Kenji

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kenji1

MISSION_START
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************Kenji mission 1********************************* 
// ******************************************KANBU BUST OUT*********************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
 
SCRIPT_NAME kenji1
 
// Mission start stuff
 
GOSUB mission_start_kenji1
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_kenji1_failed
	ENDIF
 
GOSUB mission_cleanup_kenji1
 
MISSION_END
 
// Variables for mission
 
VAR_INT mission_cop_car_km1
 
VAR_INT radar_blip_coord1_km1
 
VAR_INT radar_blip_coord2_km1
 
VAR_INT radar_blip_coord3_km1
 
VAR_INT flag_player_had_car_message_km1
 
VAR_INT flag_player_had_bomb_message_km1
 
VAR_INT	flag_player_got_cops_message_km1
 
VAR_INT yakuza_ped1_km1
 
VAR_INT mission_car_km1
 
VAR_INT flag_player_wanted_level_changed
 
VAR_INT flag_blip_on_yakuza_ped1_km1
 
VAR_INT radar_blip_ped1_km1
 
VAR_INT flag_car_got_bomb_km1
 
VAR_INT total_counter_km1
 
VAR_INT	counter_bomb_km1
 
VAR_INT	counter_police_km1
 
VAR_INT car_km1 //Car at end at dojo
 
VAR_INT flag_had_bomb_message_km1
 
VAR_INT flag_blip_on_km1
 
VAR_INT flag_area_bomb_message_km1
 
VAR_INT police_alarm
 
VAR_INT spray_blip_km1
 
VAR_INT flag_spray_blip_on_km1
 
VAR_INT flag_bomb_km1
 
VAR_INT cell_beating
 
VAR_INT debris1
 
VAR_INT debris2
 
VAR_INT debris3
 
VAR_INT debris4
 
VAR_FLOAT debris1_x
 
VAR_FLOAT debris1_y
 
VAR_FLOAT debris1_z
 
VAR_FLOAT debris2_x
 
VAR_FLOAT debris2_y
 
VAR_FLOAT debris2_z
 
VAR_FLOAT debris3_x
 
VAR_FLOAT debris3_y
 
VAR_FLOAT debris3_z
 
VAR_FLOAT debris4_x
 
VAR_FLOAT debris4_y
 
VAR_FLOAT debris4_z
 
VAR_INT flag_dojo_blip_on
 
VAR_INT flag_player_wanted
 
VAR_INT flag_kanbu_in_group
 
VAR_INT sphere_km1
 
VAR_INT flag_player_had_dome_message_km1
 
VAR_INT flag_played_cop_radio_km1
 
// ****************************************Mission Start************************************
 
mission_start_kenji1:
 
flag_player_on_mission = 1
 
flag_player_on_kenji_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_had_car_message_km1 = 0
 
flag_player_had_bomb_message_km1 = 0
 
flag_player_got_cops_message_km1 = 0
 
flag_player_wanted_level_changed = 0
 
flag_blip_on_yakuza_ped1_km1 = 0
 
flag_car_got_bomb_km1 = 0
 
total_counter_km1 = 0
 
counter_bomb_km1 = 0
 
counter_police_km1 = 0
 
flag_had_bomb_message_km1 = 0
 
flag_blip_on_km1 = 0
 
blob_flag = 1
 
flag_area_bomb_message_km1 = 0
 
flag_spray_blip_on_km1 = 0
 
flag_bomb_km1 = 0
 
debris1_x = 0.0
 
debris1_y = 0.0
 
debris1_z = 0.0
 
debris2_x = 0.0
 
debris2_y = 0.0
 
debris2_z = 0.0
 
debris3_x = 0.0
 
debris3_y = 0.0
 
debris3_z = 0.0
 
debris4_x = 0.0
 
debris4_y = 0.0
 
debris4_z = 0.0
 
flag_dojo_blip_on = 0
 
flag_player_wanted = 0
 
flag_kanbu_in_group = 0
 
flag_player_had_dome_message_km1 = 0
 
flag_played_cop_radio_km1 = 0
 
 
 
IF flag_need_wall_change_km1 = 1
	SWAP_NEAREST_BUILDING_MODEL 328.026 -1090.262 26.941 2.0 police_celhole police_cell_wall
	flag_need_wall_change_km1 = 0
ENDIF
 
// ****************************************START OF CUTSCENE********************************
 
/*
IF CAN_PLAYER_START_MISSION player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE player
ELSE
	GOTO mission_kenji1_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( KM1 ) 15000 2 //"Kanbu Bust out"
 
SWITCH_STREAMING OFF
*/
 
// Cutscene stuff
 
LOAD_SPECIAL_CHARACTER 1 KENJI
REQUEST_MODEL PED_GANG_YAKUZA_A
REQUEST_MODEL casino_garden 
 
LOAD_SPECIAL_MODEL cut_obj1 KENJIH 
LOAD_SPECIAL_MODEL cut_obj2 PLAYERH
 
/*
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
*/
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_A 
OR NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED casino_garden
 
	WAIT 0
 
ENDWHILE
 
//SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor FALSE	
 
LOAD_CUTSCENE k1_kbo
 
SET_CUTSCENE_OFFSET 476.380 -1382.168 67.347
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
 
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_kenji
 
SET_CUTSCENE_ANIM cs_kenji kenji
 
CREATE_CUTSCENE_OBJECT PED_GANG_YAKUZA_A cs_yakuza
 
SET_CUTSCENE_ANIM cs_yakuza gang07
 
CREATE_CUTSCENE_HEAD cs_kenji CUT_OBJ1 cs_kenjihead
 
SET_CUTSCENE_HEAD_ANIM cs_kenjihead kenji
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
 
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CLEAR_AREA 459.1 -1413.0 25.11 1.0 TRUE 
 
SET_PLAYER_COORDINATES player 459.1 -1413.0 25.11
 
SET_PLAYER_HEADING player 132.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
 
SWITCH_STREAMING ON
 
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 8392
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM1_A ) 10000 1 //"My sister speaks highly of you,"
 
WHILE cs_time < 9918
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM1_E ) 10000 1 //"though I am yet to be convinced that a gaijin can offer anything but disappointment. We shall see..."
 
WHILE cs_time < 13732
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM1_B ) 10000 1 //"Perhaps you could help deal with a situation that has me at a disadvantage."
 
WHILE cs_time < 17547
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM1_F ) 10000 1 //"Of course failure has it's own disgrace."
 
WHILE cs_time < 20683
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM1_C ) 10000 1 //"A Yakuza Kanbu is in custody awaiting transfer for trial."
 
WHILE cs_time < 23650
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM1_G ) 10000 1 //"He is a valued member of the family."
 
WHILE cs_time < 25430
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM1_H ) 10000 1 //"Break him out of custody and get him to the dojo."
 
WHILE cs_time < 28749
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( KM1_H )
 
WHILE cs_time < 31200
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
SWITCH_RUBBISH ON
 
SET_CAMERA_IN_FRONT_OF_PLAYER
 
WAIT 500
 
DO_FADE 1500 FADE_IN 
 
 
//SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor TRUE
 
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 casino_garden 
 
// *******************************************END OF CUTSCENE*******************************
 
PRINT_NOW ( KM1_1 ) 5000 1 //"Steal a cop car!"
 
REQUEST_MODEL rubble01
REQUEST_MODEL rubble02
LOAD_MISSION_AUDIO K1_A
 
WHILE NOT HAS_MODEL_LOADED rubble01
OR NOT HAS_MODEL_LOADED rubble02
OR NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
ENDWHILE 
 
// waiting for the player to be in a cop car
 
ADD_CONTINUOUS_SOUND 326.4 -1092.4 26.0 SOUND_POLICE_CELL_BEATING_LOOP_L cell_beating
 
WHILE NOT IS_PLAYER_IN_MODEL player CAR_POLICE
 
	WAIT 0
 
ENDWHILE
 
STORE_CAR_PLAYER_IS_IN player mission_cop_car_km1
 
PRINT_NOW ( KM1_2 ) 5000 1 //"Get the car rigged with a bomb!"
 
ADD_SPHERE 373.9 -576.4 25.1 4.0 sphere_km1
 
ADD_SPRITE_BLIP_FOR_COORD 380.0 -577.0 25.1 RADAR_SPRITE_BOMB radar_blip_coord1_km1 
 
// waiting for the cop car to be rigged
 
WHILE NOT flag_car_got_bomb_km1 = 1
 
	WAIT 0
 
	IF IS_PLAYER_IN_MODEL player CAR_POLICE
 
		STORE_CAR_PLAYER_IS_IN player mission_cop_car_km1
 
		IF flag_player_had_car_message_km1 = 1
			ADD_SPRITE_BLIP_FOR_COORD 380.0 -577.0 25.1 RADAR_SPRITE_BOMB radar_blip_coord1_km1
 
			IF flag_player_had_dome_message_km1 = 0 
				ADD_SPHERE 373.9 -576.4 25.1 4.0 sphere_km1
			ENDIF
 
			flag_player_had_car_message_km1 = 0
		ENDIF
 
		IF IS_CAR_ARMED_WITH_BOMB mission_cop_car_km1 CARBOMB_TIMED
			flag_car_got_bomb_km1 = 1
		ELSE
 
			IF flag_had_bomb_message_km1 = 0
				PRINT_NOW ( KM1_2 ) 5000 1 //"Get the car rigged with a bomb!"
				flag_had_bomb_message_km1 = 1
			ENDIF
 
		ENDIF
 
	ELSE
 
		IF flag_player_had_car_message_km1 = 0
			PRINT_NOW ( KM1_4 ) 7000 1 //"Get a cop car and get on with the mission"
			REMOVE_BLIP radar_blip_coord1_km1
			REMOVE_SPHERE sphere_km1
			flag_player_had_car_message_km1 = 1
		ENDIF
 
		flag_had_bomb_message_km1 = 0
 
 	ENDIF
 
	IF LOCATE_PLAYER_IN_CAR_2D player 373.9 -576.4 2.0 2.0 FALSE
 
		IF flag_player_had_dome_message_km1 = 0
			PRINT_HELP ( KM1_13 ) //"Drive the car...
			REMOVE_SPHERE sphere_km1
			flag_player_had_dome_message_km1 = 1
		ENDIF
 
	ELSE
		flag_player_had_dome_message_km1 = 0
	ENDIF
 
 
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord1_km1
 
REMOVE_SPHERE sphere_km1
 
PRINT_NOW ( KM1_5 ) 7000 1 //"Okay now go to the police station
 
ADD_BLIP_FOR_COORD 327.0 -1086.0 -100.0 radar_blip_coord2_km1
 
blob_flag = 1
 
flag_blip_on_km1 = 1
 
// waiting for the player to activate the car bomb and the car to be in the area
 
blob_flag = 1
 
WHILE counter_bomb_km1 = 0
 
	WAIT 0
 
	IF flag_area_bomb_message_km1 = 0
 
		IF IS_PLAYER_IN_MODEL player CAR_POLICE
 
			STORE_CAR_PLAYER_IS_IN player mission_cop_car_km1
 
			flag_player_had_car_message_km1 = 0
 
			IF IS_CAR_ARMED_WITH_BOMB mission_cop_car_km1 CARBOMB_TIMED
			OR IS_CAR_ARMED_WITH_BOMB mission_cop_car_km1 CARBOMB_TIMEDACTIVE
 
				IF flag_player_had_bomb_message_km1 = 1
					REMOVE_BLIP radar_blip_coord1_km1  // bombshop
					flag_player_had_bomb_message_km1 = 0
				ENDIF
 
				IF flag_blip_on_km1 = 0
					ADD_BLIP_FOR_COORD 327.0 -1086.0 -100.0 radar_blip_coord2_km1 // police station
					flag_blip_on_km1 = 1
					blob_flag = 1
				ENDIF
 
				IF IS_CAR_IN_AREA_3D mission_cop_car_km1 331.7 -1091.0 24.0 323.7 -1078.3 33.0 blob_flag
 
					GET_CONTROLLER_MODE controlmode
 
					IF flag_bomb_km1 = 0
 
						IF controlmode = 0
							PRINT_HELP ( KM1_8A ) //"Press circle to detonate the bomb, remember to get out of the way!"
						ENDIF
 
						IF controlmode = 1
							PRINT_HELP ( KM1_8A ) //"Press circle to detonate the bomb, remember to get out of the way!"
						ENDIF
 
						IF controlmode = 2
   							PRINT_HELP ( KM1_8A ) //"Press circle to detonate the bomb, remember to get out of the way!"
						ENDIF
 
						IF controlmode = 3
							PRINT_HELP ( KM1_8D ) //"Press circle to detonate the bomb, remember to get out of the way!"
						ENDIF 
 
						flag_bomb_km1 = 1
 
					ENDIF
 
					IF IS_CAR_ARMED_WITH_BOMB mission_cop_car_km1 CARBOMB_TIMEDACTIVE
						counter_bomb_km1 = 1
						flag_area_bomb_message_km1 = 1
					ELSE
						flag_area_bomb_message_km1 = 0
						//counter_bomb_km1 = 0
					ENDIF
 
				ENDIF
 
			ELSE
 
				IF flag_area_bomb_message_km1 = 0
 
					IF flag_player_had_bomb_message_km1 = 0
						PRINT_NOW ( KM1_6 ) 7000 1 //"Get a bomb fitted to the car!"
						ADD_SPRITE_BLIP_FOR_COORD 380.0 -577.0 25.1 RADAR_SPRITE_BOMB radar_blip_coord1_km1 //bombshop
						flag_player_had_bomb_message_km1 = 1
 
						IF flag_blip_on_km1 = 1
							REMOVE_BLIP radar_blip_coord2_km1  // police station
							flag_blip_on_km1 = 0
							blob_flag = 0
						ENDIF
 
					ENDIF
 
				ENDIF
 
			ENDIF
 
		ELSE
 
			blob_flag = 0
 
			IF flag_player_had_car_message_km1 = 0
				PRINT_NOW ( KM1_4 ) 7000 1 //"Get a cop car and get on with the mission"
				REMOVE_BLIP radar_blip_coord2_km1  // Police station
				flag_blip_on_km1 = 0
				flag_player_had_car_message_km1 = 1
			ENDIF
 
			IF flag_player_had_bomb_message_km1 = 1
		   		REMOVE_BLIP radar_blip_coord1_km1  // bombshop
				flag_player_had_bomb_message_km1 = 0
			ENDIF	
 
		ENDIF
 
    ENDIF
 
ENDWHILE
 
CLEAR_HELP
 
REMOVE_BLIP radar_blip_coord2_km1  // police station 
 
// Waiting for the player to destroy the car outside the cell
 
WHILE NOT IS_EXPLOSION_IN_AREA EXPLOSION_CAR 323.3 -1072.6 24.0 335.5 -1094.0 33.0
 
	IF IS_CAR_DEAD mission_cop_car_km1
		PRINT_NOW ( KM1_11 ) 5000 1 //"You have alerted the cops"
		ALTER_WANTED_LEVEL_NO_DROP player 3
		GOTO mission_kenji1_failed
	ENDIF
 
	WAIT 0
 
ENDWHILE
 
IF NOT IS_CAR_DEAD mission_cop_car_km1
	PRINT_NOW ( KM1_11 ) 5000 1 //"You have alerted the cops"
	ALTER_WANTED_LEVEL_NO_DROP player 3
	GOTO mission_kenji1_failed
ELSE
 
   GOSUB wall_explosion
 
ENDIF
 
REMOVE_SOUND cell_beating 
 
ADD_CONTINUOUS_SOUND 328.418 -1088.174 28.3 SOUND_BANK_ALARM_LOOP_L police_alarm
 
CLEAR_AREA 327.0 -1086.0 -100.0 4.0 TRUE
 
SWAP_NEAREST_BUILDING_MODEL 328.026 -1090.262 26.941 2.0 police_cell_wall police_celhole
 
flag_need_wall_change_km1 = 1 // If player fails the wall needs to be changed back 
 
REMOVE_BLIP radar_blip_coord2_km1
 
WAIT 500
 
CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 328.2 -1092.2 24.9 yakuza_ped1_km1
 
SET_CHAR_RUNNING yakuza_ped1_km1 TRUE  
 
CLEAR_CHAR_THREAT_SEARCH yakuza_ped1_km1
 
SET_PLAYER_AS_LEADER yakuza_ped1_km1 player
 
PRINT_NOW ( KM1_12 ) 7000 1 //"Get him to the dojo but get rid of the cops first!"
 
ALTER_WANTED_LEVEL_NO_DROP player 3
 
ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY spray_blip_km1
 
// waiting for the player to get rid of his wanted level
 
timera = 0
 
WHILE IS_WANTED_LEVEL_GREATER player 0
 
	WAIT 0
 
	IF flag_played_cop_radio_km1 = 0
 
		IF timera > 2000
			PLAY_MISSION_AUDIO
			flag_played_cop_radio_km1 = 1
		ENDIF
 
	ENDIF	
 
	IF IS_CHAR_DEAD yakuza_ped1_km1
		PRINT_NOW ( KM1_10 ) 5000 1 //"The Yakuza Kanbu is dead!"
		GOTO mission_kenji1_failed
	ENDIF
 
	IF NOT IS_CHAR_IN_PLAYERS_GROUP yakuza_ped1_km1 player
 
		IF flag_blip_on_yakuza_ped1_km1 = 0
			PRINT_NOW ( HEY6 ) 5000 1 //You have left the Yakuza Kanbu behind go and get him!"
			ADD_BLIP_FOR_CHAR yakuza_ped1_km1 radar_blip_ped1_km1
			REMOVE_BLIP spray_blip_km1
			flag_blip_on_yakuza_ped1_km1 = 1
		ENDIF
 
	ENDIF	
 
	IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player yakuza_ped1_km1 8.0 8.0 FALSE
	AND flag_blip_on_yakuza_ped1_km1 = 1
		SET_PLAYER_AS_LEADER yakuza_ped1_km1 player
		ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY spray_blip_km1
		REMOVE_BLIP radar_blip_ped1_km1
	   	flag_blip_on_yakuza_ped1_km1 = 0
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP spray_blip_km1  
 
PRINT_NOW ( KM1_3 ) 7000 1 //"Get me to the Dojo!"
 
ADD_BLIP_FOR_COORD 105.6 -1292.68 -100.0 radar_blip_coord3_km1
 
flag_dojo_blip_on = 1
 
LOAD_MISSION_AUDIO k1_b
 
// Waiting for the player to be back at the safehouse
 
blob_flag = 1
 
WHILE NOT LOCATE_STOPPED_PLAYER_ANY_MEANS_2D player 105.6 -1292.68 3.0 4.0 blob_flag
OR NOT LOCATE_STOPPED_CHAR_ANY_MEANS_2D yakuza_ped1_km1 105.6 -1292.68 3.0 4.0 FALSE
OR NOT HAS_MISSION_AUDIO_LOADED
OR IS_WANTED_LEVEL_GREATER player 0
 
	WAIT 0
 
	IF IS_CHAR_DEAD yakuza_ped1_km1
		PRINT_NOW ( KM1_10 ) 5000 1 //"The Yakuza Kanbu is dead!"
		GOTO mission_kenji1_failed
	ENDIF
 
   	IF NOT IS_CHAR_IN_PLAYERS_GROUP yakuza_ped1_km1 player
 
		IF flag_blip_on_yakuza_ped1_km1 = 0
			PRINT_NOW ( HEY6 ) 5000 1 //You have left the Yakuza Kanbu behind go and get him!"
			ADD_BLIP_FOR_CHAR yakuza_ped1_km1 radar_blip_ped1_km1
			flag_blip_on_yakuza_ped1_km1 = 1
			blob_flag = 0
		ENDIF
 
		IF flag_spray_blip_on_km1 = 1
			REMOVE_BLIP spray_blip_km1
			flag_spray_blip_on_km1 = 0
			flag_player_got_cops_message_km1 = 0
		ENDIF 
 
	ENDIF	
 
	IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player yakuza_ped1_km1 8.0 8.0 FALSE
	AND flag_blip_on_yakuza_ped1_km1 = 1
		SET_PLAYER_AS_LEADER yakuza_ped1_km1 player
		REMOVE_BLIP radar_blip_ped1_km1
	   	flag_blip_on_yakuza_ped1_km1 = 0
		blob_flag = 1
	ENDIF
 
   	IF IS_WANTED_LEVEL_GREATER player 0
 
   		IF flag_player_got_cops_message_km1 = 0
 
			IF flag_blip_on_yakuza_ped1_km1 = 0
   				PRINT_NOW ( WANTED1 ) 7000 1 //"Get rid of the cops!"
				ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY spray_blip_km1 
   				flag_player_got_cops_message_km1 = 1
				flag_spray_blip_on_km1 = 1
			ENDIF
 
		ENDIF
	ELSE
	 	flag_player_got_cops_message_km1 = 0
 
		IF flag_spray_blip_on_km1 = 1
			REMOVE_BLIP spray_blip_km1
			flag_spray_blip_on_km1 = 0
		ENDIF
 
	ENDIF
 
	IF flag_spray_blip_on_km1 = 0
 
		IF flag_blip_on_yakuza_ped1_km1 = 0
 
			IF flag_dojo_blip_on = 0
				ADD_BLIP_FOR_COORD 105.6 -1292.68 -100.0 radar_blip_coord3_km1
				PRINT_NOW ( KM1_3 ) 7000 1 //"Get me to the Dojo!"
				blob_flag = 1
				flag_dojo_blip_on = 1
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF flag_dojo_blip_on = 1
 
		IF flag_spray_blip_on_km1 = 1
		OR flag_blip_on_yakuza_ped1_km1 = 1
			REMOVE_BLIP radar_blip_coord3_km1
			blob_flag = 0
			flag_dojo_blip_on = 0
		ENDIF
 
	ENDIF  
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord3_km1
 
SET_PLAYER_CONTROL player OFF
 
SET_POLICE_IGNORE_PLAYER player ON
 
SET_EVERYONE_IGNORE_PLAYER player ON
 
SWITCH_WIDESCREEN ON
 
LEAVE_GROUP yakuza_ped1_km1
 
PLAY_MISSION_AUDIO
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CHAR_DEAD yakuza_ped1_km1
		PRINT_NOW ( KM1_10 ) 5000 1 //"The Yakuza Kanbu is dead!"
		GOTO mission_kenji1_failed
	ENDIF
 
ENDWHILE
 
SET_FIXED_CAMERA_POSITION 93.45 -1279.27 35.08 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 94.19 -1279.91 34.79 JUMP_CUT
 
