Love

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Содержание

love1

MISSION_START
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************Love Mission 1********************************* 
// **********************************Save The Old Japanese Gentleman************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
 
SCRIPT_NAME love1
 
// Mission start stuff
 
GOSUB mission_start_love1
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_love1_failed
	ENDIF
 
GOSUB mission_cleanup_love1
 
MISSION_END
 
// Variables For Mission
 
VAR_INT car_love1
 
VAR_INT car_love2  // Any car the ojg might be in
 
VAR_INT ojg_love1
 
VAR_INT baddie1_love1
 
VAR_INT baddie2_love1
 
VAR_INT baddie3_love1
 
VAR_INT baddie4_love1
 
VAR_INT baddie5_love1
 
VAR_INT baddie6_love1
 
VAR_INT garage_baddie1_love1
 
VAR_INT garage_baddie2_love1
 
VAR_INT garage_baddie3_love1
 
VAR_INT garage_baddie4_love1
 
VAR_INT garage_baddie5_love1
 
VAR_INT garage_baddie6_love1
 
VAR_INT radar_blip_ped1_love1
 
VAR_INT flag_ojg_in_group
 
VAR_INT radar_blip_coord1_love1
 
VAR_INT flag_blip_on_ojg_love1
 
VAR_INT car2_love1
 
VAR_INT flag_baddie1_dead_love1
 
VAR_INT flag_baddie2_dead_love1
 
VAR_INT flag_baddie3_dead_love1
 
VAR_INT flag_baddie4_dead_love1
 
VAR_INT flag_baddie5_dead_love1
 
VAR_INT flag_baddie6_dead_love1
 
VAR_INT flag_garage_baddie1_dead_love1
 
VAR_INT flag_garage_baddie2_dead_love1
 
VAR_INT flag_garage_baddie3_dead_love1
 
VAR_INT flag_garage_baddie4_dead_love1
 
VAR_INT flag_garage_baddie5_dead_love1
 
VAR_INT flag_garage_baddie6_dead_love1
 
VAR_INT flag_garage1_open
 
VAR_INT flag_garage2_open
 
VAR_INT flag_garage3_open
 
VAR_INT flag_garage4_open
 
VAR_INT flag_garage5_open
 
VAR_INT radar_blip_coord2_love1
 
VAR_INT ogg_position
 
VAR_INT garage_car1_love1
 
VAR_INT garage_car2_love1
 
VAR_INT flag_had_garage_message_love1
 
VAR_INT	ojg_in_area
 
VAR_INT flag_ojg_dead
 
VAR_INT flag_player_in_area_love1
 
VAR_INT flag_player_got_car_message_love1
 
VAR_INT flag_message_car_again 
 
VAR_INT flag_ojg_in_area
 
VAR_INT flag_kill_player_love1
 
VAR_INT flag_baddie3_in_area_love1
 
VAR_INT flag_baddie4_in_area_love1
 
VAR_INT flag_baddie5_in_area_love1
 
VAR_INT flag_baddie6_in_area_love1
 
VAR_INT flag_baddie1_in_area_love1
 
VAR_INT flag_baddie2_in_area_love1
 
 
// ****************************************Mission Start************************************
 
mission_start_love1:
 
flag_player_on_mission = 1
 
flag_player_on_kenji_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_ojg_in_group = 0
 
flag_blip_on_ojg_love1 = 0
 
flag_baddie1_dead_love1 = 0
 
flag_baddie2_dead_love1 = 0
 
flag_baddie3_dead_love1 = 0
 
flag_baddie4_dead_love1 = 0
 
flag_baddie5_dead_love1 = 0
 
flag_baddie6_dead_love1 = 0
 
flag_garage_baddie1_dead_love1 = 0
 
flag_garage_baddie2_dead_love1 = 0
 
flag_garage_baddie3_dead_love1 = 0
 
flag_garage_baddie4_dead_love1 = 0
 
flag_garage_baddie5_dead_love1 = 0
 
flag_garage_baddie6_dead_love1 = 0
 
flag_garage1_open = 0
 
flag_garage2_open = 0
 
flag_garage3_open = 0
 
flag_garage4_open = 0
 
flag_garage5_open = 0
 
ogg_position = 0
 
flag_had_garage_message_love1 = 0
 
ojg_in_area = 0
 
flag_ojg_dead = 0
 
flag_player_in_area_love1 = 0
 
flag_player_got_car_message_love1 = 0
 
flag_message_car_again = 0
 
blob_flag = 1
 
flag_ojg_in_area = 0
 
flag_baddie1_in_area_love1 = 0
 
flag_baddie2_in_area_love1 = 0
 
flag_baddie3_in_area_love1 = 0
 
flag_baddie4_in_area_love1 = 0
 
flag_baddie5_in_area_love1 = 0
 
flag_baddie6_in_area_love1 = 0
 
 
 
