1_6 ) 5000 1
		GOTO joey_label1
	ENDIF
 
	GET_CAR_HEADING mike_car mikes_car_heading
	IF mikes_car_heading > 100.0
	OR mikes_car_heading < 80.0
		PRINT_NOW ( JM1_6 ) 5000 1
		GOTO joey_label1
	ENDIF 
 
	IF NOT IS_CAR_HEALTH_GREATER mike_car 700
	OR IS_CAR_VISIBLY_DAMAGED mike_car
		GOTO joey_label1
	ENDIF
 
ENDWHILE
 
 
	IF countdown_jm1 = 0
		PRINT_NOW ( OUTTIME ) 5000 1
		GOTO mission_joey1_failed
	ENDIF
 
	IF NOT IS_CAR_ARMED_WITH_BOMB mike_car CARBOMB_ONIGNITIONACTIVE
 		PRINT_NOW ( JM1_5 ) 5000 1 // The vehicle bomb's not set!
		GOTO cars_rigged
	ENDIF
 
 
 
//LIPS CUT_SCENE
 
CLEAR_AREA 1325.5 -452.5 54.0 4.0 TRUE
CLEAR_AREA 1328.4 -453.0 54.0 4.0 TRUE
CLEAR_AREA 1330.0 -466.1 49.0 4.0 TRUE
CLEAR_AREA 1333.6 -465.3 49.0 4.0 TRUE
 
CLEAR_ONSCREEN_TIMER countdown_jm1
SET_POLICE_IGNORE_PLAYER Player On
SET_PLAYER_CONTROL Player Off
SWITCH_WIDESCREEN ON
 
 
CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL3 1325.5 -452.5 -100.0 lips
SET_CHAR_HEADING lips 270.0
 
SET_FIXED_CAMERA_POSITION 1337.814 -468.631 49.774 0.0 0.0 0.0
POINT_CAMERA_AT_POINT 1337.053 -468.016 49.982 JUMP_CUT
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT lips 1328.4 -453.0
 
IF IS_CHAR_DEAD lips
	GOTO mission_joey1_passed
ENDIF
 
TIMERB = 0
 
IF NOT IS_CHAR_DEAD lips
 
	WHILE NOT IS_CHAR_OBJECTIVE_PASSED lips
		WAIT 0
 
			IF IS_CAR_DEAD mike_car
				PRINT_NOW ( WRECKED ) 5000 1
				GOTO mission_joey1_failed
			ENDIF
 
			IF IS_CAR_UPSIDEDOWN mike_car
			AND IS_CAR_STOPPED mike_car
				PRINT_NOW ( WRECKED ) 5000 1
				GOTO mission_joey1_failed
			ENDIF
 
			IF IS_CHAR_DEAD lips
				GOTO mission_joey1_passed
			ENDIF
 
			IF TIMERB > 10000
				IF NOT IS_CHAR_DEAD	lips
					SET_CHAR_COORDINATES lips 1328.4 -453.0 -100.0
				ENDIF
			ENDIF
 
	ENDWHILE
 
ENDIF
 
 
TIMERB = 0
 
IF NOT IS_CHAR_DEAD lips
	SET_CHAR_OBJ_GOTO_COORD_ON_FOOT lips 1330.0 -466.1
ENDIF
 
	WHILE NOT IS_CHAR_OBJECTIVE_PASSED lips
		WAIT 0
 
			IF IS_CAR_DEAD mike_car
				PRINT_NOW ( WRECKED ) 5000 1
				GOTO mission_joey1_failed
			ENDIF
 
			IF IS_CAR_UPSIDEDOWN mike_car
			AND IS_CAR_STOPPED mike_car
				PRINT_NOW ( WRECKED ) 5000 1
				GOTO mission_joey1_failed
			ENDIF
 
			IF IS_CHAR_DEAD lips
				GOTO mission_joey1_passed
			ENDIF
 
			IF TIMERB > 10000
				IF NOT IS_CHAR_DEAD	lips
					SET_CHAR_COORDINATES lips 1330.0 -466.1 -100.0
				ENDIF
			ENDIF
 
	ENDWHILE
 
 
TIMERB = 0
 
IF NOT IS_CHAR_DEAD lips
	SET_CHAR_OBJ_GOTO_COORD_ON_FOOT lips 1333.6 -465.3
ENDIF
 
SET_FIXED_CAMERA_POSITION 1344.8 -471.2 54.0 0.0 0.0 0.0
 
	IF NOT IS_CAR_DEAD mike_car
		POINT_CAMERA_AT_CAR mike_car FIXED JUMP_CUT	
	ENDIF
 
IF NOT IS_CHAR_DEAD lips
 
	WHILE NOT IS_CHAR_OBJECTIVE_PASSED lips
		WAIT 0
 
			IF IS_CAR_DEAD mike_car
				PRINT_NOW ( WRECKED ) 5000 1
				GOTO mission_joey1_failed
			ENDIF
 
			IF IS_CAR_UPSIDEDOWN mike_car
			AND IS_CAR_STOPPED mike_car
				PRINT_NOW ( WRECKED ) 5000 1
				GOTO mission_joey1_failed
			ENDIF
 
			IF IS_CHAR_DEAD lips
				GOTO mission_joey1_passed
			ENDIF
 
			IF TIMERB > 10000
				IF NOT IS_CHAR_DEAD	lips
					SET_CHAR_COORDINATES lips 1333.6 -465.3 -100.0
				ENDIF
			ENDIF
 
	ENDWHILE
 
ENDIF
 
IF NOT IS_CHAR_DEAD lips
AND	NOT IS_CAR_DEAD mike_car
	SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER lips mike_car
ENDIF
 
	WHILE NOT IS_CHAR_IN_CAR lips mike_car
		WAIT 0
 
			IF IS_CAR_DEAD mike_car
				PRINT_NOW ( WRECKED ) 5000 1
				GOTO mission_joey1_failed
			ENDIF
 
			IF IS_CAR_UPSIDEDOWN mike_car
			AND IS_CAR_STOPPED mike_car
				PRINT_NOW ( WRECKED ) 5000 1
				GOTO mission_joey1_failed
			ENDIF
 
			IF IS_CHAR_DEAD lips
				GOTO mission_joey1_passed
			ENDIF
 
	ENDWHILE
 
SET_ALL_CARS_CAN_BE_DAMAGED TRUE
 
WAIT 2500
PLAY_MISSION_PASSED_TUNE 1
PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //"Mission Passed!"
ADD_SCORE player 10000
mission_passed_for_lips_finished = 1
WAIT 5000
 
SET_PLAYER_CONTROL Player On
SWITCH_WIDESCREEN OFF
SET_POLICE_IGNORE_PLAYER Player Off
 
}
 
GOTO mission_joey1_passed
 
 
 // Mission joey1 failed
 
mission_joey1_failed:
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed"
RETURN
 
 
 
// mission joey1 passed
 
mission_joey1_passed:
 
flag_joey_mission1_passed = 1
 
IF mission_passed_for_lips_finished	= 0
	PLAY_MISSION_PASSED_TUNE 1
	PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //"Mission Passed!"
	ADD_SCORE player 10000
	mission_passed_for_lips_finished = 1
ENDIF
 
REGISTER_MISSION_PASSED JM1
PLAYER_MADE_PROGRESS 1
REMOVE_CHAR_ELEGANTLY lips
START_NEW_SCRIPT joey_mission2_loop
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_joey1:
 
flag_player_on_mission = 0
flag_player_on_joey_mission = 0
REMOVE_BLIP blip1_jm1
REMOVE_BLIP blip2_jm1
REMOVE_BLIP blip3_jm1
REMOVE_BLIP blip4_jm1
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_IDAHO
UNLOAD_SPECIAL_CHARACTER 3
CLEAR_ONSCREEN_TIMER countdown_jm1
IF NOT IS_CAR_DEAD mike_car
	SET_CAN_RESPRAY_CAR mike_car ON
	LOCK_CAR_DOORS mike_car CARLOCK_UNLOCKED
	MAKE_CRAIGS_CAR_A_BIT_STRONGER mike_car FALSE
ENDIF
SET_FREE_BOMBS Off
MISSION_HAS_FINISHED
RETURN

joey2

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *************************************Joey mission 2****************************************
// ************************************Kill Chunky Dave***************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
// Mission start stuff
 
GOSUB mission_start_joey2
 
IF HAS_DEATHARREST_BEEN_EXECUTED
	GOSUB mission_joey2_failed
ENDIF
 
GOSUB mission_cleanup_joey2
 
MISSION_END
 
 
// Variables for mission
 
 
VAR_INT chunkys_car chunkys_car2// mission specific ped
 
VAR_INT blip1_jm2 blip2_jm2 //blip3_jm2 
 
VAR_INT chunky_mate1 chunky_mate2 chunky_mate3 
 
VAR_INT mate1health mate2health mate3health chunkyhealth
 
VAR_INT been_in_shop_before noodle_stand gun_chunky
 
VAR_INT flag_gun_message_jm2 has_audio_been_activated
 
//VAR_INT test_car_health_counter
 
//VAR_INT flag_player_got_joey2_message
 
 
// ***************************************Mission Start*************************************
 
mission_start_joey2:
 
REGISTER_MISSION_GIVEN
flag_player_on_mission = 1
flag_player_on_joey_mission = 1
SCRIPT_NAME joey2
WAIT 0
 
flag_gun_message_jm2 = 0
has_audio_been_activated = 0
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_joey2_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
SWITCH_STREAMING OFF
 
PRINT_BIG ( JM2 ) 15000 2 //"Joey Mission 2"
*/
 
 
LOAD_SPECIAL_CHARACTER 1 joey
LOAD_SPECIAL_MODEL cut_obj1 JOEYH
LOAD_SPECIAL_MODEL cut_obj2 PLAYERH
LOAD_SPECIAL_MODEL cut_obj3 TROLL
REQUEST_MODEL jogarageext
REQUEST_MODEL jogarageint
 
/*
WHILE GET_FADING_STATUS
	WAIT 0
 
ENDWHILE
*/
 
//LOAD_SCENE 1190.07 -869.86 13.97
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED	cut_obj3
	WAIT 0
ENDWHILE
 
WHILE NOT HAS_MODEL_LOADED jogarageext 
OR NOT HAS_MODEL_LOADED jogarageint
	WAIT 0
ENDWHILE
 
LOAD_CUTSCENE J2_KCL
SET_CUTSCENE_OFFSET 1190.079 -869.861 13.977
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_joey
SET_CUTSCENE_ANIM cs_joey joey
 
CREATE_CUTSCENE_HEAD cs_joey CUT_OBJ1 cs_joeyhead
SET_CUTSCENE_HEAD_ANIM cs_joeyhead joey
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CREATE_CUTSCENE_OBJECT CUT_OBJ3 cs_troll
SET_CUTSCENE_ANIM cs_troll TROLL
 
//SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door1 FALSE
//SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door2 FALSE
 
CLEAR_AREA 1191.9 -870.4 15.0 1.0 TRUE
SET_PLAYER_COORDINATES player 1191.9 -870.4 -100.0
 
SET_PLAYER_HEADING player 230.0
 
DO_FADE 1500 FADE_IN
 
//SWITCH_WORLD_PROCESSING OFF
SWITCH_RUBBISH OFF
SWITCH_STREAMING ON
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
 
WHILE cs_time < 5118
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM2_A ) 10000 2 // Mission brief
 
WHILE cs_time < 10669
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM2_B ) 10000 2 // Mission brief
 
WHILE cs_time < 13048
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM2_C ) 10000 2 // Mission brief
 
WHILE cs_time < 15427
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM2_D ) 10000 2 // Mission brief
 
WHILE cs_time < 17662
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM2_E ) 10000 2 // Mission brief
 
WHILE cs_time < 18887
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM2_F ) 10000 2 // Mission brief
 
WHILE cs_time < 22708
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM2_G ) 10000 2 // Mission brief
 
WHILE cs_time < 25159
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM2_H ) 10000 2 // Mission brief
 
WHILE cs_time < 28982
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_PRINTS
 
WHILE cs_time < 31000
	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
 
//SWITCH_WORLD_PROCESSING ON
SWITCH_RUBBISH ON
CLEAR_CUTSCENE
//SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door1 TRUE
//SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door2 TRUE
SET_CAMERA_IN_FRONT_OF_PLAYER
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
UNLOAD_SPECIAL_CHARACTER 1
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
MARK_MODEL_AS_NO_LONGER_NEEDED jogarageext 
MARK_MODEL_AS_NO_LONGER_NEEDED jogarageint
 
LOAD_SPECIAL_CHARACTER 2 chunky
REQUEST_MODEL PED_GANG_TRIAD_A
REQUEST_MODEL CAR_PERENNIAL
 
	WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2
	OR NOT HAS_MODEL_LOADED PED_GANG_TRIAD_A
	OR NOT HAS_MODEL_LOADED CAR_PERENNIAL
		WAIT 0
	ENDWHILE
 
//ADD_BLIP_FOR_COORD 1080.0 -397.0 -100.0 blip2_jm2
 
CREATE_PICKUP_WITH_AMMO WEAPON_COLT45 PICKUP_ONCE 45 1080.5 -396.0 -100.0 gun_chunky
ADD_SPRITE_BLIP_FOR_PICKUP gun_chunky RADAR_SPRITE_WEAPON blip2_jm2
 
CREATE_OBJECT noodlesbox 975.0 -720.0 14.0 noodle_stand  
 
 
// START OF MISSION
 
CREATE_CAR CAR_PERENNIAL 1007.1 -756.4 14.5 chunkys_car
SET_CAR_HEADING chunkys_car 120.0
//LOCK_CAR_DOORS chunkys_car CARLOCK_LOCKOUT_PLAYER_ONLY
 
CREATE_CAR CAR_PERENNIAL 912.3 -686.1 14.5 chunkys_car2
SET_CAR_HEADING chunkys_car2 90.0
//LOCK_CAR_DOORS chunkys_car2 CARLOCK_LOCKOUT_PLAYER_ONLY
 
CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 976.1 -715.3 14.2 chunky_mate1
SET_CHAR_HEADING chunky_mate1 346.0
GIVE_WEAPON_TO_CHAR chunky_mate1 WEAPONTYPE_BASEBALLBAT 0
SET_CHAR_OBJ_GUARD_SPOT chunky_mate1 976.1 -715.3 14.2
SET_CHAR_PERSONALITY chunky_mate1 PEDSTAT_TOUGH_GUY
 
CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 975.7 -724.7 14.2 chunky_mate2
SET_CHAR_HEADING chunky_mate2 222.0
GIVE_WEAPON_TO_CHAR chunky_mate2 WEAPONTYPE_BASEBALLBAT 0
SET_CHAR_OBJ_GUARD_SPOT chunky_mate2 975.7 -724.7 14.2
SET_CHAR_PERSONALITY chunky_mate2 PEDSTAT_TOUGH_GUY
 
CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 984.0 -727.7 14.2 chunky_mate3
SET_CHAR_HEADING chunky_mate3 243.0
GIVE_WEAPON_TO_CHAR chunky_mate3 WEAPONTYPE_PISTOL 100
SET_CHAR_OBJ_GUARD_SPOT chunky_mate3 984.0 -727.7 14.2
SET_CHAR_PERSONALITY chunky_mate3 PEDSTAT_TOUGH_GUY
 
CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 975.3 -720.4 14.2 chunky
SET_CHAR_HEADING chunky 270.0
ADD_BLIP_FOR_CHAR chunky blip1_jm2
SET_CHAR_OBJ_WAIT_ON_FOOT chunky
SET_CHAR_PERSONALITY chunky PEDSTAT_GEEK_GUY
SET_CHAR_RUNNING chunky TRUE
//SET_CHAR_HEALTH chunky 100
ADD_ARMOUR_TO_CHAR chunky 100
CHANGE_BLIP_DISPLAY blip1_jm2 BLIP_ONLY
SET_ANIM_GROUP_FOR_CHAR chunky ANIM_PANIC_CHUNKYPED 
 
WHILE NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D Player chunky 25.0 26.0 4.0 FALSE
	WAIT 0
 
		IF NOT HAS_PICKUP_BEEN_COLLECTED gun_chunky
			GOSUB Ammu_bloke_audio
		ENDIF
 
		GOSUB controller_modes
 
		IF IS_CHAR_DEAD chunky
			GOTO mission_joey2_passed
		ENDIF
 
		IF HAS_PICKUP_BEEN_COLLECTED gun_chunky  
		AND been_in_shop_before = 0 
			REMOVE_BLIP blip2_jm2
			been_in_shop_before = 1	
		ENDIF
 
		IF NOT IS_CHAR_DEAD chunky
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky True
			GET_CHAR_HEALTH	chunky chunkyhealth
		ENDIF
		IF NOT IS_CHAR_DEAD chunky_mate1
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate1 True
			GET_CHAR_HEALTH chunky_mate1 mate1health
		ENDIF
		IF NOT IS_CHAR_DEAD	chunky_mate2
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate2 True
			GET_CHAR_HEALTH chunky_mate2 mate2health
		ENDIF
		IF NOT IS_CHAR_DEAD	chunky_mate3
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate3 True
			GET_CHAR_HEALTH chunky_mate3 mate3health
		ENDIF
 
		IF mate1health < 99
		OR mate2health < 99
		OR mate3health < 99
		OR chunkyhealth < 99
			GOTO kill_and_run
		ENDIF
 
	   	IF IS_CHAR_DEAD chunky_mate1
		OR IS_CHAR_DEAD chunky_mate2
		OR IS_CHAR_DEAD chunky_mate3
			GOTO kill_and_run
		ENDIF
 
ENDWHILE
 
SET_POLICE_IGNORE_PLAYER Player ON
SET_PLAYER_CONTROL Player OFF
SWITCH_WIDESCREEN ON
SET_PED_DENSITY_MULTIPLIER 0.0
 
//SET_FIXED_CAMERA_POSITION 977.756 -719.673 16.206 0.0 0.0 0.0
SET_FIXED_CAMERA_POSITION 984.819 -704.631 21.468 0.0 0.0 0.0 
POINT_CAMERA_AT_POINT 984.279 -705.429 21.202 JUMP_CUT
 
//IF NOT IS_CHAR_DEAD	chunky
//	POINT_CAMERA_AT_CHAR chunky FIXED JUMP_CUT
//ENDIF
 
WAIT 3000
 
SET_FIXED_CAMERA_POSITION 978.135 -718.497 15.642 0.0 0.0 0.0 
POINT_CAMERA_AT_POINT 977.293 -719.016 15.794 JUMP_CUT
 
//SET_FIXED_CAMERA_POSITION 984.1 -714.9 17.4 0.0 0.0 0.0 
//IF NOT IS_CHAR_DEAD	chunky
//	POINT_CAMERA_AT_CHAR chunky FIXED INTERPOLATION
//ENDIF
 
WAIT 3000
 
SET_PED_DENSITY_MULTIPLIER 1.0
SET_POLICE_IGNORE_PLAYER Player OFF
SET_PLAYER_CONTROL Player ON
SWITCH_WIDESCREEN OFF
RESTORE_CAMERA_JUMPCUT
//REMOVE_BLIP blip3_jm2
 
	IF IS_CHAR_DEAD chunky
		GOTO mission_joey2_passed
	ENDIF
 
WHILE NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D Player chunky 20.0 18.0 4.0 FALSE
 
	WAIT 0
 
		IF NOT HAS_PICKUP_BEEN_COLLECTED gun_chunky
			GOSUB Ammu_bloke_audio
		ENDIF
 
		GOSUB controller_modes
 
		IF IS_CHAR_DEAD chunky
			GOTO mission_joey2_passed
		ENDIF
 
		IF HAS_PICKUP_BEEN_COLLECTED gun_chunky  
		AND been_in_shop_before = 0 
			REMOVE_BLIP blip2_jm2
			been_in_shop_before = 1	
		ENDIF
 
		IF NOT IS_CHAR_DEAD chunky
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky True
			GET_CHAR_HEALTH	chunky chunkyhealth
		ENDIF
		IF NOT IS_CHAR_DEAD chunky_mate1
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate1 True
			GET_CHAR_HEALTH chunky_mate1 mate1health
		ENDIF
		IF NOT IS_CHAR_DEAD	chunky_mate2
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate2 True
			GET_CHAR_HEALTH chunky_mate2 mate2health
		ENDIF
		IF NOT IS_CHAR_DEAD	chunky_mate3
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate3 True
			GET_CHAR_HEALTH chunky_mate3 mate3health
		ENDIF
 
		IF mate1health < 99
		OR mate2health < 99
		OR mate3health < 99
		OR chunkyhealth < 99
			GOTO kill_and_run
		ENDIF
 
		IF IS_CHAR_DEAD chunky_mate1
		OR IS_CHAR_DEAD chunky_mate2
		OR IS_CHAR_DEAD chunky_mate3
			GOTO kill_and_run
		ENDIF
 
ENDWHILE
 
kill_and_run:
 
//REMOVE_BLIP blip3_jm2
 
CHANGE_BLIP_DISPLAY blip1_jm2 BOTH
 
	IF NOT IS_CHAR_DEAD chunky_mate1
		SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT chunky_mate1 Player
		SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate1 false
		SET_CHAR_THREAT_SEARCH chunky_mate1 THREAT_PLAYER1	
	ENDIF
 
	IF NOT IS_CHAR_DEAD chunky_mate2
		SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT chunky_mate2 Player
		SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate2 false
		SET_CHAR_THREAT_SEARCH chunky_mate2 THREAT_PLAYER1
	ENDIF
 
	IF NOT IS_CHAR_DEAD chunky_mate3
		SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT chunky_mate3 Player
		SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky_mate3 false
		SET_CHAR_THREAT_SEARCH chunky_mate3 THREAT_PLAYER1
	ENDIF
 
	IF NOT IS_CHAR_DEAD chunky	
		SET_CHAR_HEED_THREATS chunky False
		SET_CHAR_ONLY_DAMAGED_BY_PLAYER chunky false
	ENDIF
 
SET_CHAR_OBJ_RUN_TO_COORD chunky 975.5 -722.9
 
TIMERB = 0
 
WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
	WAIT 0
 
		IF IS_CHAR_DEAD chunky
			GOTO mission_joey2_passed
		ENDIF
 
		GOSUB pickup_and_audio
 
ENDWHILE
 
 
IF IS_PLAYER_IN_AREA_2D	player 974.2 -727.5	1003.4 -748.8 FALSE
	GOTO run_the_other_way
ENDIF
 
 
SET_CHAR_OBJ_RUN_TO_COORD chunky 985.1 -733.9
 
WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
	WAIT 0
 
		IF IS_CHAR_DEAD chunky
			GOTO mission_joey2_passed
		ENDIF
 
		GOSUB pickup_and_audio
 
ENDWHILE
 
SET_CHAR_OBJ_RUN_TO_COORD chunky 1004.2 -736.9
 
WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
	WAIT 0
 
		IF IS_CHAR_DEAD chunky
			GOTO mission_joey2_passed
		ENDIF
 
		GOSUB pickup_and_audio
 
ENDWHILE
 
SET_CHAR_OBJ_RUN_TO_COORD chunky 1006.3 -753.2
 
WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
	WAIT 0
 
		IF IS_CHAR_DEAD chunky
			GOTO mission_joey2_passed
		ENDIF
 
		GOSUB pickup_and_audio
 
ENDWHILE
 
	IF IS_CHAR_DEAD chunky
		GOTO mission_joey2_passed
	ENDIF
 
	IF IS_CAR_DEAD chunkys_car
		GOTO fuckin_run_for_it
	ELSE
		IF NOT IS_CAR_IN_AREA_2D chunkys_car 1004.0 -738.0 1012.0 -763.0 FALSE
		OR NOT IS_CAR_HEALTH_GREATER chunkys_car 300
			GOTO fuckin_run_for_it
		ENDIF
	ENDIF
 
SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER chunky chunkys_car
 
WHILE NOT IS_CHAR_IN_CAR chunky chunkys_car
	WAIT 0
 
		IF IS_CAR_DEAD chunkys_car
			GOTO fuckin_run_for_it
		ELSE
 
			IF NOT IS_CAR_IN_AREA_2D chunkys_car 1004.0 -738.0 1012.0 -763.0 FALSE
			OR NOT IS_CAR_HEALTH_GREATER chunkys_car 300
				GOTO fuckin_run_for_it
			ENDIF
		ENDIF
 
		IF IS_CHAR_DEAD chunky
			GOTO mission_joey2_passed
		ENDIF
 
		IF HAS_PICKUP_BEEN_COLLECTED gun_chunky  
		AND been_in_shop_before = 0 
			REMOVE_BLIP blip2_jm2
			been_in_shop_before = 1	
		ENDIF
 
ENDWHILE
 
	IF NOT IS_CAR_DEAD chunkys_car
		CAR_WANDER_RANDOMLY chunkys_car
		SET_CAR_DRIVING_STYLE chunkys_car 2
		SET_CAR_CRUISE_SPEED chunkys_car 20.0
		//LOCK_CAR_DOORS chunkys_car CARLOCK_UNLOCKED
	ENDIF
 
//DISPLAY_ONSCREEN_COUNTER test_car_health_counter //TEST STUFF!!!!!!!!!!!!!
 