SET_CHAR_RUNNING yakuza_ped1_km1 FALSE
 
// Tells ped to get out of car 
 
IF IS_CHAR_IN_ANY_CAR yakuza_ped1_km1
 
	STORE_CAR_CHAR_IS_IN yakuza_ped1_km1 car_km1
 
	SET_CHAR_OBJ_LEAVE_CAR yakuza_ped1_km1 car_km1
 
	WHILE IS_CHAR_IN_CAR yakuza_ped1_km1 car_km1
 
		WAIT 0
 
		IF IS_CHAR_DEAD yakuza_ped1_km1
			PRINT_NOW ( KM1_10 ) 5000 1 //"The Yakuza Kanbu is dead!"
			GOTO mission_kenji1_failed
		ENDIF
 
		IF IS_CAR_DEAD car_km1
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_kenji1_failed
		ENDIF
 
	ENDWHILE
 
ENDIF
 
CLEAR_AREA 111.05 -1274.75 25.16 6.0 TRUE
 
SET_CHAR_OBJ_RUN_TO_COORD yakuza_ped1_km1 111.05 -1274.75
 
timerb = 0
 
WHILE NOT LOCATE_CHAR_ON_FOOT_3D yakuza_ped1_km1 111.05 -1274.75 25.16 2.0 2.0 2.0 FALSE
 
	WAIT 0
 
	IF IS_CHAR_DEAD yakuza_ped1_km1
		PRINT_NOW ( KM1_10 ) 5000 1 //"The Yakuza Kanbu is dead!"
		GOTO mission_kenji1_failed
	ENDIF
 
	IF timerb >= 8000
 
		IF NOT LOCATE_CHAR_ON_FOOT_3D yakuza_ped1_km1 111.05 -1274.75 25.16 2.0 2.0 2.0 FALSE
			REMOVE_CHAR_ELEGANTLY yakuza_ped1_km1
			GOTO mission_bloke_got_stuck_km1
		ENDIF
 
	ENDIF  
 
ENDWHILE
 
mission_bloke_got_stuck_km1:
 
DELETE_CHAR yakuza_ped1_km1
 
SWITCH_WIDESCREEN OFF
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
SET_EVERYONE_IGNORE_PLAYER player OFF
 
RESTORE_CAMERA_JUMPCUT
 
GOTO mission_kenji1_passed
 
 
 
// Mission Kemuri1 failed
 
mission_kenji1_failed:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
RETURN
 
 
 
// mission Kemuri1 passed
 
mission_kenji1_passed:
 
flag_kenji_mission1_passed = 1
REGISTER_MISSION_PASSED ( KM1 )
PLAYER_MADE_PROGRESS 1
PRINT_WITH_NUMBER_BIG ( m_pass ) 30000 5000 1 //"Mission Passed"
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 30000
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT kenji_mission2_loop
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_kenji1:
 
flag_player_on_mission = 0
flag_player_on_kenji_mission = 0
REMOVE_SOUND police_alarm
REMOVE_SOUND cell_beating
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_A
MARK_MODEL_AS_NO_LONGER_NEEDED rubble01
MARK_MODEL_AS_NO_LONGER_NEEDED rubble02 
REMOVE_BLIP radar_blip_coord1_km1
REMOVE_BLIP radar_blip_coord2_km1
REMOVE_BLIP radar_blip_coord3_km1
REMOVE_BLIP radar_blip_ped1_km1
REMOVE_BLIP spray_blip_km1
REMOVE_SPHERE sphere_km1
MISSION_HAS_FINISHED
RETURN
 
 
 
wall_explosion:
 
ADD_EXPLOSION 328.1 -1087.5 27.7 EXPLOSION_HELI
ADD_MOVING_PARTICLE_EFFECT POBJECT_FIREBALL_AND_SMOKE 328.1 -1088.3 26.0 0.0 0.0 0.0 4.0 0 0 0 3000
CREATE_OBJECT rubble02 328.1 -1084.1 27.0 debris1
CREATE_OBJECT rubble02 328.5 -1084.7 27.0 debris2
CREATE_OBJECT rubble01 326.6 -1083.7 26.0 debris3
CREATE_OBJECT rubble01 330.0 -1084.4 27.0 debris4
SET_OBJECT_DYNAMIC debris1 TRUE
SET_OBJECT_DYNAMIC debris2 TRUE
SET_OBJECT_DYNAMIC debris3 TRUE
SET_OBJECT_DYNAMIC debris4 TRUE 
SET_OBJECT_VELOCITY debris1 3.0 16.0 15.0
SET_OBJECT_VELOCITY debris2 -5.0 10.0 5.0
SET_OBJECT_VELOCITY debris3 7.0 7.0 7.0
SET_OBJECT_VELOCITY debris4 -4.0 13.0 10.0
 
RETURN

kenji2

MISSION_START
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************Kenji mission 2********************************* 
// ****************************************Gone In 30 Seconds*******************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
 
SCRIPT_NAME kenji2
 
// Mission start stuff
 
GOSUB mission_start_kenji2
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_kenji2_failed
	ENDIF
 
GOSUB mission_cleanup_kenji2
 
MISSION_END
 
// Variables For Mission
 
VAR_INT car_to_steal1_km2  //Testarossa
 
VAR_INT car_to_steal2_km2  //Viper
 
VAR_INT car_to_steal3_km2  //Boxter
 
VAR_INT car_to_steal4_km2 //Diablo
 
VAR_INT car_to_steal5_km2  //Offroad
 
VAR_INT radar_blip_coord1_km2
 
VAR_INT radar_blip_car1_km2
 
VAR_INT radar_blip_car2_km2
 
VAR_INT radar_blip_car3_km2
 
VAR_INT radar_blip_car4_km2
 
VAR_INT radar_blip_car5_km2
 
VAR_INT timer_km2
 
VAR_INT flag_player_damage_message_car1_km2 
 
VAR_INT flag_player_damage_message_car2_km2
 
VAR_INT flag_player_damage_message_car3_km2
 
VAR_INT flag_player_damage_message_car4_km2
 
VAR_INT flag_player_damage_message_car5_km2
 
VAR_INT flag_car1_in_garage
 
VAR_INT flag_car2_in_garage
 
VAR_INT flag_car3_in_garage
 
VAR_INT flag_car4_in_garage
 
VAR_INT flag_car5_in_garage
 
VAR_INT counter_number_of_cars_in_garage_km2
 
VAR_INT flag_blip_car1_on
 
VAR_INT flag_blip_car2_on
 
VAR_INT flag_blip_car3_on
 
VAR_INT flag_blip_car4_on
 
VAR_INT flag_blip_car5_on
 
VAR_INT flag_car1_destroyed
 
VAR_INT flag_car2_destroyed
 
VAR_INT flag_car3_destroyed
 
VAR_INT flag_car4_destroyed
 
VAR_INT flag_car5_destroyed
 
VAR_INT flag_garage_no_blip_car1_km2
 
VAR_INT flag_garage_no_blip_car2_km2
 
VAR_INT flag_garage_no_blip_car3_km2
 
VAR_INT flag_garage_no_blip_car4_km2
 
VAR_INT flag_garage_no_blip_car5_km2
 
VAR_INT flag_spray_blip_on_car1_km2
 
VAR_INT flag_spray_blip_on_car2_km2
 
VAR_INT flag_spray_blip_on_car3_km2
 
VAR_INT flag_spray_blip_on_car4_km2
 
VAR_INT flag_spray_blip_on_car5_km2
 
VAR_INT spray_blip_km2
 
VAR_INT flag_player_had_garage_car1_message
 
VAR_INT flag_player_had_garage_car2_message
 
VAR_INT flag_player_had_garage_car3_message
 
VAR_INT flag_player_had_garage_car4_message
 
VAR_INT flag_player_had_garage_car5_message  
 
// ****************************************Mission Start************************************
 
mission_start_kenji2:
 
flag_player_on_mission = 1
 
flag_player_on_kenji_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_damage_message_car1_km2 = 0
 
flag_player_damage_message_car2_km2 = 0
 
flag_player_damage_message_car3_km2 = 0
 
flag_player_damage_message_car4_km2 = 0
 
flag_player_damage_message_car5_km2 = 0
 
flag_car1_in_garage = 0
 
flag_car2_in_garage = 0
 
flag_car3_in_garage = 0
 
flag_car4_in_garage = 0
 
flag_car5_in_garage = 0
 
counter_number_of_cars_in_garage_km2 = 0
 
flag_blip_car1_on = 0
 
flag_blip_car2_on = 0
 
flag_blip_car3_on = 0
 
flag_blip_car4_on = 0
 
flag_blip_car5_on = 0
 
flag_car1_destroyed = 0
 
flag_car2_destroyed = 0
 
flag_car3_destroyed = 0
 
flag_car4_destroyed = 0
 
flag_car5_destroyed = 0
 
flag_garage_no_blip_car1_km2 = 0
 
flag_garage_no_blip_car2_km2 = 0
 
flag_garage_no_blip_car3_km2 = 0
 
flag_garage_no_blip_car4_km2 = 0
 
flag_garage_no_blip_car5_km2 = 0
 
flag_spray_blip_on_car1_km2 = 0
 
flag_spray_blip_on_car2_km2 = 0
 
flag_spray_blip_on_car3_km2 = 0
 
flag_spray_blip_on_car4_km2 = 0
 
flag_spray_blip_on_car5_km2 = 0
 
//timer_km2 = 601000  //10 mins for Obbe, Les
 
timer_km2 = 361000  //6 mins
 
flag_player_had_garage_car1_message = 0
 
flag_player_had_garage_car2_message = 0
 
flag_player_had_garage_car3_message = 0
 
flag_player_had_garage_car4_message = 0
 
flag_player_had_garage_car5_message = 0
 
 
// ****************************************START OF CUTSCENE********************************
 
/*
IF CAN_PLAYER_START_MISSION player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE player
ELSE
	GOTO mission_kenji2_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( KM2 ) 15000 2 //"Gone in Sixty"
 
SWITCH_STREAMING OFF
*/
 
// Cutscene stuff
 
LOAD_SPECIAL_CHARACTER 1 KENJI
LOAD_SPECIAL_MODEL cut_obj1 KENJIH 
LOAD_SPECIAL_MODEL cut_obj2 PLAYERH
LOAD_SPECIAL_MODEL cut_obj3 MINNOTE
REQUEST_MODEL casino_garden 
 
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
OR NOT HAS_MODEL_LOADED casino_garden
 
	WAIT 0
 
ENDWHILE
 
//SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor FALSE	
 
LOAD_CUTSCENE k2_gis
 
SET_CUTSCENE_OFFSET 476.380 -1382.168 67.347
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
 
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_kenji
 
SET_CUTSCENE_ANIM cs_kenji kenji
 
//CREATE_CUTSCENE_OBJECT PED_GANG_YAKUZA_A cs_yakuza
 
//SET_CUTSCENE_ANIM cs_yakuza gang07
 
CREATE_CUTSCENE_HEAD cs_kenji CUT_OBJ1 cs_kenjihead
 
SET_CUTSCENE_HEAD_ANIM cs_kenjihead kenji
 
CREATE_CUTSCENE_OBJECT cut_obj3 cs_note
 
SET_CUTSCENE_ANIM cs_note MINNOTE
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
 
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CLEAR_AREA 459.1 -1413.0 25.11 1.0 TRUE 
 
SET_PLAYER_COORDINATES player 459.1 -1413.0 25.11
 
SET_PLAYER_HEADING player 132.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
 
SWITCH_STREAMING ON
 
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 3902
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM2_A ) 10000 1 //"It is impossible to over-estimate the importance of etiquette in this line of work."
 
WHILE cs_time < 8570
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM2_B ) 10000 1 //"To my eternal shame, a man once did me a favor and I have never had the opportunity to repay his kindness."
 
WHILE cs_time < 15119
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM2_C ) 10000 1 //"The man's weakness is motor cars and he has requested that we acquire him certain models for his collection."
 
WHILE cs_time < 21459
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM2_D ) 10000 1 //"Needless to say, we must give him the cars as a gift, to repay the debt that is owed to him."
 
WHILE cs_time < 27033
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM2_E ) 10000 1 //"You must obtain the cars on the list and deliver them to a garage behind the car park in Newport. My honor demands it.
 
WHILE cs_time < 33164
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM2_F ) 10000 1 //"My honor demands it."
 
WHILE cs_time < 34918
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( KM2_F )
 
WHILE cs_time < 39333
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
SWITCH_RUBBISH ON
 
SET_CAMERA_IN_FRONT_OF_PLAYER
 
WAIT 500
 
DO_FADE 1500 FADE_IN 
 
 
//SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor TRUE
 
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 casino_garden
 
// **************************************END OF CUSTSCENE***********************************
 
REQUEST_MODEL CAR_CHEETAH //car1 to steal 
 
REQUEST_MODEL CAR_STINGER  // car3 to steal
 
REQUEST_MODEL CAR_INFERNUS  // car4 to steal
 
//REQUEST_MODEL CAR_BANSHEE // car2 to steal
 
//REQUEST_MODEL CAR_LANDSTALKER  // car5 to steal
 
WHILE NOT HAS_MODEL_LOADED CAR_CHEETAH
OR NOT HAS_MODEL_LOADED CAR_STINGER
OR NOT HAS_MODEL_LOADED CAR_INFERNUS
//OR NOT HAS_MODEL_LOADED CAR_LANDSTALKER
//OR NOT HAS_MODEL_LOADED CAR_BANSHEE
 
	WAIT 0
 
ENDWHILE
 
PRINT_NOW ( KM2_3 ) 5000 1 //"~g~Remember the ~r~cars~g~ have to be in mint condition to be accepted by the ~p~garage~g~."
 
ADD_BLIP_FOR_COORD 375.0 -506.9 -100.0 radar_blip_coord1_km2
 
// creates car1 the testarossa
 
CREATE_CAR CAR_CHEETAH 348.3 -0.5 -100.0 car_to_steal1_km2
 
SET_CAR_HEADING car_to_steal1_km2 270.0
 
CHANGE_CAR_COLOUR car_to_steal1_km2 CARCOLOUR_RED4 CARCOLOUR_RED4
 
SET_CAN_RESPRAY_CAR car_to_steal1_km2 FALSE
 
ADD_BLIP_FOR_CAR car_to_steal1_km2 radar_blip_car1_km2
 
flag_blip_car1_on = 1
 
/*
 
// creates car2 the viper
 
CREATE_CAR CAR_BANSHEE 211.2 -312.4 15.5 car_to_steal2_km2
 
CHANGE_CAR_COLOUR car_to_steal2_km2 CARCOLOUR_RED4 CARCOLOUR_RED4
 
SET_CAN_RESPRAY_CAR car_to_steal2_km2 FALSE
 
ADD_BLIP_FOR_CAR car_to_steal2_km2 radar_blip_car2_km2
 
SET_CAR_HEADING car_to_steal2_km2 90.0 
 
flag_blip_car2_on = 1
*/
 
// creates car3 the boxster
 
CREATE_CAR CAR_STINGER -71.1 -1467.4 25.1 car_to_steal3_km2
 
CHANGE_CAR_COLOUR car_to_steal3_km2 CARCOLOUR_RED4 CARCOLOUR_RED4
 
SET_CAN_RESPRAY_CAR car_to_steal3_km2 FALSE
 
ADD_BLIP_FOR_CAR car_to_steal3_km2 radar_blip_car3_km2
 
SET_CAR_HEADING car_to_steal3_km2 270.0 
 
flag_blip_car3_on = 1
 
// creates car4 the Diablo
 
CREATE_CAR CAR_INFERNUS -61.7 -358.4 15.2 car_to_steal4_km2
 
CHANGE_CAR_COLOUR car_to_steal4_km2 CARCOLOUR_RED4 CARCOLOUR_RED4
 
SET_CAN_RESPRAY_CAR car_to_steal4_km2 FALSE
 
ADD_BLIP_FOR_CAR car_to_steal4_km2 radar_blip_car4_km2
 
SET_CAR_HEADING car_to_steal4_km2 90.0 
 
flag_blip_car4_on = 1
 
 
/*
// creates car5 the 4X4
 
CREATE_CAR CAR_LANDSTALKER 200.7 -1006.2 25.1 car_to_steal5_km2
 
CHANGE_CAR_COLOUR car_to_steal5_km2 CARCOLOUR_RED4 CARCOLOUR_RED4
 
SET_CAN_RESPRAY_CAR car_to_steal5_km2 FALSE
 
ADD_BLIP_FOR_CAR car_to_steal5_km2 radar_blip_car5_km2
 
SET_CAR_HEADING car_to_steal5_km2 90.0 
 
flag_blip_car5_on = 1
 
*/
 
DISPLAY_ONSCREEN_TIMER timer_km2
 
// waiting for all 5 vehicles to be in the range
 
WHILE timer_km2 > 0
 
	WAIT 0
 
 	IF counter_number_of_cars_in_garage_km2 = 3
		GOTO mission_kenji2_passed
	ENDIF
 
// if player in car checks for car damage and blip stuff
 
// checks for car 1
 
IF flag_car1_in_garage = 0
 
	IF IS_CAR_IN_MISSION_GARAGE garage_km2 // Testarossa
	AND flag_garage_no_blip_car1_km2 = 1
		flag_car1_destroyed = 1
		++ counter_number_of_cars_in_garage_km2
		ADD_ONE_OFF_SOUND 380.3 -506.8 26.1 SOUND_PART_MISSION_COMPLETE
		PRINT_NOW ( KM2_2 ) 5000 1 //"Car delivered"
		IF NOT IS_CAR_DEAD car_to_steal1_km2
			DELETE_CAR car_to_steal1_km2
		ENDIF
		flag_car1_in_garage = 1
	ENDIF
 
 
	IF flag_car1_destroyed = 0
 
		IF IS_CAR_DEAD car_to_steal1_km2
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			flag_car1_destroyed = 1
			GOTO mission_kenji2_failed
		ELSE
 
			IF IS_CAR_UPSIDEDOWN car_to_steal1_km2
			AND IS_CAR_STOPPED car_to_steal1_km2
				PRINT_NOW ( UPSIDE ) 5000 1 //You've flipped your wheels!"
				GOTO mission_kenji2_failed
			ENDIF
 
		ENDIF 										  
 
		IF IS_CAR_STOPPED_IN_AREA_3D car_to_steal1_km2 377.3 -511.4 25.1132 383.7 -502.0 30.0 FALSE
 
			IF NOT IS_CAR_VISIBLY_DAMAGED car_to_steal1_km2
				flag_garage_no_blip_car1_km2 = 1
			ENDIF
 
			IF DOES_GARAGE_CONTAIN_CAR garage_km2 car_to_steal1_km2
 
				IF flag_player_had_garage_car1_message = 0
					PRINT_NOW ( GARAGE1 ) 5000 1 //"Get out of the vehicle and walk outside!" 
					flag_player_had_garage_car1_message = 1
				ENDIF
 
			ELSE
				flag_player_had_garage_car1_message = 0
			ENDIF
 
		ELSE
			flag_garage_no_blip_car1_km2 = 0
		ENDIF
 
		IF IS_PLAYER_IN_CAR player car_to_steal1_km2
 
			IF flag_blip_car1_on = 1
				REMOVE_BLIP radar_blip_car1_km2
				flag_blip_car1_on = 0
			ENDIF
 
				IF IS_CAR_VISIBLY_DAMAGED car_to_steal1_km2 
 
					IF flag_player_damage_message_car1_km2 = 0
						PRINT_NOW ( KM2_1 ) 7000 1 //"Get the car reapaired the boss wants it mint!"
						SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 -1
						flag_player_damage_message_car1_km2 = 1
					ENDIF
 
					IF flag_spray_blip_on_car1_km2 = 0
						ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY spray_blip_km2
						flag_spray_blip_on_car1_km2 = 1
					ENDIF
 
				ELSE
 
					SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 car_to_steal1_km2
 
					flag_player_damage_message_car1_km2 = 0
 
					IF flag_spray_blip_on_car1_km2 = 1
						REMOVE_BLIP spray_blip_km2
						flag_spray_blip_on_car1_km2 = 0
					ENDIF
 
				ENDIF
		ELSE
 
			flag_player_damage_message_car1_km2 = 0
 
			IF flag_spray_blip_on_car1_km2 = 1
				REMOVE_BLIP spray_blip_km2
				flag_spray_blip_on_car1_km2 = 0
			ENDIF
 
			IF flag_blip_car1_on = 0
 
				IF flag_garage_no_blip_car1_km2 = 0
					ADD_BLIP_FOR_CAR car_to_steal1_km2 radar_blip_car1_km2
					SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 -1
					flag_blip_car1_on = 1
				ENDIF
 
			ENDIF
 
		ENDIF
 
	ENDIF
 
ENDIF
 
 
/*
 
// checks for car 2
 
IF flag_car2_in_garage = 0
 
	IF IS_CAR_IN_MISSION_GARAGE garage_km2 // Viper
	AND flag_garage_no_blip_car2_km2 = 1
		flag_car2_destroyed = 1
		++ counter_number_of_cars_in_garage_km2
		ADD_ONE_OFF_SOUND 380.3 -506.8 26.1 SOUND_PART_MISSION_COMPLETE
		PRINT_NOW ( KM2_2 ) 5000 1 //"Car delivered"
		flag_car2_in_garage = 1
	ENDIF
 
	IF flag_car2_destroyed = 0
 
		IF IS_CAR_DEAD car_to_steal2_km2
			 PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			flag_car2_destroyed = 1
			GOTO mission_kenji2_failed
		ELSE
 
			IF IS_CAR_UPSIDEDOWN car_to_steal2_km2
			AND IS_CAR_STOPPED car_to_steal2_km2 
				 PRINT_NOW ( UPSIDE ) 5000 1 //You've flipped your wheels!"
				GOTO mission_kenji2_failed
			ENDIF
 
		ENDIF
 
		IF IS_CAR_STOPPED_IN_AREA_3D car_to_steal2_km2 377.3 -511.4 25.1132 383.7 -502.0 30.0 FALSE
 
			IF NOT IS_CAR_VISIBLY_DAMAGED car_to_steal2_km2 
				flag_garage_no_blip_car2_km2 = 1
			ENDIF
 
			IF DOES_GARAGE_CONTAIN_CAR garage_km2 car_to_steal2_km2
 
				IF flag_player_had_garage_car2_message = 0
					PRINT_NOW ( GARAGE1 ) 5000 1 //"Get out of the vehicle and walk outside!" 
					flag_player_had_garage_car2_message = 1
				ENDIF
 