 
IF flag_failed_love1 = 1
 
	CLOSE_GARAGE garage1_love1
 
	CLOSE_GARAGE garage2_love1
 
	CLOSE_GARAGE garage3_love1
 
	CLOSE_GARAGE garage4_love1
 
	CLOSE_GARAGE garage5_love1
 
ENDIF
 
flag_failed_love1 = 0
 
flag_kill_player_love1 = 0
 
// ****************************************START OF CUTSCENE********************************
 
/*
IF CAN_PLAYER_START_MISSION player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE player
ELSE
	GOTO mission_love1_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( LOVE1 ) 15000 2  //"Resue the Old Oriental Gentleman"
 
SWITCH_STREAMING OFF
*/
 
// Cutscene stuff
 
LOAD_SPECIAL_CHARACTER 1 LOVE2
REQUEST_MODEL tshrorckgrdn
REQUEST_MODEL tshrorckgrdn_alfas
LOAD_SPECIAL_MODEL cut_obj1 LOVEH 
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 cut_obj1
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED tshrorckgrdn
OR NOT HAS_MODEL_LOADED tshrorckgrdn_alfas
 
	WAIT 0
 
ENDWHILE
 
//SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor FALSE	
 
LOAD_CUTSCENE d1_stog
 
SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
 
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love
 
SET_CUTSCENE_ANIM cs_love love2
 
CREATE_CUTSCENE_HEAD cs_love CUT_OBJ1 cs_lovehead
 
SET_CUTSCENE_HEAD_ANIM cs_lovehead love
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ2 cs_playerhead
 
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CLEAR_AREA 83.1 -1548.7 27.3 1.0 TRUE 
 
SET_PLAYER_COORDINATES player 83.1 -1548.7 27.3
 
SET_PLAYER_HEADING player 90.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
 
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 4111
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LOVE1_A ) 10000 1 //"First of all, let me thank you for dealing with that personal matter."
 
WHILE cs_time < 7246
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LOVE1_F ) 10000 1 //"People will read something into anything these days."
 
WHILE cs_time < 10311
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LOVE1_B ) 10000 1 //"Experience has taught me that a man like you can be very loyal for the right price,"
 
WHILE cs_time < 14533
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LOVE1_H ) 10000 1 //"but groups of men get greedy."
 
WHILE cs_time < 17000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LOVE1_C ) 10000 1 //"A valued resource, an old oriental gentleman I know,"
 
WHILE cs_time < 20000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LOVE1_I ) 10000 1 //"has been kept hostage by some South Americans in Aspatria."
 
WHILE cs_time < 23188 
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LOVE1_D ) 10000 1 //"They're trying to extort additional funds from me but I don't believe in re-negotiation."
 
WHILE cs_time < 28008 
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LOVE1_E ) 10000 1 //"A deal is a deal, so they'll not see a penny from me.
 
WHILE cs_time < 32454 
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LOVE1_G ) 10000 1 //"Go and rescue my friend, do whatever it takes."
 
WHILE cs_time < 35034 
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( LOVE1_G )
 
WHILE cs_time < 38333
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_PRINTS
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
SWITCH_STREAMING ON
 
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 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 tshrorckgrdn
 
MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas 
 
 
// *******************************************END OF CUTSCENE*******************************
 
REQUEST_MODEL PED_GANG_COLOMBIAN_A
 
REQUEST_MODEL CAR_COLUMB
 
LOAD_SPECIAL_CHARACTER 2 OJG
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2
OR NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A
OR NOT HAS_MODEL_LOADED CAR_COLUMB
 
	WAIT 0
 
ENDWHILE
 
PRINT_NOW ( LOVE1_1 ) 7000 1 //"Get a columbian gang car, you'll need it to infiltrate the hideout."
 