WHILE IS_CAR_HEALTH_GREATER chunkys_car 300
	WAIT 0 
 
		GOSUB controller_modes
 
		IF NOT HAS_PICKUP_BEEN_COLLECTED gun_chunky
			GOSUB Ammu_bloke_audio
		ENDIF
 
		IF IS_CAR_DEAD chunkys_car
			GOTO mission_joey2_passed
		ENDIF
 
		IF IS_CHAR_DEAD chunky
			GOTO mission_joey2_passed
		ENDIF
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player chunky 160.0 160.0 FALSE
			PRINT_NOW ( AWAY ) 5000 2 // Mission brief
			GOTO mission_joey2_failed
		ENDIF
 
		IF NOT IS_CHAR_IN_CAR chunky chunkys_car
			GOTO fuckin_run_for_it	
		ENDIF 
 
		IF IS_CAR_UPSIDEDOWN chunkys_car
		AND IS_CAR_STOPPED chunkys_car
			SET_CHAR_OBJ_LEAVE_CAR chunky chunkys_car
			GOTO fuckin_run_for_it
		ENDIF
 
		IF HAS_PICKUP_BEEN_COLLECTED gun_chunky  
		AND been_in_shop_before = 0 
			REMOVE_BLIP blip2_jm2
			been_in_shop_before = 1	
		ENDIF
 
ENDWHILE
 
 
	IF IS_CHAR_DEAD chunky
		GOTO mission_joey2_passed
	ENDIF
 
SET_CHAR_OBJ_LEAVE_CAR chunky chunkys_car
 
WHILE IS_CHAR_IN_CAR chunky chunkys_car
	WAIT 0
 
		GOSUB controller_modes
 
		IF NOT HAS_PICKUP_BEEN_COLLECTED gun_chunky
			GOSUB Ammu_bloke_audio
		ENDIF
 
		IF IS_CHAR_DEAD chunky
			GOTO mission_joey2_passed
		ENDIF
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player chunky 160.0 160.0 FALSE
			PRINT_NOW ( AWAY ) 5000 2 // Mission brief
			GOTO mission_joey2_failed
		ENDIF
 
		IF IS_CAR_DEAD chunkys_car
			GOTO mission_joey2_passed
		ENDIF
 
		IF HAS_PICKUP_BEEN_COLLECTED gun_chunky  
		AND been_in_shop_before = 0 
			REMOVE_BLIP blip2_jm2
			been_in_shop_before = 1	
		ENDIF
 
ENDWHILE
 
GOTO fuckin_run_for_it
 
 
run_the_other_way:
 
SET_CHAR_OBJ_RUN_TO_COORD chunky 979.1 -720.8
 
WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
	WAIT 0
 
	IF IS_CHAR_DEAD chunky
		GOTO mission_joey2_passed
	ENDIF
 
	GOSUB pickup_and_audio
 
ENDWHILE
 
SET_CHAR_OBJ_RUN_TO_COORD chunky 976.7 -687.0
 
WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
	WAIT 0
 
	IF IS_CHAR_DEAD chunky
		GOTO mission_joey2_passed
	ENDIF
 
	GOSUB pickup_and_audio
 
ENDWHILE
 
SET_CHAR_OBJ_RUN_TO_COORD chunky 943.5 -679.2
 
WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
	WAIT 0
 
	IF IS_CHAR_DEAD chunky
		GOTO mission_joey2_passed
	ENDIF
 
	GOSUB pickup_and_audio
 
ENDWHILE
 
SET_CHAR_OBJ_RUN_TO_COORD chunky 920.3 -681.5
 
WHILE NOT IS_CHAR_OBJECTIVE_PASSED chunky
	WAIT 0
 
	IF IS_CHAR_DEAD chunky
		GOTO mission_joey2_passed
	ENDIF
 
	GOSUB pickup_and_audio
 
ENDWHILE
 
	IF IS_CHAR_DEAD chunky
		GOTO mission_joey2_passed
	ENDIF
 
	IF IS_CAR_DEAD chunkys_car2
		GOTO fuckin_run_for_it
	ELSE
		IF NOT IS_CAR_IN_AREA_2D chunkys_car2 922.7 -673.9 906.6 -698.0 FALSE
		OR NOT IS_CAR_HEALTH_GREATER chunkys_car2 300
			GOTO fuckin_run_for_it
		ENDIF
	ENDIF
 
SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER chunky chunkys_car2
 
	WHILE NOT IS_CHAR_IN_CAR chunky chunkys_car2
		WAIT 0
 
		IF IS_CAR_DEAD chunkys_car2
			GOTO fuckin_run_for_it
		ELSE
			IF NOT IS_CAR_IN_AREA_2D chunkys_car2 922.7 -673.9 906.6 -698.0 FALSE
			OR NOT IS_CAR_HEALTH_GREATER chunkys_car2 300
				GOTO fuckin_run_for_it
			ENDIF
		ENDIF
 
		IF HAS_PICKUP_BEEN_COLLECTED gun_chunky  
		AND been_in_shop_before = 0 
			REMOVE_BLIP blip2_jm2
			been_in_shop_before = 1	
		ENDIF
 
		IF IS_CHAR_DEAD chunky
			GOTO mission_joey2_passed
		ENDIF
 
	ENDWHILE
 
	IF NOT IS_CAR_DEAD chunkys_car2
		CAR_WANDER_RANDOMLY chunkys_car2
		SET_CAR_DRIVING_STYLE chunkys_car2 2
		SET_CAR_CRUISE_SPEED chunkys_car2 20.0
		//LOCK_CAR_DOORS chunkys_car2 CARLOCK_UNLOCKED
	ENDIF
 
//DISPLAY_ONSCREEN_COUNTER test_car_health_counter //TEST STUFF!!!!!!!!!!!!!
 
	WHILE IS_CAR_HEALTH_GREATER chunkys_car2 300
		WAIT 0 
 
		GOSUB controller_modes
 
		IF NOT HAS_PICKUP_BEEN_COLLECTED gun_chunky
			GOSUB Ammu_bloke_audio
		ENDIF
 
		IF IS_CAR_DEAD chunkys_car2
			GOTO mission_joey2_passed
		ENDIF
 
		IF IS_CHAR_DEAD chunky
			GOTO mission_joey2_passed
		ENDIF
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player chunky 160.0 160.0 FALSE
			PRINT_NOW ( AWAY ) 5000 2 // Mission brief
			GOTO mission_joey2_failed
		ENDIF
 
		IF NOT IS_CHAR_IN_CAR chunky chunkys_car2
			GOTO fuckin_run_for_it	
		ENDIF 
 
		IF IS_CAR_UPSIDEDOWN chunkys_car2
		AND IS_CAR_STOPPED chunkys_car2
			SET_CHAR_OBJ_LEAVE_CAR chunky chunkys_car2
			GOTO fuckin_run_for_it
		ENDIF
 
		IF HAS_PICKUP_BEEN_COLLECTED gun_chunky  
		AND been_in_shop_before = 0 
			REMOVE_BLIP blip2_jm2
			been_in_shop_before = 1	
		ENDIF
 
 
	ENDWHILE
 
 
	IF IS_CHAR_DEAD chunky
		GOTO mission_joey2_passed
	ENDIF
 
SET_CHAR_OBJ_LEAVE_CAR chunky chunkys_car2
 
WHILE IS_CHAR_IN_CAR chunky chunkys_car2
	WAIT 0
 
		GOSUB controller_modes
 
		IF NOT HAS_PICKUP_BEEN_COLLECTED gun_chunky
			GOSUB Ammu_bloke_audio
		ENDIF
 
		IF IS_CHAR_DEAD chunky
			GOTO mission_joey2_passed
		ENDIF
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player chunky 160.0 160.0 FALSE
			PRINT_NOW ( AWAY ) 5000 2 // Mission brief
			GOTO mission_joey2_failed
		ENDIF
 
		IF IS_CAR_DEAD chunkys_car2
			GOTO mission_joey2_passed
		ENDIF
 
		IF HAS_PICKUP_BEEN_COLLECTED gun_chunky  
		AND been_in_shop_before = 0 
			REMOVE_BLIP blip2_jm2
			been_in_shop_before = 1	
		ENDIF
 
ENDWHILE
 
 
fuckin_run_for_it:
 
IF NOT IS_CHAR_DEAD chunky
	SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS chunky Player
ENDIF
 
//CHANGE_BLIP_DISPLAY blip1_jm2 BOTH
 
WHILE NOT IS_CHAR_DEAD chunky
	WAIT 0
 
		IF IS_CHAR_DEAD chunky
			GOTO mission_joey2_passed
		ENDIF
 
		GOSUB controller_modes
 
		GOSUB pickup_and_audio
 
		IF NOT HAS_PICKUP_BEEN_COLLECTED gun_chunky
			GOSUB Ammu_bloke_audio
		ENDIF
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player chunky 160.0 160.0 FALSE
			PRINT_NOW ( AWAY ) 5000 2 // Mission brief
			GOTO mission_joey2_failed
		ENDIF
 
ENDWHILE
 
 
GOTO mission_joey2_passed
 
 
 // Mission joey2 failed
 
mission_joey2_failed:
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed"
RETURN
 
 
 
// mission joey2 passed
 
mission_joey2_passed:
 
flag_joey_mission2_passed = 1
PLAY_MISSION_PASSED_TUNE 1
PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //"Mission Passed!"
CLEAR_WANTED_LEVEL player
ADD_SCORE player 10000
REGISTER_MISSION_PASSED	JM2
PLAYER_MADE_PROGRESS 1
START_NEW_SCRIPT joey_mission3_loop
IF out_of_stock_pistol = 0
   	START_NEW_SCRIPT pistol_message
ENDIF
RETURN
 
// mission cleanup
 
mission_cleanup_joey2:
 
flag_player_on_mission = 0
flag_player_on_joey_mission = 0
special_ammu_audio = 0		 
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_TRIAD_A
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_PERENNIAL
UNLOAD_SPECIAL_CHARACTER 2
REMOVE_BLIP blip1_jm2
REMOVE_BLIP blip2_jm2
REMOVE_PICKUP gun_chunky
IF NOT IS_CHAR_DEAD	chunky
	REMOVE_CHAR_ELEGANTLY chunky
ENDIF
MISSION_HAS_FINISHED
RETURN
 
 
 
 
controller_modes:
 
	IF flag_player_had_gun_message = 0
 
		IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 1075.2 -384.8 14.0 1086.2 -403.3 17.0 FALSE
 
			GET_CONTROLLER_MODE controlmode
 
// Control Mode 0
 
			IF controlmode = 0
 
				IF flag_gun_message_jm2 = 0 
					PRINT_HELP ( GUN_1A ) //"Use R2 and L2 to cycle through your weapons."
					timerb = 0
					flag_gun_message_jm2 = 1
				ENDIF
 
				IF flag_gun_message_jm2 = 1
					IF timerb > 10000
						PRINT_HELP ( GUN_2A ) //"Hold R1 to auto-target, press circle to fire!"
						timerb = 0
						flag_gun_message_jm2 = 2
					ENDIF
				ENDIF
 
				IF flag_gun_message_jm2 = 2
					IF timerb > 10000
						PRINT_HELP ( GUN_3A ) //"While holding the ~h~R1 button,~w~ press the ~h~L2 button~w~ or the ~h~R2 button to switch target."
						timerb = 0
						flag_gun_message_jm2 = 3
					ENDIF
				ENDIF
 
				IF flag_gun_message_jm2 = 3
					IF timerb > 10000
						PRINT_HELP ( GUN_4A ) //"While holding the ~h~R1 button~w~ you can walk or run while remaining locked onto a target."
						timerb = 0
						flag_gun_message_jm2 = 4
					ENDIF
				ENDIF
 
				IF flag_gun_message_jm2 = 4
					IF timerb > 10000
						PRINT_HELP ( GUN_5 ) //"You can practice targeting and shooting on these paper targets, when you are finished resume the mission."
						flag_gun_message_jm2 = 5
						flag_player_had_gun_message = 1
					ENDIF
				ENDIF
 
			ENDIF
 
// Control Mode 1
 
			IF controlmode = 1
 
				IF flag_gun_message_jm2 = 0 
					PRINT_HELP ( GUN_1A ) //"Use R2 and L2 to cycle through your weapons."
					timerb = 0
					flag_gun_message_jm2 = 1
				ENDIF
 
				IF flag_gun_message_jm2 = 1
					IF timerb > 10000
						PRINT_HELP ( GUN_2A ) //"Hold R1 to auto-target, press circle to fire!"
						timerb = 0
						flag_gun_message_jm2 = 2
					ENDIF
				ENDIF
 
				IF flag_gun_message_jm2 = 2
					IF timerb > 10000
						PRINT_HELP ( GUN_3A ) //"While holding the ~h~R1 button,~w~ press the ~h~L2 button~w~ or the ~h~R2 button to switch target."
						timerb = 0
						flag_gun_message_jm2 = 3
					ENDIF
				ENDIF
 
				IF flag_gun_message_jm2 = 3
					IF timerb > 10000
						PRINT_HELP ( GUN_4A ) //"While holding the ~h~R1 button~w~ you can walk or run while remaining locked onto a target."
						timerb = 0
						flag_gun_message_jm2 = 4
					ENDIF
				ENDIF
 
				IF flag_gun_message_jm2 = 4
					IF timerb > 10000
						PRINT_HELP ( GUN_5 ) //"You can practice targeting and shooting on these paper targets, when you are finished resume the mission."
						flag_gun_message_jm2 = 5
						flag_player_had_gun_message = 1
					ENDIF
				ENDIF
 
 
			ENDIF
 
// Control Mode 2
 
			IF controlmode = 2
 
				IF flag_gun_message_jm2 = 0 
					PRINT_HELP ( GUN_1A ) //"Use R2 and L2 to cycle through your weapons."
					timerb = 0
					flag_gun_message_jm2 = 1
				ENDIF
 
				IF flag_gun_message_jm2 = 1
					IF timerb > 10000
						PRINT_HELP ( GUN_2C ) //"Hold R1 to auto-target, press circle to fire!"
						timerb = 0
						flag_gun_message_jm2 = 2
					ENDIF
				ENDIF
 
				IF flag_gun_message_jm2 = 2
					IF timerb > 10000
						PRINT_HELP ( GUN_3A ) //"While holding the ~h~R1 button,~w~ press the ~h~L2 button~w~ or the ~h~R2 button to switch target."
						timerb = 0
						flag_gun_message_jm2 = 3
					ENDIF
				ENDIF
 
				IF flag_gun_message_jm2 = 3
					IF timerb > 10000
						PRINT_HELP ( GUN_4A ) //"While holding the ~h~R1 button~w~ you can walk or run while remaining locked onto a target."
						timerb = 0
						flag_gun_message_jm2 = 4
					ENDIF
				ENDIF
 
				IF flag_gun_message_jm2 = 4
					IF timerb > 10000
						PRINT_HELP ( GUN_5 ) //"You can practice targeting and shooting on these paper targets, when you are finished resume the mission."
						flag_gun_message_jm2 = 5
						flag_player_had_gun_message = 1
					ENDIF
				ENDIF
 
			ENDIF
 
// Control Mode 3
 
			IF controlmode = 3
 
				IF flag_gun_message_jm2 = 0 
					PRINT_HELP ( GUN_1A ) //"Use R2 and L2 to cycle through your weapons."
					timerb = 0
					flag_gun_message_jm2 = 1
				ENDIF
 
				IF flag_gun_message_jm2 = 1
					IF timerb > 10000
						PRINT_HELP ( GUN_2D ) //"Hold R1 to auto-target, press circle to fire!"
						timerb = 0
						flag_gun_message_jm2 = 2
					   //	flag_player_had_gun_message = 1
					ENDIF
				ENDIF
 
				IF flag_gun_message_jm2 = 1
					IF timerb > 10000
						PRINT_HELP ( GUN_2C ) //"Hold R1 to auto-target, press circle to fire!"
						timerb = 0
						flag_gun_message_jm2 = 2
					ENDIF
				ENDIF
 
				IF flag_gun_message_jm2 = 2
					IF timerb > 10000
						PRINT_HELP ( GUN_3B ) //"While holding the ~h~R1 button,~w~ press the ~h~L2 button~w~ or the ~h~R2 button to switch target."
						timerb = 0
						flag_gun_message_jm2 = 3
					ENDIF
				ENDIF
 
				IF flag_gun_message_jm2 = 3
					IF timerb > 10000
						PRINT_HELP ( GUN_4B ) //"While holding the ~h~R1 button~w~ you can walk or run while remaining locked onto a target."
						timerb = 0
						flag_gun_message_jm2 = 4
					ENDIF
				ENDIF
 
				IF flag_gun_message_jm2 = 4
					IF timerb > 10000
						PRINT_HELP ( GUN_5 ) //"You can practice targeting and shooting on these paper targets, when you are finished resume the mission."
						flag_gun_message_jm2 = 5
						flag_player_had_gun_message = 1
					ENDIF
				ENDIF
 
			ENDIF
 
		ENDIF
 
	ENDIF
 
 
RETURN
 
 
 
 
Ammu_bloke_audio:
 
 
	IF has_audio_been_activated = 0
 
		IF IS_PLAYER_IN_AREA_3D player 1066.6 -403.5 14.0 1072.8 -394.0 18.0 FALSE 
 
		 	special_ammu_audio = 1
 
			LOAD_MISSION_AUDIO AMMU_B //AMMU_B
 
			IF camera_ammu1 = 1
 
				IF NOT IS_CHAR_DEAD ammu_shop_bloke1
 
					WHILE NOT HAS_MISSION_AUDIO_LOADED
						WAIT 0
 
						IF IS_CHAR_DEAD ammu_shop_bloke1
						OR IS_PLAYER_SHOOTING player
							GOTO clear_audio   
						ENDIF
 
					ENDWHILE
 
					PLAY_MISSION_AUDIO
					PRINT_NOW ( AMMU_B ) 5000 2 // Mission brief
 
					WHILE NOT HAS_MISSION_AUDIO_FINISHED
						WAIT 0
 
						IF IS_CHAR_DEAD ammu_shop_bloke1
						OR IS_PLAYER_SHOOTING player
							GOTO clear_audio   
						ENDIF
 
					ENDWHILE
 
					LOAD_MISSION_AUDIO AMMU_C //AMMU_C
 
					WHILE NOT HAS_MISSION_AUDIO_LOADED
						WAIT 0
 
						IF IS_CHAR_DEAD ammu_shop_bloke1
						OR IS_PLAYER_SHOOTING player
							GOTO clear_audio   
						ENDIF
 
					ENDWHILE
 
					PLAY_MISSION_AUDIO
					PRINT_NOW ( AMMU_C ) 5000 2 // Mission brief
 
					clear_audio:
					has_audio_been_activated = 1
					//CLEAR_MISSION_AUDIO 
					special_ammu_audio = 0
				ELSE
					special_ammu_audio = 0
					CLEAR_MISSION_AUDIO	
				ENDIF
 
			ENDIF
 
		ELSE
			special_ammu_audio = 0
			CLEAR_MISSION_AUDIO
		ENDIF
 
	ENDIF
 
 
RETURN
 
 
 
pickup_and_audio:
 
 
	IF HAS_PICKUP_BEEN_COLLECTED gun_chunky  
	AND been_in_shop_before = 0 
		REMOVE_BLIP blip2_jm2
		been_in_shop_before = 1	
	ENDIF
 
	IF NOT IS_CHAR_DEAD chunky
		IF TIMERB > 2500
			TIMERB = 0
			SET_CHAR_SAY chunky	SOUND_CHUNKY_RUN_SHOUT
		ENDIF
	ENDIF
 
RETURN

joey3

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *************************************Joey mission 3****************************************
// ***************************************Van heist*******************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
// Mission start stuff
 