			ELSE
				flag_player_had_garage_car2_message = 0
			ENDIF
 
		ELSE
			flag_garage_no_blip_car2_km2 = 0
		ENDIF
 
 
		IF IS_PLAYER_IN_CAR player car_to_steal2_km2
 
			IF flag_blip_car2_on = 1
				REMOVE_BLIP radar_blip_car2_km2
				flag_blip_car2_on = 0
			ENDIF
 
				IF IS_CAR_VISIBLY_DAMAGED car_to_steal2_km2 
 
					IF flag_player_damage_message_car2_km2 = 0
						PRINT_NOW ( KM2_1 ) 7000 1 //"Get the car reapaired the boss wants it mint!"
						SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 -1
						flag_player_damage_message_car2_km2 = 1
					ENDIF
 
					IF flag_spray_blip_on_car2_km2 = 0
						ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY spray_blip_km2
						flag_spray_blip_on_car2_km2 = 1
					ENDIF
 
				ELSE
 
					SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 car_to_steal2_km2
					flag_player_damage_message_car2_km2 = 0
 
					IF flag_spray_blip_on_car2_km2 = 1
						REMOVE_BLIP spray_blip_km2
						flag_spray_blip_on_car2_km2 = 0
					ENDIF
 
				ENDIF
   		ELSE
			flag_player_damage_message_car2_km2 = 0
 
			IF flag_spray_blip_on_car2_km2 = 1
				REMOVE_BLIP spray_blip_km2
				flag_spray_blip_on_car2_km2 = 0
			ENDIF
 
			IF flag_blip_car2_on = 0
 
				IF flag_garage_no_blip_car2_km2 = 0
					ADD_BLIP_FOR_CAR car_to_steal2_km2 radar_blip_car2_km2
					SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 -1
					flag_blip_car2_on = 1
				ENDIF
 
			ENDIF
 
		ENDIF
 
	ENDIF
 
ENDIF
 
*/
 
 
// checks for car 3
 
IF flag_car3_in_garage = 0
 
	IF IS_CAR_IN_MISSION_GARAGE garage_km2 // Boxter
	AND flag_garage_no_blip_car3_km2 = 1
		flag_car3_destroyed = 1
		++ counter_number_of_cars_in_garage_km2
		ADD_ONE_OFF_SOUND 380.3 -506.8 26.1 SOUND_PART_MISSION_COMPLETE
		PRINT_NOW ( KM2_2 ) 5000 1 //"Car delivered"
		IF NOT IS_CAR_DEAD car_to_steal3_km2
			DELETE_CAR car_to_steal3_km2
		ENDIF
		flag_car3_in_garage = 1
	ENDIF
 
	IF flag_car3_destroyed = 0
 
		IF IS_CAR_DEAD car_to_steal3_km2
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			flag_car3_destroyed = 1
			GOTO mission_kenji2_failed
		ELSE
 
			IF IS_CAR_UPSIDEDOWN car_to_steal3_km2
			AND IS_CAR_STOPPED car_to_steal3_km2
				PRINT_NOW ( UPSIDE ) 5000 1 //You've flipped your wheels!"
				GOTO mission_kenji2_failed
			ENDIF
 
		ENDIF
 
		IF IS_CAR_STOPPED_IN_AREA_3D car_to_steal3_km2 377.3 -511.4 25.1132 383.7 -502.0 30.0 FALSE
 
			IF NOT IS_CAR_VISIBLY_DAMAGED car_to_steal3_km2
				flag_garage_no_blip_car3_km2 = 1
			ENDIF
 
			IF DOES_GARAGE_CONTAIN_CAR garage_km2 car_to_steal3_km2
 
				IF flag_player_had_garage_car3_message = 0
					PRINT_NOW ( GARAGE1 ) 5000 1 //"Get out of the vehicle and walk outside!" 
					flag_player_had_garage_car3_message = 1
				ENDIF
 
			ELSE
				flag_player_had_garage_car3_message = 0
			ENDIF
 
		ELSE
			flag_garage_no_blip_car3_km2 = 0
		ENDIF
 
 
			IF IS_PLAYER_IN_CAR player car_to_steal3_km2
 
				IF flag_blip_car3_on = 1
					REMOVE_BLIP radar_blip_car3_km2
					flag_blip_car3_on = 0
				ENDIF
 
					IF IS_CAR_VISIBLY_DAMAGED car_to_steal3_km2 
 
						IF flag_player_damage_message_car3_km2 = 0
							PRINT_NOW ( KM2_1 ) 7000 1 //"Get the car reapaired the boss wants it mint!"
							SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 -1
							flag_player_damage_message_car3_km2 = 1
						ENDIF
 
						IF flag_spray_blip_on_car3_km2 = 0
							ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY spray_blip_km2
							flag_spray_blip_on_car3_km2 = 1
						ENDIF	
 
					ELSE
 
						SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 car_to_steal3_km2
						flag_player_damage_message_car3_km2 = 0
 
						IF flag_spray_blip_on_car3_km2 = 1
							REMOVE_BLIP spray_blip_km2
							flag_spray_blip_on_car3_km2 = 0
						ENDIF
 
					ENDIF
			ELSE
				flag_player_damage_message_car3_km2 = 0
 
				IF flag_spray_blip_on_car3_km2 = 1
					REMOVE_BLIP spray_blip_km2
					flag_spray_blip_on_car3_km2 = 0
				ENDIF
 
				IF flag_blip_car3_on = 0
 
					IF flag_garage_no_blip_car3_km2 = 0
						ADD_BLIP_FOR_CAR car_to_steal3_km2 radar_blip_car3_km2
						SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 -1
						flag_blip_car3_on = 1
					ENDIF
 
				ENDIF
 
			ENDIF
 
	ENDIF
 
ENDIF
 
 
// checks for car 4
 
IF flag_car4_in_garage = 0
 
	IF IS_CAR_IN_MISSION_GARAGE garage_km2 // Diablo
	AND flag_garage_no_blip_car4_km2 = 1
		flag_car4_destroyed = 1
		++ counter_number_of_cars_in_garage_km2
		ADD_ONE_OFF_SOUND 380.3 -506.8 26.1 SOUND_PART_MISSION_COMPLETE
		PRINT_NOW ( KM2_2 ) 5000 1 //"Car delivered"
		IF NOT IS_CAR_DEAD car_to_steal4_km2
			DELETE_CAR car_to_steal4_km2
		ENDIF
		flag_car4_in_garage = 1
	ENDIF
 
	IF flag_car4_destroyed = 0
 
		IF IS_CAR_DEAD car_to_steal4_km2
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			flag_car4_destroyed = 1
			GOTO mission_kenji2_failed
		ELSE
 
			IF IS_CAR_UPSIDEDOWN car_to_steal4_km2
			AND IS_CAR_STOPPED car_to_steal4_km2
				PRINT_NOW ( UPSIDE ) 5000 1 //You've flipped your wheels!"
				GOTO mission_kenji2_failed
			ENDIF
 
		ENDIF
 
		IF IS_CAR_STOPPED_IN_AREA_3D car_to_steal4_km2 377.3 -511.4 25.1132 383.7 -502.0 30.0 FALSE
 
			IF NOT IS_CAR_VISIBLY_DAMAGED car_to_steal4_km2
				flag_garage_no_blip_car4_km2 = 1
			ENDIF
 
			IF DOES_GARAGE_CONTAIN_CAR garage_km2 car_to_steal4_km2
 
				IF flag_player_had_garage_car4_message = 0
					PRINT_NOW ( GARAGE1 ) 5000 1 //"Get out of the vehicle and walk outside!" 
					flag_player_had_garage_car4_message = 1
				ENDIF
 
			ELSE
				flag_player_had_garage_car4_message = 0
			ENDIF
 
		ELSE
			flag_garage_no_blip_car4_km2 = 0
		ENDIF
 
			IF IS_PLAYER_IN_CAR player car_to_steal4_km2
 
				IF flag_blip_car4_on = 1
					REMOVE_BLIP radar_blip_car4_km2
					flag_blip_car4_on = 0
				ENDIF
 
				IF IS_CAR_VISIBLY_DAMAGED car_to_steal4_km2
 
					IF flag_player_damage_message_car4_km2 = 0
						PRINT_NOW ( KM2_1 ) 7000 1 //"Get the car reapaired the boss wants it mint!"
						SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 -1
						flag_player_damage_message_car4_km2 = 1
					ENDIF
 
					IF flag_spray_blip_on_car4_km2 = 0
						ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY spray_blip_km2
						flag_spray_blip_on_car4_km2 = 1
					ENDIF
 
				ELSE
 
					SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 car_to_steal4_km2
					flag_player_damage_message_car4_km2 = 0
 
					IF flag_spray_blip_on_car4_km2 = 1
						REMOVE_BLIP spray_blip_km2
						flag_spray_blip_on_car4_km2 = 0
					ENDIF
 
				ENDIF
			ELSE
				flag_player_damage_message_car4_km2 = 0
 
				IF flag_spray_blip_on_car4_km2 = 1
					REMOVE_BLIP spray_blip_km2
					flag_spray_blip_on_car4_km2 = 0
				ENDIF
 
				IF flag_blip_car4_on = 0
 
					IF flag_garage_no_blip_car4_km2 = 0
						ADD_BLIP_FOR_CAR car_to_steal4_km2 radar_blip_car4_km2
						SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 -1
						flag_blip_car4_on = 1
					ENDIF		
				ENDIF
			ENDIF
	ENDIF
 
ENDIF
 
/*
 
// checks for car 5
 
IF flag_car5_in_garage = 0
 
	IF IS_CAR_IN_MISSION_GARAGE garage_km2 // Offroad
	AND flag_garage_no_blip_car5_km2 = 1
		flag_car5_destroyed = 1
		++ counter_number_of_cars_in_garage_km2
		ADD_ONE_OFF_SOUND 380.3 -506.8 26.1 SOUND_PART_MISSION_COMPLETE
		PRINT_NOW ( KM2_2 ) 5000 1 //"Car delivered"
		flag_car5_in_garage = 1
	ENDIF
 
 
	IF flag_car5_destroyed = 0
 
		IF IS_CAR_DEAD car_to_steal5_km2
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			flag_car5_destroyed = 1
			GOTO mission_kenji2_failed
		ELSE
 
			IF IS_CAR_UPSIDEDOWN car_to_steal5_km2
			AND IS_CAR_STOPPED car_to_steal5_km2
				PRINT_NOW ( UPSIDE ) 5000 1 //You've flipped your wheels!"
				GOTO mission_kenji2_failed
			ENDIF
 
		ENDIF
 
		IF IS_CAR_STOPPED_IN_AREA_3D car_to_steal5_km2 377.3 -511.4 25.1132 383.7 -502.0 30.0 FALSE
 
			IF NOT IS_CAR_VISIBLY_DAMAGED car_to_steal5_km2
				flag_garage_no_blip_car5_km2 = 1
			ENDIF
 
			IF DOES_GARAGE_CONTAIN_CAR garage_km2 car_to_steal5_km2
 
				IF flag_player_had_garage_car5_message = 0
					PRINT_NOW ( GARAGE1 ) 5000 1 //"Get out of the vehicle and walk outside!" 
					flag_player_had_garage_car5_message = 1
				ENDIF
 
			ELSE
				flag_player_had_garage_car5_message = 0
			ENDIF
 
		ELSE
			flag_garage_no_blip_car5_km2 = 0
		ENDIF
 
 
			IF IS_PLAYER_IN_CAR player car_to_steal5_km2
 
				IF flag_blip_car5_on = 1
					REMOVE_BLIP radar_blip_car5_km2
					flag_blip_car5_on = 0
				ENDIF
 
				IF IS_CAR_VISIBLY_DAMAGED car_to_steal5_km2
 
					IF flag_player_damage_message_car5_km2 = 0
						PRINT_NOW ( KM2_1 ) 7000 1 //"Get the car reapaired the boss wants it mint!"
						SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 -1
						flag_player_damage_message_car5_km2 = 1
					ENDIF
 
					IF flag_spray_blip_on_car5_km2 = 0
						ADD_SPRITE_BLIP_FOR_COORD 379.0 -493.8 25.2 RADAR_SPRITE_SPRAY spray_blip_km2
						flag_spray_blip_on_car5_km2 = 1
					ENDIF
 
				ELSE
 
					SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 car_to_steal5_km2
					flag_player_damage_message_car5_km2 = 0
 
					IF flag_spray_blip_on_car5_km2 = 1
						REMOVE_BLIP spray_blip_km2
						flag_spray_blip_on_car5_km2 = 0
					ENDIF
 
				ENDIF
			ELSE
				flag_player_damage_message_car5_km2 = 0
 
				IF flag_spray_blip_on_car5_km2 = 1
					REMOVE_BLIP spray_blip_km2
					flag_spray_blip_on_car5_km2 = 0
				ENDIF
 
				IF flag_blip_car5_on = 0
 
					IF flag_garage_no_blip_car5_km2 = 0
						ADD_BLIP_FOR_CAR car_to_steal5_km2 radar_blip_car5_km2
						SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 -1
						flag_blip_car5_on = 1
					ENDIF
 
				ENDIF
 
		  	ENDIF
	ENDIF
 
ENDIF
 
*/
 
ENDWHILE
 
PRINT_NOW ( OUTTIME ) 5000 1 //"Out of time!"
GOTO mission_kenji2_failed
 
 
 
// Mission Kenji5 failed
 
mission_kenji2_failed:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
RETURN
 
 
 
// mission Kenji5 passed
 
mission_kenji2_passed:
 
flag_kenji_mission2_passed = 1
REGISTER_MISSION_PASSED ( KM2 )
PLAYER_MADE_PROGRESS 1
PRINT_WITH_NUMBER_BIG ( m_pass ) 25000 5000 1 //"Mission Passed!"
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 25000
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT kenji_mission3_loop
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_kenji2:
 
flag_player_on_mission = 0
flag_player_on_kenji_mission = 0
SET_TARGET_CAR_FOR_MISSION_GARAGE garage_km2 -1
CLEAR_ONSCREEN_TIMER timer_km2
REMOVE_BLIP radar_blip_coord1_km2
REMOVE_BLIP radar_blip_car1_km2
//REMOVE_BLIP radar_blip_car2_km2
REMOVE_BLIP radar_blip_car3_km2
REMOVE_BLIP radar_blip_car4_km2
//REMOVE_BLIP radar_blip_car5_km2
REMOVE_BLIP spray_blip_km2
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_CHEETAH
//MARK_MODEL_AS_NO_LONGER_NEEDED CAR_BANSHEE
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_STINGER
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_INFERNUS
//MARK_MODEL_AS_NO_LONGER_NEEDED CAR_LANDSTALKER
MISSION_HAS_FINISHED
RETURN

kenji3

MISSION_START
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************Kenji Mission 3********************************* 
// *******************************************Deal Steal************************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
 
SCRIPT_NAME kenji3
 
// Mission start stuff
 
GOSUB mission_start_kenji3
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_kenji3_failed
	ENDIF
 
GOSUB mission_cleanup_kenji3
 
MISSION_END
 
// Variables for mission
 
VAR_INT colombian_car1_km3
 
VAR_INT colombian_car2_km3
 
VAR_INT colombian1_km3
 
VAR_INT colombian2_km3
 
VAR_INT colombian5_km3
 
VAR_INT colombian6_km3
 
VAR_INT yakuza1_km3
 
VAR_INT counter_number_of_yardies_dead_km3
 
VAR_INT radar_blip_yardie_car_km3
 
VAR_INT radar_blip_ped1_km3
 
VAR_INT radar_blip_coord2_km3
 
VAR_INT flag_player_had_car_message_km3
 
VAR_INT flag_player_had_repair_message_km3
 
VAR_INT flag_player_been_bad_km3
 
VAR_INT radar_blip_colombian_car1_km3
 
VAR_INT radar_blip_colombian_car2_km3
 
VAR_INT radar_blip_colombian1_km3
 
VAR_INT radar_blip_colombian2_km3
 
VAR_INT radar_blip_colombian5_km3
 
VAR_INT radar_blip_colombian6_km3
 
VAR_INT counter_number_of_colombians_killed_km3
 
VAR_INT counter_all_colombian_cars_dead_km3
 
VAR_INT flag_colombian1_dead_km3
 
VAR_INT flag_colombian2_dead_km3
 
VAR_INT flag_colombian5_dead_km3
 
VAR_INT flag_colombian6_dead_km3
 
VAR_INT flag_colombian_car1_dead_km3
 
VAR_INT flag_colombian_car2_dead_km3
 
VAR_INT car_km3 // TEST TO COME OUT
 
VAR_INT flag_yakuza1_km3_dead
 
VAR_INT car2_km3
 
VAR_INT car3_km3
 
VAR_INT car_cut_km3
 
VAR_INT flag_blip_on_yakuza_km3
 
VAR_INT flag_yakuza_message_km3
 
VAR_INT flag_bloke_in_car_km3
 
VAR_INT flag_car1_created_km3
 
VAR_INT flag_car2_created_km3
 
VAR_INT money_km3
 
VAR_INT radar_blip_money_km3
 
VAR_INT money_been_picked_up_km3
 
VAR_INT radar_blip_coord3_km3
 
VAR_INT flag_money_created_km3
 
VAR_INT flag_go_for_player_km3
 
VAR_INT flag_trap_audio_removed_km3
 
VAR_INT flag_helper_not_in_car_km3
 
// ****************************************Mission Start************************************
 
mission_start_kenji3:
 
flag_player_on_mission = 1
 
flag_player_on_kenji_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_had_car_message_km3 = 0
 
flag_player_been_bad_km3 = 0
 
counter_number_of_colombians_killed_km3 = 0
 
counter_all_colombian_cars_dead_km3 = 0
 
flag_colombian1_dead_km3 = 0
 
flag_colombian2_dead_km3 = 0
 
flag_colombian5_dead_km3 = 0
 
flag_colombian6_dead_km3 = 0
 
flag_colombian_car1_dead_km3 = 0
 
flag_colombian_car2_dead_km3 = 0
 
flag_yakuza1_km3_dead = 0
 
flag_blip_on_yakuza_km3 = 0
 
blob_flag = 1
 
flag_yakuza_message_km3 = 0
 
flag_bloke_in_car_km3 = 0
 
flag_car1_created_km3 = 0
 
flag_car2_created_km3 = 0
 
money_been_picked_up_km3 = 0
 
flag_money_created_km3 = 0
 
flag_go_for_player_km3 = 0
 
flag_trap_audio_removed_km3 = 0
 
flag_helper_not_in_car_km3 = 0
 
SWITCH_ROADS_OFF 121.814 -46.429 14.0 363.858 54.312 20.0
SWITCH_PED_ROADS_OFF 121.814 -46.429 14.0 363.858 54.312 20.0
 
 
 
// ****************************************START OF CUTSCENE********************************
 
/*
IF CAN_PLAYER_START_MISSION player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE player
ELSE
	GOTO mission_kenji3_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( KM3 ) 15000 2  //"Kenji Mission 3"
 
SWITCH_STREAMING OFF
*/
 
// Cutscene stuff
 
LOAD_SPECIAL_CHARACTER 1 KENJI
REQUEST_MODEL PED_GANG_YAKUZA_A 
LOAD_SPECIAL_MODEL cut_obj1 KENJIH 
LOAD_SPECIAL_MODEL cut_obj2 PLAYERH
REQUEST_MODEL casino_garden 
 
/*
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
*/
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_A 
OR NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED casino_garden
 
	WAIT 0
 
ENDWHILE
 
//SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor FALSE	
 
LOAD_CUTSCENE k3_ds
 
SET_CUTSCENE_OFFSET 476.380 -1382.168 67.347
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
 
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_kenji
 
SET_CUTSCENE_ANIM cs_kenji kenji
 
CREATE_CUTSCENE_OBJECT PED_GANG_YAKUZA_A cs_yakuza
 
SET_CUTSCENE_ANIM cs_yakuza gang07
 
CREATE_CUTSCENE_HEAD cs_kenji CUT_OBJ1 cs_kenjihead
 
SET_CUTSCENE_HEAD_ANIM cs_kenjihead kenji
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
 
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CLEAR_AREA 459.1 -1413.0 25.11 1.0 TRUE 
 
SET_PLAYER_COORDINATES player 459.1 -1413.0 25.11
 
SET_PLAYER_HEADING player 132.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
 
SWITCH_STREAMING ON
 
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 1533
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM3_A ) 10000 1 //"When trouble looms, the fool turns his back, while the wise man faces it down."
 
WHILE cs_time < 6549
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM3_B ) 10000 1 //"The Colombian Cartel have ignored repeated requests to leave our interests in Liberty well alone."
 
WHILE cs_time < 11426
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM3_C ) 10000 1 //"Now they are negotiating terms with the Jamaicans in order to humiliate us further."
 
WHILE cs_time < 15676
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM3_D ) 10000 1 //"They are finalizing a deal across town. Take some of my men, steal a Yardie car and go pay your respects to the Colombians."
 
WHILE cs_time < 17697
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM3_F ) 10000 1 //"Take one of my men, steal a Yardie car and go pay your respects to the Colombians."
 
WHILE cs_time < 22086
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM3_E ) 10000 1 //"Our honor demands that you leave no one alive."
 
WHILE cs_time < 24442
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( KM3_E )
 
WHILE cs_time < 25000//24666
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
SWITCH_RUBBISH ON
 
SET_CAMERA_IN_FRONT_OF_PLAYER
 
WAIT 500
 
DO_FADE 1500 FADE_IN 
 
 
//SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor TRUE
 
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 casino_garden
 
 
// *******************************************END OF CUTSCENE*******************************
 
REQUEST_MODEL CAR_YARDIE
 
REQUEST_MODEL CAR_COLUMB
 
REQUEST_MODEL PED_GANG_YARDIE_A
 
REQUEST_MODEL PED_GANG_COLOMBIAN_A
 
WHILE NOT HAS_MODEL_LOADED CAR_YARDIE
OR NOT HAS_MODEL_LOADED PED_GANG_YARDIE_A
OR NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A
OR NOT HAS_MODEL_LOADED CAR_COLUMB
 
	WAIT 0
 
ENDWHILE
 
PRINT_NOW ( KM3_1 ) 7000 1 //"First go and get the yardie car!"
 