// Waiting for the player to be in a colombian car
 
WHILE NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
 
	WAIT 0
 
ENDWHILE
 
ADD_BLIP_FOR_COORD 52.0 -343.0 -100.0 radar_blip_coord2_love1
 
// Random munber stuff to generate OGG position
 
GENERATE_RANDOM_INT_IN_RANGE 2 6 ogg_position
 
IF ogg_position = 2
 
	CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 25.2 -340.3 15.1 ojg_love1
 
	CLEAR_CHAR_THREAT_SEARCH ojg_love1
 
	TURN_CHAR_TO_FACE_COORD ojg_love1 57.0 -314.0 -100.0
 
	CHAR_SET_IDLE ojg_love1
 
ENDIF
 
IF ogg_position = 3
 
	CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 26.3 -339.7 15.1 ojg_love1
 
	CLEAR_CHAR_THREAT_SEARCH ojg_love1
 
   	TURN_CHAR_TO_FACE_COORD ojg_love1 29.0 -339.0 -100.0
 
	CHAR_SET_IDLE ojg_love1
 
ENDIF
 
IF ogg_position = 4
 
	CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 25.5 -350.4 15.1 ojg_love1
 
	CLEAR_CHAR_THREAT_SEARCH ojg_love1
 
	TURN_CHAR_TO_FACE_COORD ojg_love1 29.0 -350.0 -100.0
 
	CHAR_SET_IDLE ojg_love1
 
ENDIF
 
IF ogg_position = 5
 
	CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 47.0 -386.0 15.1 ojg_love1
 
	CLEAR_CHAR_THREAT_SEARCH ojg_love1
 
	TURN_CHAR_TO_FACE_COORD ojg_love1 47.0 -381.0 16.0
 
	CHAR_SET_IDLE ojg_love1
 
ENDIF
 
PRINT_NOW ( LOVE1_2 ) 7000 1 //"Rescue the Old Japanese Gentleman."
 
CREATE_CAR CAR_COLUMB 26.2 -365.5 15.1 garage_car1_love1
 
SET_CAR_HEADING garage_car1_love1 270.0
 
CREATE_CAR CAR_COLUMB 73.6 -352.7 15.1 garage_car2_love1
 
SET_CAR_HEADING garage_car2_love1 270.0
 
 
// Creates the first guard he follows route 0
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 71.0 -332.0 -100.0 baddie1_love1
 
SET_CHAR_THREAT_SEARCH baddie1_love1 threat_player1
 
GIVE_WEAPON_TO_CHAR baddie1_love1  WEAPONTYPE_CHAINGUN 30000 // sets weapon to infinate ammo
 
SET_CHAR_PERSONALITY baddie1_love1 PEDSTAT_TOUGH_GUY
 
//ADD_ARMOUR_TO_CHAR baddie1_love1 100
 
TURN_CHAR_TO_FACE_COORD baddie1_love1 72.0 -318.0 -100.0
 
ADD_ROUTE_POINT 0 71.0 -319.0 -100.0
 
ADD_ROUTE_POINT 0 71.0 -332.0 -100.0 
 
SET_CHAR_OBJ_FOLLOW_ROUTE baddie1_love1 0 FOLLOW_ROUTE_LOOP
 
// Creates the second guard he follows route 1
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 61.0 -318.0 -100.0 baddie2_love1
 
SET_CHAR_THREAT_SEARCH baddie2_love1 threat_player1
 
GIVE_WEAPON_TO_CHAR baddie2_love1  WEAPONTYPE_CHAINGUN 30000 // sets weapon to infinate ammo
 
SET_CHAR_PERSONALITY baddie2_love1 PEDSTAT_TOUGH_GUY
 
//ADD_ARMOUR_TO_CHAR baddie2_love1 100
 
TURN_CHAR_TO_FACE_COORD baddie2_love1 61.0 -335.0 -100.0
 
ADD_ROUTE_POINT 1 61.0 -318.0 -100.0
 
ADD_ROUTE_POINT 1 61.0 -335.0 -100.0
 
SET_CHAR_OBJ_FOLLOW_ROUTE baddie2_love1 1 FOLLOW_ROUTE_LOOP
 
// Creates the third guard - does not patrol
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 42.0 -375.0 -100.0 baddie3_love1
 
SET_CHAR_THREAT_SEARCH baddie3_love1 threat_player1
 
GIVE_WEAPON_TO_CHAR baddie3_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
 