GOSUB mission_start_joey3
 
IF HAS_DEATHARREST_BEEN_EXECUTED
	GOSUB mission_joey3_failed
ENDIF
 
GOSUB mission_cleanup_joey3
 
MISSION_END
 
 
// Variables for mission
 
VAR_INT van_jm3 in_the_locate_joey3
 
VAR_INT blip1_jm3 blip2_jm3 
 
VAR_INT	flag_car_blip_displayed_jm3
 
VAR_INT van_man1_jm3 van_man2_jm3 old_van_health 
 
VAR_INT test_van_health_counter	test_van_health_counter2
 
// ***************************************Mission Start*************************************
 
mission_start_joey3:
 
REGISTER_MISSION_GIVEN
flag_player_on_mission = 1
flag_player_on_joey_mission = 1
SCRIPT_NAME joey3
WAIT 0
 
in_the_locate_joey3 = 0
 
 
LOAD_SPECIAL_CHARACTER 1 joey
LOAD_SPECIAL_MODEL cut_obj1 JOEYH
LOAD_SPECIAL_MODEL cut_obj2 PLAYERH
LOAD_SPECIAL_MODEL cut_obj3 TROLL
REQUEST_MODEL jogarageext
REQUEST_MODEL jogarageint
 
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED	cut_obj3
	WAIT 0
ENDWHILE
 
WHILE NOT HAS_MODEL_LOADED jogarageext 
OR NOT HAS_MODEL_LOADED jogarageint
	WAIT 0
ENDWHILE
 
 
LOAD_CUTSCENE J3_VH
SET_CUTSCENE_OFFSET 1190.079 -869.861 13.977 
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_joey
SET_CUTSCENE_ANIM cs_joey joey
 
CREATE_CUTSCENE_HEAD cs_joey CUT_OBJ1 cs_joeyhead
SET_CUTSCENE_HEAD_ANIM cs_joeyhead joey
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CREATE_CUTSCENE_OBJECT CUT_OBJ3 cs_troll
SET_CUTSCENE_ANIM cs_troll TROLL
 
CLEAR_AREA 1191.9 -870.4 15.0 1.0 TRUE
SET_PLAYER_COORDINATES player 1191.9 -870.4 -100.0
 
SET_PLAYER_HEADING player 230.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
SWITCH_STREAMING ON
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
 
WHILE cs_time < 5515
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM3_A ) 10000 2 // Mission brief
 
WHILE cs_time < 7894
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM3_B ) 10000 2 // Mission brief
 
WHILE cs_time < 10381
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM3_C ) 10000 2 // Mission brief
 
WHILE cs_time < 14589
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM3_D ) 10000 2 // Mission brief
 
WHILE cs_time < 17518
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM3_E ) 10000 2 // Mission brief
 
WHILE cs_time < 21627
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM3_F ) 10000 2 // Mission brief
 
WHILE cs_time < 24675
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_PRINTS
 
WHILE cs_time < 27333 
	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
 
SWITCH_RUBBISH ON
CLEAR_CUTSCENE
SET_CAMERA_IN_FRONT_OF_PLAYER
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
UNLOAD_SPECIAL_CHARACTER 1
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
MARK_MODEL_AS_NO_LONGER_NEEDED jogarageext 
MARK_MODEL_AS_NO_LONGER_NEEDED jogarageint
 
LOAD_SPECIAL_CHARACTER 2 S_GUARD
REQUEST_MODEL CAR_SECURICAR
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2
OR NOT HAS_MODEL_LOADED CAR_SECURICAR 
	WAIT 0
ENDWHILE
 
 
// START OF MISSION
 
CREATE_CAR CAR_SECURICAR 1063.0 -805.0 14.6 van_jm3
LOCK_CAR_DOORS van_jm3 CARLOCK_LOCKOUT_PLAYER_ONLY
SET_CAR_ONLY_DAMAGED_BY_PLAYER van_jm3 TRUE
SET_CAR_PROOFS van_jm3 TRUE TRUE FALSE FALSE TRUE
SET_CAR_CRUISE_SPEED  van_jm3 14.0
SET_CAR_DRIVING_STYLE  van_jm3 0
ADD_BLIP_FOR_CAR van_jm3 blip1_jm3
 
CREATE_CHAR_INSIDE_CAR van_jm3 PEDTYPE_SPECIAL PED_SPECIAL2 van_man1_jm3
SET_CHAR_PERSONALITY van_man1_jm3 PEDSTAT_GEEK_GUY
 
CREATE_CHAR_AS_PASSENGER van_jm3 PEDTYPE_SPECIAL PED_SPECIAL2 0 van_man2_jm3
SET_CHAR_PERSONALITY van_man2_jm3 PEDSTAT_GEEK_GUY
 
GET_CAR_HEALTH van_jm3 test_van_health_counter
DISPLAY_ONSCREEN_COUNTER_WITH_STRING test_van_health_counter COUNTER_DISPLAY_BAR (DAM) //TEST STUFF!!!!!!!!!!!!!
 
GET_CAR_HEALTH van_jm3 test_van_health_counter 
	test_van_health_counter2 = 1000 - test_van_health_counter
 
	IF test_van_health_counter2 > 400
		test_van_health_counter2 = 400
	ENDIF
 
	test_van_health_counter = test_van_health_counter2 / 4
 
 
WHILE IS_CAR_HEALTH_GREATER van_jm3 999
	WAIT 0
 
	IF IS_CAR_DEAD van_jm3
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey3_failed
	ENDIF  
 
	IF IS_CAR_UPSIDEDOWN van_jm3
	AND IS_CAR_STOPPED van_jm3
		GOTO mission_joey3_failed
	ENDIF
 
	GET_CAR_HEALTH van_jm3 test_van_health_counter 
		test_van_health_counter2 = 1000 - test_van_health_counter
 
	IF test_van_health_counter2 > 400
		test_van_health_counter2 = 400
	ENDIF
 
	test_van_health_counter = test_van_health_counter2 / 4
 
ENDWHILE
 
	IF NOT IS_CAR_DEAD van_jm3
		SET_CAR_DRIVING_STYLE van_jm3 2
		SET_CAR_CRUISE_SPEED van_jm3 20.0
		ALTER_WANTED_LEVEL_NO_DROP Player 1
		SET_CAR_ONLY_DAMAGED_BY_PLAYER van_jm3 FALSE
		GET_CAR_HEALTH van_jm3 old_van_health
	ENDIF
 
WHILE IS_CAR_HEALTH_GREATER van_jm3 750
	WAIT 0
 
	IF IS_CAR_DEAD van_jm3
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey3_failed
	ENDIF  
 
	IF IS_CAR_UPSIDEDOWN van_jm3
	AND IS_CAR_STOPPED van_jm3
		GOTO mission_joey3_failed
	ENDIF
 
	IF NOT IS_CAR_DEAD van_jm3
		GET_CAR_HEALTH van_jm3 test_van_health_counter
 
		IF test_van_health_counter < old_van_health
			ALTER_WANTED_LEVEL_NO_DROP Player 1
		ENDIF	
 
		old_van_health = test_van_health_counter
 
		test_van_health_counter2 = 1000 - test_van_health_counter
 
		IF test_van_health_counter2 > 400
			test_van_health_counter2 = 400
		ENDIF
 
		test_van_health_counter = test_van_health_counter2 / 4
	ENDIF
 
ENDWHILE
 
WHILE IS_CAR_HEALTH_GREATER van_jm3 600
	WAIT 0
 
	IF IS_CAR_DEAD van_jm3
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey3_failed
	ENDIF  
 
	IF IS_CAR_UPSIDEDOWN van_jm3
	AND IS_CAR_STOPPED van_jm3
		GOTO mission_joey3_failed
	ENDIF
 
	IF NOT IS_CAR_DEAD van_jm3
		GET_CAR_HEALTH van_jm3 test_van_health_counter
 
		IF test_van_health_counter < old_van_health
			ALTER_WANTED_LEVEL_NO_DROP Player 2
		ENDIF	
 
		old_van_health = test_van_health_counter
 
		test_van_health_counter2 = 1000 - test_van_health_counter
 
		IF test_van_health_counter2 > 400
			test_van_health_counter2 = 400
		ENDIF
 
		test_van_health_counter = test_van_health_counter2 / 4
	ENDIF
 
ENDWHILE
 
 
	IF NOT IS_CAR_DEAD van_jm3
		LOCK_CAR_DOORS van_jm3 CARLOCK_UNLOCKED
		CLEAR_ONSCREEN_COUNTER test_van_health_counter
 
		IF NOT IS_CHAR_DEAD van_man1_jm3
			SET_CHAR_OBJ_LEAVE_CAR van_man1_jm3 van_jm3
		ENDIF
 
		IF NOT IS_CHAR_DEAD van_man2_jm3
			SET_CHAR_OBJ_LEAVE_CAR van_man2_jm3 van_jm3
		ENDIF
	ENDIF
 
	IF IS_CAR_DEAD van_jm3
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey3_failed
	ENDIF
 
WHILE NOT IS_CHAR_IN_CAR van_man1_jm3 van_jm3
OR NOT IS_CHAR_IN_CAR van_man2_jm3 van_jm3 
	WAIT 0
 
	IF IS_CAR_DEAD van_jm3
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey3_failed
	ENDIF 
 
	IF IS_CHAR_DEAD van_man1_jm3
	OR IS_CHAR_DEAD van_man2_jm3
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN van_jm3
	AND IS_CAR_STOPPED van_jm3
		GOTO mission_joey3_failed
	ENDIF
 
ENDWHILE
 
	WAIT 1600
 
	IF IS_CAR_DEAD van_jm3
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey3_failed
	ENDIF
 
	IF NOT IS_CHAR_DEAD van_man1_jm3
	AND NOT IS_CHAR_DEAD van_man2_jm3
		SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS van_man1_jm3 player
		SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS van_man2_jm3 player
		SET_CHAR_SAY van_man2_jm3 SOUND_SECURITY_GUARD_RUN_AWAY_SHOUT
	ENDIF
 
	IF NOT IS_CAR_DEAD van_jm3
		SET_TARGET_CAR_FOR_MISSION_GARAGE Garage_bank van_jm3
	ENDIF
 
	flag_car_blip_displayed_jm3 = TRUE
 
	garage_stop:
 
	TIMERB = 0
 
WHILE NOT IS_CAR_STOPPED_IN_AREA_3D van_jm3 1440.7 -805.6 10.9 1449.8 -782.1 15.9 FALSE
OR NOT IS_PLAYER_IN_CAR player van_jm3
	WAIT 0
 
	IF IS_CAR_DEAD van_jm3
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey3_failed
	ENDIF
 
	IF IS_PLAYER_IN_CAR player van_jm3
		IF flag_car_blip_displayed_jm3 = TRUE
			ADD_BLIP_FOR_COORD 1445.8 -796.7 -100.0 blip2_jm3
			CHANGE_BLIP_DISPLAY blip2_jm3 BLIP_ONLY
			REMOVE_BLIP blip1_jm3
			PRINT_NOW ( jm3_1 ) 5000 1
		flag_car_blip_displayed_jm3 = FALSE
		ENDIF
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player van_jm3									
		IF flag_car_blip_displayed_jm3 = FALSE
		ADD_BLIP_FOR_CAR van_jm3 blip1_jm3
		REMOVE_BLIP blip2_jm3
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back in the Van!"
		flag_car_blip_displayed_jm3 = TRUE
		ENDIF
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN van_jm3
	AND IS_CAR_STOPPED van_jm3
		GOTO mission_joey3_failed
	ENDIF
 
	IF NOT IS_CHAR_DEAD	van_man2_jm3
		IF TIMERB > 4000
			TIMERB = 0
			SET_CHAR_SAY van_man2_jm3 SOUND_SECURITY_GUARD_RUN_AWAY_SHOUT
		ENDIF
	ENDIF
 
	IF in_the_locate_joey3 = 0
		IF LOCATE_PLAYER_IN_CAR_3D player 1445.0 -811.5 11.8 4.0 6.0 4.0 TRUE
			CLEAR_WANTED_LEVEL player
			in_the_locate_joey3 = 1
		ENDIF
	ENDIF
 
	IF in_the_locate_joey3 = 1
		IF NOT IS_CAR_IN_AREA_3D van_jm3 1440.7 -805.6 10.9 1449.8 -782.1 15.9 FALSE
		AND NOT LOCATE_PLAYER_IN_CAR_3D player 1445.0 -811.5 11.8 4.0 6.0 4.0 FALSE
			in_the_locate_joey3 = 0
		ENDIF
	ENDIF
 
ENDWHILE
 
 
	PRINT_NOW ( OUT_VEH ) 5000 2 //Get out of the van
 
WHILE NOT IS_CAR_IN_MISSION_GARAGE Garage_bank
 
	IF IS_CAR_DEAD van_jm3
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey3_failed
	ENDIF
 
	IF NOT IS_CAR_IN_AREA_3D van_jm3 1440.7 -805.6 10.9 1449.8 -782.1 15.9 FALSE
		GOTO garage_stop
	ENDIF 
 
	IF IS_CAR_UPSIDEDOWN van_jm3
	AND IS_CAR_STOPPED van_jm3
		GOTO mission_joey3_failed
	ENDIF
 
	WAIT 0
ENDWHILE
 
 
REMOVE_BLIP blip2_jm3
 
 
 
GOTO mission_joey3_passed
 
 
 // Mission joey3 failed
 
mission_joey3_failed:
PRINT_BIG ( m_fail ) 2000 1
RETURN
 
 
 
// mission joey3 passed
 
mission_joey3_passed:
 
flag_joey_mission3_passed = 1
PLAY_MISSION_PASSED_TUNE 1
PRINT_WITH_NUMBER_BIG ( M_PASS ) 20000 5000 1 //"Mission Passed!"
CLEAR_WANTED_LEVEL player
ADD_SCORE player 20000
REGISTER_MISSION_PASSED	JM3
PLAYER_MADE_PROGRESS 1
CHANGE_GARAGE_TYPE_WITH_CAR_MODEL Garage_bank GARAGE_COLLECTSPECIFICCARS CAR_SECURICAR
START_NEW_SCRIPT joey_mission4_loop
START_NEW_SCRIPT diablo_phone_start
START_NEW_SCRIPT van_heist_garage_pager
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_joey3:
 
flag_player_on_mission = 0
flag_player_on_joey_mission = 0
REMOVE_BLIP blip1_jm3
REMOVE_BLIP blip2_jm3
UNLOAD_SPECIAL_CHARACTER 2
SET_TARGET_CAR_FOR_MISSION_GARAGE Garage_bank -1
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SECURICAR
CLEAR_ONSCREEN_COUNTER test_van_health_counter
MISSION_HAS_FINISHED
RETURN

joey4

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// **************************************Joey Mission 4***************************************
// ***************************************pick up Toni****************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
 
// Mission start stuff
 
GOSUB mission_start_joey4
 
IF HAS_DEATHARREST_BEEN_EXECUTED
	GOSUB mission_joey4_failed
ENDIF
 
GOSUB mission_cleanup_joey4
 
MISSION_END
 
 
// Variables for mission
 
VAR_INT blip1_jm4 blip2_jm4 blip3_jm4 flag_car_blip_displayed_jm4 triads_ojective_passed 	
 
VAR_INT ojective_triad1_done_before ojective_triad2_done_before
 
VAR_INT Toni_abuse1_done_before	tonis_car_created_before played_tune_before
 
VAR_INT flag_displayed_wanted_message_jm4 flag_displayed_horn_message_jm4
 
VAR_INT tonis_ride is_char1_dead_jm4 is_char2_dead_jm4 is_char3_dead_jm4 is_char4_dead_jm4
 
VAR_INT triad1_jm4 triad2_jm4 triad3_jm4 triad4_jm4 tonis_audio_all_finished
 
VAR_FLOAT door1_position_jm4 door2_position_jm4 
 
// ***************************************Mission Start*************************************
 
 
mission_start_joey4:
 
REGISTER_MISSION_GIVEN
flag_player_on_mission = 1
flag_player_on_joey_mission = 1
SCRIPT_NAME joey4
WAIT 0
 
IF tonis_car_created_before = 1
	GOSUB delete_tonis_car
ENDIF
 
flag_displayed_wanted_message_jm4 = 0
flag_displayed_horn_message_jm4 = 0
Toni_abuse1_done_before = 0
ojective_triad1_done_before	= 0
ojective_triad2_done_before	= 0
triads_ojective_passed = 0
tonis_audio_all_finished = 0
played_tune_before = 0
 
SET_CAR_DENSITY_MULTIPLIER 0.0 //TURN ALL THE CARS OFF
 
 
LOAD_SPECIAL_CHARACTER 1 joey
LOAD_SPECIAL_CHARACTER 2 tony
LOAD_SPECIAL_MODEL cut_obj1 JOEDOOR
LOAD_SPECIAL_MODEL cut_obj2 JOEYH
LOAD_SPECIAL_MODEL cut_obj3 PLAYERH
LOAD_SPECIAL_MODEL cut_obj4 TONYH
REQUEST_MODEL CAR_MAFIA
REQUEST_MODEL CAR_IDAHO
REQUEST_MODEL CAR_STALLION
REQUEST_MODEL jogarageext
REQUEST_MODEL jogarageint
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_MODEL_LOADED CAR_MAFIA 
OR NOT HAS_MODEL_LOADED CAR_IDAHO
OR NOT HAS_MODEL_LOADED CAR_STALLION
	WAIT 0
ENDWHILE
 
CREATE_CAR CAR_MAFIA 1189.72 -864.28 14.1 tonis_ride
tonis_car_created_before = 1
SET_CAR_HEADING tonis_ride -142.0
SET_RADIO_CHANNEL 1 -1
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_SPECIAL_CHARACTER_LOADED 2	
	WAIT 0
 
ENDWHILE
 
WHILE NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED cut_obj3
OR NOT HAS_MODEL_LOADED cut_obj4
	WAIT 0
 
ENDWHILE
 
WHILE NOT HAS_MODEL_LOADED jogarageext 
OR NOT HAS_MODEL_LOADED jogarageint
	WAIT 0
ENDWHILE
 
//LOAD_SCENE 1190.07 -869.86 13.97
 
LOAD_CUTSCENE J4_ETH
SET_CUTSCENE_OFFSET 1190.079 -869.861 13.977
 
CREATE_CAR CAR_IDAHO 1182.5 -857.0 14.1 cut_car2_lm3
SET_CAR_HEADING cut_car2_lm3 291.2
 
CREATE_CAR CAR_STALLION 1192.9 -860.8 14.0 cut_car3_lm3
SET_CAR_HEADING cut_car3_lm3 150.0
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_joey
SET_CUTSCENE_ANIM cs_joey joey
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_tony
SET_CUTSCENE_ANIM cs_tony tony
 
CREATE_CUTSCENE_HEAD cs_joey CUT_OBJ2 cs_joeyhead
SET_CUTSCENE_HEAD_ANIM cs_joeyhead joey
 
CREATE_CUTSCENE_HEAD cs_tony CUT_OBJ4 cs_tonyhead
SET_CUTSCENE_HEAD_ANIM cs_tonyhead tony
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ3 cs_playerhead
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CREATE_CUTSCENE_OBJECT cut_obj1 cs_joedoor
SET_CUTSCENE_ANIM cs_joedoor JOEDOOR
 
CLEAR_AREA 1195.0 -870.3 15.0 10.0 TRUE
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door1 FALSE
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door2 FALSE
 
//MOVE GARAGE UP
GET_OBJECT_COORDINATES joeys_garage_door2 joeydoor2_X joeydoor2_Y joeydoor2_Z
GET_OBJECT_COORDINATES joeys_garage_door3 joeydoor3_X joeydoor3_Y joeydoor3_Z
 
joeydoor2_Z = joeydoor2_Z + 3.0
joeydoor3_Z = joeydoor3_Z + 3.0
 
	WHILE NOT SLIDE_OBJECT joeys_garage_door2 joeydoor2_X joeydoor2_Y joeydoor2_Z 0.1 0.1 100.0 FALSE
	OR NOT SLIDE_OBJECT joeys_garage_door3 joeydoor3_X joeydoor3_Y joeydoor3_Z 0.1 0.1 100.0 FALSE
		WAIT 0								  
 
			IF IS_CAR_DEAD tonis_ride
				PRINT_NOW ( JM4_8 ) 5000 1
				GOTO mission_joey4_failed	
			ENDIF
 
			IF IS_CAR_UPSIDEDOWN tonis_ride
			AND IS_CAR_STOPPED tonis_ride
				PRINT_NOW ( WRECKED ) 5000 1
				GOTO mission_joey4_failed
			ENDIF
 
	ENDWHILE
 
DO_FADE 1800 FADE_IN
 
//SWITCH_WORLD_PROCESSING OFF
SWITCH_RUBBISH OFF
SWITCH_STREAMING ON
START_CUTSCENE
 
// Displays cutscene text
 
 
GET_CUTSCENE_TIME cs_time
 
 
WHILE cs_time < 1
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM4_A ) 10000 1 //"Go to X, wait for Toni"
 
WHILE cs_time < 4000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM4_B ) 10000 1 //"Go to X, wait for Toni"
 
WHILE cs_time < 6180
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM4_C ) 10000 1 //"Go to X, wait for Toni"
 
WHILE cs_time < 10230
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM4_D ) 10000 1 //"Go to X, wait for Toni"
 
WHILE cs_time < 13040
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM4_E ) 10000 1 //"Go to X, wait for Toni"
 
WHILE cs_time < 15110
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM4_F ) 10000 1 //"Go to X, wait for Toni"
 
WHILE cs_time < 18080
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM4_G ) 10000 1 //"Go to X, wait for Toni"
 
WHILE cs_time < 23511
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_PRINTS
 
WHILE cs_time < 23833
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
//DO_FADE 1000 FADE_OUT
 
//WHILE GET_FADING_STATUS
//	WAIT 0
//ENDWHILE
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
 
ENDWHILE
 
//SWITCH_WORLD_PROCESSING ON
SWITCH_RUBBISH ON
CLEAR_PRINTS
CLEAR_CUTSCENE
 
IF NOT IS_CAR_DEAD tonis_ride
	CREATE_CHAR_AS_PASSENGER tonis_ride PEDTYPE_SPECIAL PED_SPECIAL2 0 toni
	CLEAR_CHAR_THREAT_SEARCH toni
	SET_CHAR_CANT_BE_DRAGGED_OUT toni TRUE
	ADD_ARMOUR_TO_CHAR toni 100
	WARP_PLAYER_INTO_CAR Player tonis_ride
ENDIF
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door1 TRUE
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door2 TRUE
 