// waiting for the player to steal a yardie car
 
LOAD_MISSION_AUDIO K3_A
 
WHILE NOT IS_PLAYER_IN_MODEL player CAR_YARDIE
OR NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
ENDWHILE
 
PRINT_NOW ( KM3_2 ) 7000 1 //"Good now pick up the boys in the yardie car, press the horn to get them into the car!"
 
// yakuza bloke 1
 
CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_YAKUZA_A 99.6 -414.3 -100.0 yakuza1_km3
 
CLEAR_CHAR_THREAT_SEARCH yakuza1_km3
 
SET_CHAR_PERSONALITY yakuza1_km3 PEDSTAT_TOUGH_GUY
 
SET_CHAR_HEADING yakuza1_km3 0.0
 
GIVE_WEAPON_TO_CHAR yakuza1_km3 WEAPONTYPE_UZI 30000 // sets weapon to infinate ammo
 
ADD_BLIP_FOR_CHAR yakuza1_km3 radar_blip_ped1_km3
 
// waiting for the player to reach the yakuza gang members
 
WHILE NOT LOCATE_PLAYER_IN_CAR_CHAR_3D player yakuza1_km3 8.0 8.0 8.0 FALSE
OR NOT IS_PLAYER_IN_MODEL player CAR_YARDIE
OR NOT IS_PLAYER_STOPPED player
 
	WAIT 0
 
	IF IS_CHAR_DEAD yakuza1_km3
		PRINT_NOW ( KM3_10 ) 5000 1 //"The contact is dead!"
		flag_yakuza1_km3_dead = 1
		GOTO mission_kenji3_failed
	ENDIF 
 
	IF NOT IS_PLAYER_IN_MODEL player CAR_YARDIE
	AND flag_player_had_car_message_km3 = 0
		PRINT_NOW ( KM3_8 ) 7000 1 //"Get a Yardie car and get on with the mission!"
		REMOVE_BLIP radar_blip_ped1_km3
		flag_player_had_car_message_km3 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_MODEL player CAR_YARDIE
	AND flag_player_had_car_message_km3 = 1
		ADD_BLIP_FOR_CHAR yakuza1_km3 radar_blip_ped1_km3
		flag_player_had_car_message_km3 = 0
		blob_flag = 1
	ENDIF
 
ENDWHILE
 
SET_PLAYER_AS_LEADER yakuza1_km3 player
REMOVE_BLIP radar_blip_ped1_km3
 
// waiting for the yakuza guy to get into the players car and give his message
 
WHILE NOT LOCATE_PLAYER_IN_CAR_CHAR_3D player yakuza1_km3 1.0 1.0 3.0 FALSE
OR NOT IS_PLAYER_IN_MODEL player CAR_YARDIE
//OR NOT IS_PLAYER_STOPPED player
 
	WAIT 0
 
	IF IS_CHAR_DEAD yakuza1_km3
		PRINT_NOW ( KM3_10 ) 5000 1 //"The contact is dead!"
		flag_yakuza1_km3_dead = 1
		GOTO mission_kenji3_failed
	ENDIF 
 
	IF NOT IS_PLAYER_IN_MODEL player CAR_YARDIE
	AND flag_player_had_car_message_km3 = 0
		PRINT_NOW ( KM3_8 ) 7000 1 //"Get a Yardie car and get on with the mission!"
		REMOVE_BLIP radar_blip_ped1_km3
		flag_player_had_car_message_km3 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_MODEL player CAR_YARDIE
	AND flag_player_had_car_message_km3 = 1
		ADD_BLIP_FOR_CHAR yakuza1_km3 radar_blip_ped1_km3
		flag_player_had_car_message_km3 = 0
		blob_flag = 1
	ENDIF
 
	IF NOT IS_CHAR_IN_PLAYERS_GROUP yakuza1_km3 player
	AND flag_yakuza_message_km3 = 0
		PRINT_NOW ( HEY9 ) 5000 1 //"You have not got the information from the contact go back and get it."
		ADD_BLIP_FOR_CHAR yakuza1_km3 radar_blip_ped1_km3
		flag_yakuza_message_km3 = 1
	ENDIF
 
	IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player yakuza1_km3 8.0 8.0 FALSE
	AND flag_yakuza_message_km3 = 1
		SET_PLAYER_AS_LEADER yakuza1_km3 player
		REMOVE_BLIP radar_blip_ped1_km3
		flag_yakuza_message_km3 = 0
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_ped1_km3
 
PRINT_NOW ( KM3_3 ) 5000 1 //"Okay the meeting is being held at XXXXXXX!"
 
ADD_BLIP_FOR_COORD 231.1 -26.3 -100.0 radar_blip_coord2_km3
 
// Colombian car 1
 
CREATE_CAR CAR_COLUMB 230.3 -42.2 -100.0 colombian_car1_km3
 
SET_CAR_HEADING colombian_car1_km3 0.0
 
SET_CAR_ONLY_DAMAGED_BY_PLAYER colombian_car1_km3 TRUE
 
CHANGE_CAR_LOCK colombian_car1_km3 CARLOCK_LOCKOUT_PLAYER_ONLY
 
flag_car1_created_km3 = 1
 
// Colombian car 2 
 
CREATE_CAR CAR_COLUMB 235.9 -41.3 -100.0 colombian_car2_km3
 
SET_CAR_HEADING colombian_car2_km3 0.0
 
SET_CAR_ONLY_DAMAGED_BY_PLAYER colombian_car2_km3 TRUE
 
CHANGE_CAR_LOCK colombian_car2_km3 CARLOCK_LOCKOUT_PLAYER_ONLY
 
flag_car2_created_km3 = 1
 
// creates colombian 1 in car 1
 
CREATE_CHAR_INSIDE_CAR colombian_car1_km3 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A colombian1_km3
 
GIVE_WEAPON_TO_CHAR colombian1_km3 WEAPONTYPE_CHAINGUN 30000  //AK47 set to infinate ammo
 
CLEAR_CHAR_THREAT_SEARCH colombian1_km3
 
CAR_SET_IDLE colombian_car1_km3
 
// creates colombian 2 in car 1
 
CREATE_CHAR_AS_PASSENGER colombian_car1_km3 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 0 colombian2_km3
 
GIVE_WEAPON_TO_CHAR colombian2_km3 WEAPONTYPE_UZI 30000  //set to infinate ammo
 
CLEAR_CHAR_THREAT_SEARCH colombian2_km3
 
// creates colombian 5 in car 2
 
CREATE_CHAR_INSIDE_CAR colombian_car2_km3 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A colombian5_km3
 
GIVE_WEAPON_TO_CHAR colombian5_km3 WEAPONTYPE_UZI 30000  //set to infinate ammo
 
CAR_SET_IDLE colombian_car2_km3
 
CLEAR_CHAR_THREAT_SEARCH colombian5_km3
 
// creates colombian 6 in car 2
 
CREATE_CHAR_AS_PASSENGER colombian_car2_km3 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 0 colombian6_km3
 
GIVE_WEAPON_TO_CHAR colombian6_km3 WEAPONTYPE_CHAINGUN 30000  //AK47 set to infinate ammo
 
CLEAR_CHAR_THREAT_SEARCH colombian6_km3
 
// waiting for the player to get to the meeting
 
blob_flag = 1
 
WHILE NOT LOCATE_STOPPED_PLAYER_IN_CAR_2D player 231.1 -26.3 6.0 6.0 blob_flag
OR NOT IS_PLAYER_IN_MODEL player CAR_YARDIE
 
	WAIT 0
 
IF flag_yakuza1_km3_dead = 0 
 
	IF IS_CHAR_DEAD yakuza1_km3
		flag_yakuza1_km3_dead = 1
	ELSE
 
		IF NOT IS_CHAR_IN_PLAYERS_GROUP yakuza1_km3 player
		AND flag_blip_on_yakuza_km3 = 0
			PRINT_NOW ( HEY7 ) 5000 1 //"You have left your contact behind go and get him!"
			ADD_BLIP_FOR_CHAR yakuza1_km3 radar_blip_ped1_km3
			REMOVE_BLIP radar_blip_coord2_km3
			flag_blip_on_yakuza_km3 = 1
			blob_flag = 0
		ENDIF
 
		IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player yakuza1_km3 8.0 8.0 FALSE
		AND flag_blip_on_yakuza_km3 = 1
			SET_PLAYER_AS_LEADER yakuza1_km3 player
			REMOVE_BLIP radar_blip_ped1_km3
	  		ADD_BLIP_FOR_COORD 231.1 -26.3 -100.0 radar_blip_coord2_km3
			flag_blip_on_yakuza_km3 = 0
			blob_flag = 1
		ENDIF
 
	ENDIF
 
ENDIF
 
	IF IS_CAR_DEAD colombian_car1_km3
		flag_colombian_car1_dead_km3 = 1
		PRINT_NOW ( KM3_11 ) 5000 1 //"The Cartel have been attacked and the briefcase has not been recovered.!"
		GOTO mission_kenji3_failed
	ENDIF
 
	IF IS_CAR_DEAD colombian_car2_km3
		flag_colombian_car2_dead_km3 = 1
		PRINT_NOW ( KM3_11 ) 5000 1 //"The Cartel have been attacked and the briefcase has not been recovered.!
		GOTO mission_kenji3_failed
	ENDIF
 
	IF IS_CHAR_DEAD colombian1_km3
		PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
		GOTO mission_kenji3_failed
	ENDIF	
 
	IF IS_CHAR_DEAD colombian2_km3
		PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
		GOTO mission_kenji3_failed
	ENDIF
 
	IF IS_CHAR_DEAD colombian5_km3
		PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
		GOTO mission_kenji3_failed
	ENDIF
 
	IF IS_CHAR_DEAD colombian6_km3
		PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
		GOTO mission_kenji3_failed
	ENDIF
 
	IF NOT IS_PLAYER_IN_MODEL player CAR_YARDIE
	AND flag_player_had_car_message_km3 = 0
		PRINT_NOW ( KM3_8 ) 7000 1 //"Get a Yardie car and get on with the mission!
		REMOVE_BLIP radar_blip_coord2_km3
		flag_player_had_car_message_km3 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_MODEL player CAR_YARDIE
	AND flag_player_had_car_message_km3 = 1
		ADD_BLIP_FOR_COORD 231.1 -26.3 -100.0 radar_blip_coord2_km3
		flag_player_had_car_message_km3 = 0
		blob_flag = 1
	ENDIF
 
	IF LOCATE_PLAYER_ANY_MEANS_2D player 231.1 -26.3 10.0 10.0 FALSE
 
   		IF NOT IS_PLAYER_IN_MODEL player CAR_YARDIE
		OR IS_PLAYER_SHOOTING player
			PRINT_NOW ( KM3_14 ) 7000 1 //"You have been seen the deals off"
			GOSUB attack_player
   			GOTO mission_kenji3_failed
		ENDIF
 
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord2_km3
 
IF flag_colombian_car1_dead_km3 = 0
	SET_CAR_ONLY_DAMAGED_BY_PLAYER colombian_car1_km3 FALSE
ENDIF
 
IF flag_colombian_car2_dead_km3 = 0
	SET_CAR_ONLY_DAMAGED_BY_PLAYER colombian_car2_km3 FALSE
ENDIF 
 
PRINT_NOW ( KM3_5 ) 7000 1 //"Press the horn to get the deal going, as soon as the Columbians are out of the car kill them all!"
 
// waiting for the player to press the horn
 
blob_flag = 1
 
WHILE NOT IS_PLAYER_PRESSING_HORN player
OR NOT LOCATE_STOPPED_PLAYER_IN_CAR_2D player 231.1 -26.3 6.0 6.0 blob_flag
OR NOT IS_PLAYER_IN_MODEL player CAR_YARDIE
 
	WAIT 0
 
IF flag_yakuza1_km3_dead = 0
 
	IF IS_CHAR_DEAD yakuza1_km3
		flag_yakuza1_km3_dead = 1
	ELSE
 
		IF NOT IS_CHAR_IN_PLAYERS_GROUP yakuza1_km3 player
		AND flag_blip_on_yakuza_km3 = 0
			PRINT_NOW ( HEY7 ) 5000 1 //"You have left your contact behind go and get him!"
			ADD_BLIP_FOR_CHAR yakuza1_km3 radar_blip_ped1_km3
			REMOVE_BLIP radar_blip_coord2_km3
			flag_blip_on_yakuza_km3 = 1
			blob_flag = 0
		ENDIF
 
		IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player yakuza1_km3 8.0 8.0 FALSE
		AND flag_blip_on_yakuza_km3 = 1
			SET_PLAYER_AS_LEADER yakuza1_km3 player
			REMOVE_BLIP radar_blip_ped1_km3
	  		ADD_BLIP_FOR_COORD 231.1 -26.3 -100.0 radar_blip_coord2_km3
			flag_blip_on_yakuza_km3 = 0
			blob_flag = 1
		ENDIF
 
		SET_CHAR_THREAT_SEARCH yakuza1_km3 THREAT_GANG_COLOMBIAN
 
	ENDIF
 
ENDIF
 
	IF IS_CAR_DEAD colombian_car1_km3
		flag_colombian_car1_dead_km3 = 1
		PRINT_NOW ( KM3_11 ) 5000 1 //"The vehicle's KM3_11!
		GOTO mission_kenji3_failed
	ENDIF
 
	IF IS_CAR_DEAD colombian_car2_km3
		flag_colombian_car2_dead_km3 = 1
		PRINT_NOW ( KM3_11 ) 5000 1 //"The vehicle's KM3_11!
		GOTO mission_kenji3_failed
	ENDIF
 
	IF IS_CHAR_DEAD colombian1_km3
		flag_colombian1_dead_km3 = 1
		PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
		GOTO mission_kenji3_failed
	ENDIF
 
	IF IS_CHAR_DEAD colombian2_km3
		flag_colombian2_dead_km3 = 1
		PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
		GOTO mission_kenji3_failed
	ENDIF
 
	IF IS_CHAR_DEAD colombian5_km3		 
		flag_colombian5_dead_km3 = 1
		PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
		GOTO mission_kenji3_failed
	ENDIF
 
	IF IS_CHAR_DEAD colombian6_km3
		flag_colombian6_dead_km3 = 1
		PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
		GOTO mission_kenji3_failed
	ENDIF
 
	IF LOCATE_PLAYER_ANY_MEANS_2D player 231.1 -26.3 10.0 10.0 FALSE
 
   		IF NOT IS_PLAYER_IN_MODEL player CAR_YARDIE
		OR IS_PLAYER_SHOOTING player
			PRINT_NOW ( KM3_14 ) 7000 1 //"You have been seen the deals off"
			GOSUB attack_player
   			GOTO mission_kenji3_failed
		ENDIF
 
	ENDIF
 
ENDWHILE
 
CLEAR_THIS_PRINT ( KM3_5 )
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
SET_POLICE_IGNORE_PLAYER player ON
 
SET_EVERYONE_IGNORE_PLAYER player ON
 
CLEAR_AREA 252.0 -45.75 20.8 1.0 TRUE 
 
SET_FIXED_CAMERA_POSITION 252.0 -45.75 20.8 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 251.1 -45.2 20.6 JUMP_CUT
 
SET_CHAR_OBJ_LEAVE_CAR colombian1_km3 colombian_car1_km3
 
SET_CHAR_OBJ_LEAVE_CAR colombian2_km3 colombian_car1_km3
 
SET_CHAR_OBJ_LEAVE_CAR colombian5_km3 colombian_car2_km3
 
SET_CHAR_OBJ_LEAVE_CAR colombian6_km3 colombian_car2_km3
 
IF NOT IS_CAR_DEAD colombian_car1_km3 
	CHANGE_CAR_LOCK colombian_car1_km3 CARLOCK_UNLOCKED
ENDIF
 
IF NOT IS_CAR_DEAD colombian_car2_km3
	CHANGE_CAR_LOCK colombian_car2_km3 CARLOCK_UNLOCKED
ENDIF   
 
// waiting for the guys to get out of the car
 
WHILE IS_CHAR_IN_CAR colombian1_km3 colombian_car1_km3
AND IS_CHAR_IN_CAR colombian2_km3 colombian_car1_km3
AND IS_CHAR_IN_CAR colombian5_km3 colombian_car2_km3
AND IS_CHAR_IN_CAR colombian6_km3 colombian_car2_km3
 
	WAIT 0
 
IF flag_yakuza1_km3_dead = 0 
 
	IF IS_CHAR_DEAD yakuza1_km3
		flag_yakuza1_km3_dead = 1
	ENDIF
 
ENDIF
 
	IF IS_CAR_DEAD colombian_car1_km3
		flag_colombian_car1_dead_km3 = 1
		PRINT_NOW ( KM3_11 ) 5000 1 //"The Cartel have been attacked and the briefcase has not been recovered."
		GOTO mission_kenji3_failed
	ENDIF
 
	IF IS_CAR_DEAD colombian_car2_km3
		flag_colombian_car2_dead_km3 = 1
		PRINT_NOW ( KM3_11 ) 5000 1 //"The Cartel have been attacked and the briefcase has not been recovered."
		GOTO mission_kenji3_failed
	ENDIF
 
	IF IS_CHAR_DEAD colombian1_km3
		flag_colombian1_dead_km3 = 1
		PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
		GOTO mission_kenji3_failed
	ENDIF
 
	IF IS_CHAR_DEAD colombian2_km3
		flag_colombian2_dead_km3 = 1
		PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
		GOTO mission_kenji3_failed
	ENDIF
 
	IF IS_CHAR_DEAD colombian5_km3
		flag_colombian5_dead_km3 = 1
		PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
		GOTO mission_kenji3_failed
	ENDIF
 
	IF IS_CHAR_DEAD colombian6_km3
		flag_colombian6_dead_km3 = 1
		PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
		GOTO mission_kenji3_failed
	ENDIF
 
ENDWHILE
 
//IF NOT IS_CHAR_DEAD colombian2_km3 
//	POINT_CAMERA_AT_CHAR colombian2_km3 FOLLOWPED JUMP_CUT 
//ENDIF
 
IF flag_colombian2_dead_km3 = 0
 
	SET_CHAR_OBJ_GOTO_COORD_ON_FOOT colombian2_km3 233.3 -37.1
 
	WHILE NOT IS_CHAR_OBJECTIVE_PASSED colombian2_km3
 
		WAIT 0
 
		IF flag_yakuza1_km3_dead = 0 
 
			IF IS_CHAR_DEAD yakuza1_km3
				flag_yakuza1_km3_dead = 1
			ENDIF
 
		ENDIF
 
		IF IS_CAR_DEAD colombian_car1_km3
			flag_colombian_car1_dead_km3 = 1
			PRINT_NOW ( KM3_11 ) 5000 1 //"The Cartel have been attacked and the briefcase has not been recovered."
			GOTO mission_kenji3_failed
		ENDIF
 
		IF IS_CAR_DEAD colombian_car2_km3
			flag_colombian_car2_dead_km3 = 1
			PRINT_NOW ( KM3_11 ) 5000 1 //"The Cartel have been attacked and the briefcase has not been recovered."
			GOTO mission_kenji3_failed
		ENDIF
 
		IF IS_CHAR_DEAD colombian1_km3
			flag_colombian1_dead_km3 = 1
			PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
			GOTO mission_kenji3_failed
		ENDIF
 
		IF IS_CHAR_DEAD colombian2_km3
			flag_colombian2_dead_km3 = 1
			PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
			GOTO mission_kenji3_failed
		ENDIF
 
		IF IS_CHAR_DEAD colombian5_km3
			flag_colombian5_dead_km3 = 1
			PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
			GOTO mission_kenji3_failed
		ENDIF
 
		IF IS_CHAR_DEAD colombian6_km3
			flag_colombian6_dead_km3 = 1
			PRINT_NOW ( KM3_9 ) 5000 1 //"One of the Colombians is dead, the deals off."
			GOTO mission_kenji3_failed
		ENDIF
 
	ENDWHILE
 
	CREATE_PICKUP briefcase PICKUP_ONCE 233.7 -36.0 15.8 money_km3
 
	flag_money_created_km3 = 1
 
 
ENDIF
 
SWITCH_WIDESCREEN OFF
 
RESTORE_CAMERA_JUMPCUT
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
SET_EVERYONE_IGNORE_PLAYER player OFF 
 
PRINT_NOW ( KM3_12 ) 5000 1 //"Kill all of the Colombians, destory the vehicles and recover the briefcase."
 
timera = 0
 
WHILE flag_go_for_player_km3 = 0
 
	WAIT 0
 
	IF timera >= 4000
		flag_go_for_player_km3 = 1
	ENDIF
 
	IF flag_yakuza1_km3_dead = 0 
 
		IF IS_CHAR_DEAD yakuza1_km3
			flag_yakuza1_km3_dead = 1
		ELSE
 
			IF flag_helper_not_in_car_km3 = 0 
 
				IF IS_CHAR_IN_ANY_CAR yakuza1_km3
					STORE_CAR_CHAR_IS_IN yakuza1_km3 car3_km3
 
					IF NOT IS_CAR_DEAD car3_km3
						LEAVE_GROUP yakuza1_km3 
						SET_CHAR_OBJ_LEAVE_CAR yakuza1_km3 car3_km3
					ENDIF
 
				ELSE
					flag_helper_not_in_car_km3 = 1
				ENDIF
 
			ENDIF
 
			IF flag_helper_not_in_car_km3 = 1 
				SET_CHAR_THREAT_SEARCH yakuza1_km3 THREAT_GANG_COLOMBIAN
				SET_CHAR_PERSONALITY yakuza1_km3 PEDSTAT_TOUGH_GUY
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF flag_colombian1_dead_km3 = 0
 
		IF IS_CHAR_DEAD colombian1_km3
			++ counter_number_of_colombians_killed_km3
			flag_go_for_player_km3 = 1
			flag_colombian1_dead_km3 = 1
		ENDIF
 
	ENDIF
 
	IF flag_colombian2_dead_km3 = 0
 
		IF IS_CHAR_DEAD colombian2_km3
			++ counter_number_of_colombians_killed_km3
			flag_go_for_player_km3 = 1
			flag_colombian2_dead_km3 = 1
		ENDIF
 
	ENDIF
 
 	IF flag_colombian5_dead_km3 = 0
 
		IF IS_CHAR_DEAD colombian5_km3
			++ counter_number_of_colombians_killed_km3
			flag_go_for_player_km3 = 1
			flag_colombian5_dead_km3 = 1
		ENDIF 
 
	ENDIF
 
	IF flag_colombian6_dead_km3 = 0
 
		IF IS_CHAR_DEAD colombian6_km3
			++ counter_number_of_colombians_killed_km3
			flag_go_for_player_km3 = 1
			flag_colombian6_dead_km3 = 1
		ENDIF
 
	ENDIF
 
 
	IF flag_colombian_car1_dead_km3 = 0
 
		IF IS_CAR_DEAD colombian_car1_km3
			++ counter_all_colombian_cars_dead_km3
			flag_go_for_player_km3 = 1
			flag_colombian_car1_dead_km3 = 1
		ENDIF
 
	ENDIF
 
	IF flag_colombian_car2_dead_km3 = 0
 
		IF IS_CAR_DEAD colombian_car2_km3
			++ counter_all_colombian_cars_dead_km3
			flag_go_for_player_km3 = 1
			flag_colombian_car2_dead_km3 = 1
		ENDIF
 
	ENDIF
 
	IF NOT IS_PLAYER_IN_MODEL player CAR_YARDIE
		flag_go_for_player_km3 = 1
	ENDIF
 
	IF NOT LOCATE_PLAYER_ANY_MEANS_2D player 231.1 -26.3 6.0 6.0 FALSE
		flag_go_for_player_km3 = 1
	ENDIF
 
	IF LOCATE_PLAYER_ANY_MEANS_2D player 231.1 -26.3 6.0 6.0 FALSE
 
		IF IS_PLAYER_SHOOTING player
			flag_go_for_player_km3 = 1
		ENDIF
 
	ENDIF
 
	IF money_been_picked_up_km3 = 0
 
		IF HAS_PICKUP_BEEN_COLLECTED money_km3
			PRINT_NOW ( KM4_8 ) 5000 1 //"Briefcase collected!"
			flag_go_for_player_km3 = 1
			money_been_picked_up_km3 = 1
		ENDIF
 
	ENDIF	 	
 
ENDWHILE
 
 
kill_player_km3:
 
PLAY_MISSION_AUDIO
 
PRINT_NOW ( KM3_7 ) 7000 1 //"Hey... your not who we were expecting!"
 