SET_CHAR_PERSONALITY baddie3_love1 PEDSTAT_TOUGH_GUY
 
//ADD_ARMOUR_TO_CHAR baddie3_love1 100
 
TURN_CHAR_TO_FACE_COORD baddie3_love1 42.0 -373.0 -100.0
 
// Creates the fourth guard - does not patrol
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 52.0 -375.0 -100.0 baddie4_love1
 
SET_CHAR_THREAT_SEARCH baddie4_love1 threat_player1
 
GIVE_WEAPON_TO_CHAR baddie4_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
 
SET_CHAR_PERSONALITY baddie4_love1 PEDSTAT_TOUGH_GUY
 
//ADD_ARMOUR_TO_CHAR baddie4_love1 100
 
TURN_CHAR_TO_FACE_COORD baddie4_love1 52.0 -371.0 -100.0
 
// Creates the fifth guard - does not patrol
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 32.0 -345.0 -100.0 baddie5_love1
 
SET_CHAR_THREAT_SEARCH baddie5_love1 threat_player1
 
GIVE_WEAPON_TO_CHAR baddie5_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
 
SET_CHAR_PERSONALITY baddie5_love1 PEDSTAT_TOUGH_GUY
 
//ADD_ARMOUR_TO_CHAR baddie5_love1 100
 
TURN_CHAR_TO_FACE_COORD baddie5_love1 -30.0 -367.0 -100.0
 
// Creates the sixth guard - does not patrol
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 33.0 -328.0 -100.0 baddie6_love1
 
SET_CHAR_THREAT_SEARCH baddie6_love1 threat_player1
 
GIVE_WEAPON_TO_CHAR baddie6_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
 
SET_CHAR_PERSONALITY baddie6_love1 PEDSTAT_TOUGH_GUY
 
//ADD_ARMOUR_TO_CHAR baddie6_love1 100
 
TURN_CHAR_TO_FACE_COORD baddie6_love1 35.0 -328.0 -100.0
 
// Garage guard1 in garage 2
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 55.87 -312.77 15.1 garage_baddie1_love1
 
CLEAR_CHAR_THREAT_SEARCH garage_baddie1_love1
 
GIVE_WEAPON_TO_CHAR garage_baddie1_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
 
SET_CHAR_PERSONALITY garage_baddie1_love1 PEDSTAT_TOUGH_GUY
 
//ADD_ARMOUR_TO_CHAR garage_baddie1_love1 100
 
TURN_CHAR_TO_FACE_COORD garage_baddie1_love1 56.0 -321.0 -100.0
 
// Garage guard2 in garage 2
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 58.24 -312.77 15.1 garage_baddie2_love1
 
CLEAR_CHAR_THREAT_SEARCH garage_baddie2_love1
 
GIVE_WEAPON_TO_CHAR garage_baddie2_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
 
SET_CHAR_PERSONALITY garage_baddie2_love1 PEDSTAT_TOUGH_GUY
 
//ADD_ARMOUR_TO_CHAR garage_baddie2_love1 100
 
TURN_CHAR_TO_FACE_COORD garage_baddie2_love1 56.0 -321.0 -100.0
 
// Garage guard3 in garage 1
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 66.26 -309.99 15.1 garage_baddie3_love1
 
CLEAR_CHAR_THREAT_SEARCH garage_baddie3_love1
 
GIVE_WEAPON_TO_CHAR garage_baddie3_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
 
SET_CHAR_PERSONALITY garage_baddie3_love1 PEDSTAT_TOUGH_GUY
 
//ADD_ARMOUR_TO_CHAR garage_baddie3_love1 100
 
TURN_CHAR_TO_FACE_COORD garage_baddie3_love1 65.37 -316.30 -100.0
 
// Garage guard4 in garage 3
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 28.64 -339.83 15.1 garage_baddie4_love1
 
CLEAR_CHAR_THREAT_SEARCH garage_baddie4_love1
 
GIVE_WEAPON_TO_CHAR garage_baddie4_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
 
SET_CHAR_PERSONALITY garage_baddie4_love1 PEDSTAT_TOUGH_GUY
 
//ADD_ARMOUR_TO_CHAR garage_baddie4_love1 100
 
TURN_CHAR_TO_FACE_COORD garage_baddie4_love1 35.26 -339.72 -100.0
 
 
// Garage guard5 in garage 4
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 29.8 -350.5 15.1 garage_baddie5_love1
 
CLEAR_CHAR_THREAT_SEARCH garage_baddie5_love1
 
GIVE_WEAPON_TO_CHAR garage_baddie5_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
 