CLEAR_AREA 1198.5 -871.4 15.0 10.0 TRUE
//SET_FIXED_CAMERA_POSITION 1206.0 -864.6 15.4 0.0 0.0 0.0
//POINT_CAMERA_AT_PLAYER player FIXED JUMP_CUT
SET_FIXED_CAMERA_POSITION 1200.831 -869.373 15.001 0.0 0.0 0.0
POINT_CAMERA_AT_POINT 1199.887 -869.701 15.025 JUMP_CUT
 
WAIT 0
SWITCH_WIDESCREEN ON
SET_POLICE_IGNORE_PLAYER Player ON
SET_PLAYER_CONTROL Player OFF
 
//WAIT 500
 
//DO_FADE 1000 FADE_IN
 
UNLOAD_SPECIAL_CHARACTER 1
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ4
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_IDAHO
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_STALLION
MARK_MODEL_AS_NO_LONGER_NEEDED jogarageext 
MARK_MODEL_AS_NO_LONGER_NEEDED jogarageint
 
DELETE_CAR cut_car2_lm3
DELETE_CAR cut_car3_lm3
 
	LOAD_MISSION_AUDIO J4T_1
 
	WHILE NOT HAS_MISSION_AUDIO_LOADED
		WAIT 0
	ENDWHILE
 
	PLAY_MISSION_AUDIO
	PRINT_NOW ( JM4_10 ) 5000 1 //"Go to X, wait for Toni"
 
//CAR DRIVING OUT OF GARAGE CUT SCENE
 
IF NOT IS_CAR_DEAD tonis_ride						 
	CAR_GOTO_COORDINATES_ACCURATE tonis_ride 1198.5 -871.4 -100.0
	SET_CAR_CRUISE_SPEED tonis_ride 2.0
	SET_CAR_DRIVING_STYLE tonis_ride 3
ENDIF
 
IF NOT IS_CHAR_DEAD toni
	CHAR_LOOK_AT_PLAYER_ALWAYS toni player
	PLAYER_LOOK_AT_CHAR_ALWAYS player toni
	//SET_ANIM_GROUP_FOR_CHAR toni ANIM_OLDFAT_PED
ENDIF
 
WHILE NOT LOCATE_CAR_2D tonis_ride 1198.5 -871.4 2.0 2.0 FALSE
	WAIT 0
 
	IF IS_CAR_DEAD tonis_ride
		GOTO mission_joey4_failed
	ENDIF
 
	IF tonis_audio_all_finished = 0
 
		WHILE NOT HAS_MISSION_AUDIO_FINISHED
			WAIT 0
 
			IF IS_CAR_DEAD tonis_ride
			OR IS_CHAR_DEAD toni
				PRINT_NOW ( JM4_8 ) 5000 1 
				GOTO mission_joey4_failed	
			ENDIF
 
		ENDWHILE
 
		LOAD_MISSION_AUDIO J4T_2
 
		WHILE NOT HAS_MISSION_AUDIO_LOADED
			WAIT 0
 
			IF IS_CAR_DEAD tonis_ride
			OR IS_CHAR_DEAD toni
				PRINT_NOW ( JM4_8 ) 5000 1 
				GOTO mission_joey4_failed	
			ENDIF
 
		ENDWHILE
 
		PLAY_MISSION_AUDIO
		PRINT_NOW ( JM4_11 ) 5000 1 //"Go to X, wait for Toni"
 
		WHILE NOT HAS_MISSION_AUDIO_FINISHED
			WAIT 0
 
			IF IS_CAR_DEAD tonis_ride
			OR IS_CHAR_DEAD toni
				PRINT_NOW ( JM4_8 ) 5000 1 
				GOTO mission_joey4_failed	
			ENDIF
 
		ENDWHILE
 
		LOAD_MISSION_AUDIO J4T_3
 
		tonis_audio_all_finished = 1
	ENDIF
 
 
ENDWHILE
 
CLEAR_PRINTS
 
	WHILE NOT HAS_MISSION_AUDIO_LOADED
		WAIT 0
 
		IF IS_CAR_DEAD tonis_ride
		OR IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1 
			GOTO mission_joey4_failed	
		ENDIF
 
	ENDWHILE
 
	PLAY_MISSION_AUDIO
	PRINT_NOW ( JM4_12 ) 5000 1 //"Go to X, wait for Toni"
 
GET_OBJECT_COORDINATES joeys_garage_door2 joeydoor2_X joeydoor2_Y joeydoor2_Z
GET_OBJECT_COORDINATES joeys_garage_door3 joeydoor3_X joeydoor3_Y joeydoor3_Z
 
joeydoor2_Z = joeydoor2_Z - 3.0
joeydoor3_Z = joeydoor3_Z - 3.0
 
WHILE NOT SLIDE_OBJECT joeys_garage_door2 joeydoor2_X joeydoor2_Y joeydoor2_Z 0.1 0.1 0.1 FALSE
OR NOT SLIDE_OBJECT joeys_garage_door3 joeydoor3_X joeydoor3_Y joeydoor3_Z 0.1 0.1 0.1 FALSE
	WAIT 0
 
		IF IS_CAR_DEAD tonis_ride
		OR IS_CHAR_DEAD toni 
			PRINT_NOW ( JM4_8 ) 5000 1
			GOTO mission_joey4_failed	
		ENDIF
 
		IF IS_CAR_UPSIDEDOWN tonis_ride
		AND IS_CAR_STOPPED tonis_ride
			PRINT_NOW ( WRECKED ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
ENDWHILE 
 
	WHILE NOT HAS_MISSION_AUDIO_FINISHED
		WAIT 0
 
		IF IS_CAR_DEAD tonis_ride
		OR IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1 
			GOTO mission_joey4_failed	
		ENDIF
 
	ENDWHILE
 
	LOAD_MISSION_AUDIO J4T_4
 
	WHILE NOT HAS_MISSION_AUDIO_LOADED
		WAIT 0
 
		IF IS_CAR_DEAD tonis_ride
		OR IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1 
			GOTO mission_joey4_failed	
		ENDIF
 
	ENDWHILE
 
	PLAY_MISSION_AUDIO
	PRINT_NOW ( JM4_13 ) 5000 1 //"Go to X, wait for Toni"
 
	WHILE NOT HAS_MISSION_AUDIO_FINISHED
		WAIT 0
 
		IF IS_CAR_DEAD tonis_ride
		OR IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1 
			GOTO mission_joey4_failed	
		ENDIF
 
	ENDWHILE
 
IF NOT IS_CHAR_DEAD toni
	STOP_CHAR_LOOKING toni
	STOP_PLAYER_LOOKING Player
ENDIF
 
CLEAR_PRINTS
 
SWITCH_WIDESCREEN OFF
SET_PLAYER_CONTROL Player On
SET_CAR_STATUS tonis_ride STATUS_PLAYER
SET_POLICE_IGNORE_PLAYER Player Off
RESTORE_CAMERA
SET_CAR_DENSITY_MULTIPLIER 1.0 // TURN ALL THE CARS BACK ON
SWITCH_CAR_GENERATOR gen_car12 0
 
	REQUEST_MODEL PED_GANG_TRIAD_A
	REQUEST_MODEL PED_GANG_TRIAD_B
	LOAD_MISSION_AUDIO J4_A
 
	WHILE NOT HAS_MODEL_LOADED PED_GANG_TRIAD_A
	OR NOT HAS_MODEL_LOADED PED_GANG_TRIAD_B
	OR NOT HAS_MISSION_AUDIO_LOADED
		WAIT 0
	ENDWHILE
 
 
SWITCH_PED_ROADS_OFF 824.9 -633.8 13.0 845.3 -693.8 18.0 
SWITCH_ROADS_OFF 824.9 -633.8 13.0 845.3 -693.8 18.0
CLEAR_AREA 843.4 -663.8 15.0 10.0 TRUE
 
ADD_BLIP_FOR_COORD 843.0 -660.0 -100.0 blip1_jm4
CHANGE_BLIP_DISPLAY blip1_jm4 BLIP_ONLY
 
 
	CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 850.0 -663.0 14.7 triad1_jm4
	CLEAR_CHAR_THREAT_SEARCH triad1_jm4
	SET_CHAR_PROOFS triad1_jm4 TRUE TRUE TRUE TRUE TRUE
 
	CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_B 850.0 -664.7 14.7 triad2_jm4
	CLEAR_CHAR_THREAT_SEARCH triad2_jm4
	SET_CHAR_PROOFS triad2_jm4 TRUE TRUE TRUE TRUE TRUE
 
	TURN_CHAR_TO_FACE_CHAR triad1_jm4 triad2_jm4
	TURN_CHAR_TO_FACE_CHAR triad2_jm4 triad1_jm4
 
REMOVE_BLIP blip1_jm4
flag_car_blip_displayed_jm4 = TRUE
blob_flag = 1
 
	IF IS_CAR_DEAD tonis_ride
		PRINT_NOW ( JM4_8 ) 5000 1
		GOTO mission_joey4_failed
	ENDIF
 
	WHILE NOT IS_PLAYER_STOPPED_IN_AREA_IN_CAR_3D player 839.2 -667.4 14.0 842.1 -673.9 17.0 blob_flag
	OR IS_WANTED_LEVEL_GREATER Player 0
	OR NOT IS_PLAYER_IN_CAR Player tonis_ride    	
 
		WAIT 0
 
		IF IS_CAR_DEAD tonis_ride
			PRINT_NOW ( JM4_8 ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_UPSIDEDOWN tonis_ride
		AND IS_CAR_STOPPED tonis_ride
			PRINT_NOW ( WRECKED ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
		IF NOT IS_PLAYER_IN_CAR player tonis_ride
			IF flag_car_blip_displayed_jm4 = FALSE
			ADD_BLIP_FOR_CAR tonis_ride blip2_jm4
			blob_flag = 0
			REMOVE_BLIP blip1_jm4
			PRINT_NOW ( IN_VEH ) 5000 1 //"Get back in the car!"
			flag_car_blip_displayed_jm4 = TRUE
			ENDIF
		ENDIF
 
		IF IS_PLAYER_IN_CAR player tonis_ride
			IF flag_car_blip_displayed_jm4 = TRUE
				ADD_BLIP_FOR_COORD 843.0 -660.0 -100.0 blip1_jm4
				blob_flag = 1
				REMOVE_BLIP blip2_jm4
			flag_car_blip_displayed_jm4 = FALSE
			ENDIF
		ENDIF
 
		IF NOT IS_CAR_HEALTH_GREATER tonis_ride 900
		AND	Toni_abuse1_done_before = 0
			PRINT_NOW ( JM4_6 ) 5000 1 //"Watch the fuckin CAR!"
			PLAY_MISSION_AUDIO
			Toni_abuse1_done_before = 1
		ENDIF	
 
		IF IS_PLAYER_STOPPED_IN_AREA_IN_CAR_3D player 839.2 -667.4 14.0 842.1 -673.9 17.0 FALSE
 
			IF IS_WANTED_LEVEL_GREATER player 0
				IF flag_displayed_wanted_message_jm4 = 0
					PRINT_NOW ( WANTED1 ) 3000 1
					flag_displayed_wanted_message_jm4 = 1
				ENDIF
 
			ENDIF
		ELSE
			IF NOT IS_PLAYER_IN_AREA_3D player 839.2 -667.4 14.0 842.1 -673.9 17.0 FALSE
				flag_displayed_wanted_message_jm4 = 0
			ENDIF
		ENDIF
 
	ENDWHILE
 
REMOVE_BLIP blip1_jm4
SET_POLICE_IGNORE_PLAYER Player ON
SET_PLAYER_CONTROL Player Off
SWITCH_WIDESCREEN ON
SET_FIXED_CAMERA_POSITION 825.604 -680.602 16.567 0.0 0.0 0.0
POINT_CAMERA_AT_POINT 826.336 -679.921 16.539 JUMP_CUT
 
	LOAD_MISSION_AUDIO J4_B
 
	WHILE NOT HAS_MISSION_AUDIO_LOADED
		WAIT 0
	ENDWHILE
 
 
//TONI LANDRETTE CUT_SCENE
IF NOT IS_CHAR_DEAD	triad1_jm4
AND NOT IS_CHAR_DEAD triad2_jm4
	SET_CHARS_CHATTING triad1_jm4 triad2_jm4 999999
ENDIF
 
IF NOT IS_CHAR_DEAD	toni
	SET_CHAR_PROOFS toni TRUE TRUE TRUE TRUE TRUE
ENDIF
 
PLAY_MISSION_AUDIO
PRINT_NOW ( JM4_2 ) 5000 1 //wait here
 
CLEAR_AREA 843.4 -663.8 15.0 10.0 TRUE
 
WAIT 4000
 
	IF IS_CAR_DEAD tonis_ride
	OR IS_CHAR_DEAD toni
		PRINT_NOW ( JM4_8 ) 5000 1 
		GOTO mission_joey4_failed	
	ENDIF
 
GIVE_WEAPON_TO_CHAR toni WEAPONTYPE_BASEBALLBAT 0
SET_CHAR_OBJ_LEAVE_CAR toni tonis_ride
 
	WHILE IS_CHAR_IN_CAR toni tonis_ride
		WAIT 0
 
		IF IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_DEAD tonis_ride
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_UPSIDEDOWN tonis_ride
		AND IS_CAR_STOPPED tonis_ride
			PRINT_NOW ( WRECKED ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
	ENDWHILE
 
//SET_FIXED_CAMERA_POSITION 840.0 -672.4 17.0 0.0 0.0 0.0
//SET_FIXED_CAMERA_POSITION 836.632 -670.922 17.843 0.0 0.0 0.0
//POINT_CAMERA_AT_CHAR toni FIXED INTERPOLATION
 
SET_FIXED_CAMERA_POSITION 841.312 -669.063 16.536 0.0 0.0 0.0
POINT_CAMERA_AT_POINT 842.117 -668.501 16.343 JUMP_CUT
 
//TONI WALKS TO DOORS
 
	IF IS_CAR_DEAD tonis_ride
	OR IS_CHAR_DEAD toni
		PRINT_NOW ( JM4_8 ) 5000 1 
		GOTO mission_joey4_failed	
	ENDIF
 
TURN_CHAR_TO_FACE_COORD toni 843.9 -663.7 15.1
 
TIMERB = 0
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT toni 843.9 -663.7
 
	WHILE NOT IS_CHAR_OBJECTIVE_PASSED toni
		WAIT 0
 
		IF IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_DEAD tonis_ride
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_UPSIDEDOWN tonis_ride
		AND IS_CAR_STOPPED tonis_ride
			PRINT_NOW ( WRECKED ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
		IF TIMERB > 10000
			IF NOT IS_CHAR_DEAD	toni
				SET_CHAR_COORDINATES toni 843.9 -663.7 13.9
			ENDIF
		ENDIF
 
	ENDWHILE
 
 
//OPEN DOORS
 
	WHILE NOT ROTATE_OBJECT laundrete_door1 90.0 10.0 FALSE
	OR NOT ROTATE_OBJECT laundrete_door2 90.0 10.0 FALSE
		WAIT 0
 
		IF IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_DEAD tonis_ride
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_UPSIDEDOWN tonis_ride
		AND IS_CAR_STOPPED tonis_ride
			PRINT_NOW ( WRECKED ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
	ENDWHILE
 
//TONI WALKS IN
 
	IF IS_CAR_DEAD tonis_ride
	OR IS_CHAR_DEAD toni 
		PRINT_NOW ( JM4_8 ) 5000 1
		GOTO mission_joey4_failed	
	ENDIF
 
TIMERB = 0
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT toni 848.1 -663.4
 
	WHILE NOT IS_CHAR_OBJECTIVE_PASSED toni
		WAIT 0
 
		IF IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_DEAD tonis_ride
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_UPSIDEDOWN tonis_ride
		AND IS_CAR_STOPPED tonis_ride
			PRINT_NOW ( WRECKED ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
		IF TIMERB > 10000
			IF NOT IS_CHAR_DEAD	toni
				SET_CHAR_COORDINATES toni 848.1 -663.4 13.9
			ENDIF
		ENDIF
 
	ENDWHILE
 
SET_CHAR_OBJ_WAIT_ON_FOOT toni
 
IF NOT IS_CHAR_DEAD triad1_jm4
AND NOT IS_CHAR_DEAD triad2_jm4
	SET_CHARS_CHATTING triad1_jm4 triad2_jm4 0
ENDIF
 
WAIT 0
 
	IF NOT IS_CHAR_DEAD triad1_jm4
	AND NOT IS_CHAR_DEAD triad2_jm4
	AND NOT IS_CHAR_DEAD toni
		TURN_CHAR_TO_FACE_CHAR triad1_jm4 toni
		TURN_CHAR_TO_FACE_CHAR triad2_jm4 toni
		CHAR_LOOK_AT_CHAR_ALWAYS triad1_jm4 toni
		CHAR_LOOK_AT_CHAR_ALWAYS triad2_jm4	toni
	ENDIF
 
WAIT 5000
 
ADD_ONE_OFF_SOUND 845.0 -663.0 14.0 sound_test_1 //Need Sound event
 
GET_OBJECT_HEADING laundrete_door1 door1_position_jm4
GET_OBJECT_HEADING laundrete_door2 door2_position_jm4
 
 
	IF IS_CHAR_DEAD toni 
		PRINT_NOW ( JM4_8 ) 5000 1
		GOTO mission_joey4_failed	
	ENDIF
 
TURN_CHAR_TO_FACE_COORD toni 843.9 -663.7 15.1
 
	IF NOT IS_CHAR_DEAD triad1_jm4
	OR NOT IS_CHAR_DEAD triad2_jm4
		GIVE_WEAPON_TO_CHAR triad1_jm4 WEAPONTYPE_PISTOL 100
		GIVE_WEAPON_TO_CHAR triad2_jm4 WEAPONTYPE_PISTOL 100
	ENDIF
 
SET_CHAR_RUNNING toni TRUE
 
	IF NOT IS_CHAR_DEAD triad1_jm4
	OR NOT IS_CHAR_DEAD triad2_jm4
		SET_CHAR_STAY_IN_SAME_PLACE triad1_jm4 TRUE
		SET_CHAR_STAY_IN_SAME_PLACE triad2_jm4 TRUE
		SET_CHAR_OBJ_KILL_CHAR_ON_FOOT triad1_jm4 toni
		SET_CHAR_OBJ_KILL_CHAR_ON_FOOT triad2_jm4 toni
	ENDIF
 
//TONI RUNS OUT
 
CLEAR_AREA 843.4 -663.8 15.0 10.0 TRUE
 
TIMERB = 0
 
IF NOT IS_CHAR_DEAD triad1_jm4
AND NOT IS_CHAR_DEAD triad2_jm4
	STOP_CHAR_LOOKING triad1_jm4
	STOP_CHAR_LOOKING triad2_jm4 
ENDIF
 
SET_CHAR_OBJ_RUN_TO_COORD toni 843.9 -663.7
 
	WHILE NOT IS_CHAR_OBJECTIVE_PASSED toni
		WAIT 0
 
		IF IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_DEAD tonis_ride
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_UPSIDEDOWN tonis_ride
		AND IS_CAR_STOPPED tonis_ride
			PRINT_NOW ( WRECKED ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
		IF TIMERB > 10000
			IF NOT IS_CHAR_DEAD	toni
				SET_CHAR_COORDINATES toni 843.9 -663.7 13.9
			ENDIF
		ENDIF
 
	ENDWHILE
 
SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER toni tonis_ride
SET_FIXED_CAMERA_POSITION 836.029 -677.868 15.840 0.0 0.0 0.0
POINT_CAMERA_AT_POINT 836.713 -677.156 15.680 JUMP_CUT
 
WAIT 1500
 
	IF NOT IS_CHAR_DEAD triad1_jm4
	AND NOT IS_CHAR_DEAD triad2_jm4
		SET_CHAR_STAY_IN_SAME_PLACE triad1_jm4 FALSE
		SET_CHAR_STAY_IN_SAME_PLACE triad2_jm4 FALSE
		SET_CHAR_OBJ_RUN_TO_COORD triad1_jm4 842.0 -663.8
		SET_CHAR_OBJ_RUN_TO_COORD triad2_jm4 843.5 -663.8
	ENDIF
 
//TRIADS RUN OUT
 
	WHILE NOT triads_ojective_passed = 2
		WAIT 0
 
			IF IS_CHAR_DEAD toni
				PRINT_NOW ( JM4_8 ) 5000 1
				GOTO mission_joey4_failed
			ENDIF
 
			IF IS_CAR_DEAD tonis_ride
				GOTO mission_joey4_failed
			ENDIF
 
			IF IS_CHAR_DEAD triad1_jm4
			AND ojective_triad1_done_before = 0
				triads_ojective_passed ++
				ojective_triad1_done_before = 1
			ENDIF
 
			IF IS_CHAR_DEAD triad2_jm4
			AND ojective_triad2_done_before = 0
				triads_ojective_passed ++
				ojective_triad2_done_before = 1
			ENDIF
 
			IF IS_CHAR_OBJECTIVE_PASSED triad1_jm4
			AND ojective_triad1_done_before = 0
				SET_CHAR_OBJ_DESTROY_CAR triad1_jm4 tonis_ride
				triads_ojective_passed ++
				ojective_triad1_done_before = 1
			ENDIF
 
			IF IS_CHAR_OBJECTIVE_PASSED triad2_jm4
			AND ojective_triad2_done_before = 0
				SET_CHAR_OBJ_DESTROY_CAR triad2_jm4 tonis_ride	
				triads_ojective_passed ++
				ojective_triad2_done_before = 1
			ENDIF
 
	ENDWHILE
 
 
	WHILE NOT IS_CHAR_IN_CAR toni tonis_ride
		WAIT 0
 
		IF IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_DEAD tonis_ride
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_UPSIDEDOWN tonis_ride
		AND IS_CAR_STOPPED tonis_ride
			PRINT_NOW ( WRECKED ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
	ENDWHILE
 
	CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_A 843.1 -689.0 13.9 triad3_jm4
	GIVE_WEAPON_TO_CHAR triad3_jm4 WEAPONTYPE_PISTOL 100
	SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT triad3_jm4 Player
	SET_CHAR_THREAT_SEARCH triad3_jm4 THREAT_PLAYER1
 
	CREATE_CHAR PEDTYPE_GANG_TRIAD PED_GANG_TRIAD_B 844.3 -634.8 13.9 triad4_jm4
	GIVE_WEAPON_TO_CHAR triad4_jm4 WEAPONTYPE_PISTOL 100
	SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT triad4_jm4 Player
	SET_CHAR_THREAT_SEARCH triad4_jm4 THREAT_PLAYER1
 