// briefcase
 
IF money_been_picked_up_km3 = 0 
	ADD_BLIP_FOR_PICKUP money_km3 radar_blip_money_km3
ENDIF
 
// car 1
 
IF flag_colombian_car1_dead_km3 = 0 
	ADD_BLIP_FOR_CAR colombian_car1_km3 radar_blip_colombian_car1_km3
ENDIF
 
// car 2
 
IF flag_colombian_car2_dead_km3 = 0 
	ADD_BLIP_FOR_CAR colombian_car2_km3 radar_blip_colombian_car2_km3
ENDIF
 
// colombian1
 
IF flag_colombian1_dead_km3 = 0
 
	SET_CHAR_THREAT_SEARCH colombian1_km3 THREAT_PLAYER1
 
	SET_CHAR_THREAT_SEARCH colombian1_km3 THREAT_GANG_YAKUZA
 
	SET_CHAR_PERSONALITY colombian1_km3 PEDSTAT_TOUGH_GUY
 
	//SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT colombian1_km3 player
 
	ADD_BLIP_FOR_CHAR colombian1_km3 radar_blip_colombian1_km3
 
ENDIF
 
// colombian2
 
IF flag_colombian2_dead_km3 = 0
 
	SET_CHAR_THREAT_SEARCH colombian2_km3 THREAT_PLAYER1
 
	SET_CHAR_THREAT_SEARCH colombian2_km3 THREAT_GANG_YAKUZA
 
	SET_CHAR_PERSONALITY colombian2_km3 PEDSTAT_TOUGH_GUY
 
	//SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT colombian2_km3 player
 
	ADD_BLIP_FOR_CHAR colombian2_km3 radar_blip_colombian2_km3
 
ENDIF
 
 
// colombian5
 
IF flag_colombian5_dead_km3 = 0
 
	ADD_BLIP_FOR_CHAR colombian5_km3 radar_blip_colombian5_km3
 
	SET_CHAR_THREAT_SEARCH colombian5_km3 THREAT_PLAYER1
 
	SET_CHAR_THREAT_SEARCH colombian5_km3 THREAT_GANG_YAKUZA
 
	SET_CHAR_PERSONALITY colombian5_km3 PEDSTAT_TOUGH_GUY
 
	//SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS colombian5_km3 player
 
ENDIF
 
// colombian6
 
IF flag_colombian6_dead_km3 = 0
 
	ADD_BLIP_FOR_CHAR colombian6_km3 radar_blip_colombian6_km3
 
	SET_CHAR_THREAT_SEARCH colombian6_km3 THREAT_PLAYER1
 
	SET_CHAR_THREAT_SEARCH colombian6_km3 THREAT_GANG_YAKUZA
 
	SET_CHAR_PERSONALITY colombian6_km3 PEDSTAT_TOUGH_GUY
 
	//SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT colombian6_km3 player
 
ENDIF
 
timerb = 0
 
// waiting for all the columbains and their cars to be destroyed
 
WHILE NOT counter_number_of_colombians_killed_km3 = 4
OR NOT counter_all_colombian_cars_dead_km3 = 2
OR NOT money_been_picked_up_km3 = 1
 
	WAIT 0
 
	IF flag_trap_audio_removed_km3 = 0
 
		IF HAS_MISSION_AUDIO_FINISHED
			CLEAR_THIS_PRINT ( KM3_7 )
			flag_trap_audio_removed_km3 = 1
		ENDIF
 
	ENDIF
 
	IF money_been_picked_up_km3 = 0
 
		IF HAS_PICKUP_BEEN_COLLECTED money_km3
			PRINT_NOW ( KM4_8 ) 5000 1 //"Briefcase collected!"
			REMOVE_BLIP radar_blip_money_km3
			money_been_picked_up_km3 = 1
		ENDIF
 
	ENDIF
 
 
	IF flag_yakuza1_km3_dead = 0 
 
		IF IS_CHAR_DEAD yakuza1_km3
			flag_yakuza1_km3_dead = 1
		ELSE
 
			IF flag_helper_not_in_car_km3 = 0 
 
				IF IS_CHAR_IN_ANY_CAR yakuza1_km3
					STORE_CAR_CHAR_IS_IN yakuza1_km3 car3_km3
 
					IF NOT IS_CAR_DEAD car3_km3
						LEAVE_GROUP yakuza1_km3 
						SET_CHAR_OBJ_LEAVE_CAR yakuza1_km3 car3_km3
					ENDIF
 
				ELSE
					flag_helper_not_in_car_km3 = 1
				ENDIF
 
			ENDIF
 
			IF flag_helper_not_in_car_km3 = 1 
				SET_CHAR_THREAT_SEARCH yakuza1_km3 THREAT_GANG_COLOMBIAN
				SET_CHAR_PERSONALITY yakuza1_km3 PEDSTAT_TOUGH_GUY
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF counter_number_of_colombians_killed_km3 = 4
 
		IF NOT IS_CHAR_DEAD yakuza1_km3
 
			IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player yakuza1_km3 20.0 20.0 FALSE
				SET_PLAYER_AS_LEADER yakuza1_km3 player
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF flag_colombian1_dead_km3 = 0
 
		IF IS_CHAR_DEAD colombian1_km3
			REMOVE_BLIP radar_blip_colombian1_km3
			++ counter_number_of_colombians_killed_km3
			flag_colombian1_dead_km3 = 1
		ENDIF
 
	ENDIF
 
	IF flag_colombian2_dead_km3 = 0
 
		IF IS_CHAR_DEAD colombian2_km3
			REMOVE_BLIP radar_blip_colombian2_km3
			++ counter_number_of_colombians_killed_km3
			flag_colombian2_dead_km3 = 1
		ENDIF
 
	ENDIF
 
 	IF flag_colombian5_dead_km3 = 0
 
		IF IS_CHAR_DEAD colombian5_km3
			REMOVE_BLIP radar_blip_colombian5_km3
			++ counter_number_of_colombians_killed_km3
			flag_colombian5_dead_km3 = 1
		ENDIF 
 
	ENDIF
 
	IF flag_colombian6_dead_km3 = 0
 
		IF IS_CHAR_DEAD colombian6_km3
			REMOVE_BLIP radar_blip_colombian6_km3
			++ counter_number_of_colombians_killed_km3
			flag_colombian6_dead_km3 = 1
		ENDIF
 
	ENDIF
 
 
	IF flag_colombian_car1_dead_km3 = 0
 
		IF IS_CAR_DEAD colombian_car1_km3
			REMOVE_BLIP radar_blip_colombian_car1_km3
			++ counter_all_colombian_cars_dead_km3
			flag_colombian_car1_dead_km3 = 1
		ENDIF
 
	ENDIF
 
	IF flag_colombian_car2_dead_km3 = 0
 
		IF IS_CAR_DEAD colombian_car2_km3
			REMOVE_BLIP radar_blip_colombian_car2_km3
			++ counter_all_colombian_cars_dead_km3
			flag_colombian_car2_dead_km3 = 1
		ENDIF
 
	ENDIF
 
ENDWHILE
 
IF NOT IS_CHAR_DEAD yakuza1_km3
 
	IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player yakuza1_km3 20.0 20.0 FALSE
		SET_PLAYER_AS_LEADER yakuza1_km3 player
	ENDIF
 
ENDIF  
 
PRINT_NOW ( KM3_13 ) 5000 1 //"Take the briefcase back to the casino."
 
ADD_BLIP_FOR_COORD 452.3 -1465.8 17.6 radar_blip_coord3_km3
 
blob_flag = 1 
 
WHILE NOT LOCATE_STOPPED_PLAYER_ANY_MEANS_3D player 452.3 -1465.8 17.6 4.0 4.0 4.0 blob_flag
 
	WAIT 0
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord3_km3
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
SET_POLICE_IGNORE_PLAYER player ON
 
SET_EVERYONE_IGNORE_PLAYER player ON
 
GET_PLAYER_CHAR player script_controlled_player
 
IF IS_PLAYER_IN_ANY_CAR player
 
	STORE_CAR_PLAYER_IS_IN player car_cut_km3
	SET_CHAR_OBJ_LEAVE_CAR script_controlled_player car_cut_km3
 
	WHILE IS_PLAYER_IN_CAR player car_cut_km3
 
		WAIT 0
 
		IF IS_CAR_DEAD car_cut_km3
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicles wrecked!"
			GOTO mission_kenji3_failed
		ENDIF 
 
	ENDWHILE
 
ENDIF
 
SET_FIXED_CAMERA_POSITION 420.41 -1479.59 26.13 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 420.87 -1478.75 26.38 JUMP_CUT
 
SET_PLAYER_COORDINATES player 425.85 -1477.16 -100.0
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT script_controlled_player 428.57 -1465.01
 
WHILE NOT IS_CHAR_OBJECTIVE_PASSED script_controlled_player
 
	WAIT 0
 
ENDWHILE
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1000 FADE_OUT
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
 
SET_PLAYER_COORDINATES player 426.81 -1486.40 17.64
 
SET_PLAYER_HEADING player 180.0
 
RESTORE_CAMERA_JUMPCUT
 
SET_CAMERA_IN_FRONT_OF_PLAYER 
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1000 FADE_IN
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
 
SWITCH_WIDESCREEN OFF
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
SET_EVERYONE_IGNORE_PLAYER player OFF
 
 
}
 
GOTO mission_kenji3_passed
 
 
// Mission Kenji3 failed
 
mission_kenji3_failed:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
RETURN
 
 
 
// mission Kenji3 passed
 
mission_kenji3_passed:
 
flag_kenji_mission3_passed = 1
REGISTER_MISSION_PASSED ( KM3 )
PLAYER_MADE_PROGRESS 1
PRINT_WITH_NUMBER_BIG ( m_pass ) 25000 5000 1 //"Mission Passed!"
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 25000
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT kenji_mission4_loop
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_kenji3:
 
flag_player_on_mission = 0
flag_player_on_kenji_mission = 0
 
IF NOT IS_CAR_DEAD colombian_car1_km3 
 
	IF flag_colombian_car1_dead_km3 = 0
		CHANGE_CAR_LOCK colombian_car1_km3 CARLOCK_UNLOCKED
		SET_CAR_ONLY_DAMAGED_BY_PLAYER colombian_car1_km3 FALSE
	ENDIF
 
ENDIF
 
IF NOT IS_CAR_DEAD colombian_car2_km3
 
	IF flag_colombian_car2_dead_km3 = 0
		CHANGE_CAR_LOCK colombian_car2_km3 CARLOCK_UNLOCKED
		SET_CAR_ONLY_DAMAGED_BY_PLAYER colombian_car2_km3 FALSE
	ENDIF
 
ENDIF
 
IF flag_money_created_km3 = 1
 
	IF money_been_picked_up_km3 = 0
		REMOVE_PICKUP money_km3
	ENDIF
 
ENDIF
 
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_YARDIE
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_COLUMB
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_A
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YARDIE_A
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A
REMOVE_BLIP radar_blip_ped1_km3
REMOVE_BLIP radar_blip_coord2_km3
REMOVE_BLIP radar_blip_colombian_car1_km3
REMOVE_BLIP radar_blip_colombian_car2_km3
REMOVE_BLIP radar_blip_colombian1_km3
REMOVE_BLIP radar_blip_colombian2_km3
REMOVE_BLIP radar_blip_colombian5_km3
REMOVE_BLIP radar_blip_colombian6_km3
REMOVE_BLIP radar_blip_money_km3
REMOVE_BLIP radar_blip_coord3_km3
MISSION_HAS_FINISHED
RETURN
 
 
attack_player:
 
// colombian1
 
IF flag_colombian1_dead_km3 = 0
 
	SET_CHAR_THREAT_SEARCH colombian1_km3 THREAT_PLAYER1
 
	SET_CHAR_THREAT_SEARCH colombian1_km3 THREAT_GANG_YAKUZA
 
	SET_CHAR_PERSONALITY colombian1_km3 PEDSTAT_TOUGH_GUY
 
	SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS colombian1_km3 player
 
ENDIF
 
// colombian2
 
IF flag_colombian2_dead_km3 = 0
 
	SET_CHAR_THREAT_SEARCH colombian2_km3 THREAT_PLAYER1
 
	SET_CHAR_THREAT_SEARCH colombian2_km3 THREAT_GANG_YAKUZA
 
	SET_CHAR_PERSONALITY colombian2_km3 PEDSTAT_TOUGH_GUY
 
	SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS colombian2_km3 player
 
ENDIF
 
 
// colombian5
 
IF flag_colombian5_dead_km3 = 0
 
	SET_CHAR_THREAT_SEARCH colombian5_km3 THREAT_PLAYER1
 
	SET_CHAR_THREAT_SEARCH colombian5_km3 THREAT_GANG_YAKUZA
 
	SET_CHAR_PERSONALITY colombian5_km3 PEDSTAT_TOUGH_GUY
 
	SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS colombian5_km3 player   
 
ENDIF
 
// colombian6
 
IF flag_colombian6_dead_km3 = 0
 
	SET_CHAR_THREAT_SEARCH colombian6_km3 THREAT_PLAYER1
 
	SET_CHAR_THREAT_SEARCH colombian6_km3 THREAT_GANG_YAKUZA
 
	SET_CHAR_PERSONALITY colombian6_km3 PEDSTAT_TOUGH_GUY
 
	SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS colombian6_km3 player	
 
ENDIF
 
RETURN

kenji4

MISSION_START
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************Kenji mission 4********************************* 
// *********************************************"Shima"*************************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
 
SCRIPT_NAME kenji4
 
// Mission start stuff
 
GOSUB mission_start_kenji4
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_kenji4_failed
	ENDIF
 
GOSUB mission_cleanup_kenji4
 
MISSION_END
 
// Variables for mission
 
VAR_INT briefcase1_km4
 
VAR_INT briefcase2_km4
 
VAR_INT briefcase3_km4
 
VAR_INT hispanic1_km4
 
VAR_INT hispanic2_km4
 
VAR_INT hispanic3_km4
 
VAR_INT hispanic4_km4
 
VAR_INT hispanic5_km4
 
VAR_INT hispanic6_km4
 
VAR_INT radar_blip_coord2_km4
 
VAR_INT radar_blip_coord3_km4
 
VAR_INT radar_blip_coord4_km4
 
VAR_INT radar_blip_coord5_km4
 
VAR_INT radar_blip_ped_km4
 
VAR_INT radar_blip_coord1_km4
 
VAR_INT counter_number_of_hispanics_dead
 
VAR_INT flag_hispanic1_km4_dead
 
VAR_INT flag_hispanic2_km4_dead
 
VAR_INT flag_hispanic3_km4_dead
 
VAR_INT flag_hispanic4_km4_dead
 
VAR_INT flag_hispanic5_km4_dead
 
VAR_INT flag_hispanic6_km4_dead
 
VAR_INT flag_briefcase3_pickedup_km4
 
VAR_INT flag_hispanic1_hate_player_km4
 
VAR_INT flag_hispanic2_hate_player_km4
 
VAR_INT flag_hispanic3_hate_player_km4
 
VAR_INT flag_hispanic4_hate_player_km4
 
VAR_INT flag_hispanic5_hate_player_km4
 
VAR_INT radar_blip_diablo1_km4
 
VAR_INT radar_blip_diablo2_km4
 
VAR_INT radar_blip_diablo3_km4
 
VAR_INT radar_blip_diablo4_km4
 
VAR_INT radar_blip_diablo5_km4
 
VAR_INT radar_blip_dummy1_km4
 
VAR_INT radar_blip_dummy2_km4
 
VAR_INT radar_blip_dummy3_km4
 
VAR_INT radar_blip_dummy4_km4
 
VAR_INT radar_blip_dummy5_km4
 
VAR_INT flag_player_had_message_km4
 
VAR_INT car_km4
 
VAR_INT flag_briefcase1_created_km4
 
VAR_INT flag_briefcase2_created_km4
 
VAR_INT flag_briefcase3_created_km4
 
VAR_INT flag_briefcase1_collected_km4
 
VAR_INT flag_briefcase2_collected_km4
 
VAR_INT flag_briefcase3_collected_km4
 
VAR_INT radar_blip_coord6_km4
 
VAR_INT car_cut_km4
 
// ****************************************Mission Start************************************
 
mission_start_kenji4:
 
flag_player_on_mission = 1
 
flag_player_on_kenji_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
counter_number_of_hispanics_dead = 0
 
flag_hispanic1_km4_dead = 0
 
flag_hispanic2_km4_dead = 0
 
flag_hispanic3_km4_dead = 0
 
flag_hispanic4_km4_dead = 0
 
flag_hispanic5_km4_dead = 0
 
flag_hispanic6_km4_dead = 0
 
flag_briefcase3_pickedup_km4 = 0
 
flag_hispanic1_hate_player_km4 = 0
 
flag_hispanic2_hate_player_km4 = 0
 
flag_hispanic3_hate_player_km4 = 0
 
flag_hispanic4_hate_player_km4 = 0
 
flag_hispanic5_hate_player_km4 = 0
 
switch_gang_diablo_off = 1
 
flag_player_had_message_km4 = 0
 
flag_briefcase1_created_km4 = 0
 
flag_briefcase2_created_km4 = 0
 
flag_briefcase3_created_km4 = 0
 
flag_briefcase1_collected_km4 = 0
 
flag_briefcase2_collected_km4 = 0
 
flag_briefcase3_collected_km4 = 0
 
SWAP_NEAREST_BUILDING_MODEL -88.371 -487.666 15.166 50.0 convstore01 convstre_dmge01
 
 
// ****************************************START OF CUTSCENE********************************
 
/*
IF CAN_PLAYER_START_MISSION player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE player
ELSE
	GOTO mission_kenji4_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( KM4 ) 15000 2  //"SHIMA"
 
SWITCH_STREAMING OFF
*/
 
// Cutscene stuff
 
LOAD_SPECIAL_CHARACTER 1 KENJI
REQUEST_MODEL PED_GANG_YAKUZA_A 
LOAD_SPECIAL_MODEL cut_obj1 KENJIH 
LOAD_SPECIAL_MODEL cut_obj2 PLAYERH
REQUEST_MODEL casino_garden
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_A 
OR NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED casino_garden
 
	WAIT 0
 
ENDWHILE
 
LOAD_CUTSCENE k4_shi
 
SET_CUTSCENE_OFFSET 476.380 -1382.168 67.347
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
 
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_kenji
 
SET_CUTSCENE_ANIM cs_kenji kenji
 
CREATE_CUTSCENE_OBJECT PED_GANG_YAKUZA_A cs_yakuza
 
SET_CUTSCENE_ANIM cs_yakuza gang07
 
CREATE_CUTSCENE_HEAD cs_kenji CUT_OBJ1 cs_kenjihead
 
SET_CUTSCENE_HEAD_ANIM cs_kenjihead kenji
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
 
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CLEAR_AREA 459.1 -1413.0 25.11 1.0 TRUE 
 
SET_PLAYER_COORDINATES player 459.1 -1413.0 25.11
 
SET_PLAYER_HEADING player 132.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
 
SWITCH_STREAMING ON
 
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 3580
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM4_A ) 10000 1 //"To be truly strong, it is important that you never show weakness."
 
WHILE cs_time < 8316
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM4_B ) 10000 1 //"The business's that are fortunate enough to have our protection settle their accounts today."
 
WHILE cs_time < 13513
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM4_C ) 10000 1 //"Please go and collect the money immediately, so we can enter it into the casino accounts."
 
WHILE cs_time < 17808
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( KM4_C )
 
WHILE cs_time < 18333
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
SWITCH_RUBBISH ON
 
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 casino_garden
 
// *******************************************END OF CUTSCENE*******************************
 
REQUEST_MODEL PED_GANG_DIABLO_A
 
WHILE NOT HAS_MODEL_LOADED PED_GANG_DIABLO_A
 
	WAIT 0
 
ENDWHILE
 
CREATE_PICKUP briefcase pickup_once 236.8 -1580.0 25.7 briefcase1_km4
 
flag_briefcase1_created_km4 = 1
 
ADD_BLIP_FOR_PICKUP briefcase1_km4 radar_blip_coord2_km4 
 
// waits for the player to get the first briefcase
 
WHILE NOT HAS_PICKUP_BEEN_COLLECTED briefcase1_km4 
 
	WAIT 0
 
ENDWHILE
 
flag_briefcase1_collected_km4 = 1
 
PRINT_NOW ( KM4_8 ) 5000 1 //"Briefcase collected!"
 