SET_CHAR_PERSONALITY garage_baddie5_love1 PEDSTAT_TOUGH_GUY
 
//ADD_ARMOUR_TO_CHAR garage_baddie5_love1 100
 
TURN_CHAR_TO_FACE_COORD garage_baddie5_love1 34.6 -350.0 -100.0
 
// Garage guard6 in garage 5
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 46.7 -379.3 15.1 garage_baddie6_love1
 
CLEAR_CHAR_THREAT_SEARCH garage_baddie6_love1
 
GIVE_WEAPON_TO_CHAR garage_baddie6_love1 WEAPONTYPE_CHAINGUN 30000 // AK47 sets weapon to infinate ammo
 
SET_CHAR_PERSONALITY garage_baddie6_love1 PEDSTAT_TOUGH_GUY
 
//ADD_ARMOUR_TO_CHAR garage_baddie6_love1 100
 
TURN_CHAR_TO_FACE_COORD garage_baddie6_love1 47.1 -375.9 -100.0
 
blob_flag = 0
 
// waiting for the player to get the OGG to Loves
 
WHILE NOT LOCATE_STOPPED_CHAR_ANY_MEANS_2D ojg_love1 49.0 -1550.0 3.0 4.0 blob_flag
 
	WAIT 0
 
	IF IS_CHAR_DEAD ojg_love1
		PRINT_NOW ( LOVE1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
		GOTO mission_love1_failed
	ENDIF
 
// Checks to see while the player is not in the compound if he is in a colombian car or not
 
	IF flag_player_in_area_love1 = 0
 
		IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
 
			IF flag_player_got_car_message_love1 = 0
				PRINT_NOW ( LOVE1_5 ) 5000 1 //"Get a colombian car and get on with the mission."
				REMOVE_BLIP radar_blip_coord2_love1
				flag_player_got_car_message_love1 = 1
			ENDIF
 
		ELSE
 
			IF flag_player_got_car_message_love1 = 1
				ADD_BLIP_FOR_COORD 52.0 -343.0 -100.0 radar_blip_coord2_love1
				flag_player_got_car_message_love1 = 0
			ENDIF
 
		ENDIF 
 
	ENDIF
 
// Checks to see if the player has located close enough to the player to be set into his group	
 
	IF flag_ojg_in_group = 0
 	AND LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ojg_love1 3.0 3.0 FALSE
		SET_PLAYER_AS_LEADER ojg_love1 player
		PRINT_NOW ( LOVE1_3 ) 7000 1 //"Thanks get me back to loves!"
		REMOVE_BLIP radar_blip_coord2_love1
		ADD_BLIP_FOR_COORD 49.1 -1550.5 -100.0 radar_blip_coord1_love1
		blob_flag = 1 
		flag_ojg_in_group = 1
	ENDIF
 
	IF flag_ojg_in_group = 0
 
		IF IS_PLAYER_IN_AREA_3D player 92.2 -329.4 15.0 96.4 -315.8 18.0 FALSE
 
			IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
			AND flag_message_car_again = 0
			AND flag_player_in_area_love1 = 1
				//PRINT_NOW ( LOVE1_5 ) 5000 1 //"Get a colombian car and get on with the mission
				PRINT_NOW ( LOVE1_7 ) 5000 1 //"The gate will only open for a Colombian Car.
				flag_message_car_again = 1
			ENDIF
 
		ELSE
			flag_message_car_again = 0
		ENDIF
 
	ENDIF
 
 
 
// Checks for the normal guards in the compound
 
	IF flag_baddie1_dead_love1 = 0
 
		IF IS_CHAR_DEAD baddie1_love1
			flag_kill_player_love1 = 1
			flag_baddie1_dead_love1 = 1
		ENDIF
 
	ENDIF
 
	IF flag_baddie2_dead_love1 = 0
 
		IF IS_CHAR_DEAD baddie2_love1
			flag_kill_player_love1 = 1
			flag_baddie2_dead_love1 = 1
		ENDIF
 
	ENDIF
 
	IF flag_baddie3_dead_love1 = 0
 
		IF IS_CHAR_DEAD baddie3_love1
			flag_kill_player_love1 = 1
			flag_baddie3_dead_love1 = 1
		ENDIF
 