	IF NOT IS_CHAR_DEAD	toni
		SET_CHAR_PROOFS toni FALSE FALSE FALSE FALSE FALSE
	ENDIF
 
	IF NOT IS_CHAR_DEAD triad1_jm4
	AND NOT IS_CHAR_DEAD triad2_jm4
		SET_CHAR_PROOFS triad1_jm4 FALSE FALSE FALSE FALSE FALSE
		SET_CHAR_PROOFS triad2_jm4 FALSE FALSE FALSE FALSE FALSE
	ENDIF
 
SET_PLAYER_CONTROL Player On
SWITCH_WIDESCREEN OFF
RESTORE_CAMERA
 
	LOAD_MISSION_AUDIO J4_C
 
	WHILE NOT HAS_MISSION_AUDIO_LOADED
		WAIT 0
	ENDWHILE
 
PLAY_MISSION_AUDIO
PRINT_NOW ( JM4_3 ) 4000 1 //"GO GO GO!"
SET_POLICE_IGNORE_PLAYER Player OFF
 
ADD_BLIP_FOR_COORD 1216.8 -327.6 -100.0 blip3_jm4
CHANGE_BLIP_DISPLAY blip3_jm4 BLIP_ONLY
 
	// CLOSE DOORS
	WHILE NOT ROTATE_OBJECT laundrete_door1 0.0 10.0 FALSE
	OR NOT ROTATE_OBJECT laundrete_door2 180.0 10.0	FALSE
		WAIT 0
 
		IF IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_DEAD tonis_ride
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_UPSIDEDOWN tonis_ride
		AND IS_CAR_STOPPED tonis_ride
			PRINT_NOW ( WRECKED ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
	ENDWHILE
 
is_char1_dead_jm4 = 0
is_char2_dead_jm4 = 0
is_char3_dead_jm4 = 0
is_char4_dead_jm4 = 0
flag_car_blip_displayed_jm4 = TRUE
 
REMOVE_BLIP blip3_jm4
 
// waiting for the player to get to Toni's
 
IF NOT IS_CHAR_DEAD	triad1_jm4
	SET_CHAR_THREAT_SEARCH triad1_jm4 THREAT_PLAYER1
ENDIF
 
IF NOT IS_CHAR_DEAD	triad2_jm4
	SET_CHAR_THREAT_SEARCH triad2_jm4 THREAT_PLAYER1
ENDIF
 
CLEAR_AREA 1216.7 -328.1 26.0 6.0 TRUE
 
flag_displayed_wanted_message_jm4 = 0
 
blob_flag = 1
 
	WHILE NOT IS_PLAYER_STOPPED_IN_AREA_IN_CAR_3D player 1215.0 -326.9 25.0 1220.2 -330.5 27.0 blob_flag
	OR IS_WANTED_LEVEL_GREATER Player 0
	OR NOT IS_PLAYER_IN_CAR	player tonis_ride
		WAIT 0
 
		IF IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CAR_DEAD tonis_ride
			GOTO mission_joey4_failed
		ENDIF
 
		IF NOT IS_PLAYER_IN_CAR player tonis_ride
			IF flag_car_blip_displayed_jm4 = FALSE
				ADD_BLIP_FOR_CAR tonis_ride blip2_jm4
				REMOVE_BLIP blip3_jm4
				PRINT_NOW ( IN_VEH ) 5000 1 //"Get back in the car!"
				blob_flag = 0
				flag_car_blip_displayed_jm4 = TRUE
			ENDIF
		ENDIF
 
		IF IS_PLAYER_IN_CAR player tonis_ride
			IF flag_car_blip_displayed_jm4 = TRUE
				ADD_BLIP_FOR_COORD 1216.8 -327.6 -100.0 blip3_jm4
				REMOVE_BLIP blip2_jm4
				blob_flag = 1
			flag_car_blip_displayed_jm4 = FALSE
			ENDIF
		ENDIF
 
		IF IS_CAR_UPSIDEDOWN tonis_ride
		AND IS_CAR_STOPPED tonis_ride
			PRINT_NOW ( WRECKED ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
		IF IS_CHAR_DEAD triad1_jm4
		AND is_char1_dead_jm4 = 0
			is_char1_dead_jm4 = 1
		ENDIF
 
		IF IS_CHAR_DEAD triad2_jm4
		AND is_char2_dead_jm4 = 0
			is_char2_dead_jm4 = 1		
		ENDIF
 
		IF IS_CHAR_DEAD triad3_jm4
		AND is_char3_dead_jm4 = 0
			is_char3_dead_jm4 = 1
		ENDIF
 
		IF IS_CHAR_DEAD triad4_jm4
		AND is_char4_dead_jm4 = 0
			is_char4_dead_jm4 = 1		
		ENDIF
 
		IF is_char1_dead_jm4 = 1
		AND is_char2_dead_jm4 = 1
		AND is_char3_dead_jm4 = 1
		AND is_char4_dead_jm4 = 1
		AND played_tune_before = 0
			ADD_SCORE player 2000
			GET_PLAYER_COORDINATES Player player_X player_Y player_Z
			ADD_ONE_OFF_SOUND player_X player_Y player_Z SOUND_PART_MISSION_COMPLETE
			played_tune_before = 1
		ENDIF
 
		IF IS_PLAYER_STOPPED_IN_AREA_IN_CAR_3D player 1215.0 -326.9 25.0 1220.2 -330.5 27.0 FALSE
 
			IF IS_WANTED_LEVEL_GREATER player 0
				IF flag_displayed_wanted_message_jm4 = 0
					PRINT_NOW ( WANTED1 ) 3000 1
					flag_displayed_wanted_message_jm4 = 1
				ENDIF
			ELSE
 
			ENDIF
		ELSE
			IF NOT IS_PLAYER_IN_AREA_3D player 1215.0 -326.9 25.0 1220.2 -330.5 27.0 FALSE
				flag_displayed_wanted_message_jm4 = 0
			ENDIF
		ENDIF
 
	ENDWHILE
 
REMOVE_BLIP blip3_jm4
 
CLEAR_AREA 1216.5 -326.8 26.0 6.0 TRUE
CLEAR_AREA 1219.6 -319.2 27.7 2.0 TRUE
SET_PLAYER_CONTROL Player Off
SET_POLICE_IGNORE_PLAYER Player ON
SWITCH_WIDESCREEN ON
 
SET_FIXED_CAMERA_POSITION 1224.119 -333.413 26.529 0.0 0.0 0.0
POINT_CAMERA_AT_POINT 1223.382 -332.738 26.568 JUMP_CUT
 
IF NOT IS_CHAR_DEAD	toni
	SET_CURRENT_CHAR_WEAPON toni WEAPONTYPE_UNARMED
	CHAR_LOOK_AT_PLAYER_ALWAYS toni player
	PLAYER_LOOK_AT_CHAR_ALWAYS player toni
ENDIF
 
REMOVE_BLIP blip2_jm4
 
//SAMPLE 1***************************************************
LOAD_MISSION_AUDIO J4_D
 
WHILE NOT HAS_MISSION_AUDIO_LOADED
	WAIT 0
ENDWHILE
 
PLAY_MISSION_AUDIO
PRINT_NOW ( JM4_4 ) 4000 1 //"come back for job"
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
	WAIT 0
 
		IF IS_CAR_DEAD tonis_ride
		OR IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1 
			GOTO mission_joey4_failed	
		ENDIF
 
ENDWHILE
 
//SAMPLE 2***************************************************
LOAD_MISSION_AUDIO J4_E
 
WHILE NOT HAS_MISSION_AUDIO_LOADED
	WAIT 0
ENDWHILE
 
PLAY_MISSION_AUDIO
PRINT_NOW ( JM4_5 ) 5000 1 //"come back for job"
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
	WAIT 0
 
		IF IS_CAR_DEAD tonis_ride
		OR IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1 
			GOTO mission_joey4_failed	
		ENDIF
 
ENDWHILE
 
//SAMPLE 3***************************************************
LOAD_MISSION_AUDIO J4_F
 
WHILE NOT HAS_MISSION_AUDIO_LOADED
	WAIT 0
ENDWHILE
 
PLAY_MISSION_AUDIO
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
	WAIT 0
 
		IF IS_CAR_DEAD tonis_ride
		OR IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1 
			GOTO mission_joey4_failed	
		ENDIF
 
ENDWHILE
 
 
	IF IS_CAR_DEAD tonis_ride
	OR IS_CHAR_DEAD toni
		PRINT_NOW ( JM4_8 ) 5000 1 
		GOTO mission_joey4_failed	
	ENDIF
 
	IF NOT IS_CHAR_DEAD toni
		SET_CHAR_RUNNING toni FALSE
		SET_CHAR_OBJ_LEAVE_CAR toni tonis_ride
		STOP_CHAR_LOOKING toni
		STOP_PLAYER_LOOKING Player
	ENDIF
 
	WHILE IS_CHAR_IN_CAR toni tonis_ride
		WAIT 0
 
		IF IS_CAR_DEAD tonis_ride
		OR IS_CHAR_DEAD toni 
			PRINT_NOW ( JM4_8 ) 5000 1
			GOTO mission_joey4_failed	
		ENDIF
 
		IF IS_CAR_UPSIDEDOWN tonis_ride
		AND IS_CAR_STOPPED tonis_ride
			PRINT_NOW ( WRECKED ) 5000 1
			GOTO mission_joey4_failed
		ENDIF
 
	ENDWHILE
 
	IF IS_CHAR_DEAD toni 
		PRINT_NOW ( JM4_8 ) 5000 1
		GOTO mission_joey4_failed	
	ENDIF
 
TIMERB = 0
CLEAR_AREA 1219.4 -324.4 26.1 2.0 TRUE
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT toni 1219.4 -324.4
 
	WHILE NOT IS_CHAR_OBJECTIVE_PASSED toni
		WAIT 0
 
		IF IS_CHAR_DEAD toni
			PRINT_NOW ( JM4_8 ) 5000 1 
			GOTO mission_joey4_failed	
		ENDIF
 
		IF TIMERB > 10000
			IF NOT IS_CHAR_DEAD	toni
				SET_CHAR_COORDINATES toni 1219.4 -324.4 -100.0
			ENDIF
		ENDIF
 
	ENDWHILE
 
	IF IS_CHAR_DEAD toni
		PRINT_NOW ( JM4_8 ) 5000 1 
		GOTO mission_joey4_failed	
	ENDIF
 
TIMERB = 0
CLEAR_AREA 1219.5 -315.4 29.9 2.0 TRUE
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT toni 1219.5 -318.6
 
PLAY_MISSION_PASSED_TUNE 1
PRINT_WITH_NUMBER_BIG ( M_PASS ) 3000 7000 1 //"Mission Passed!"
CLEAR_WANTED_LEVEL player
ADD_SCORE player 3000
 
	WHILE NOT IS_CHAR_OBJECTIVE_PASSED toni
		WAIT 0
 
		IF IS_CHAR_DEAD toni 
			PRINT_NOW ( JM4_8 ) 5000 1
			GOTO mission_joey4_failed	
		ENDIF
 
		IF TIMERB > 10000
			IF NOT IS_CHAR_DEAD	toni
				SET_CHAR_COORDINATES toni 1219.5 -318.6 28.4
			ENDIF
		ENDIF
 
	ENDWHILE
 
SWITCH_WIDESCREEN OFF
SET_PLAYER_CONTROL Player On
SET_POLICE_IGNORE_PLAYER Player OFF
RESTORE_CAMERA_JUMPCUT
DELETE_CHAR toni
 
 
GOTO mission_joey4_passed
 
 
 
// Mission Joey4 failed
 
mission_joey4_failed:
//SWITCH_WIDESCREEN OFF
//SET_PLAYER_CONTROL Player On
//RESTORE_CAMERA_JUMPCUT
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed"
RETURN
 
 
 
// mission Joey4 passed
 
mission_joey4_passed:
 
flag_joey_mission4_passed = 1
//PLAY_MISSION_PASSED_TUNE 1
//PRINT_WITH_NUMBER_BIG ( M_PASS ) 3000 5000 1 //"Mission Passed!"
//CLEAR_WANTED_LEVEL player
//ADD_SCORE player 3000
REGISTER_MISSION_PASSED JM4
PLAYER_MADE_PROGRESS 1
ADD_SPRITE_BLIP_FOR_CONTACT_POINT 1219.6 -321.0 26.4 RADAR_SPRITE_TONY toni_contact_blip
REMOVE_PICKUP SHOP_UZI 
CREATE_PICKUP WEAPON_UZI PICKUP_IN_SHOP 1070.5 -400.8 15.2 SHOP_UZI2
START_NEW_SCRIPT toni_mission1_loop
START_NEW_SCRIPT joey_mission5_loop 
START_NEW_SCRIPT uzi_message
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_joey4:
 
flag_player_on_mission = 0
flag_player_on_joey_mission = 0
REMOVE_BLIP blip1_jm4
REMOVE_BLIP blip2_jm4
REMOVE_BLIP blip3_jm4
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_MAFIA
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_TRIAD_A
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_TRIAD_B
SWITCH_PED_ROADS_ON 824.9 -633.8 13.0 845.3 -693.8 18.0 
SWITCH_ROADS_ON 824.9 -633.8 13.0 845.3 -693.8 18.0 
UNLOAD_SPECIAL_CHARACTER 2
SWITCH_CAR_GENERATOR gen_car12 101
REMOVE_CHAR_ELEGANTLY toni
MISSION_HAS_FINISHED
RETURN
 
delete_tonis_car:
 
	DELETE_CAR tonis_ride
 
RETURN

joey5

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *************************************Joey mission 5****************************************
// *********************************Dead Skunk in the Trunk***********************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
// Mission start stuff
 
GOSUB mission_start_joey5
 
IF HAS_DEATHARREST_BEEN_EXECUTED
	GOSUB mission_joey5_failed
ENDIF
 
GOSUB mission_cleanup_joey5
 
MISSION_END
 
 
// Variables for mission
 
 
VAR_INT deadman_car blip1_j5 blip2_j5
 
VAR_INT lipsbrother1_car lipsbrother2_car is_lipsbrother1_car_dead is_lipsbrother2_car_dead
 
VAR_INT lipsbrother1 lipsbrother2 skunk_message_played_before
 
VAR_INT flag_car_blip_displayed_j5 flag_car_crushed_joey5
 
VAR_INT on_new_objective_joey5_1 on_new_objective_joey5_2 
 
VAR_INT flag_dont_do_car_check_joey5 flag_leave_car_message_joey5 flag_car_in_area_joey5
 
// ***************************************Mission Start*************************************
 
mission_start_joey5:
 
REGISTER_MISSION_GIVEN
flag_player_on_mission = 1
flag_player_on_joey_mission = 1
SCRIPT_NAME joey5
WAIT 0
 
skunk_message_played_before = 0
flag_dont_do_car_check_joey5 = 0
flag_leave_car_message_joey5 = 0
flag_car_in_area_joey5 = 0
 
 
LOAD_SPECIAL_CHARACTER 1 joey
LOAD_SPECIAL_MODEL cut_obj1 JOEYH
LOAD_SPECIAL_MODEL cut_obj2 PLAYERH
LOAD_SPECIAL_MODEL cut_obj3 TROLL
REQUEST_MODEL CAR_IDAHO
REQUEST_MODEL jogarageext
REQUEST_MODEL jogarageint
 
//LOAD_SCENE 1190.07 -869.86 13.97
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED cut_obj3
	WAIT 0
ENDWHILE
 
WHILE NOT HAS_MODEL_LOADED jogarageext 
OR NOT HAS_MODEL_LOADED jogarageint
OR NOT HAS_MODEL_LOADED CAR_IDAHO
	WAIT 0
ENDWHILE
 
 
LOAD_CUTSCENE J5_DST
SET_CUTSCENE_OFFSET 1190.079 -869.861 13.977
 
CREATE_CAR CAR_IDAHO 1182.5 -857.0 14.1 cut_car2_lm3
SET_CAR_HEADING cut_car2_lm3 291.2
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_joey
SET_CUTSCENE_ANIM cs_joey joey
 
CREATE_CUTSCENE_HEAD cs_joey CUT_OBJ1 cs_joeyhead
SET_CUTSCENE_HEAD_ANIM cs_joeyhead joey
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CREATE_CUTSCENE_OBJECT CUT_OBJ3 cs_troll
SET_CUTSCENE_ANIM cs_troll TROLL
 
CLEAR_AREA 1191.9 -870.4 15.0 1.0 TRUE
SET_PLAYER_COORDINATES player 1191.9 -870.4 -100.0
 
SET_PLAYER_HEADING player 230.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
SWITCH_STREAMING ON
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
 
WHILE cs_time < 1250
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM5_A ) 10000 2 // Mission brief
 
WHILE cs_time < 5658
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM5_B ) 10000 2 // Mission brief
 
WHILE cs_time < 8419
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM5_C ) 10000 2 // Mission brief
 
WHILE cs_time < 12522
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM5_D ) 10000 2 // Mission brief
 
WHILE cs_time < 16368
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM5_E ) 10000 2 // Mission brief
 
WHILE cs_time < 18855
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_PRINTS
 
WHILE cs_time < 20000
	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
 
SWITCH_RUBBISH ON
CLEAR_CUTSCENE
SET_CAMERA_IN_FRONT_OF_PLAYER
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
UNLOAD_SPECIAL_CHARACTER 1
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_IDAHO
MARK_MODEL_AS_NO_LONGER_NEEDED jogarageext 
MARK_MODEL_AS_NO_LONGER_NEEDED jogarageint
 
DELETE_CAR cut_car2_lm3
 
on_new_objective_joey5_1 = 0
on_new_objective_joey5_2 = 0
is_lipsbrother1_car_dead = 0
is_lipsbrother2_car_dead = 0
flag_car_blip_displayed_j5 = TRUE
flag_car_crushed_joey5 = 0
 
REQUEST_MODEL PED_GANG_MAFIA_B
REQUEST_MODEL CAR_CORPSE
REQUEST_MODEL CAR_SENTINEL
 
	WHILE NOT HAS_MODEL_LOADED PED_GANG_MAFIA_B
	OR NOT HAS_MODEL_LOADED CAR_CORPSE
	OR NOT HAS_MODEL_LOADED CAR_SENTINEL
		WAIT 0
	ENDWHILE	
 
// START OF MISSION
 
CREATE_CAR CAR_CORPSE 867.2 -992.8 -100.0 deadman_car
ADD_BLIP_FOR_CAR deadman_car blip1_j5
 
CREATE_CAR CAR_SENTINEL 892.0 -992.3 4.6 lipsbrother1_car
SET_CAR_HEADING lipsbrother1_car 90.0
SET_CAR_STRONG lipsbrother1_car	TRUE
CREATE_CHAR_INSIDE_CAR lipsbrother1_car PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B lipsbrother1
GIVE_WEAPON_TO_CHAR lipsbrother1 WEAPONTYPE_PISTOL 60
CAR_SET_IDLE  lipsbrother1_car
LOCK_CAR_DOORS lipsbrother1_car CARLOCK_LOCKED
SET_CAR_ONLY_DAMAGED_BY_PLAYER lipsbrother1_car TRUE
 
CREATE_CAR CAR_SENTINEL 800.0 -961.9 -100.0 lipsbrother2_car
SET_CAR_HEADING lipsbrother2_car 241.0
SET_CAR_STRONG lipsbrother2_car	TRUE
CREATE_CHAR_INSIDE_CAR lipsbrother2_car PEDTYPE_GANG_MAFIA PED_GANG_MAFIA_B lipsbrother2
GIVE_WEAPON_TO_CHAR lipsbrother2 WEAPONTYPE_PISTOL 60
CAR_SET_IDLE  lipsbrother2_car
LOCK_CAR_DOORS lipsbrother2_car CARLOCK_LOCKED
SET_CAR_ONLY_DAMAGED_BY_PLAYER lipsbrother2_car TRUE
 
	WHILE NOT IS_PLAYER_IN_CAR player deadman_car
		WAIT 0
 
		IF IS_CAR_DEAD deadman_car
			PRINT_NOW ( WRECKED ) 5000 1
			GOTO mission_joey5_failed
		ENDIF
 
		IF IS_CAR_UPSIDEDOWN deadman_car
		AND IS_CAR_STOPPED deadman_car
			PRINT_NOW ( WRECKED ) 5000 1
   			GOTO mission_joey5_failed
   		ENDIF
 
		IF IS_CHAR_DEAD lipsbrother1
		AND is_lipsbrother1_car_dead = 0
			ADD_SCORE player 5000 
			is_lipsbrother1_car_dead = 1
		ENDIF
 
		IF IS_CHAR_DEAD lipsbrother2
		AND is_lipsbrother2_car_dead = 0
			ADD_SCORE player 5000 
			is_lipsbrother2_car_dead = 1
		ENDIF
 
		IF NOT IS_CAR_DEAD lipsbrother1_car
			IF NOT IS_CAR_HEALTH_GREATER lipsbrother1_car 999
				PRINT_NOW ( JM5_2 ) 5000 1 // Gosh! it's the Forelis! 
				GOTO kill_the_player
			ENDIF
		ENDIF
 
		IF NOT IS_CAR_DEAD lipsbrother2_car
			IF NOT IS_CAR_HEALTH_GREATER lipsbrother2_car 999
				PRINT_NOW ( JM5_2 ) 5000 1 // Gosh! it's the Forelis! 
				GOTO kill_the_player
			ENDIF
		ENDIF
 
	ENDWHILE 
 
SET_POLICE_IGNORE_PLAYER Player ON
SET_PLAYER_CONTROL Player OFF
SWITCH_WIDESCREEN ON
 
SET_FIXED_CAMERA_POSITION 863.389 -988.698 4.350 0.0 0.0 0.0 
POINT_CAMERA_AT_POINT 864.217 -989.236 4.507 JUMP_CUT
SET_PED_DENSITY_MULTIPLIER 0.0
 
PRINT_NOW ( JM5_2 ) 5000 1 // Gosh! it's the Forelis! 
 