REMOVE_BLIP radar_blip_coord2_km4
 
CREATE_PICKUP briefcase pickup_once 119.56 -1110.51 25.66 briefcase2_km4
 
flag_briefcase2_created_km4 = 1
 
ADD_BLIP_FOR_PICKUP briefcase2_km4 radar_blip_coord3_km4 
 
// creates Diablo 6 who is by the second briefcase
 
CREATE_CHAR PEDTYPE_CIVMALE PED_GANG_DIABLO_A 122.2 -1113.2 25.2 hispanic6_km4
 
GIVE_WEAPON_TO_CHAR hispanic6_km4 WEAPONTYPE_UZI 30000  // sets weapon to have infinate bullets
 
CLEAR_CHAR_THREAT_SEARCH hispanic6_km4
 
TURN_CHAR_TO_FACE_COORD hispanic6_km4 120.6 -1111.8 -100.0
 
// waiting for the player to get the second briefcase
 
SET_PED_DENSITY park DAY 0
SET_PED_DENSITY park NIGHT 0
 
WHILE NOT HAS_PICKUP_BEEN_COLLECTED briefcase2_km4
 
	WAIT 0
 
	IF flag_hispanic6_km4_dead = 0
 
		IF IS_CHAR_DEAD hispanic6_km4
			flag_hispanic6_km4_dead = 1
		ELSE
			IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player hispanic6_km4 10.0 10.0 FALSE
				SET_CHAR_THREAT_SEARCH hispanic6_km4 THREAT_PLAYER1 
				SET_CHAR_PERSONALITY hispanic6_km4 PEDSTAT_TOUGH_GUY
				SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS hispanic6_km4 player
			ENDIF
 
		ENDIF
 
	ENDIF 
 
ENDWHILE
 
flag_briefcase2_collected_km4 = 1
 
PRINT_NOW ( KM4_8 ) 5000 1 //"Briefcase collected!"
 
REMOVE_BLIP radar_blip_coord3_km4
 
ADD_BLIP_FOR_COORD -91.5 -484.2 15.2 radar_blip_coord5_km4
 
WHILE NOT LOCATE_STOPPED_PLAYER_ANY_MEANS_3D player -91.5 -484.2 15.2 4.0 4.0 3.0 TRUE
 
	WAIT 0
 
ENDWHILE
 
SWITCH_WIDESCREEN ON
 
REMOVE_BLIP radar_blip_coord5_km4
 
SET_PLAYER_CONTROL player OFF
 
CLEAR_AREA -91.0 -488.9 18.7 2.0 TRUE
 
SET_POLICE_IGNORE_PLAYER player ON
 
SET_EVERYONE_IGNORE_PLAYER player ON
 
SET_FIXED_CAMERA_POSITION -87.33 -502.99 21.33 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT -87.37 -502.06 20.97 JUMP_CUT
 
GET_PLAYER_CHAR player script_controlled_player
 
IF IS_PLAYER_IN_ANY_CAR player
 
	STORE_CAR_PLAYER_IS_IN player car_km4
 
	SET_CHAR_OBJ_LEAVE_CAR script_controlled_player car_km4
 
	WHILE IS_CHAR_IN_CAR script_controlled_player car_km4
 
		WAIT 0
 
		IF IS_CAR_DEAD car_km4
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicles dead!"
			GOTO mission_kenji4_failed
		ENDIF
 
 
	ENDWHILE
 
ENDIF
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT script_controlled_player -92.07 -488.84
 
timerb = 0
 
	WHILE timerb < 1000
 
		WAIT 0
 
	ENDWHILE
 
// **************************************CUT SCENE WITH SHOP KEEPER*************************
 
GET_GAME_TIMER breakout_timer_start
 
breakout_diff = 0
 
WHILE NOT CAN_PLAYER_START_MISSION Player
AND breakout_diff < 5000	//	if player is not in control after 5 secs do the cutscene anyway
 
	WAIT 0
 
	GET_GAME_TIMER breakout_timer
 
	breakout_diff = breakout_timer - breakout_timer_start
 
ENDWHILE
 
MAKE_PLAYER_SAFE_FOR_CUTSCENE player
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
SWITCH_STREAMING OFF
 
// Cutscene stuff
 
LOAD_SPECIAL_CHARACTER 2 KEEPER
LOAD_SPECIAL_MODEL cut_obj1 KEEPERH 
LOAD_SPECIAL_MODEL cut_obj2 PLAYERH
LOAD_SPECIAL_MODEL CUT_OBJ3 SHDOOR 
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
 
CHAR_SET_IDLE script_controlled_player
 
SET_PED_DENSITY_MULTIPLIER 0.0
 
CLEAR_AREA_OF_CHARS -117.66 -565.7 10.0 12.34 -396.77 20.0
 
LOAD_ALL_MODELS_NOW	
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2
OR NOT HAS_MODEL_LOADED cut_obj3
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED cut_obj1
 
	WAIT 0
 
ENDWHILE
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -88.3 -487.6 15.1 6.0 convstore01_door FALSE	
 
LOAD_CUTSCENE k4_shi2
 
SET_CUTSCENE_OFFSET -88.1829 -491.4236 15.1439  //Proper one
 
//SET_CUTSCENE_OFFSET -90.1829 -491.4236 15.143  // Test one
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
 
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_keeper
 
SET_CUTSCENE_ANIM cs_keeper keeper
 
CREATE_CUTSCENE_OBJECT cut_obj3 cs_shopdoor
 
SET_CUTSCENE_ANIM cs_shopdoor shdoor
 
CREATE_CUTSCENE_HEAD cs_keeper CUT_OBJ1 cs_keeperhead
 
SET_CUTSCENE_HEAD_ANIM cs_keeperhead keeper
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
 
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CLEAR_AREA -93.01 -489.43 15.16 1.0 TRUE
 
SET_PLAYER_COORDINATES player -93.01 -489.43 15.16
 
SET_PLAYER_HEADING player 101.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
 
SWITCH_STREAMING ON
 
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 2690
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM4_1 ) 10000 1 //"I can't pay you and I wouldn't pay you if I could!"
 
WHILE cs_time < 4898
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM4_9 ) 10000 1 //"Some young gang just jacked out the place, they took everything."
 
WHILE cs_time < 7467
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( KM4_2 ) 10000 1 //"You guys are useless."
 
WHILE cs_time < 8511
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE					
 
PRINT_NOW ( KM4_10 ) 10000 1 //"What kind of Yakuza are you anyway?"
 
WHILE cs_time < 10710
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE	
 
CLEAR_THIS_PRINT ( KM4_10 )
 
WHILE cs_time < 11000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
SWITCH_RUBBISH ON
 
SET_CAMERA_BEHIND_PLAYER
 
WAIT 500
 
DO_FADE 1500 FADE_IN 
 
SET_CAMERA_BEHIND_PLAYER
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE -88.3 -487.6 15.1 6.0 convstore01_door TRUE
 
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
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
 
// **********************************END OF CUTSCENE WITH SHOPKEEPER************************
 
SWITCH_WIDESCREEN OFF
 
SET_POLICE_IGNORE_PLAYER player OFF
 
SET_PLAYER_CONTROL player ON
 
SET_PED_DENSITY park DAY 1
SET_PED_DENSITY park NIGHT 1
 
SET_EVERYONE_IGNORE_PLAYER player OFF
 
ADD_BLIP_FOR_COORD_OLD 938.0 -180.0 -100.0 5 BOTH radar_blip_coord1_km4
 
CHANGE_BLIP_SCALE radar_blip_coord1_km4 3
 
ADD_BLIP_FOR_COORD_OLD 930.0 -190.0 -100.0 1 BOTH radar_blip_dummy1_km4
 
CHANGE_BLIP_SCALE radar_blip_dummy1_km4 3 
 
ADD_BLIP_FOR_COORD_OLD 931.0 -184.0 -100.0 1 BOTH radar_blip_dummy2_km4
 
CHANGE_BLIP_SCALE radar_blip_dummy2_km4 3
 
ADD_BLIP_FOR_COORD_OLD 943.0 -182.0 -100.0 1 BOTH radar_blip_dummy3_km4
 
CHANGE_BLIP_SCALE radar_blip_dummy3_km4 3
 
ADD_BLIP_FOR_COORD_OLD 943.0 -190.0 -100.0 1 BOTH radar_blip_dummy4_km4
 
CHANGE_BLIP_SCALE radar_blip_dummy4_km4 3
 
ADD_BLIP_FOR_COORD_OLD 939.0 -183.0 -100.0 1 BOTH radar_blip_dummy5_km4
 
CHANGE_BLIP_SCALE radar_blip_dummy5_km4 3
 
PRINT_NOW ( KM4_4 ) 7000 1 //"Punish the gang responsible and retrieve the protection money!"
 
// creates the final briefcase and the hispanics
 
WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_INDUSTRIAL
 
	WAIT 0
 
ENDWHILE
 
CREATE_PICKUP briefcase pickup_once 938.0 -180.0 4.5 briefcase3_km4
 
flag_briefcase3_created_km4 = 1
 
ADD_BLIP_FOR_PICKUP briefcase3_km4 radar_blip_coord4_km4 
 
REMOVE_BLIP radar_blip_coord1_km4
 
// hispanic 1
 
CREATE_CHAR PEDTYPE_GANG_DIABLO PED_GANG_DIABLO_A 930.0 -190.0 -100.0 hispanic1_km4
 
ADD_BLIP_FOR_CHAR hispanic1_km4 radar_blip_diablo1_km4
 
REMOVE_BLIP radar_blip_dummy1_km4 
 
GIVE_WEAPON_TO_CHAR hispanic1_km4 WEAPONTYPE_UZI 30000  // sets weapon to have infinate bullets
 
CLEAR_CHAR_THREAT_SEARCH hispanic1_km4
 
SET_CHAR_PERSONALITY hispanic1_km4 PEDSTAT_TOUGH_GUY
 
// hispanic 2
 
CREATE_CHAR PEDTYPE_GANG_DIABLO PED_GANG_DIABLO_A 931.0 -184.0 -100.0 hispanic2_km4
 
ADD_BLIP_FOR_CHAR hispanic2_km4 radar_blip_diablo2_km4
 
REMOVE_BLIP radar_blip_dummy2_km4
 
GIVE_WEAPON_TO_CHAR hispanic2_km4 WEAPONTYPE_UZI 30000 // sets weapon to have infinate bullets
 
CLEAR_CHAR_THREAT_SEARCH hispanic2_km4
 
SET_CHAR_PERSONALITY hispanic2_km4 PEDSTAT_TOUGH_GUY
 
// hispanic 3
 
CREATE_CHAR PEDTYPE_GANG_DIABLO PED_GANG_DIABLO_A 943.0 -182.0 -100.0 hispanic3_km4
 
ADD_BLIP_FOR_CHAR hispanic3_km4 radar_blip_diablo3_km4
 
REMOVE_BLIP radar_blip_dummy3_km4
 
GIVE_WEAPON_TO_CHAR hispanic3_km4 WEAPONTYPE_UZI 30000 // sets weapon to have infinate bullets
 
CLEAR_CHAR_THREAT_SEARCH hispanic3_km4
 
SET_CHAR_PERSONALITY hispanic3_km4 PEDSTAT_TOUGH_GUY
 
// hispanic 4
 
CREATE_CHAR PEDTYPE_GANG_DIABLO PED_GANG_DIABLO_A 943.0 -190.0 -100.0 hispanic4_km4
 
ADD_BLIP_FOR_CHAR hispanic4_km4 radar_blip_diablo4_km4
 
REMOVE_BLIP radar_blip_dummy4_km4
 
GIVE_WEAPON_TO_CHAR hispanic4_km4 WEAPONTYPE_UZI 30000 // sets weapon to have infinate bullets
 
CLEAR_CHAR_THREAT_SEARCH hispanic4_km4
 
SET_CHAR_PERSONALITY hispanic4_km4 PEDSTAT_TOUGH_GUY
 
// hispanic 5
 
CREATE_CHAR PEDTYPE_GANG_DIABLO PED_GANG_DIABLO_A 939.0 -183.0 -100.0 hispanic5_km4
 
ADD_BLIP_FOR_CHAR hispanic5_km4 radar_blip_diablo5_km4
 
REMOVE_BLIP radar_blip_dummy5_km4
 
GIVE_WEAPON_TO_CHAR hispanic5_km4 WEAPONTYPE_UZI 30000 // sets weapon to have infinate bullets
 
CLEAR_CHAR_THREAT_SEARCH hispanic5_km4
 
SET_CHAR_PERSONALITY hispanic5_km4 PEDSTAT_TOUGH_GUY
 
 
WHILE flag_briefcase3_pickedup_km4 = 0
OR counter_number_of_hispanics_dead < 5
 
	WAIT 0
 
	IF flag_hispanic1_km4_dead = 0
 
		IF IS_CHAR_DEAD hispanic1_km4
			REMOVE_BLIP radar_blip_diablo1_km4
			++ counter_number_of_hispanics_dead
			flag_hispanic1_km4_dead = 1
		ENDIF
 
	ENDIF
 
	IF flag_hispanic2_km4_dead = 0
 
		IF IS_CHAR_DEAD hispanic2_km4
			REMOVE_BLIP radar_blip_diablo2_km4
			++ counter_number_of_hispanics_dead
			flag_hispanic2_km4_dead = 1
		ENDIF
 
	ENDIF
 
	IF flag_hispanic3_km4_dead = 0
 
		IF IS_CHAR_DEAD hispanic3_km4
			REMOVE_BLIP radar_blip_diablo3_km4
			++ counter_number_of_hispanics_dead
			flag_hispanic3_km4_dead = 1
		ENDIF
 
	ENDIF
 
	IF flag_hispanic4_km4_dead = 0
 
		IF IS_CHAR_DEAD hispanic4_km4
			REMOVE_BLIP radar_blip_diablo4_km4
			++ counter_number_of_hispanics_dead
			flag_hispanic4_km4_dead = 1
		ENDIF
 
	ENDIF
 
	IF flag_hispanic5_km4_dead = 0
 
		IF IS_CHAR_DEAD hispanic5_km4
			REMOVE_BLIP radar_blip_diablo5_km4
			++ counter_number_of_hispanics_dead
			flag_hispanic5_km4_dead = 1
		ENDIF
 
	ENDIF
 
	IF flag_briefcase3_pickedup_km4 = 0 
 
		IF HAS_PICKUP_BEEN_COLLECTED briefcase3_km4
			REMOVE_BLIP radar_blip_coord4_km4
			PRINT_NOW ( KM4_8 ) 5000 1 //"Briefcase collected!"
			flag_briefcase3_collected_km4 = 1
			flag_briefcase3_pickedup_km4 = 1
		ENDIF
 
	ENDIF
 
	IF LOCATE_PLAYER_ANY_MEANS_3D player 940.0 -185.0 4.2 25.0 25.0 10.0 FALSE
 
		IF flag_hispanic1_km4_dead = 0
		AND flag_hispanic1_hate_player_km4 = 0
			SET_CHAR_THREAT_SEARCH hispanic1_km4 THREAT_PLAYER1
			TURN_CHAR_TO_FACE_PLAYER hispanic1_km4 player
			SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS hispanic1_km4 player 
			flag_hispanic1_hate_player_km4 = 1 
		ENDIF
 
		IF flag_hispanic2_km4_dead = 0
		AND flag_hispanic2_hate_player_km4 = 0
			SET_CHAR_THREAT_SEARCH hispanic2_km4 THREAT_PLAYER1
			TURN_CHAR_TO_FACE_PLAYER hispanic2_km4 player
			SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS hispanic2_km4 player 
			flag_hispanic2_hate_player_km4 = 1
		ENDIF
 
		IF flag_hispanic3_km4_dead = 0
		AND flag_hispanic3_hate_player_km4 = 0
			SET_CHAR_THREAT_SEARCH hispanic3_km4 THREAT_PLAYER1
			TURN_CHAR_TO_FACE_PLAYER hispanic3_km4 player
			SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS hispanic3_km4 player
			flag_hispanic3_hate_player_km4 = 1 
		ENDIF
 
		IF flag_hispanic4_km4_dead = 0
		AND flag_hispanic4_hate_player_km4 = 0
			SET_CHAR_THREAT_SEARCH hispanic4_km4 THREAT_PLAYER1
			TURN_CHAR_TO_FACE_PLAYER hispanic4_km4 player
			SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS hispanic4_km4 player
			flag_hispanic4_hate_player_km4 = 1 
		ENDIF
 
		IF flag_hispanic5_km4_dead = 0
		AND flag_hispanic5_hate_player_km4 = 0
			SET_CHAR_THREAT_SEARCH hispanic5_km4 THREAT_PLAYER1
			TURN_CHAR_TO_FACE_PLAYER hispanic5_km4 player
			SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS hispanic5_km4 player
			flag_hispanic5_hate_player_km4 = 1 
		ENDIF
 
	ENDIF
 
ENDWHILE
 
PRINT_NOW ( KM4_11 ) 5000 1 //"Take the money back to the casino!"
 
ADD_BLIP_FOR_COORD 452.3 -1465.8 17.6 radar_blip_coord6_km4
 
blob_flag = 1 
 
WHILE NOT LOCATE_STOPPED_PLAYER_ANY_MEANS_3D player 452.3 -1465.8 17.6 4.0 4.0 4.0 blob_flag
 
	WAIT 0
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord6_km4
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
SET_POLICE_IGNORE_PLAYER player ON
 
SET_EVERYONE_IGNORE_PLAYER player ON
 
GET_PLAYER_CHAR player script_controlled_player
 
IF IS_PLAYER_IN_ANY_CAR player
 
	STORE_CAR_PLAYER_IS_IN player car_cut_km4
	SET_CHAR_OBJ_LEAVE_CAR script_controlled_player car_cut_km4
 
	WHILE IS_PLAYER_IN_CAR player car_cut_km4
 
		WAIT 0
 
		IF IS_CAR_DEAD car_cut_km4
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicles wrecked!"
			GOTO mission_kenji4_failed
		ENDIF 
 
	ENDWHILE
 
ENDIF
 
SET_FIXED_CAMERA_POSITION 420.41 -1479.59 26.13 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 420.87 -1478.75 26.38 JUMP_CUT
 
SET_PLAYER_COORDINATES player 425.85 -1477.16 -100.0
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT script_controlled_player 428.57 -1465.01
 
WHILE NOT IS_CHAR_OBJECTIVE_PASSED script_controlled_player
 
	WAIT 0
 
ENDWHILE
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1000 FADE_OUT
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
 
SET_PLAYER_COORDINATES player 426.81 -1486.40 17.64
 
SET_PLAYER_HEADING player 180.0
 
RESTORE_CAMERA_JUMPCUT
 
SET_CAMERA_IN_FRONT_OF_PLAYER 
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1000 FADE_IN
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
 
SWITCH_WIDESCREEN OFF
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
SET_EVERYONE_IGNORE_PLAYER player OFF
 
}
 
GOTO mission_kenji4_passed
 
 
 
// Mission Kenji3 failed
 
mission_kenji4_failed:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
RETURN
 
 
 
// mission Kenji3 passed
 
mission_kenji4_passed:
 
flag_kenji_mission4_passed = 1
REGISTER_MISSION_PASSED ( KM4 )
PLAYER_MADE_PROGRESS 1
PRINT_WITH_NUMBER_BIG ( m_pass ) 10000 5000 1  //"Mission Passed!"
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 10000
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT kenji_mission5_loop
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_kenji4:
 
flag_player_on_mission = 0
flag_player_on_kenji_mission = 0
switch_gang_diablo_off = 0
 
IF flag_briefcase1_created_km4 = 1
 
	IF flag_briefcase1_collected_km4 = 0
		REMOVE_PICKUP briefcase1_km4
	ENDIF
 
ENDIF
 
IF flag_briefcase2_created_km4 = 1
 
	IF flag_briefcase2_collected_km4 = 0
		REMOVE_PICKUP briefcase2_km4
	ENDIF
 
ENDIF
 
IF flag_briefcase3_created_km4 = 1
 
	IF flag_briefcase3_collected_km4 = 0
		REMOVE_PICKUP briefcase3_km4
	ENDIF
 
ENDIF
 
REMOVE_BLIP radar_blip_diablo1_km4
REMOVE_BLIP radar_blip_diablo2_km4
REMOVE_BLIP radar_blip_diablo3_km4
REMOVE_BLIP radar_blip_diablo4_km4
REMOVE_BLIP radar_blip_diablo5_km4
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_DIABLO_A
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_A
REMOVE_BLIP radar_blip_coord2_km4
REMOVE_BLIP radar_blip_coord3_km4
REMOVE_BLIP radar_blip_coord4_km4
REMOVE_BLIP radar_blip_coord5_km4
REMOVE_BLIP radar_blip_coord1_km4
REMOVE_BLIP radar_blip_coord6_km4
REMOVE_BLIP radar_blip_dummy1_km4
REMOVE_BLIP radar_blip_dummy2_km4
REMOVE_BLIP radar_blip_dummy3_km4
REMOVE_BLIP radar_blip_dummy4_km4
REMOVE_BLIP radar_blip_dummy5_km4
SET_PED_DENSITY park DAY 1
SET_PED_DENSITY park NIGHT 1
MISSION_HAS_FINISHED
RETURN

kenji5

MISSION_START
// *****************************************************************************************
// *******************************   Kenji Mission 5   ************************************* 
// *******************************     Smack Down      *************************************
// *****************************************************************************************
// *** Kenji wants you to hit the Yardies pushing Spank for the Cartel. They're dotted   ***
// *** about Liberty dealing in gangs or from vehicles. The player must race round the 	 ***
// *** city splattering and killing all the dealers within a time limit. Occasionally 	 ***
// *** they may have a 'backup vehicle' that will give chase to make the mission harder. ***
// *****************************************************************************************
 
// Mission start stuff
 
GOSUB mission_start_kenji5
 
IF HAS_DEATHARREST_BEEN_EXECUTED 
	GOSUB mission_kenji5_failed
ENDIF
 
GOSUB mission_cleanup_kenji5
 
MISSION_END
 
// Variables For Mission
 
VAR_INT number_of_peds ped_2_exists ped_2_blip ped_2 delete_oldest_ped_time	on_screen_counter_flag
VAR_INT ped_3_exists ped_3_blip ped_3 ped_4_exists ped_4_blip ped_4 dead_peds minimum_kills	reward_kills
VAR_INT ped_1_time ped_2_time ped_3_time ped_4_time oldest_ped_time oldest_ped random_direction
VAR_INT ped_1_blip ped_1_exists ped_1
VAR_INT ped_5_blip ped_5_exists ped_5 ped_5_time
VAR_INT ped_6_blip ped_6_exists ped_6 ped_6_time
VAR_INT ped_7_blip ped_7_exists ped_7 ped_7_time			 cs_yakuza2
VAR_INT ped_8_blip ped_8_exists ped_8 ped_8_time
VAR_INT ped_9_blip ped_9_exists ped_9 ped_9_time
VAR_INT ped_10_blip ped_10_exists ped_10 ped_10_time
VAR_INT ped_11_blip ped_11_exists ped_11 ped_11_time
VAR_INT ped_12_blip ped_12_exists ped_12 ped_12_time
VAR_INT ped_13_blip ped_13_exists ped_13 ped_13_time
VAR_INT ped_14_blip ped_14_exists ped_14 ped_14_time
VAR_INT ped_15_blip ped_15_exists ped_15 ped_15_time
 
VAR_FLOAT ped_15_x ped_15_y ped_15_z 
VAR_FLOAT ped_14_x ped_14_y ped_14_z 
VAR_FLOAT ped_13_x ped_13_y ped_13_z 
VAR_FLOAT ped_12_x ped_12_y ped_12_z 
VAR_FLOAT ped_11_x ped_11_y ped_11_z 
VAR_FLOAT ped_10_x ped_10_y ped_10_z 
VAR_FLOAT ped_9_x ped_9_y ped_9_z 
VAR_FLOAT ped_8_x ped_8_y ped_8_z 
VAR_FLOAT ped_7_x ped_7_y ped_7_z 
VAR_FLOAT ped_6_x ped_6_y ped_6_z 
VAR_FLOAT ped_5_x ped_5_y ped_5_z 
VAR_FLOAT ped_1_x ped_1_y ped_1_z 
VAR_FLOAT ped_2_x ped_2_y ped_2_z ped_3_x ped_3_y ped_3_z 
VAR_FLOAT ped_4_x ped_4_y ped_4_z random_commercial_x random_commercial_y garbage_x	garbage_y garbage_z
VAR_FLOAT difference_x difference_y sum_diff distance
 
// ****************************************Mission Start************************************
 
mission_start_kenji5:
 
flag_player_on_mission = 1
flag_player_on_kenji_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
SCRIPT_NAME kenji5
 
number_of_peds 			= 0
ped_2_exists 			= 0
delete_oldest_ped_time	= 0
on_screen_counter_flag  = 0
ped_3_exists  			= 0
ped_4_exists 			= 0
dead_peds  				= 0
minimum_kills  			= 0
ped_1_time  			= 0
ped_2_time  			= 0
ped_3_time 	 			= 0
ped_4_time  			= 0
oldest_ped_time  		= 0
oldest_ped  			= 0
random_direction 		= 0
ped_1_exists 			= 0
ped_5_exists  			= 0
ped_5_time 				= 0
ped_6_exists  			= 0
ped_6_time 				= 0
ped_7_exists  			= 0
ped_7_time 				= 0
ped_8_exists  			= 0
ped_8_time  			= 0
ped_9_exists  			= 0
ped_9_time				= 0
ped_10_exists  			= 0
ped_10_time	 			= 0
ped_11_exists  			= 0
ped_11_time	 			= 0
ped_12_exists  			= 0
ped_12_time				= 0
ped_13_exists  			= 0
ped_13_time	 			= 0
ped_14_exists  			= 0
ped_14_time	 			= 0
ped_15_exists  			= 0
ped_15_time	 			= 0
 
minimum_kills = 8
 
// ****************************************START OF CUTSCENE********************************
 
/*
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
IF CAN_PLAYER_START_MISSION player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE player
ELSE
	GOTO mission_kenji5_failed
ENDIF
 
SWITCH_STREAMING OFF
 
PRINT_BIG KM5 15000 2 // "SMACK DOWN"
*/
 
LOAD_SPECIAL_CHARACTER 1 KENJI
REQUEST_MODEL PED_GANG_YAKUZA_A
REQUEST_MODEL PED_GANG_YAKUZA_B
REQUEST_MODEL PED_GANG_YARDIE_A
LOAD_SPECIAL_MODEL cut_obj1 KENJIH
REQUEST_MODEL casino_garden 
 
/*
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
*/
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_A 
OR NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_B
OR NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED casino_garden
	WAIT 0
ENDWHILE
 
LOAD_CUTSCENE K5_SD
 
SET_CUTSCENE_OFFSET 476.380 -1382.168 67.347
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_kenji
SET_CUTSCENE_ANIM cs_kenji kenji
 
CREATE_CUTSCENE_OBJECT PED_GANG_YAKUZA_A cs_yakuza
SET_CUTSCENE_ANIM cs_yakuza gang07
 
CREATE_CUTSCENE_OBJECT PED_GANG_YAKUZA_B cs_yakuza2
SET_CUTSCENE_ANIM cs_yakuza2 gang08
 
CREATE_CUTSCENE_HEAD cs_kenji cut_obj1 cs_kenjihead
SET_CUTSCENE_HEAD_ANIM cs_kenjihead kenji
 
//CREATE_CUTSCENE_HEAD cs_player cut_obj2 cs_playerhead
//SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CLEAR_AREA 459.1 -1413.0 25.11 1.0 TRUE 
SET_PLAYER_COORDINATES player 459.1 -1413.0 25.11							   
SET_PLAYER_HEADING player 132.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
 
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 6121
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW KM5_A 7000 1 //"YOU! How fitting you should choose this moment to show your worthless face!"
 
WHILE cs_time < 11088
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW KM5_B 7000 1 //"It would appear your attempts to dissuade the Jamaicans"
 
WHILE cs_time < 13770
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW KM5_B1 7000 1 //"from becoming bed fellows with the Cartel were wholly inadequate!"
 
WHILE cs_time < 17324
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW KM5_C 7000 1 //"Yardie pushers line Liberty's streets selling packets of SPANK like they were selling hotdogs!"
 
WHILE cs_time < 22060
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW KM5_D 7000 1 //"Those Cartel pigs are laughing at us, at me!" 
 
WHILE cs_time < 24716
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW KM5_E 7000 1 //"I will give you one last chance to prove my sister's faith in you to be well founded!"
 
WHILE cs_time < 29220
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW KM5_F 7000 1 //"Run these scumbags into the ground and wash your shame in rivers of our enemies' blood!!!"
 
WHILE cs_time < 33666
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
SWITCH_STREAMING ON
 
SWITCH_RUBBISH ON
 
DO_FADE 1500 FADE_IN 
 
SET_CAMERA_IN_FRONT_OF_PLAYER
 
//SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor TRUE
 
UNLOAD_SPECIAL_CHARACTER 1
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_A
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_B
MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1
MARK_MODEL_AS_NO_LONGER_NEEDED casino_garden 
 
// *******************************************END OF CUTSCENE*******************************
 
 
WHILE NOT HAS_MODEL_LOADED PED_GANG_YARDIE_A
	WAIT 0
ENDWHILE
 
GOTO main_part_of_script
 
create_random_ped://///////////////////////////////////////////////////////////////////////////
 
IF delete_oldest_ped_time > 10000
	delete_oldest_ped_time = delete_oldest_ped_time - 5000
ENDIF
 
IF ped_1_exists = 0	
	generate_coord_ped_1:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_1_x ped_1_y ped_1_z
	difference_x = garbage_x - ped_1_x
	difference_y = garbage_y - ped_1_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_1
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_1_x ped_1_y ped_1_z GREEN BLIP_ONLY ped_1_blip
	CHANGE_BLIP_SCALE ped_1_blip 3
	ped_1_exists = 1
	GET_GAME_TIMER ped_1_time
	++ number_of_peds
	RETURN
ENDIF
 
IF ped_2_exists = 0	
	generate_coord_ped_2:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_2_x ped_2_y ped_2_z
	difference_x = garbage_x - ped_2_x
	difference_y = garbage_y - ped_2_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_2
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_2_x ped_2_y ped_2_z GREEN BLIP_ONLY ped_2_blip
	CHANGE_BLIP_SCALE ped_2_blip 3
	ped_2_exists = 1
	GET_GAME_TIMER ped_2_time
	++ number_of_peds
	RETURN
ENDIF
 
IF ped_3_exists = 0	
	generate_coord_ped_3:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_3_x ped_3_y ped_3_z
	difference_x = garbage_x - ped_3_x
	difference_y = garbage_y - ped_3_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_3
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_3_x ped_3_y ped_3_z GREEN BLIP_ONLY ped_3_blip
	CHANGE_BLIP_SCALE ped_3_blip 3
	ped_3_exists = 1
	GET_GAME_TIMER ped_3_time
	++ number_of_peds
	RETURN
ENDIF
 
IF ped_4_exists = 0	
	generate_coord_ped_4:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_4_x ped_4_y ped_4_z
	difference_x = garbage_x - ped_4_x
	difference_y = garbage_y - ped_4_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_4
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_4_x ped_4_y ped_4_z GREEN BLIP_ONLY ped_4_blip
	CHANGE_BLIP_SCALE ped_4_blip 3
	ped_4_exists = 1
	GET_GAME_TIMER ped_4_time
	++ number_of_peds
	RETURN
ENDIF
 
IF ped_5_exists = 0	
	generate_coord_ped_5:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_5_x ped_5_y ped_5_z
	difference_x = garbage_x - ped_5_x
	difference_y = garbage_y - ped_5_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_5
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_5_x ped_5_y ped_5_z GREEN BLIP_ONLY ped_5_blip
	CHANGE_BLIP_SCALE ped_5_blip 3
	ped_5_exists = 1
	GET_GAME_TIMER ped_5_time
	++ number_of_peds
	RETURN
ENDIF
 
IF ped_6_exists = 0	
	generate_coord_ped_6:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_6_x ped_6_y ped_6_z
	difference_x = garbage_x - ped_6_x
	difference_y = garbage_y - ped_6_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_6
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_6_x ped_6_y ped_6_z GREEN BLIP_ONLY ped_6_blip
	CHANGE_BLIP_SCALE ped_6_blip 3
	ped_6_exists = 1
	GET_GAME_TIMER ped_6_time
	++ number_of_peds
	RETURN
ENDIF
 
IF ped_7_exists = 0	
	generate_coord_ped_7:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_7_x ped_7_y ped_7_z
	difference_x = garbage_x - ped_7_x
	difference_y = garbage_y - ped_7_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_7
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_7_x ped_7_y ped_7_z GREEN BLIP_ONLY ped_7_blip
	CHANGE_BLIP_SCALE ped_7_blip 3
	ped_7_exists = 1
	GET_GAME_TIMER ped_7_time
	++ number_of_peds
	RETURN
ENDIF
 
IF ped_8_exists = 0	
	generate_coord_ped_8:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_8_x ped_8_y ped_8_z
	difference_x = garbage_x - ped_8_x
	difference_y = garbage_y - ped_8_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_8
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_8_x ped_8_y ped_8_z GREEN BLIP_ONLY ped_8_blip
	CHANGE_BLIP_SCALE ped_8_blip 3
	ped_8_exists = 1
	GET_GAME_TIMER ped_8_time
	++ number_of_peds
	RETURN
ENDIF
 
IF ped_9_exists = 0	
	generate_coord_ped_9:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_9_x ped_9_y ped_9_z
	difference_x = garbage_x - ped_9_x
	difference_y = garbage_y - ped_9_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_9
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_9_x ped_9_y ped_9_z GREEN BLIP_ONLY ped_9_blip
	CHANGE_BLIP_SCALE ped_9_blip 3
	ped_9_exists = 1
	GET_GAME_TIMER ped_9_time
	++ number_of_peds
	RETURN
ENDIF
 
IF ped_10_exists = 0	
	generate_coord_ped_10:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_10_x ped_10_y ped_10_z
	difference_x = garbage_x - ped_10_x
	difference_y = garbage_y - ped_10_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_10
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_10_x ped_10_y ped_10_z GREEN BLIP_ONLY ped_10_blip
	CHANGE_BLIP_SCALE ped_10_blip 3
	ped_10_exists = 1
	GET_GAME_TIMER ped_10_time
	++ number_of_peds
	RETURN
ENDIF
 
IF ped_11_exists = 0	
	generate_coord_ped_11:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_11_x ped_11_y ped_11_z
	difference_x = garbage_x - ped_11_x
	difference_y = garbage_y - ped_11_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_11
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_11_x ped_11_y ped_11_z GREEN BLIP_ONLY ped_11_blip
	CHANGE_BLIP_SCALE ped_11_blip 3
	ped_11_exists = 1
	GET_GAME_TIMER ped_11_time
	++ number_of_peds
	RETURN
ENDIF
 
IF ped_12_exists = 0	
	generate_coord_ped_12:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_12_x ped_12_y ped_12_z
	difference_x = garbage_x - ped_12_x
	difference_y = garbage_y - ped_12_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_12
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_12_x ped_12_y ped_12_z GREEN BLIP_ONLY ped_12_blip
	CHANGE_BLIP_SCALE ped_12_blip 3
	ped_12_exists = 1
	GET_GAME_TIMER ped_12_time
	++ number_of_peds
	RETURN
ENDIF
 
IF ped_13_exists = 0	
	generate_coord_ped_13:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_13_x ped_13_y ped_13_z
	difference_x = garbage_x - ped_13_x
	difference_y = garbage_y - ped_13_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_13
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_13_x ped_13_y ped_13_z GREEN BLIP_ONLY ped_13_blip
	CHANGE_BLIP_SCALE ped_13_blip 3
	ped_13_exists = 1
	GET_GAME_TIMER ped_13_time
	++ number_of_peds
	RETURN
ENDIF
 
IF ped_14_exists = 0	
	generate_coord_ped_14:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_14_x ped_14_y ped_14_z
	difference_x = garbage_x - ped_14_x
	difference_y = garbage_y - ped_14_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_14
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_14_x ped_14_y ped_14_z GREEN BLIP_ONLY ped_14_blip
	CHANGE_BLIP_SCALE ped_14_blip 3
	ped_14_exists = 1
	GET_GAME_TIMER ped_14_time
	++ number_of_peds
	RETURN
ENDIF
 
IF ped_15_exists = 0	
	generate_coord_ped_15:
	GENERATE_RANDOM_FLOAT_IN_RANGE -173.0 460.0 random_commercial_x
	GENERATE_RANDOM_FLOAT_IN_RANGE -1627.0 100.0 random_commercial_y
	GET_PLAYER_COORDINATES player garbage_x	garbage_y garbage_z
	GET_CLOSEST_CHAR_NODE random_commercial_x random_commercial_y garbage_z ped_15_x ped_15_y ped_15_z
	difference_x = garbage_x - ped_15_x
	difference_y = garbage_y - ped_15_y
	difference_x = difference_x * difference_x
	difference_y = difference_y * difference_y
	sum_diff = difference_x + difference_y
	SQRT sum_diff distance
	IF distance < 110.0
		GOTO generate_coord_ped_15
	ENDIF
	ADD_BLIP_FOR_COORD_OLD ped_15_x ped_15_y ped_15_z GREEN BLIP_ONLY ped_15_blip
	CHANGE_BLIP_SCALE ped_15_blip 3
	ped_15_exists = 1
	GET_GAME_TIMER ped_15_time
	++ number_of_peds
	RETURN
ENDIF
 
RETURN
 
 
main_part_of_script:///////////////////////////////////////////////////////////////////////////
 
ped_1_x	= 39.3
ped_1_y	= -880.6
ped_1_z	= 34.0
 
ped_2_x	= -55.4331
ped_2_y	= -974.3467
ped_2_z	= 25.4
 
delete_oldest_ped_time = 80000
 
ADD_BLIP_FOR_COORD_OLD ped_1_x ped_1_y ped_1_z GREEN BLIP_ONLY ped_1_blip
CHANGE_BLIP_SCALE ped_1_blip 3
 
ADD_BLIP_FOR_COORD_OLD ped_2_x ped_2_y ped_2_z GREEN BLIP_ONLY ped_2_blip
CHANGE_BLIP_SCALE ped_2_blip 3
 
PRINT_NOW KM5_6 5000 1 //"You must murder at least 8 Yardie dealers."
PRINT_SOON KM5_7 6000 1	//"Kill them quickly!  Once they've pushed their SPANK they're off the streets."
 
DISPLAY_ONSCREEN_COUNTER_WITH_STRING dead_peds COUNTER_DISPLAY_NUMBER KILLS
 
ped_1_exists = 1
ped_2_exists = 1
number_of_peds = 2
TIMERA = 0
 
WHILE number_of_peds > 0
 
	WAIT 0
 
	IF dead_peds > 0
		IF TIMERA > delete_oldest_ped_time
			TIMERA = 0
			GOSUB delete_oldest_ped
		ENDIF
	ENDIF
 