WAIT 1500
 
	IF NOT IS_CHAR_DEAD lipsbrother1
		IF NOT IS_CAR_DEAD lipsbrother1_car
			SET_CAR_MISSION lipsbrother1_car MISSION_RAMPLAYER_FARAWAY
			SET_CAR_ONLY_DAMAGED_BY_PLAYER lipsbrother1_car FALSE
			SET_CAR_CRUISE_SPEED lipsbrother1_car 40.0
			SET_CAR_DRIVING_STYLE lipsbrother1_car 2
			SET_CHAR_THREAT_SEARCH lipsbrother1 THREAT_PLAYER1
		ENDIF
	ENDIF
 
	IF NOT IS_CHAR_DEAD lipsbrother2
		IF NOT IS_CAR_DEAD lipsbrother2_car
			SET_CAR_MISSION lipsbrother2_car MISSION_BLOCKPLAYER_FARAWAY
			SET_CAR_ONLY_DAMAGED_BY_PLAYER lipsbrother2_car FALSE
			SET_CAR_CRUISE_SPEED lipsbrother2_car 40.0
			SET_CAR_DRIVING_STYLE lipsbrother2_car 2
			SET_CHAR_THREAT_SEARCH lipsbrother2 THREAT_PLAYER1
		ENDIF
	ENDIF
 
WAIT 1500
 
SET_PED_DENSITY_MULTIPLIER 1.0
SET_POLICE_IGNORE_PLAYER Player OFF
SET_PLAYER_CONTROL Player ON
SWITCH_WIDESCREEN OFF
RESTORE_CAMERA_JUMPCUT
 
kill_the_player:
 
		IF NOT IS_CHAR_DEAD lipsbrother1
			IF NOT IS_CAR_DEAD lipsbrother1_car
				SET_CAR_MISSION lipsbrother1_car MISSION_RAMPLAYER_FARAWAY
				SET_CAR_ONLY_DAMAGED_BY_PLAYER lipsbrother1_car FALSE
				SET_CAR_CRUISE_SPEED lipsbrother1_car 40.0
				SET_CAR_DRIVING_STYLE lipsbrother1_car 2
				SET_CHAR_THREAT_SEARCH lipsbrother1 THREAT_PLAYER1
			ENDIF
		ENDIF
 
		IF NOT IS_CHAR_DEAD lipsbrother2
			IF NOT IS_CAR_DEAD lipsbrother2_car
				SET_CAR_MISSION lipsbrother2_car MISSION_RAMPLAYER_FARAWAY
				SET_CAR_ONLY_DAMAGED_BY_PLAYER lipsbrother2_car FALSE
				SET_CAR_CRUISE_SPEED lipsbrother2_car 40.0
				SET_CAR_DRIVING_STYLE lipsbrother2_car 2
				SET_CHAR_THREAT_SEARCH lipsbrother2 THREAT_PLAYER1
			ENDIF
		ENDIF
 
ADD_BLIP_FOR_COORD 1139.0 54.5.0 -100.0 blip2_j5
 
//	char_dead1 = 0
//	char_dead2 = 0
 
REMOVE_BLIP blip2_j5
 
blob_flag = 1
 
car_not_quite_under_crane:
	WAIT 0
 
	IF IS_CAR_DEAD deadman_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey5_failed
	ENDIF
 
WHILE NOT IS_CAR_STOPPED_IN_AREA_3D deadman_car 1135.8 55.5 -1.0 1149.8 46.3 30.0 blob_flag
	WAIT 0
 
	GOSUB skunk_car_check
 
	IF IS_CAR_DEAD deadman_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey5_failed
	ELSE
 
		IF IS_CAR_IN_AREA_3D deadman_car 1135.8 55.5 -1.0 1149.8 46.3 30.0 FALSE
			flag_dont_do_car_check_joey5 = 1
 
			IF flag_leave_car_message_joey5 = 0
				PRINT_NOW ( OUT_VEH ) 4000 1 //"Get out of the car!"
				flag_leave_car_message_joey5 = 1
			ENDIF
 
		ELSE
			flag_leave_car_message_joey5 = 0
			flag_dont_do_car_check_joey5 = 0
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN deadman_car
	AND IS_CAR_STOPPED deadman_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey5_failed
	ENDIF
 
	IF flag_dont_do_car_check_joey5 = 0
		IF NOT IS_CAR_DEAD deadman_car
			IF IS_PLAYER_IN_CAR player deadman_car
				IF flag_car_blip_displayed_j5 = TRUE
					ADD_BLIP_FOR_COORD 1139.0 54.5.0 -100.0 blip2_j5
					CHANGE_BLIP_DISPLAY blip2_j5 BLIP_ONLY
					REMOVE_BLIP blip1_j5
					flag_car_blip_displayed_j5 = FALSE
					blob_flag = 1
				ENDIF
			ENDIF
 
			IF NOT IS_PLAYER_IN_CAR player deadman_car
				IF flag_car_blip_displayed_j5 = FALSE
					ADD_BLIP_FOR_CAR deadman_car blip1_j5
					REMOVE_BLIP blip2_j5
					PRINT_NOW ( IN_VEH ) 5000 1 //"Get back in the car!"
					flag_car_blip_displayed_j5 = TRUE
					blob_flag = 0
				ENDIF
			ENDIF
		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
			IF IS_PLAYER_IN_CAR player deadman_car
				PRINT_HELP ( CRUSH ) //"To crush the car..."
				flag_player_had_crusher_help_hm5 = 1
			ENDIF
		ENDIF
 
	ENDIF
 
	IF IS_PLAYER_IN_CAR player deadman_car
	AND skunk_message_played_before = 0
		PRINT_NOW ( JM5_1 ) 4000 1 // Take it to the crusher
		skunk_message_played_before = 1
	ENDIF
 
ENDWHILE
 
 
	IF IS_CAR_DEAD deadman_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey5_failed
	ENDIF
 
	blob_flag = 1
 
 
WHILE NOT IS_CRANE_LIFTING_CAR 1120.0 46.0 deadman_car
	WAIT 0
 
	GOSUB skunk_car_check
 
	IF IS_CAR_DEAD deadman_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey5_failed
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN deadman_car
	AND IS_CAR_STOPPED deadman_car
		PRINT_NOW ( WRECKED ) 5000 1
		GOTO mission_joey5_failed
	ENDIF
 
	IF IS_CAR_STOPPED_IN_AREA_3D deadman_car 1135.8 55.5 -1.0 1149.8 46.3 20.0 blob_flag
		flag_car_in_area_joey5 = 1
	ELSE
		flag_car_in_area_joey5 = 0
	ENDIF
 
	IF flag_car_in_area_joey5 = 0
		IF NOT IS_CAR_DEAD deadman_car
			IF IS_PLAYER_IN_CAR player deadman_car
				IF flag_car_blip_displayed_j5 = TRUE
					ADD_BLIP_FOR_COORD 1139.0 54.5.0 -100.0 blip2_j5
					CHANGE_BLIP_DISPLAY blip2_j5 BLIP_ONLY
					REMOVE_BLIP blip1_j5
					flag_car_blip_displayed_j5 = FALSE
					blob_flag = 1
				ENDIF
			ENDIF
 
			IF NOT IS_PLAYER_IN_CAR player deadman_car
				IF flag_car_blip_displayed_j5 = FALSE
					ADD_BLIP_FOR_CAR deadman_car blip1_j5
					REMOVE_BLIP blip2_j5
					PRINT_NOW ( IN_VEH ) 5000 1 //"Get back in the car!"
					flag_car_blip_displayed_j5 = TRUE
					blob_flag = 0
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP blip1_j5
REMOVE_BLIP blip2_j5
CLEAR_PRINTS
 
WHILE NOT IS_CAR_CRUSHED deadman_car
 
		GOSUB skunk_car_check
 
		IF IS_CAR_DEAD deadman_car
			PRINT_NOW ( WRECKED ) 5000 1
			GOTO mission_joey5_failed
		ENDIF
 
		IF IS_CAR_CRUSHED deadman_car
			GOTO mission_joey5_passed	
		ENDIF
 
		IF IS_CAR_UPSIDEDOWN deadman_car
		AND IS_CAR_STOPPED deadman_car
			PRINT_NOW ( WRECKED ) 5000 1
			GOTO mission_joey5_failed
		ENDIF
 
	 	WAIT 0
ENDWHILE
 
 
GOTO mission_joey5_passed
 
 
 // Mission joey5 failed
 
mission_joey5_failed:
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed"
RETURN
 
 
 
// mission joey5 passed
 
mission_joey5_passed:
 
flag_joey_mission5_passed = 1
PLAY_MISSION_PASSED_TUNE 1
PRINT_WITH_NUMBER_BIG ( M_PASS ) 10000 5000 1 //"Mission Passed!"
CLEAR_WANTED_LEVEL player
ADD_SCORE player 10000 
REGISTER_MISSION_PASSED	JM5
PLAYER_MADE_PROGRESS 1
START_NEW_SCRIPT joey_mission6_loop
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_joey5:
 
flag_player_on_mission = 0
flag_player_on_joey_mission = 0
REMOVE_BLIP blip1_j5
REMOVE_BLIP blip2_j5
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_MAFIA_B
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SENTINEL
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_CORPSE
IF NOT IS_CAR_DEAD lipsbrother1_car
	LOCK_CAR_DOORS lipsbrother1_car CARLOCK_UNLOCKED 
ENDIF
IF NOT IS_CAR_DEAD lipsbrother2_car
	LOCK_CAR_DOORS lipsbrother2_car CARLOCK_UNLOCKED 
ENDIF 
MISSION_HAS_FINISHED
RETURN
 
// *********************************************************
 
skunk_car_check:
 
	IF IS_CHAR_DEAD lipsbrother1
	AND is_lipsbrother1_car_dead = 0
		ADD_SCORE player 5000 
		is_lipsbrother1_car_dead = 1
	ENDIF
 
	IF IS_CHAR_DEAD lipsbrother2
	AND is_lipsbrother2_car_dead = 0
		ADD_SCORE player 5000 
		is_lipsbrother2_car_dead = 1
	ENDIF
 
	IF NOT IS_CAR_DEAD lipsbrother1_car
 
		IF IS_CAR_UPSIDEDOWN lipsbrother1_car
		AND IS_CAR_STOPPED lipsbrother1_car
		AND on_new_objective_joey5_1 = 0
			IF NOT IS_CHAR_DEAD	lipsbrother1
				LOCK_CAR_DOORS lipsbrother1_car CARLOCK_UNLOCKED
				SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT lipsbrother1 Player
			ENDIF
			on_new_objective_joey5_1 = 1
		ENDIF
 
		IF IS_CAR_IN_AREA_2D lipsbrother1_car 1122.7 2.9 1183.8 111.9 FALSE
		AND on_new_objective_joey5_1 = 0
			IF NOT IS_CHAR_DEAD	lipsbrother1
				LOCK_CAR_DOORS lipsbrother1_car CARLOCK_UNLOCKED
				SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT lipsbrother1 Player
			ENDIF
			on_new_objective_joey5_1 = 1
		ENDIF
 
	ENDIF
 
	IF NOT IS_CAR_DEAD lipsbrother2_car
 
		IF IS_CAR_UPSIDEDOWN lipsbrother2_car
		AND IS_CAR_STOPPED lipsbrother2_car
		AND on_new_objective_joey5_2 = 0
			IF NOT IS_CHAR_DEAD	lipsbrother2
				LOCK_CAR_DOORS lipsbrother2_car CARLOCK_UNLOCKED
				SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT lipsbrother2 Player
			ENDIF
			on_new_objective_joey5_2 = 1
		ENDIF
 
		IF NOT IS_CAR_DEAD lipsbrother2_car
			IF IS_CAR_IN_AREA_2D lipsbrother2_car 1122.7 2.9 1183.8 111.9 FALSE
			AND on_new_objective_joey5_1 = 0
				IF NOT IS_CHAR_DEAD	lipsbrother2
					LOCK_CAR_DOORS lipsbrother2_car CARLOCK_UNLOCKED
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT lipsbrother2 Player
				ENDIF
				on_new_objective_joey5_1 = 1
			ENDIF
		ENDIF
 
	ENDIF
 
RETURN

joey6

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// **************************************Joey Mission 6***************************************
// ****************************************Bank Job*******************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
 
// Mission start stuff
 
GOSUB mission_start_joey6
 
IF HAS_DEATHARREST_BEEN_EXECUTED
	GOSUB mission_joey6_failed
ENDIF
 
GOSUB mission_cleanup_joey6
 
MISSION_END
 
 
// Variables for mission
 
VAR_INT thug1 thug2 thug3 thugs_score joey_alarm_loop  flag_not_enough_seats
 
VAR_INT blip1_jm6 blip2_jm6 blip3_jm6 thug1_blip thug2_blip thug3_blip	
 
VAR_INT any_car_jm6 maxpassengers sound_already_created_before
 
VAR_INT flag_displayed_horn_message_jm6	flag_displayed_wanted_message_jm6
 
VAR_INT thug1_is_dead thug2_is_dead thug3_is_dead blip_for_thug_added1 blip_for_thug_added2 blip_for_thug_added3
 
VAR_INT objective_count objective_count_done_before1 objective_count_done_before2 objective_count_done_before3
 
VAR_FLOAT bankdoor_X bankdoor_Y bankdoor_Z bankdoor2_X bankdoor2_Y bankdoor2_Z
 
// ***************************************Mission Start*************************************
 
 
mission_start_joey6:
 
REGISTER_MISSION_GIVEN
flag_player_on_mission = 1
flag_player_on_joey_mission = 1
SCRIPT_NAME joey6
WAIT 0
 
 
LOAD_SPECIAL_CHARACTER 1 joey
LOAD_SPECIAL_MODEL cut_obj1 JOEYH
LOAD_SPECIAL_MODEL cut_obj2 PLAYERH
LOAD_SPECIAL_MODEL cut_obj3 TROLL
REQUEST_MODEL CAR_STALLION
REQUEST_MODEL jogarageext
REQUEST_MODEL jogarageint
 
LOAD_ALL_MODELS_NOW
 
//LOAD_SCENE 1190.07 -869.86 13.97
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED cut_obj3
	WAIT 0
ENDWHILE
 
WHILE NOT HAS_MODEL_LOADED jogarageext 
OR NOT HAS_MODEL_LOADED jogarageint
OR NOT HAS_MODEL_LOADED CAR_STALLION
	WAIT 0
ENDWHILE
 
LOAD_CUTSCENE J6_TBJ
SET_CUTSCENE_OFFSET 1190.079 -869.861 13.977
 
CREATE_CAR CAR_STALLION 1192.9 -860.8 14.0 cut_car3_lm3
SET_CAR_HEADING cut_car3_lm3 150.0
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_joey
SET_CUTSCENE_ANIM cs_joey joey
 
CREATE_CUTSCENE_HEAD cs_joey CUT_OBJ1 cs_joeyhead
SET_CUTSCENE_HEAD_ANIM cs_joeyhead joey
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CREATE_CUTSCENE_OBJECT CUT_OBJ3 cs_troll
SET_CUTSCENE_ANIM cs_troll TROLL
 
CLEAR_AREA 1191.9 -870.4 15.0 1.0 TRUE
SET_PLAYER_COORDINATES player 1191.9 -870.4 -100.0
 
SET_PLAYER_HEADING player 230.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
SWITCH_STREAMING ON
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 4434
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM6_A ) 10000 2 // Mission brief
 
WHILE cs_time < 6704
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM6_B ) 10000 2 // Mission brief
 
WHILE cs_time < 12000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM6_C ) 10000 2 // Mission brief
 
WHILE cs_time < 14274
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM6_D ) 10000 2 // Mission brief
 
WHILE cs_time < 17302
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( JM6_E ) 10000 2 // Mission brief
 
WHILE cs_time < 21000
	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
 
SWITCH_RUBBISH ON
CLEAR_CUTSCENE
SET_CAMERA_IN_FRONT_OF_PLAYER
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
UNLOAD_SPECIAL_CHARACTER 1
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_STALLION
MARK_MODEL_AS_NO_LONGER_NEEDED jogarageext 
MARK_MODEL_AS_NO_LONGER_NEEDED jogarageint
 
DELETE_CAR cut_car3_lm3
 
thugs_score	= 0
sound_already_created_before = 0
flag_not_enough_seats = 0
 
LOAD_SPECIAL_CHARACTER 2 robber
 
	WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2
		WAIT 0
	ENDWHILE
 
 
 
// START OF MISSION
 
ADD_BLIP_FOR_COORD 1086.0 -227.0 -100.0 blip1_jm6
CHANGE_BLIP_DISPLAY blip1_jm6 BLIP_ONLY
 
flag_displayed_horn_message_jm6 = 0
flag_displayed_wanted_message_jm6 = 0
 
thug1_is_dead = 0
thug2_is_dead = 0
thug3_is_dead = 0
blip_for_thug_added1 = 0
blip_for_thug_added2 = 0
blip_for_thug_added3 = 0
 
//PICK UP THE THUGS
 
pick_up_thugs:
WAIT 0
 
WHILE NOT IS_PLAYER_STOPPED_IN_AREA_IN_CAR_2D player 1089.9 -223.9 1084.5 -228.5 TRUE
OR NOT IS_PLAYER_PRESSING_HORN player
OR IS_WANTED_LEVEL_GREATER Player 0    	
	WAIT 0
 
	IF IS_PLAYER_STOPPED_IN_AREA_IN_CAR_2D player 1089.9 -223.9 1084.5 -228.5 FALSE
 
		IF IS_WANTED_LEVEL_GREATER player 0
			IF flag_not_enough_seats = 0
				PRINT_NOW ( WANTED1 ) 5000 1
			ENDIF
		ELSE
			IF flag_not_enough_seats = 0
				PRINT_NOW ( HORN ) 5000 1
			ENDIF
		ENDIF
	ELSE
		flag_not_enough_seats = 0
	ENDIF
 
	IF NOT IS_PLAYER_IN_AREA_IN_CAR_2D player 1089.9 -223.9 1084.5 -228.5 FALSE
		CLEAR_THIS_PRINT ( WANTED1 )
		CLEAR_THIS_PRINT ( HORN )
	ENDIF
 
	IF IS_PLAYER_IN_AREA_ON_FOOT_2D player 1089.9 -223.9 1084.5 -228.5 FALSE
		PRINT_NOW ( JM6_5 ) 5000 1 //"We need a getaway vehicle"
	ELSE
		CLEAR_THIS_PRINT ( JM6_5 )
	ENDIF
 
	GET_TIME_OF_DAY hours minutes
	IF hours >= 17
		PRINT_NOW ( OUTTIME ) 5000 1
		GOTO mission_joey6_failed
	ENDIF
 
ENDWHILE  								
 
	STORE_CAR_PLAYER_IS_IN player any_car_jm6
 
	GET_MAXIMUM_NUMBER_OF_PASSENGERS any_car_jm6 maxpassengers
 
	CLEAR_THIS_PRINT ( WANTED1 )
	CLEAR_THIS_PRINT ( HORN )
 
	IF NOT maxpassengers > 2	//	GSW - Changed this from a WHILE
		PRINT_NOW ( NODOORS ) 5000 1 //Car not big enough
		flag_not_enough_seats = 1	
		GOTO pick_up_thugs
	ENDIF
 
	IF IS_PLAYER_IN_MODEL Player CAR_COACH
	OR IS_PLAYER_IN_MODEL Player CAR_BUS
		PRINT_NOW ( JM6_6 ) 5000 1 //Go and get a vehicle less conspicuous
		flag_not_enough_seats = 1		
		GOTO pick_up_thugs
	ENDIF
 
//PICK UP THUGS CUT_SCENE**************************************************************************************
 
CLEAR_AREA 1087.7 -229.2 8.0 6.0 TRUE
 
IF NOT IS_CAR_DEAD any_car_jm6
	LOCK_CAR_DOORS any_car_jm6 CARLOCK_LOCKED_PLAYER_INSIDE
ENDIF
 
WAIT 500
 
SET_PLAYER_CONTROL Player OFF
SWITCH_WIDESCREEN ON
SET_POLICE_IGNORE_PLAYER Player ON
SET_EVERYONE_IGNORE_PLAYER Player ON
 
IF NOT IS_CAR_DEAD any_car_jm6
	LOCK_CAR_DOORS any_car_jm6 CARLOCK_UNLOCKED
ENDIF
 
	REMOVE_BLIP blip1_jm6
 
	CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 1086.5 -238.3 9.0 thug1
	TURN_CHAR_TO_FACE_PLAYER thug1 Player
	CHAR_SET_IDLE thug1
 
	CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 1088.4 -237.9 9.0 thug2
	TURN_CHAR_TO_FACE_PLAYER thug2 Player
	CHAR_SET_IDLE thug2
 
	CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 1090.4 -238.0 9.0 thug3
	TURN_CHAR_TO_FACE_PLAYER thug3 Player
	CHAR_SET_IDLE thug3
 
	GIVE_WEAPON_TO_CHAR thug1 WEAPONTYPE_PISTOL 100
	GIVE_WEAPON_TO_CHAR thug2 WEAPONTYPE_SHOTGUN 50
	GIVE_WEAPON_TO_CHAR thug3 WEAPONTYPE_UZI 100
 
SET_FIXED_CAMERA_POSITION 1078.773 -232.474 12.190 0.0 0.0 0.0
POINT_CAMERA_AT_POINT 1079.691 -232.132 11.990 JUMP_CUT
 
	//APPLY_BRAKES_TO_PLAYERS_CAR Player On
 
	SET_CHAR_PERSONALITY thug1 PEDSTAT_TOUGH_GUY
	SET_CHAR_PERSONALITY thug2 PEDSTAT_TOUGH_GUY
	SET_CHAR_PERSONALITY thug3 PEDSTAT_TOUGH_GUY
 
	SET_CHAR_THREAT_SEARCH thug1 THREAT_COP
	SET_CHAR_THREAT_SEARCH thug2 THREAT_COP
	SET_CHAR_THREAT_SEARCH thug3 THREAT_COP
 
WAIT 1000
 
WHILE NOT SLIDE_OBJECT Bank_job_door 1087.523 -233.801 13.5 0.0 0.0 0.07 FALSE
	WAIT 0
 
	GET_TIME_OF_DAY hours minutes
	IF hours >= 17
		PRINT_NOW ( OUTTIME ) 5000 1
		GOTO mission_joey6_failed
	ENDIF
 
	IF IS_CHAR_DEAD thug1
	OR IS_CHAR_DEAD thug2
	OR IS_CHAR_DEAD thug3
		PRINT_NOW ( JM6_7 ) 5000 1
		GOTO mission_joey6_failed
	ENDIF
 
ENDWHILE
 
IF NOT IS_CHAR_DEAD thug1
	SET_PLAYER_AS_LEADER thug1 player
	SET_CHAR_RUNNING thug1 TRUE
	WAIT 800
ENDIF
 
IF NOT IS_CHAR_DEAD thug2
	SET_PLAYER_AS_LEADER thug2 player
	SET_CHAR_RUNNING thug2 TRUE
	WAIT 800
ENDIF
 
IF NOT IS_CHAR_DEAD thug3
	SET_PLAYER_AS_LEADER thug3 player
	SET_CHAR_RUNNING thug3 TRUE
	//WAIT 400
ENDIF
 
 
IF NOT IS_CAR_DEAD any_car_jm6
AND NOT IS_CHAR_DEAD thug1
AND NOT IS_CHAR_DEAD thug2
AND NOT IS_CHAR_DEAD thug3
 
TIMERB = 0
 
	WHILE NOT IS_CHAR_IN_CAR thug1 any_car_jm6 
	OR NOT IS_CHAR_IN_CAR thug2 any_car_jm6 
	OR NOT IS_CHAR_IN_CAR thug3 any_car_jm6 
		WAIT 0
 
			IF IS_CHAR_DEAD thug1
			OR IS_CHAR_DEAD thug2
			OR IS_CHAR_DEAD thug3
				PRINT_NOW ( JM6_7 ) 5000 1
				GOTO mission_joey6_failed
			ENDIF
 
			IF IS_CAR_DEAD any_car_jm6
				GOTO mission_joey6_failed
			ENDIF
 
			GET_TIME_OF_DAY hours minutes
			IF hours >= 17
				PRINT_NOW ( OUTTIME ) 5000 1
				GOTO mission_joey6_failed
			ENDIF
 
			IF TIMERB > 15000
				GOTO next_robber_bit
			ENDIF
 
	ENDWHILE
 
ENDIF
 
next_robber_bit:
 
//SAMPLE1*********************************************************
LOAD_MISSION_AUDIO J6_A
 
WHILE NOT HAS_MISSION_AUDIO_LOADED
	WAIT 0
ENDWHILE
 
PLAY_MISSION_AUDIO
 
RESTORE_CAMERA_JUMPCUT
APPLY_BRAKES_TO_PLAYERS_CAR Player OFF
SET_PLAYER_CONTROL Player ON
SWITCH_WIDESCREEN OFF
SET_POLICE_IGNORE_PLAYER Player OFF
SET_EVERYONE_IGNORE_PLAYER Player OFF
 
//END OF PICK UP THUGS CUT_SCENE*******************************************************************************
 
	PRINT_NOW ( JM6_1 ) 5000 1 //"Lets go"
 
WHILE NOT SLIDE_OBJECT Bank_job_door 1087.523 -233.801 11.012 0.0 0.0 0.2 FALSE
	WAIT 0
 
	GET_TIME_OF_DAY hours minutes
	IF hours >= 17
		PRINT_NOW ( OUTTIME ) 5000 1
		GOTO mission_joey6_failed
	ENDIF
 
	IF IS_CHAR_DEAD thug1
	OR IS_CHAR_DEAD thug2
	OR IS_CHAR_DEAD thug3
		PRINT_NOW ( JM6_7 ) 5000 1
		GOTO mission_joey6_failed
	ENDIF
 
ENDWHILE
 
	ADD_BLIP_FOR_COORD 1038.0 -700.0 -100.0 blip3_jm6
	//CHANGE_BLIP_DISPLAY blip3_jm6 BLIP_ONLY
	flag_displayed_wanted_message_jm6 = 0
 
 
//GET TO THE BANK
get_to_the_bank:
WAIT 0
 
	IF IS_CAR_DEAD any_car_jm6
		//Do nothing
	ENDIF
 
WHILE NOT IS_PLAYER_STOPPED_IN_AREA_3D player 1040.5 -691.5 14.0 1043.8 -698.5 17.0 TRUE
OR NOT IS_PLAYER_IN_ANY_CAR player
OR IS_WANTED_LEVEL_GREATER Player 0    	
	WAIT 0
 
	IF IS_CAR_DEAD any_car_jm6
		//GO GET ANOTHER ONE	
	ENDIF
 
	IF IS_PLAYER_IN_ANY_CAR Player
		STORE_CAR_PLAYER_IS_IN player any_car_jm6
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug1
		IF NOT IS_CHAR_IN_PLAYERS_GROUP	thug1 player
			IF blip_for_thug_added1 = 0
				ADD_BLIP_FOR_CHAR thug1 thug1_blip
				blip_for_thug_added1 = 1
			ENDIF
 
			IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug1 30.0 30.0 FALSE
		   		IF blip_for_thug_added1 = 1
					SET_PLAYER_AS_LEADER thug1 player
					REMOVE_BLIP	thug1_blip
					blip_for_thug_added1 = 0
				ENDIF
			ENDIF
	   	ENDIF	
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug2
		IF NOT IS_CHAR_IN_PLAYERS_GROUP	thug2 player
			IF blip_for_thug_added2 = 0
				ADD_BLIP_FOR_CHAR thug2 thug2_blip
				blip_for_thug_added2 = 1
			ENDIF
 
			IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug2 30.0 30.0 FALSE
		   		IF blip_for_thug_added2 = 1
					SET_PLAYER_AS_LEADER thug2 player
					REMOVE_BLIP	thug2_blip
					blip_for_thug_added2 = 0
				ENDIF
			ENDIF
	   	ENDIF	
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug3
		IF NOT IS_CHAR_IN_PLAYERS_GROUP	thug3 player
			IF blip_for_thug_added3 = 0
				ADD_BLIP_FOR_CHAR thug3 thug3_blip
				blip_for_thug_added3 = 1
			ENDIF
 
			IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug3 30.0 30.0 FALSE
		   		IF blip_for_thug_added3 = 1
					SET_PLAYER_AS_LEADER thug3 player
					REMOVE_BLIP	thug3_blip
					blip_for_thug_added3 = 0
				ENDIF
			ENDIF
	   	ENDIF	
	ENDIF
 
	IF IS_CHAR_DEAD thug1
	OR IS_CHAR_DEAD thug2
	OR IS_CHAR_DEAD thug3
		PRINT_NOW ( JM6_7 ) 5000 1
		GOTO mission_joey6_failed
	ENDIF
 
	IF IS_PLAYER_STOPPED_IN_AREA_IN_CAR_3D player 1040.5 -691.5 14.0 1043.8 -698.5 17.0 FALSE
		IF IS_WANTED_LEVEL_GREATER player 0
			IF flag_displayed_wanted_message_jm6 = 0
				PRINT_NOW ( WANTED1 ) 5000 1
				flag_displayed_wanted_message_jm6 = 1
			ENDIF
		ENDIF
	ELSE
		IF NOT IS_PLAYER_IN_AREA_3D player 1040.5 -691.5 14.0 1043.8 -698.5 17.0 FALSE
			flag_displayed_wanted_message_jm6 = 0
		ENDIF
	ENDIF
 
	IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 1040.5 -691.5 14.0 1043.8 -698.5 17.0 FALSE
		PRINT_NOW ( JM6_5 ) 5000 1 //"We need a getaway vehicle"
	ELSE
		CLEAR_THIS_PRINT ( JM6_5 )
	ENDIF
 
	GET_TIME_OF_DAY hours minutes
	IF hours >= 17
		PRINT_NOW ( OUTTIME ) 5000 1
		GOTO mission_joey6_failed
	ENDIF
 
ENDWHILE
 
IF IS_PLAYER_IN_MODEL Player CAR_COACH
OR IS_PLAYER_IN_MODEL Player CAR_BUS
	PRINT_NOW ( JM6_6 ) 5000 1 //Go and get a vehicle less conspicuous
	//WAIT 3000	
	GOTO get_to_the_bank
ENDIF
 
IF IS_CHAR_DEAD thug1
OR IS_CHAR_DEAD thug2
OR IS_CHAR_DEAD thug3
	PRINT_NOW ( JM6_7 ) 5000 1
	GOTO mission_joey6_failed
ENDIF
 
IF NOT IS_CHAR_IN_CAR thug1 any_car_jm6
OR NOT IS_CHAR_IN_CAR thug2 any_car_jm6
OR NOT IS_CHAR_IN_CAR thug3 any_car_jm6
	PRINT_NOW ( JM6_7 ) 5000 1 //Go and get a vehicle less conspicuous
	//WAIT 3000	
	GOTO get_to_the_bank
ENDIF
 
// BANK ROBBERY CUT SCENE**************************************************************************************
 
CLEAR_AREA 1037.3 -699.6 15.0 6.0 TRUE
SET_PED_DENSITY_MULTIPLIER 0.0
 
SET_PLAYER_CONTROL Player OFF
SWITCH_WIDESCREEN ON
SET_POLICE_IGNORE_PLAYER Player ON
SET_EVERYONE_IGNORE_PLAYER Player On
APPLY_BRAKES_TO_PLAYERS_CAR Player ON
 
SET_FIXED_CAMERA_POSITION 1036.448 -705.615 14.512 0.0 0.0 0.0
POINT_CAMERA_AT_POINT 1036.637 -704.639 14.624 JUMP_CUT
 
	REMOVE_BLIP blip3_jm6
 
//SAMPLE2*********************************************************
 
	LOAD_MISSION_AUDIO J6_B
 
	WHILE NOT HAS_MISSION_AUDIO_LOADED
		WAIT 0
	ENDWHILE
 
	PLAY_MISSION_AUDIO
 
	PRINT_NOW ( JM6_2 ) 5000 1 //"Wait here"
 
 
	STORE_CAR_PLAYER_IS_IN player any_car_jm6
 
	IF NOT IS_CAR_DEAD any_car_jm6 
		IF NOT IS_CHAR_DEAD thug1
			LEAVE_GROUP thug1
			SET_CHAR_OBJ_LEAVE_CAR thug1 any_car_jm6
		ENDIF
	ENDIF
 
	WAIT 400	
 
	IF NOT IS_CAR_DEAD any_car_jm6 
		IF NOT IS_CHAR_DEAD thug2 
			LEAVE_GROUP thug2
			SET_CHAR_OBJ_LEAVE_CAR thug2 any_car_jm6
		ENDIF
	ENDIF
 
	WAIT 400	
 
	IF NOT IS_CAR_DEAD any_car_jm6	
		IF NOT IS_CHAR_DEAD thug3 
			LEAVE_GROUP thug3
			SET_CHAR_OBJ_LEAVE_CAR thug3 any_car_jm6
		ENDIF
	ENDIF
 
 
objective_count = 0
objective_count_done_before1 = 0
objective_count_done_before2 = 0
objective_count_done_before3 = 0
 
 
//WAITING FOR THUGS TO GET OUT OF CAR
 
WHILE NOT objective_count = 3   
 
		WAIT 0
 
		IF IS_CHAR_DEAD thug1
		AND objective_count_done_before1 = 0
			objective_count ++
			objective_count_done_before1 = 1
			thug1_is_dead = 1
		ENDIF
 
		IF IS_CHAR_DEAD thug2
		AND objective_count_done_before2 = 0
			objective_count ++
			objective_count_done_before2 = 1
			thug2_is_dead = 1
		ENDIF
 
		IF IS_CHAR_DEAD thug3
		AND objective_count_done_before3 = 0
			objective_count ++
			objective_count_done_before3 = 1
			thug3_is_dead = 1
		ENDIF
 
		IF thug1_is_dead = 1
		AND thug2_is_dead = 1
		AND thug3_is_dead = 1
			GOTO mission_joey6_failed
		ENDIF
 
		IF IS_CAR_DEAD any_car_jm6
			GOTO mission_joey6_failed
		ENDIF
 
		IF NOT IS_CAR_DEAD any_car_jm6
		AND NOT IS_CHAR_DEAD thug1
			IF thug1_is_dead = 0
				IF NOT IS_CHAR_IN_CAR thug1 any_car_jm6 
				AND objective_count_done_before1 = 0					
					SET_CHAR_OBJ_RUN_TO_COORD thug1 1037.4 -699.9
					WAIT 300
					objective_count ++
					objective_count_done_before1 = 1						
				ENDIF
			ENDIF
		ENDIF
 
		IF NOT IS_CAR_DEAD any_car_jm6
		AND NOT IS_CHAR_DEAD thug2
			IF thug2_is_dead = 0
				IF NOT IS_CHAR_IN_CAR thug2 any_car_jm6 
				AND objective_count_done_before2 = 0					
					SET_CHAR_OBJ_RUN_TO_COORD thug2 1037.4 -699.9
					WAIT 300
					objective_count ++
					objective_count_done_before2 = 1						
				ENDIF
			ENDIF
		ENDIF
 
		IF NOT IS_CAR_DEAD any_car_jm6
		AND NOT IS_CHAR_DEAD thug3
			IF thug3_is_dead = 0
				IF NOT IS_CHAR_IN_CAR thug3 any_car_jm6 
				AND objective_count_done_before3 = 0					
					SET_CHAR_OBJ_RUN_TO_COORD thug3 1037.4 -699.9
					objective_count ++
					objective_count_done_before3 = 1						
				ENDIF
			ENDIF
		ENDIF	
 
ENDWHILE
 
//THUGS GO IN THE BANK
 /*
	IF NOT IS_CHAR_DEAD thug1
		SET_CHAR_OBJ_RUN_TO_COORD thug1 1037.4 -699.9
		WAIT 400
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug2
		SET_CHAR_OBJ_RUN_TO_COORD thug2 1037.4 -699.9 
		WAIT 400
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug3
		SET_CHAR_OBJ_RUN_TO_COORD thug3 1037.4 -699.9 
	ENDIF
  */
objective_count = 0
objective_count_done_before1 = 0
objective_count_done_before2 = 0
objective_count_done_before3 = 0
 
GET_OBJECT_COORDINATES bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z
bankdoor_Y = bankdoor_Y - 1.0
 
GET_OBJECT_COORDINATES bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z
bankdoor2_Y = bankdoor2_Y + 1.0
 
WHILE NOT SLIDE_OBJECT bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z 0.0 0.1 0.0 FALSE
OR NOT SLIDE_OBJECT bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z 0.0 0.1 0.0 FALSE
	WAIT 0
 
ENDWHILE
 
 
TIMERB = 0
 
WHILE NOT objective_count = 3
 
	WAIT 0
 
		IF IS_CHAR_DEAD thug1
		AND objective_count_done_before1 = 0
			objective_count ++
			objective_count_done_before1 = 1
			thug1_is_dead = 1
		ENDIF
 
		IF IS_CHAR_DEAD thug2
		AND objective_count_done_before2 = 0
			objective_count ++
			objective_count_done_before2 = 1
			thug2_is_dead = 1
		ENDIF
 
		IF IS_CHAR_DEAD thug3
		AND objective_count_done_before3 = 0
			objective_count ++
			objective_count_done_before3 = 1
			thug3_is_dead = 1
		ENDIF
 
		IF thug1_is_dead = 1
		AND thug2_is_dead = 1
		AND thug3_is_dead = 1
			GOTO mission_joey6_failed
		ENDIF
 
		IF thug1_is_dead = 0
			IF IS_CHAR_OBJECTIVE_PASSED thug1
			AND objective_count_done_before1 = 0
				SET_CHAR_OBJ_RUN_TO_COORD thug1 1032.9 -700.2		
				objective_count ++
				objective_count_done_before1 = 1		
			ENDIF
		ENDIF
 
		IF thug2_is_dead = 0
			IF IS_CHAR_OBJECTIVE_PASSED thug2
			AND objective_count_done_before2 = 0
				SET_CHAR_OBJ_RUN_TO_COORD thug2 1032.9 -700.2		
				objective_count ++
				objective_count_done_before2 = 1		
			ENDIF
		ENDIF
 
		IF thug3_is_dead = 0
			IF IS_CHAR_OBJECTIVE_PASSED thug3
			AND objective_count_done_before3 = 0
				SET_CHAR_OBJ_RUN_TO_COORD thug3 1032.9 -700.2		
				objective_count ++
				objective_count_done_before3 = 1		
			ENDIF
		ENDIF
 
		IF TIMERB > 15000
			IF NOT IS_CHAR_DEAD	thug1
				SET_CHAR_COORDINATES thug1 1037.4 -699.9 13.9
			ENDIF
			IF NOT IS_CHAR_DEAD	thug2
				SET_CHAR_COORDINATES thug2 1037.4 -699.9 13.9
			ENDIF
			IF NOT IS_CHAR_DEAD	thug3
				SET_CHAR_COORDINATES thug3 1037.4 -699.9 13.9
			ENDIF
		ENDIF
 
 
ENDWHILE
 
objective_count = 0
objective_count_done_before1 = 0
objective_count_done_before2 = 0
objective_count_done_before3 = 0
 
 
TIMERB = 0
 
WHILE NOT objective_count = 3
 
	WAIT 0
 
		IF IS_CHAR_DEAD thug1
		AND objective_count_done_before1 = 0
			objective_count ++
			objective_count_done_before1 = 1
			thug1_is_dead = 1
		ENDIF
 
		IF IS_CHAR_DEAD thug2
		AND objective_count_done_before2 = 0
			objective_count ++
			objective_count_done_before2 = 1
			thug2_is_dead = 1
		ENDIF
 
		IF IS_CHAR_DEAD thug3
		AND objective_count_done_before3 = 0
			objective_count ++
			objective_count_done_before3 = 1
			thug3_is_dead = 1
		ENDIF
 
		IF thug1_is_dead = 1
		AND thug2_is_dead = 1
		AND thug3_is_dead = 1
			GOTO mission_joey6_failed
		ENDIF
 
		IF thug1_is_dead = 0
			IF IS_CHAR_OBJECTIVE_PASSED thug1
			AND objective_count_done_before1 = 0		
				SET_CHAR_COORDINATES thug1 1104.0 -792.0 14.0
				SET_CHAR_OBJ_WAIT_ON_FOOT thug1
				objective_count ++
				objective_count_done_before1 = 1		
			ENDIF
		ENDIF
 
		IF thug2_is_dead = 0
			IF IS_CHAR_OBJECTIVE_PASSED thug2
			AND objective_count_done_before2 = 0		
				SET_CHAR_COORDINATES thug2 1102.0 -792.0 14.0
				SET_CHAR_OBJ_WAIT_ON_FOOT thug2
				objective_count ++
				objective_count_done_before2 = 1		
			ENDIF
		ENDIF
 
		IF thug3_is_dead = 0
			IF IS_CHAR_OBJECTIVE_PASSED thug3
			AND objective_count_done_before3 = 0		
				SET_CHAR_COORDINATES thug3 1100.0 -792.0 14.0
				SET_CHAR_OBJ_WAIT_ON_FOOT thug3
				objective_count ++
				objective_count_done_before3 = 1		
			ENDIF
		ENDIF
 
		IF TIMERB > 15000
			IF NOT IS_CHAR_DEAD	thug1
				SET_CHAR_COORDINATES thug1 1032.9 -700.2 13.9
			ENDIF
			IF NOT IS_CHAR_DEAD	thug2
				SET_CHAR_COORDINATES thug2 1032.9 -700.2 13.9
			ENDIF
			IF NOT IS_CHAR_DEAD	thug3
				SET_CHAR_COORDINATES thug3 1032.9 -700.2 13.9
			ENDIF
		ENDIF
 
ENDWHILE
 
LOAD_MISSION_AUDIO J6_1
 
GET_OBJECT_COORDINATES bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z
bankdoor_Y = bankdoor_Y + 1.0
 
GET_OBJECT_COORDINATES bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z
bankdoor2_Y = bankdoor2_Y - 1.0
 
WHILE NOT SLIDE_OBJECT bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z 0.0 0.1 0.0 FALSE
OR NOT SLIDE_OBJECT bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z 0.0 0.1 0.0 FALSE
	WAIT 0
 
ENDWHILE
 
 
//WAIT 1000
 
	WHILE NOT HAS_MISSION_AUDIO_LOADED
		WAIT 0
	ENDWHILE
 
	PLAY_MISSION_AUDIO
 
	WHILE NOT HAS_MISSION_AUDIO_FINISHED
		WAIT 0
 
	ENDWHILE
 
WAIT 1000
 
//THUGS COME OUT OF BANK
 
CLEAR_AREA 1037.3 -699.6 15.0 4.0 TRUE
 
GET_OBJECT_COORDINATES bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z
bankdoor_Y = bankdoor_Y - 1.0
 
GET_OBJECT_COORDINATES bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z
bankdoor2_Y = bankdoor2_Y + 1.0
 
WHILE NOT SLIDE_OBJECT bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z 0.0 0.1 0.0 FALSE
OR NOT SLIDE_OBJECT bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z 0.0 0.1 0.0 FALSE
	WAIT 0
 
ENDWHILE
 
	IF NOT IS_CHAR_DEAD thug1		   
	   SET_CHAR_COORDINATES thug1 1032.9 -700.2 15.0
	   SET_CHAR_OBJ_RUN_TO_COORD thug1 1036.9 -700.2
	   //SET_PLAYER_AS_LEADER thug1 player
	ENDIF
 
	WAIT 800
 
	IF NOT IS_CHAR_DEAD thug2
		SET_CHAR_COORDINATES thug2 1032.9 -700.2 15.0
	    SET_CHAR_OBJ_RUN_TO_COORD thug2 1036.9 -700.2
	ENDIF
 
	WAIT 800
 
	IF NOT IS_CHAR_DEAD thug3
		SET_CHAR_COORDINATES thug3 1032.9 -700.2 15.0
	    SET_CHAR_OBJ_RUN_TO_COORD thug3 1036.9 -700.2
	ENDIF
 
objective_count = 0
objective_count_done_before1 = 0
objective_count_done_before2 = 0
objective_count_done_before3 = 0
 
 
TIMERB = 0
 
WHILE NOT objective_count = 3
	WAIT 0
 
	IF IS_CHAR_DEAD thug1
	AND objective_count_done_before1 = 0
		objective_count ++
		objective_count_done_before1 = 1
		thug1_is_dead = 1
	ENDIF
 
	IF IS_CHAR_DEAD thug2
	AND objective_count_done_before2 = 0
		objective_count ++
		objective_count_done_before2 = 1
		thug2_is_dead = 1
	ENDIF
 
	IF IS_CHAR_DEAD thug3
	AND objective_count_done_before3 = 0
		objective_count ++
		objective_count_done_before3 = 1
		thug3_is_dead = 1
	ENDIF
 
	IF thug1_is_dead = 1
	AND thug2_is_dead = 1
	AND thug3_is_dead = 1
		GOTO mission_joey6_failed
	ENDIF
 
	IF thug1_is_dead = 0
		IF IS_CHAR_OBJECTIVE_PASSED thug1
		AND objective_count_done_before1 = 0		
			SET_PLAYER_AS_LEADER thug1 player
			objective_count ++
			objective_count_done_before1 = 1		
		ENDIF
	ENDIF
 
	IF thug2_is_dead = 0
		IF IS_CHAR_OBJECTIVE_PASSED thug2
		AND objective_count_done_before2 = 0		
			SET_PLAYER_AS_LEADER thug2 player
			objective_count ++
			objective_count_done_before2 = 1		
		ENDIF
	ENDIF
 