	IF ped_1_exists > 0
		IF ped_1_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_1_x ped_1_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_1_x ped_1_y ped_1_z ped_1
    			GIVE_WEAPON_TO_CHAR	ped_1 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_1 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_1 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_1 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_1 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_1 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_1 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_1 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_1 TRUE
				GENERATE_RANDOM_INT_IN_RANGE 0 8 random_direction
				CHAR_WANDER_DIR ped_1 random_direction
				REMOVE_BLIP ped_1_blip
				ADD_BLIP_FOR_CHAR_OLD ped_1 GREEN BOTH ped_1_blip
				CHANGE_BLIP_SCALE ped_1_blip 3
				ped_1_exists = 2
			ENDIF
		ENDIF
		IF ped_1_exists = 2
			IF IS_CHAR_DEAD ped_1
				REMOVE_BLIP ped_1_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_1
				ped_1_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				IF on_screen_counter_flag = 0
					PRINT_SOON KM5_7 6000 1	//"Kill them quickly!  Once they've pushed their SPANK they're off the streets."
					TIMERA = 0
					on_screen_counter_flag = 1
				ENDIF
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_1_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_1 90.0 90.0 0
					GET_CHAR_COORDINATES ped_1 ped_1_x ped_1_y ped_1_z
					REMOVE_BLIP ped_1_blip
					ADD_BLIP_FOR_COORD_OLD ped_1_x ped_1_y ped_1_z GREEN BLIP_ONLY ped_1_blip
					CHANGE_BLIP_SCALE ped_1_blip 3
					DELETE_CHAR ped_1
					ped_1_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF ped_2_exists > 0
		IF ped_2_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_2_x ped_2_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_2_x ped_2_y ped_2_z ped_2
    			GIVE_WEAPON_TO_CHAR	ped_2 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_2 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_2 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_2 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_2 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_2 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_2 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_2 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_2 TRUE
				REMOVE_BLIP ped_2_blip
				ADD_BLIP_FOR_CHAR_OLD ped_2 GREEN BOTH ped_2_blip
				CHANGE_BLIP_SCALE ped_2_blip 3
				ped_2_exists = 2
			ENDIF
		ENDIF
		IF ped_2_exists = 2
			IF IS_CHAR_DEAD ped_2
				REMOVE_BLIP ped_2_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_2
				ped_2_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				IF on_screen_counter_flag = 0
					PRINT_SOON KM5_7 6000 1	//"Kill them quickly!  Once they've pushed their SPANK they're off the streets."
					TIMERA = 0
					on_screen_counter_flag = 1
				ENDIF
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_2_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_2 90.0 90.0 0
					GET_CHAR_COORDINATES ped_2 ped_2_x ped_2_y ped_2_z
					REMOVE_BLIP ped_2_blip
					ADD_BLIP_FOR_COORD_OLD ped_2_x ped_2_y ped_2_z GREEN BLIP_ONLY ped_2_blip
					CHANGE_BLIP_SCALE ped_2_blip 3
					DELETE_CHAR ped_2
					ped_2_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF ped_3_exists > 0
		IF ped_3_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_3_x ped_3_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_3_x ped_3_y ped_3_z ped_3
    			GIVE_WEAPON_TO_CHAR	ped_3 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_3 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_3 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_3 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_3 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_3 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_3 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_3 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_3 TRUE
				GENERATE_RANDOM_INT_IN_RANGE 0 8 random_direction
				CHAR_WANDER_DIR ped_3 random_direction
				REMOVE_BLIP ped_3_blip
				ADD_BLIP_FOR_CHAR_OLD ped_3 GREEN BOTH ped_3_blip
				CHANGE_BLIP_SCALE ped_3_blip 3
				ped_3_exists = 2
			ENDIF
		ENDIF
		IF ped_3_exists = 2
			IF IS_CHAR_DEAD ped_3
				REMOVE_BLIP ped_3_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_3
				ped_3_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_3_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_3 90.0 90.0 0
					GET_CHAR_COORDINATES ped_3 ped_3_x ped_3_y ped_3_z
					REMOVE_BLIP ped_3_blip
					ADD_BLIP_FOR_COORD_OLD ped_3_x ped_3_y ped_3_z GREEN BLIP_ONLY ped_3_blip
					CHANGE_BLIP_SCALE ped_3_blip 3
					DELETE_CHAR ped_3
					ped_3_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF ped_4_exists > 0
		IF ped_4_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_4_x ped_4_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_4_x ped_4_y ped_4_z ped_4
    			GIVE_WEAPON_TO_CHAR	ped_4 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_4 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_4 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_4 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_4 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_4 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_4 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_4 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_4 TRUE
				GENERATE_RANDOM_INT_IN_RANGE 0 8 random_direction
				CHAR_WANDER_DIR ped_4 random_direction
				REMOVE_BLIP ped_4_blip
				ADD_BLIP_FOR_CHAR_OLD ped_4 GREEN BOTH ped_4_blip
				CHANGE_BLIP_SCALE ped_4_blip 3
				ped_4_exists = 2
			ENDIF
		ENDIF
		IF ped_4_exists = 2
			IF IS_CHAR_DEAD ped_4
				REMOVE_BLIP ped_4_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_4
				ped_4_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_4_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_4 90.0 90.0 0
					GET_CHAR_COORDINATES ped_4 ped_4_x ped_4_y ped_4_z
					REMOVE_BLIP ped_4_blip
					ADD_BLIP_FOR_COORD_OLD ped_4_x ped_4_y ped_4_z GREEN BLIP_ONLY ped_4_blip
					CHANGE_BLIP_SCALE ped_4_blip 3
					DELETE_CHAR ped_4
					ped_4_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF ped_5_exists > 0
		IF ped_5_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_5_x ped_5_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_5_x ped_5_y ped_5_z ped_5
    			GIVE_WEAPON_TO_CHAR	ped_5 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_5 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_5 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_5 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_5 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_5 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_5 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_5 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_5 TRUE
				GENERATE_RANDOM_INT_IN_RANGE 0 8 random_direction
				CHAR_WANDER_DIR ped_5 random_direction
				REMOVE_BLIP ped_5_blip
				ADD_BLIP_FOR_CHAR_OLD ped_5 GREEN BOTH ped_5_blip
				CHANGE_BLIP_SCALE ped_5_blip 3
				ped_5_exists = 2
			ENDIF
		ENDIF
		IF ped_5_exists = 2
			IF IS_CHAR_DEAD ped_5
				REMOVE_BLIP ped_5_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_5
				ped_5_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_5_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_5 90.0 90.0 0
					GET_CHAR_COORDINATES ped_5 ped_5_x ped_5_y ped_5_z
					REMOVE_BLIP ped_5_blip
					ADD_BLIP_FOR_COORD_OLD ped_5_x ped_5_y ped_5_z GREEN BLIP_ONLY ped_5_blip
					CHANGE_BLIP_SCALE ped_5_blip 3
					DELETE_CHAR ped_5
					ped_5_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF ped_6_exists > 0
		IF ped_6_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_6_x ped_6_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_6_x ped_6_y ped_6_z ped_6
    			GIVE_WEAPON_TO_CHAR	ped_6 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_6 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_6 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_6 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_6 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_6 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_6 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_6 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_6 TRUE
				GENERATE_RANDOM_INT_IN_RANGE 0 8 random_direction
				CHAR_WANDER_DIR ped_6 random_direction
				REMOVE_BLIP ped_6_blip
				ADD_BLIP_FOR_CHAR_OLD ped_6 GREEN BOTH ped_6_blip
				CHANGE_BLIP_SCALE ped_6_blip 3
				ped_6_exists = 2
			ENDIF
		ENDIF
		IF ped_6_exists = 2
			IF IS_CHAR_DEAD ped_6
				REMOVE_BLIP ped_6_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_6
				ped_6_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_6_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_6 90.0 90.0 0
					GET_CHAR_COORDINATES ped_6 ped_6_x ped_6_y ped_6_z
					REMOVE_BLIP ped_6_blip
					ADD_BLIP_FOR_COORD_OLD ped_6_x ped_6_y ped_6_z GREEN BLIP_ONLY ped_6_blip
					CHANGE_BLIP_SCALE ped_6_blip 3
					DELETE_CHAR ped_6
					ped_6_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF ped_7_exists > 0
		IF ped_7_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_7_x ped_7_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_7_x ped_7_y ped_7_z ped_7
    			GIVE_WEAPON_TO_CHAR	ped_7 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_7 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_7 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_7 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_7 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_7 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_7 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_7 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_7 TRUE
				GENERATE_RANDOM_INT_IN_RANGE 0 8 random_direction
				CHAR_WANDER_DIR ped_7 random_direction
				REMOVE_BLIP ped_7_blip
				ADD_BLIP_FOR_CHAR_OLD ped_7 GREEN BOTH ped_7_blip
				CHANGE_BLIP_SCALE ped_7_blip 3
				ped_7_exists = 2
			ENDIF
		ENDIF
		IF ped_7_exists = 2
			IF IS_CHAR_DEAD ped_7
				REMOVE_BLIP ped_7_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_7
				ped_7_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_7_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_7 90.0 90.0 0
					GET_CHAR_COORDINATES ped_7 ped_7_x ped_7_y ped_7_z
					REMOVE_BLIP ped_7_blip
					ADD_BLIP_FOR_COORD_OLD ped_7_x ped_7_y ped_7_z GREEN BLIP_ONLY ped_7_blip
					CHANGE_BLIP_SCALE ped_7_blip 3
					DELETE_CHAR ped_7
					ped_7_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF ped_8_exists > 0
		IF ped_8_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_8_x ped_8_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_8_x ped_8_y ped_8_z ped_8
    			GIVE_WEAPON_TO_CHAR	ped_8 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_8 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_8 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_8 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_8 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_8 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_8 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_8 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_8 TRUE
				GENERATE_RANDOM_INT_IN_RANGE 0 8 random_direction
				CHAR_WANDER_DIR ped_8 random_direction
				REMOVE_BLIP ped_8_blip
				ADD_BLIP_FOR_CHAR_OLD ped_8 GREEN BOTH ped_8_blip
				CHANGE_BLIP_SCALE ped_8_blip 3
				ped_8_exists = 2
			ENDIF
		ENDIF
		IF ped_8_exists = 2
			IF IS_CHAR_DEAD ped_8
				REMOVE_BLIP ped_8_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_8
				ped_8_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_8_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_8 90.0 90.0 0
					GET_CHAR_COORDINATES ped_8 ped_8_x ped_8_y ped_8_z
					REMOVE_BLIP ped_8_blip
					ADD_BLIP_FOR_COORD_OLD ped_8_x ped_8_y ped_8_z GREEN BLIP_ONLY ped_8_blip
					CHANGE_BLIP_SCALE ped_8_blip 3
					DELETE_CHAR ped_8
					ped_8_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF ped_9_exists > 0
		IF ped_9_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_9_x ped_9_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_9_x ped_9_y ped_9_z ped_9
    			GIVE_WEAPON_TO_CHAR	ped_9 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_9 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_9 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_9 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_9 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_9 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_9 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_9 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_9 TRUE
				GENERATE_RANDOM_INT_IN_RANGE 0 8 random_direction
				CHAR_WANDER_DIR ped_9 random_direction
				REMOVE_BLIP ped_9_blip
				ADD_BLIP_FOR_CHAR_OLD ped_9 GREEN BOTH ped_9_blip
				CHANGE_BLIP_SCALE ped_9_blip 3
				ped_9_exists = 2
			ENDIF
		ENDIF
		IF ped_9_exists = 2
			IF IS_CHAR_DEAD ped_9
				REMOVE_BLIP ped_9_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_9
				ped_9_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_9_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_9 90.0 90.0 0
					GET_CHAR_COORDINATES ped_9 ped_9_x ped_9_y ped_9_z
					REMOVE_BLIP ped_9_blip
					ADD_BLIP_FOR_COORD_OLD ped_9_x ped_9_y ped_9_z GREEN BLIP_ONLY ped_9_blip
					CHANGE_BLIP_SCALE ped_9_blip 3
					DELETE_CHAR ped_9
					ped_9_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF ped_10_exists > 0
		IF ped_10_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_10_x ped_10_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_10_x ped_10_y ped_10_z ped_10
    			GIVE_WEAPON_TO_CHAR	ped_10 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_10 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_10 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_10 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_10 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_10 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_10 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_10 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_10 TRUE
				GENERATE_RANDOM_INT_IN_RANGE 0 8 random_direction
				CHAR_WANDER_DIR ped_10 random_direction
				REMOVE_BLIP ped_10_blip
				ADD_BLIP_FOR_CHAR_OLD ped_10 GREEN BOTH ped_10_blip
				CHANGE_BLIP_SCALE ped_10_blip 3
				ped_10_exists = 2
			ENDIF
		ENDIF
		IF ped_10_exists = 2
			IF IS_CHAR_DEAD ped_10
				REMOVE_BLIP ped_10_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_10
				ped_10_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_10_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_10 90.0 90.0 0
					GET_CHAR_COORDINATES ped_10 ped_10_x ped_10_y ped_10_z
					REMOVE_BLIP ped_10_blip
					ADD_BLIP_FOR_COORD_OLD ped_10_x ped_10_y ped_10_z GREEN BLIP_ONLY ped_10_blip
					CHANGE_BLIP_SCALE ped_10_blip 3
					DELETE_CHAR ped_10
					ped_10_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF ped_11_exists > 0
		IF ped_11_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_11_x ped_11_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_11_x ped_11_y ped_11_z ped_11
    			GIVE_WEAPON_TO_CHAR	ped_11 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_11 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_11 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_11 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_11 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_11 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_11 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_11 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_11 TRUE
				GENERATE_RANDOM_INT_IN_RANGE 0 8 random_direction
				CHAR_WANDER_DIR ped_11 random_direction
				REMOVE_BLIP ped_11_blip
				ADD_BLIP_FOR_CHAR_OLD ped_11 GREEN BOTH ped_11_blip
				CHANGE_BLIP_SCALE ped_11_blip 3
				ped_11_exists = 2
			ENDIF
		ENDIF
		IF ped_11_exists = 2
			IF IS_CHAR_DEAD ped_11
				REMOVE_BLIP ped_11_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_11
				ped_11_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_11_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_11 90.0 90.0 0
					GET_CHAR_COORDINATES ped_11 ped_11_x ped_11_y ped_11_z
					REMOVE_BLIP ped_11_blip
					ADD_BLIP_FOR_COORD_OLD ped_11_x ped_11_y ped_11_z GREEN BLIP_ONLY ped_11_blip
					CHANGE_BLIP_SCALE ped_11_blip 3
					DELETE_CHAR ped_11
					ped_11_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF ped_12_exists > 0
		IF ped_12_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_12_x ped_12_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_12_x ped_12_y ped_12_z ped_12
    			GIVE_WEAPON_TO_CHAR	ped_12 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_12 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_12 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_12 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_12 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_12 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_12 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_12 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_12 TRUE
				GENERATE_RANDOM_INT_IN_RANGE 0 8 random_direction
				CHAR_WANDER_DIR ped_12 random_direction
				REMOVE_BLIP ped_12_blip
				ADD_BLIP_FOR_CHAR_OLD ped_12 GREEN BOTH ped_12_blip
				CHANGE_BLIP_SCALE ped_12_blip 3
				ped_12_exists = 2
			ENDIF
		ENDIF
		IF ped_12_exists = 2
			IF IS_CHAR_DEAD ped_12
				REMOVE_BLIP ped_12_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_12
				ped_12_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_12_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_12 90.0 90.0 0
					GET_CHAR_COORDINATES ped_12 ped_12_x ped_12_y ped_12_z
					REMOVE_BLIP ped_12_blip
					ADD_BLIP_FOR_COORD_OLD ped_12_x ped_12_y ped_12_z GREEN BLIP_ONLY ped_12_blip
					CHANGE_BLIP_SCALE ped_12_blip 3
					DELETE_CHAR ped_12
					ped_12_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF ped_13_exists > 0
		IF ped_13_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_13_x ped_13_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_13_x ped_13_y ped_13_z ped_13
    			GIVE_WEAPON_TO_CHAR	ped_13 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_13 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_13 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_13 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_13 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_13 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_13 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_13 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_13 TRUE
				GENERATE_RANDOM_INT_IN_RANGE 0 8 random_direction
				CHAR_WANDER_DIR ped_13 random_direction
				REMOVE_BLIP ped_13_blip
				ADD_BLIP_FOR_CHAR_OLD ped_13 GREEN BOTH ped_13_blip
				CHANGE_BLIP_SCALE ped_13_blip 3
				ped_13_exists = 2
			ENDIF
		ENDIF
		IF ped_13_exists = 2
			IF IS_CHAR_DEAD ped_13
				REMOVE_BLIP ped_13_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_13
				ped_13_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_13_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_13 90.0 90.0 0
					GET_CHAR_COORDINATES ped_13 ped_13_x ped_13_y ped_13_z
					REMOVE_BLIP ped_13_blip
					ADD_BLIP_FOR_COORD_OLD ped_13_x ped_13_y ped_13_z GREEN BLIP_ONLY ped_13_blip
					CHANGE_BLIP_SCALE ped_13_blip 3
					DELETE_CHAR ped_13
					ped_13_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF ped_14_exists > 0
		IF ped_14_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_14_x ped_14_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_14_x ped_14_y ped_14_z ped_14
    			GIVE_WEAPON_TO_CHAR	ped_14 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_14 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_14 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_14 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_14 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_14 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_14 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_14 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_14 TRUE
				GENERATE_RANDOM_INT_IN_RANGE 0 8 random_direction
				CHAR_WANDER_DIR ped_14 random_direction
				REMOVE_BLIP ped_14_blip
				ADD_BLIP_FOR_CHAR_OLD ped_14 GREEN BOTH ped_14_blip
				CHANGE_BLIP_SCALE ped_14_blip 3
				ped_14_exists = 2
			ENDIF
		ENDIF
		IF ped_14_exists = 2
			IF IS_CHAR_DEAD ped_14
				REMOVE_BLIP ped_14_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_14
				ped_14_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_14_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_14 90.0 90.0 0
					GET_CHAR_COORDINATES ped_14 ped_14_x ped_14_y ped_14_z
					REMOVE_BLIP ped_14_blip
					ADD_BLIP_FOR_COORD_OLD ped_14_x ped_14_y ped_14_z GREEN BLIP_ONLY ped_14_blip
					CHANGE_BLIP_SCALE ped_14_blip 3
					DELETE_CHAR ped_14
					ped_14_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF ped_15_exists > 0
		IF ped_15_exists = 1
			IF LOCATE_PLAYER_ANY_MEANS_2D player ped_15_x ped_15_y 90.0 90.0 0
				CREATE_CHAR	PEDTYPE_GANG_YARDIE PED_GANG_YARDIE_A ped_15_x ped_15_y ped_15_z ped_15
    			GIVE_WEAPON_TO_CHAR	ped_15 WEAPONTYPE_UZI 999
				SET_CHAR_PERSONALITY ped_15 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH ped_15 THREAT_GUN
				SET_CHAR_THREAT_SEARCH ped_15 THREAT_FAST_CAR
				SET_CHAR_THREAT_SEARCH ped_15 THREAT_PLAYER1
				SET_CHAR_THREAT_SEARCH ped_15 THREAT_PLAYER2
				SET_CHAR_THREAT_SEARCH ped_15 THREAT_PLAYER3
				SET_CHAR_THREAT_SEARCH ped_15 THREAT_PLAYER4
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER ped_15 TRUE
				GENERATE_RANDOM_INT_IN_RANGE 0 8 random_direction
				CHAR_WANDER_DIR ped_15 random_direction
				REMOVE_BLIP ped_15_blip
				ADD_BLIP_FOR_CHAR_OLD ped_15 GREEN BOTH ped_15_blip
				CHANGE_BLIP_SCALE ped_15_blip 3
				ped_15_exists = 2
			ENDIF
		ENDIF
		IF ped_15_exists = 2
			IF IS_CHAR_DEAD ped_15
				REMOVE_BLIP ped_15_blip
				MARK_CHAR_AS_NO_LONGER_NEEDED ped_15
				ped_15_exists = 0
				++ dead_peds
				-- number_of_peds
				PRINT_NOW KM5_1 2000 1 // "One down, two more to kill."
				GOSUB create_random_ped
				GOSUB create_random_ped
			ENDIF
			IF ped_15_exists = 2
				IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ped_15 90.0 90.0 0
					GET_CHAR_COORDINATES ped_15 ped_15_x ped_15_y ped_15_z
					REMOVE_BLIP ped_15_blip
					ADD_BLIP_FOR_COORD_OLD ped_15_x ped_15_y ped_15_z GREEN BLIP_ONLY ped_15_blip
					CHANGE_BLIP_SCALE ped_15_blip 3
					DELETE_CHAR ped_15
					ped_15_exists = 1
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
ENDWHILE
 
IF dead_peds > minimum_kills
OR dead_peds = minimum_kills
	GOTO mission_kenji5_passed
ELSE
	GOTO mission_kenji5_failed
ENDIF
 
 
delete_oldest_ped://///////////////////////////////////////////////////////////////////////////
 
oldest_ped = 0
 
GET_GAME_TIMER oldest_ped_time
 
IF ped_1_exists = 1
AND ped_1_time < oldest_ped_time
	oldest_ped = 1
	oldest_ped_time = ped_1_time
ENDIF
 
IF ped_2_exists = 1
AND ped_2_time < oldest_ped_time
	oldest_ped = 2
	oldest_ped_time = ped_2_time
ENDIF
 
IF ped_3_exists = 1
AND ped_3_time < oldest_ped_time
	oldest_ped = 3
	oldest_ped_time = ped_3_time
ENDIF
 
IF ped_4_exists = 1
AND ped_4_time < oldest_ped_time
	oldest_ped = 4
	oldest_ped_time = ped_4_time
ENDIF
 
IF ped_5_exists = 1
AND ped_5_time < oldest_ped_time
	oldest_ped = 5
	oldest_ped_time = ped_5_time
ENDIF
 
IF ped_6_exists = 1
AND ped_6_time < oldest_ped_time
	oldest_ped = 6
	oldest_ped_time = ped_6_time
ENDIF
 
IF ped_7_exists = 1
AND ped_7_time < oldest_ped_time
	oldest_ped = 7
	oldest_ped_time = ped_7_time
ENDIF
 
IF ped_8_exists = 1
AND ped_8_time < oldest_ped_time
	oldest_ped = 8
	oldest_ped_time = ped_8_time
ENDIF
 
IF ped_9_exists = 1
AND ped_9_time < oldest_ped_time
	oldest_ped = 9
	oldest_ped_time = ped_9_time
ENDIF
 
IF ped_10_exists = 1
AND ped_10_time < oldest_ped_time
	oldest_ped = 10
	oldest_ped_time = ped_10_time
ENDIF
 
IF ped_11_exists = 1
AND ped_11_time < oldest_ped_time
	oldest_ped = 11
	oldest_ped_time = ped_11_time
ENDIF
 
IF ped_12_exists = 1
AND ped_12_time < oldest_ped_time
	oldest_ped = 12
	oldest_ped_time = ped_12_time
ENDIF
 
IF ped_13_exists = 1
AND ped_13_time < oldest_ped_time
	oldest_ped = 13
	oldest_ped_time = ped_13_time
ENDIF
 
IF ped_14_exists = 1
AND ped_14_time < oldest_ped_time
	oldest_ped = 14
	oldest_ped_time = ped_14_time
ENDIF
 
IF ped_15_exists = 1
AND ped_15_time < oldest_ped_time
	oldest_ped = 15
	oldest_ped_time = ped_15_time
ENDIF
 
///////////////////////////////////////
 
IF oldest_ped = 1
	REMOVE_BLIP ped_1_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_1
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_1_exists = 0
	-- number_of_peds
ENDIF
 
IF oldest_ped = 2
	REMOVE_BLIP ped_2_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_2
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_2_exists = 0
	-- number_of_peds
ENDIF
 
IF oldest_ped = 3
	REMOVE_BLIP ped_3_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_3
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_3_exists = 0
	-- number_of_peds
ENDIF
 
IF oldest_ped = 4
	REMOVE_BLIP ped_4_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_4
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_4_exists = 0
	-- number_of_peds
ENDIF
 
IF oldest_ped = 5
	REMOVE_BLIP ped_5_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_5
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_5_exists = 0
	-- number_of_peds
ENDIF
 
IF oldest_ped = 6
	REMOVE_BLIP ped_6_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_6
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_6_exists = 0
	-- number_of_peds
ENDIF
 
IF oldest_ped = 7
	REMOVE_BLIP ped_7_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_7
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_7_exists = 0
	-- number_of_peds
ENDIF
 
IF oldest_ped = 8
	REMOVE_BLIP ped_8_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_8
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_8_exists = 0
	-- number_of_peds
ENDIF
 
IF oldest_ped = 9
	REMOVE_BLIP ped_9_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_9
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_9_exists = 0
	-- number_of_peds
ENDIF
 
IF oldest_ped = 10
	REMOVE_BLIP ped_10_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_10
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_10_exists = 0
	-- number_of_peds
ENDIF
 
IF oldest_ped = 11
	REMOVE_BLIP ped_11_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_11
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_11_exists = 0
	-- number_of_peds
ENDIF
 
IF oldest_ped = 12
	REMOVE_BLIP ped_12_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_12
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_12_exists = 0
	-- number_of_peds
ENDIF
 
IF oldest_ped = 13
	REMOVE_BLIP ped_13_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_13
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_13_exists = 0
	-- number_of_peds
ENDIF
 
IF oldest_ped = 14
	REMOVE_BLIP ped_14_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_14
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_14_exists = 0
	-- number_of_peds
ENDIF
 
IF oldest_ped = 15
	REMOVE_BLIP ped_15_blip
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_15
	PRINT_NOW KM5_2 2000 1 // "A Yardie has gone to ground."
	ped_15_exists = 0
	-- number_of_peds
ENDIF
 
RETURN
 
}
 
// Mission Kenji5 failed
 
mission_kenji5_failed:
PRINT_BIG ( M_FAIL ) 5000 1
PRINT_WITH_NUMBER_NOW KM5_3 minimum_kills 3000 1 // "You failed to kill at least ~1~ yardies."
RETURN
 
 
 
// mission Kenji5 passed
 
mission_kenji5_passed:
 
flag_kenji_mission5_passed = 1
PRINT_WITH_NUMBER_BIG m_pass 10000 5000 1
ADD_SCORE player 10000
IF dead_peds = 8
	PRINT_WITH_NUMBER_NOW KM5_4 dead_peds 3000 1 // "Congratulations you killed ~1~ Yardies."
ELSE
	reward_kills = dead_peds - minimum_kills
	reward_kills = reward_kills * 1000
	PRINT_WITH_2_NUMBERS_NOW KM5_5 dead_peds reward_kills 3000 1 // "Congratulations you killed ~1~ Yardies."
ENDIF	
CLEAR_WANTED_LEVEL player
REGISTER_MISSION_PASSED	KM5
PLAY_MISSION_PASSED_TUNE 1
PLAYER_MADE_PROGRESS 1
REMOVE_BLIP kenji_contact_blip
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_kenji5:
 
flag_player_on_mission = 0
flag_player_on_kenji_mission = 0
 
REMOVE_BLIP ped_1_blip
REMOVE_BLIP ped_2_blip
REMOVE_BLIP ped_3_blip
REMOVE_BLIP ped_4_blip
REMOVE_BLIP ped_5_blip
REMOVE_BLIP ped_6_blip
REMOVE_BLIP ped_7_blip
REMOVE_BLIP ped_8_blip
 
REMOVE_BLIP ped_9_blip
REMOVE_BLIP ped_10_blip
REMOVE_BLIP ped_11_blip
REMOVE_BLIP ped_12_blip
REMOVE_BLIP ped_13_blip
REMOVE_BLIP ped_14_blip
REMOVE_BLIP ped_15_blip
 
CLEAR_ONSCREEN_COUNTER dead_peds
 
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YARDIE_A
 
MISSION_HAS_FINISHED
 
RETURN
п · о · р
GTA III Grand Theft Auto III
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