	IF thug3_is_dead = 0
		IF IS_CHAR_OBJECTIVE_PASSED thug3
		AND objective_count_done_before3 = 0		
			SET_PLAYER_AS_LEADER thug3 player
			objective_count ++
			objective_count_done_before3 = 1		
		ENDIF
	ENDIF
 
	IF TIMERB > 15000
		IF NOT IS_CHAR_DEAD	thug1
			SET_CHAR_COORDINATES thug1 1036.9 -700.2 13.9
		ENDIF
		IF NOT IS_CHAR_DEAD	thug2
			SET_CHAR_COORDINATES thug2 1036.9 -700.2 13.9
		ENDIF
		IF NOT IS_CHAR_DEAD	thug3
			SET_CHAR_COORDINATES thug3 1036.9 -700.2 13.9
		ENDIF
	ENDIF
 
ENDWHILE
 
ADD_CONTINUOUS_SOUND 1034.8 -700.1 15.0 SOUND_BANK_ALARM_LOOP_L joey_alarm_loop 
sound_already_created_before = 1
 
//SAMPLE3*********************************************************
	LOAD_MISSION_AUDIO J6_D
 
	WHILE NOT HAS_MISSION_AUDIO_LOADED
		WAIT 0
	ENDWHILE
 
	PLAY_MISSION_AUDIO
 
 
ALTER_WANTED_LEVEL_NO_DROP Player 3
 
	GET_OBJECT_COORDINATES bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z
	bankdoor_Y = bankdoor_Y + 1.0
 
	GET_OBJECT_COORDINATES bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z
	bankdoor2_Y = bankdoor2_Y - 1.0
 
	WHILE NOT SLIDE_OBJECT bankdoor1 bankdoor_X bankdoor_Y bankdoor_Z 0.0 0.1 0.0 FALSE
	OR NOT SLIDE_OBJECT bankdoor2 bankdoor2_X bankdoor2_Y bankdoor2_Z 0.0 0.1 0.0 FALSE
		WAIT 0
 
	ENDWHILE
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
	WAIT 0
 
ENDWHILE
 
objective_count = 0
objective_count_done_before1 = 0
objective_count_done_before2 = 0
objective_count_done_before3 = 0
 
SET_PLAYER_CONTROL Player ON
SWITCH_WIDESCREEN OFF
RESTORE_CAMERA_JUMPCUT
SET_POLICE_IGNORE_PLAYER Player OFF
SET_EVERYONE_IGNORE_PLAYER Player OFF
APPLY_BRAKES_TO_PLAYERS_CAR Player Off
SET_PED_DENSITY_MULTIPLIER 1.0
 
 
TIMERB = 0
 
WHILE NOT objective_count = 3 //WAITING FOR THUGS TO GET BACK INTO CAR  
 
	WAIT 0
 
	IF IS_CHAR_DEAD thug1
	AND objective_count_done_before1 = 0
		objective_count ++
		objective_count_done_before1 = 1
		thug1_is_dead = 1
	ENDIF
 
	IF IS_CHAR_DEAD thug2
	AND objective_count_done_before2 = 0
		objective_count ++
		objective_count_done_before2 = 1
		thug2_is_dead = 1
	ENDIF
 
	IF IS_CHAR_DEAD thug3
	AND objective_count_done_before3 = 0
		objective_count ++
		objective_count_done_before3 = 1
		thug3_is_dead = 1
	ENDIF
 
 
	IF thug1_is_dead = 1
	AND thug2_is_dead = 1
	AND thug3_is_dead = 1
		GOTO mission_joey6_failed
	ENDIF
 
//	STORE_CAR_PLAYER_IS_IN player any_car_jm6
//	maybe should stop player leaving this car while the thugs get in
 
	IF IS_CAR_DEAD any_car_jm6
		GOTO mission_joey6_failed
	ENDIF
 
	IF thug1_is_dead = 0
		IF IS_CHAR_IN_CAR thug1 any_car_jm6 
		AND objective_count_done_before1 = 0		
			objective_count ++
			objective_count_done_before1 = 1		
		ENDIF
	ENDIF
 
	IF thug2_is_dead = 0
		IF IS_CHAR_IN_CAR thug2 any_car_jm6 
		AND objective_count_done_before2 = 0		
			objective_count ++
			objective_count_done_before2 = 1		
		ENDIF
	ENDIF
 
	IF thug3_is_dead = 0
		IF IS_CHAR_IN_CAR thug3 any_car_jm6 
		AND objective_count_done_before3 = 0		
			objective_count ++
			objective_count_done_before3 = 1		
		ENDIF
	ENDIF
	/*
	IF TIMERB > 15000
		IF NOT IS_CAR_DEAD any_car_jm6
			IF NOT IS_CHAR_DEAD	thug1
				//WARP_CHAR_INTO_CAR thug1 any_car_jm6
				//WARP_CHAR_INTO_CAR_AS_PASSERNGER thug1 any_car_jm6
			ENDIF
			IF NOT IS_CHAR_DEAD	thug2
				//WARP_CHAR_INTO_CAR thug2 any_car_jm6
				//WARP_CHAR_INTO_CAR_AS_PASSERNGER thug1 any_car_jm6
			ENDIF
			IF NOT IS_CHAR_DEAD	thug3
				//WARP_CHAR_INTO_CAR thug3 any_car_jm6
				//WARP_CHAR_INTO_CAR_AS_PASSERNGER thug1 any_car_jm6
			ENDIF
		ENDIF
	ENDIF
	*/
ENDWHILE	
 
//END OF BANK ROBBERY CUT SCENE********************************************************************************
 
	ADD_BLIP_FOR_COORD 1086.0 -227.0 -100.0 blip2_jm6
	CHANGE_BLIP_DISPLAY blip2_jm6 BLIP_ONLY
 
//SAMPLE4*********************************************************
	LOAD_MISSION_AUDIO J6_C
 
	WHILE NOT HAS_MISSION_AUDIO_LOADED
		WAIT 0
	ENDWHILE
 
	PLAY_MISSION_AUDIO
 
	PRINT_NOW ( JM6_3 ) 3000 1 //"get us out of here"
 
	//PRINT_SOON ( JM6_4 ) 5000 1 //"get us out of here"
 
 
//Get back to warehouse
 
back_to_safe_house:
 
WAIT 0
 
	IF IS_CAR_DEAD any_car_jm6
		//GO GET ANOTHER ONE	
	ENDIF
 
WHILE NOT IS_PLAYER_STOPPED_IN_AREA_2D player 1089.9 -223.9 1084.5 -228.5 TRUE
OR NOT IS_PLAYER_IN_ANY_CAR player 	  
OR IS_WANTED_LEVEL_GREATER Player 0    	
	WAIT 0
 
	IF IS_CAR_DEAD any_car_jm6
		//GO GET ANOTHER ONE	
	ENDIF
 
	IF IS_PLAYER_IN_ANY_CAR Player
		STORE_CAR_PLAYER_IS_IN player any_car_jm6
	ENDIF
 
	IF IS_CHAR_DEAD thug1
	AND IS_CHAR_DEAD thug2
	AND IS_CHAR_DEAD thug3
		PRINT_NOW ( JM6_8 )	5000 1
		GOTO mission_joey6_failed
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug1
		IF NOT IS_CHAR_IN_PLAYERS_GROUP	thug1 player
			IF blip_for_thug_added1 = 0
				ADD_BLIP_FOR_CHAR thug1 thug1_blip
				blip_for_thug_added1 = 1
			ENDIF
 
			IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug1 30.0 30.0 FALSE
		   		IF blip_for_thug_added1 = 1
					SET_PLAYER_AS_LEADER thug1 player
					REMOVE_BLIP	thug1_blip
					blip_for_thug_added1 = 0
				ENDIF
			ENDIF
	   	ENDIF	
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug2
		IF NOT IS_CHAR_IN_PLAYERS_GROUP	thug2 player
			IF blip_for_thug_added2 = 0
				ADD_BLIP_FOR_CHAR thug2 thug2_blip
				blip_for_thug_added2 = 1
			ENDIF
 
			IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug2 30.0 30.0 FALSE
		   		IF blip_for_thug_added2 = 1
					SET_PLAYER_AS_LEADER thug2 player
					REMOVE_BLIP	thug2_blip
					blip_for_thug_added2 = 0
				ENDIF
			ENDIF
	   	ENDIF	
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug3
		IF NOT IS_CHAR_IN_PLAYERS_GROUP	thug3 player
			IF blip_for_thug_added3 = 0
				ADD_BLIP_FOR_CHAR thug3 thug3_blip
				blip_for_thug_added3 = 1
			ENDIF
 
			IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug3 30.0 30.0 FALSE
		   		IF blip_for_thug_added3 = 1
					SET_PLAYER_AS_LEADER thug3 player
					REMOVE_BLIP	thug3_blip
					blip_for_thug_added3 = 0
				ENDIF
			ENDIF
	   	ENDIF	
	ENDIF
 
	IF IS_PLAYER_STOPPED_IN_AREA_IN_CAR_2D player 1089.9 -223.9 1084.5 -228.5 FALSE
		IF IS_WANTED_LEVEL_GREATER player 0
			IF flag_displayed_wanted_message_jm6 = 0
				PRINT_NOW ( WANTED1 ) 5000 1
				flag_displayed_wanted_message_jm6 = 1
			ENDIF
		ENDIF
	ELSE
		IF NOT IS_PLAYER_IN_AREA_2D player 1089.9 -223.9 1084.5 -228.5 FALSE
			flag_displayed_wanted_message_jm6 = 0
		ENDIF
	ENDIF
 
	IF IS_PLAYER_IN_AREA_ON_FOOT_2D player 1089.9 -223.9 1084.5 -228.5 TRUE
		PRINT_NOW ( EBAL_5 ) 5000 1
	ELSE
		CLEAR_THIS_PRINT EBAL_5
	ENDIF
 
ENDWHILE
 
 
//THUGS GO BACK INTO SAFEHOUSE CUT_SCENE***********************************************************************
 
IF NOT IS_CHAR_DEAD thug1
	IF NOT IS_CHAR_IN_PLAYERS_GROUP thug1 player
		PRINT_NOW ( HEY2 ) 4000 1
		GOTO back_to_safe_house
	ENDIF
ENDIF
 
IF NOT IS_CHAR_DEAD thug2
	IF NOT IS_CHAR_IN_PLAYERS_GROUP thug2 player
		PRINT_NOW ( HEY2 ) 4000 1
		GOTO back_to_safe_house
	ENDIF
ENDIF
 
IF NOT IS_CHAR_DEAD thug3
	IF NOT IS_CHAR_IN_PLAYERS_GROUP thug3 player
		PRINT_NOW ( HEY2 ) 4000 1
		GOTO back_to_safe_house
	ENDIF
ENDIF
 
CLEAR_AREA 1087.7 -229.2 8.0 6.0 TRUE
 
SET_PLAYER_CONTROL Player Off
SWITCH_WIDESCREEN ON
SET_POLICE_IGNORE_PLAYER Player On
SET_EVERYONE_IGNORE_PLAYER Player On
 
SET_FIXED_CAMERA_POSITION 1098.781 -228.929 16.723 0.0 0.0 0.0
POINT_CAMERA_AT_POINT 1098.005 -229.116 16.12 JUMP_CUT
 
	IF NOT IS_CAR_DEAD any_car_jm6
		APPLY_BRAKES_TO_PLAYERS_CAR Player On
 
		IF NOT IS_CHAR_DEAD thug1
			LEAVE_GROUP thug1
			IF IS_CHAR_IN_ANY_CAR thug1
				STORE_CAR_CHAR_IS_IN thug1 any_car_jm6
				SET_CHAR_OBJ_LEAVE_CAR thug1 any_car_jm6
			ENDIF
		ENDIF
 
		WAIT 400
 
		IF NOT IS_CHAR_DEAD thug2
			LEAVE_GROUP thug2
			IF IS_CHAR_IN_ANY_CAR thug2
				STORE_CAR_CHAR_IS_IN thug2 any_car_jm6
				SET_CHAR_OBJ_LEAVE_CAR thug2 any_car_jm6
			ENDIF
		ENDIF
 
		WAIT 400
 
		IF NOT IS_CHAR_DEAD thug3
			LEAVE_GROUP thug3
			IF IS_CHAR_IN_ANY_CAR thug3
				STORE_CAR_CHAR_IS_IN thug3 any_car_jm6
				SET_CHAR_OBJ_LEAVE_CAR thug3 any_car_jm6
			ENDIF
		ENDIF
 
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug1
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug1 30.0 30.0 FALSE
			IF NOT IS_CHAR_DEAD	thug1
				MARK_CHAR_AS_NO_LONGER_NEEDED thug1
			ENDIF
			//thug1_is_dead = 1
		ENDIF
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug2
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug2 30.0 30.0 FALSE
			IF NOT IS_CHAR_DEAD	thug2
				MARK_CHAR_AS_NO_LONGER_NEEDED thug2
			ENDIF
			//thug2_is_dead = 1
		ENDIF
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug3
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D Player thug3 30.0 30.0 FALSE
			IF NOT IS_CHAR_DEAD	thug3
				MARK_CHAR_AS_NO_LONGER_NEEDED thug3
			ENDIF
			//thug3_is_dead = 1
		ENDIF
	ENDIF
 
objective_count = 0
objective_count_done_before1 = 0
objective_count_done_before2 = 0
objective_count_done_before3 = 0
 
WHILE NOT SLIDE_OBJECT Bank_job_door 1087.523 -233.801 14.012 0.0 0.0 0.2 FALSE
	WAIT 0
 
ENDWHILE
 
WHILE NOT objective_count = 3 //WAITING FOR THUGS TO GET OUT OF CAR  
 
		WAIT 0
 
		IF IS_CHAR_DEAD thug1
			IF objective_count_done_before1 = 0
				objective_count ++
				objective_count_done_before1 = 1
				thug1_is_dead = 1
			ENDIF
		ENDIF
 
		IF IS_CHAR_DEAD thug2
		AND objective_count_done_before2 = 0
			objective_count ++
			objective_count_done_before2 = 1
			thug2_is_dead = 1
		ENDIF
 
 
		IF IS_CHAR_DEAD thug3
		AND objective_count_done_before3 = 0
			objective_count ++
			objective_count_done_before3 = 1
			thug3_is_dead = 1
		ENDIF
 
		IF thug1_is_dead = 1
		AND thug2_is_dead = 1
		AND thug3_is_dead = 1
			GOTO mission_joey6_failed
		ENDIF
 
	IF NOT IS_CAR_DEAD any_car_jm6
 
		IF thug1_is_dead = 0
			IF NOT IS_CHAR_IN_CAR thug1	any_car_jm6	    
			AND objective_count_done_before1 = 0
				//SET_CHAR_OBJ_WAIT_ON_FOOT thug1
				SET_CHAR_OBJ_RUN_TO_COORD thug1 1087.0 -238.6		
				objective_count ++
				objective_count_done_before1 = 1		
			ENDIF
		ENDIF
 
		IF thug2_is_dead = 0
			IF NOT IS_CHAR_IN_CAR thug2 any_car_jm6			 
			AND objective_count_done_before2 = 0
				//SET_CHAR_OBJ_WAIT_ON_FOOT thug2
				SET_CHAR_OBJ_RUN_TO_COORD thug2 1087.5 -238.6		
				objective_count ++
				objective_count_done_before2 = 1		
			ENDIF
		ENDIF
 
		IF thug3_is_dead = 0
			IF NOT IS_CHAR_IN_CAR thug3	any_car_jm6		 
			AND objective_count_done_before3 = 0
				//SET_CHAR_OBJ_WAIT_ON_FOOT thug3
				SET_CHAR_OBJ_RUN_TO_COORD thug3 1088.0 -238.6		
				objective_count ++
				objective_count_done_before3 = 1		
			ENDIF
		ENDIF
 
	ENDIF
 
ENDWHILE
 
 
REMOVE_BLIP blip1_jm6
 
	IF NOT IS_CHAR_DEAD thug1
		SET_CHAR_OBJ_RUN_TO_COORD thug1 1087.0 -238.6	
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug2
		SET_CHAR_OBJ_RUN_TO_COORD thug2 1087.5 -238.6
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug3
		SET_CHAR_OBJ_RUN_TO_COORD thug3 1088.0 -238.6
	ENDIF
 
objective_count = 0
objective_count_done_before1 = 0
objective_count_done_before2 = 0
objective_count_done_before3 = 0
 
TIMERB = 0
 
WHILE NOT objective_count = 3
 
	WAIT 0
 
		IF IS_CHAR_DEAD thug1
		AND objective_count_done_before1 = 0
			objective_count ++
			objective_count_done_before1 = 1
			thug1_is_dead = 1
		ENDIF
 
		IF IS_CHAR_DEAD thug2
		AND objective_count_done_before2 = 0
			objective_count ++
			objective_count_done_before2 = 1
			thug2_is_dead = 1
		ENDIF
 
 
		IF IS_CHAR_DEAD thug3
		AND objective_count_done_before3 = 0
			objective_count ++
			objective_count_done_before3 = 1
			thug3_is_dead = 1
		ENDIF
 
 
		IF thug1_is_dead = 1
		AND thug2_is_dead = 1
		AND thug3_is_dead = 1
			GOTO mission_joey6_failed
		ENDIF
 
		IF thug1_is_dead = 0
			IF IS_CHAR_OBJECTIVE_PASSED thug1
			AND objective_count_done_before1 = 0		// GSW - could maybe use objective_count_done_before1 here
				objective_count ++
				objective_count_done_before1 = 1		// GSW - could maybe use objective_count_done_before1 here
			ENDIF
		ENDIF
 
		IF thug2_is_dead = 0
			IF IS_CHAR_OBJECTIVE_PASSED thug2
			AND objective_count_done_before2 = 0		// GSW - could maybe use objective_count_done_before2 here
				objective_count ++
				objective_count_done_before2 = 1		// GSW - could maybe use objective_count_done_before2 here
			ENDIF
		ENDIF
 
		IF thug3_is_dead = 0
			IF IS_CHAR_OBJECTIVE_PASSED thug3
			AND objective_count_done_before3 = 0		// GSW - could maybe use objective_count_done_before3 here
				objective_count ++
				objective_count_done_before3 = 1		// GSW - could maybe use objective_count_done_before3 here
			ENDIF
		ENDIF
 
		IF TIMERB > 15000
			IF NOT IS_CHAR_DEAD	thug1
				SET_CHAR_COORDINATES thug1 1087.0 -238.6 10.0
			ENDIF
			IF NOT IS_CHAR_DEAD	thug2
				SET_CHAR_COORDINATES thug2 1087.5 -238.6 10.0
			ENDIF
			IF NOT IS_CHAR_DEAD	thug3
				SET_CHAR_COORDINATES thug3 1088.0 -238.6 10.0
			ENDIF
		ENDIF
 
ENDWHILE
 
	IF NOT IS_CHAR_DEAD thug1
		SET_CHAR_OBJ_WAIT_ON_FOOT thug1
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug2
		SET_CHAR_OBJ_WAIT_ON_FOOT thug2
	ENDIF
 
	IF NOT IS_CHAR_DEAD thug3
		SET_CHAR_OBJ_WAIT_ON_FOOT thug3
	ENDIF
 
 
WHILE NOT SLIDE_OBJECT Bank_job_door 1087.523 -233.801 11.012 0.0 0.0 0.1 FALSE
	WAIT 0
 
ENDWHILE
 
SET_PLAYER_CONTROL Player ON
SWITCH_WIDESCREEN OFF
RESTORE_CAMERA_JUMPCUT
SET_POLICE_IGNORE_PLAYER Player OFF
SET_EVERYONE_IGNORE_PLAYER Player OFF
APPLY_BRAKES_TO_PLAYERS_CAR Player Off
 
//THUGS GO BACK INTO SAFEHOUSE CUT_SCENE***********************************************************************
 
 
GOTO mission_joey6_passed
 
 
 
// Mission Joey6 failed
 
mission_joey6_failed:
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed"
RETURN
 
 
 
// mission joey6 passed
 
mission_joey6_passed:
 
flag_joey_mission6_passed = 1
	IF NOT IS_CHAR_DEAD thug1
		thugs_score = thugs_score + 10000
	ENDIF
	DELETE_CHAR thug1
 
	IF NOT IS_CHAR_DEAD thug2
		thugs_score = thugs_score + 10000
	ENDIF
	DELETE_CHAR thug2
 
	IF NOT IS_CHAR_DEAD thug3
		thugs_score = thugs_score + 10000	
	ENDIF
	DELETE_CHAR thug3
PLAY_MISSION_PASSED_TUNE 1
PRINT_WITH_NUMBER_BIG ( M_PASS ) thugs_score 5000 1 //"Mission Passed!"
CLEAR_WANTED_LEVEL player
ADD_SCORE player thugs_score
REGISTER_MISSION_PASSED JM6
PLAYER_MADE_PROGRESS 1
REMOVE_BLIP joey_contact_blip
RETURN
 
 
// mission cleanup
 
mission_cleanup_joey6:
 
flag_player_on_mission = 0
flag_player_on_joey_mission = 0
IF sound_already_created_before = 1
	REMOVE_SOUND joey_alarm_loop
ENDIF
REMOVE_BLIP blip1_jm6
REMOVE_BLIP blip3_jm6
REMOVE_BLIP blip2_jm6
REMOVE_BLIP	thug1_blip
REMOVE_BLIP	thug2_blip
REMOVE_BLIP	thug3_blip
SET_PED_DENSITY_MULTIPLIER 1.0
UNLOAD_SPECIAL_CHARACTER 2
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
sfx.rawsurface.dattimecyc.dattracks.dattrain.datwater.datwaterpro.datweapon.dat
ИнструментыCLEOCollision File Editor IIdffxbox2pcG-ToolsGTA ToolsGTA3 Limit AdjusterGTA3 PatcherIMG ToolMap Editor
Mod GeneratorMoo MaperPS2 TXD ModPS2 TXD ViewerRotation CalculatorRusGTX EditorRW AnalyzeWater Editor
Sanny BuilderTXD WorkshopYAIEZModeler
Туториалыраздел в разработке
Глобальные МодыReal GTA3Twenty TenSnow CityUltimateBeta modX-box modGTA3 HDUltra modOpenTunnelsGhost City
МультиплеерMulti Theft AutoLiberty Unleashed
Исходники4x48ballambulanceasukaasusbcameracar_gencatcopcardebugdemodiablofiretruckfrankgates
genstufhealthhjhoodimportintrojoeykenjiloveluigimayhemmeatpickupsrampagerayrcswitch
taxitoniusjwantedyard
Источник — «http://gtamodding.ru/wiki/Joey»