	ENDIF
 
	IF flag_baddie4_dead_love1 = 0
 
		IF IS_CHAR_DEAD baddie4_love1
		   flag_kill_player_love1 = 1
		   flag_baddie4_dead_love1 = 1
		ENDIF
 
	ENDIF
 
	IF flag_baddie5_dead_love1 = 0
 
		IF IS_CHAR_DEAD baddie5_love1
			flag_kill_player_love1 = 1
			flag_baddie5_dead_love1 = 1
		ENDIF
 
	ENDIF
 
	IF flag_baddie6_dead_love1 = 0
 
		IF IS_CHAR_DEAD baddie6_love1
			flag_kill_player_love1 = 1
			flag_baddie6_dead_love1 = 1
		ENDIF
 
	ENDIF
 
// Checks to see if the garage door is open and if the guards are still alive sets them to kill the player
 
	IF flag_garage_baddie1_dead_love1 = 0
 
		IF IS_CHAR_DEAD garage_baddie1_love1
			flag_garage_baddie1_dead_love1 = 1
		ELSE
 
			IF flag_garage2_open = 1
				SET_CHAR_THREAT_SEARCH garage_baddie1_love1 THREAT_PLAYER1
				SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie1_love1 player
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF flag_garage_baddie2_dead_love1 = 0
 
		IF IS_CHAR_DEAD garage_baddie2_love1
			flag_garage_baddie2_dead_love1 = 1
		ELSE
 
			IF flag_garage2_open = 1
				SET_CHAR_THREAT_SEARCH garage_baddie2_love1 THREAT_PLAYER1
				SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie2_love1 player
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF flag_garage_baddie3_dead_love1 = 0
 
		IF IS_CHAR_DEAD garage_baddie3_love1
			flag_garage_baddie3_dead_love1 = 1
		ELSE
 
			IF flag_garage1_open = 1
				SET_CHAR_THREAT_SEARCH garage_baddie3_love1 THREAT_PLAYER1
				SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie3_love1 player
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF flag_garage_baddie4_dead_love1 = 0
 
		IF IS_CHAR_DEAD garage_baddie4_love1
			flag_garage_baddie4_dead_love1 = 1
		ELSE
 
			IF flag_garage3_open = 1
				SET_CHAR_THREAT_SEARCH garage_baddie4_love1 THREAT_PLAYER1
				SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie4_love1 player
			ENDIF
 
		ENDIF
 
	ENDIF
 
 
	IF flag_garage_baddie5_dead_love1 = 0
 
		IF IS_CHAR_DEAD garage_baddie5_love1
			flag_garage_baddie5_dead_love1 = 1
		ELSE
 
			IF flag_garage4_open = 1
				SET_CHAR_THREAT_SEARCH garage_baddie5_love1 THREAT_PLAYER1
				SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie5_love1 player
			ENDIF
 
			ENDIF
 
	ENDIF
 
	IF flag_garage_baddie6_dead_love1 = 0
 
		IF IS_CHAR_DEAD garage_baddie6_love1
			flag_garage_baddie6_dead_love1 = 1
		ELSE
 
			IF flag_garage5_open = 1
				SET_CHAR_THREAT_SEARCH garage_baddie6_love1 THREAT_PLAYER1
				SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS garage_baddie6_love1 player
			ENDIF
 
		ENDIF
 
	ENDIF
 
// Checks to see if the player is in the colombian compound and if the guards are alive sets them to kill the player
 
 
	IF IS_PLAYER_IN_AREA_3D player 31.0 -317.0 14.0 91.0 -394.0 25.0 FALSE
		flag_kill_player_love1 = 1
	ENDIF		
 
 
	IF flag_kill_player_love1 = 1
 
		flag_player_in_area_love1 = 1
 
		//REMOVE_BLIP radar_blip_coord2_love1
 
		IF flag_had_garage_message_love1 = 0
			PRINT_NOW ( LOVE1_4 ) 7000 1 //"Walk towards the garages, the Old Oriental Gentleman is in one of them."
			flag_had_garage_message_love1 = 1
		ENDIF
 
		IF flag_baddie1_dead_love1 = 0
 
			IF NOT IS_CHAR_DEAD baddie1_love1
 
				IF flag_baddie1_in_area_love1 = 0
					SET_CHAR_OBJ_RUN_TO_COORD baddie1_love1 72.5 -321.9
					flag_baddie1_in_area_love1 = 1
				ENDIF
 
				IF flag_baddie1_in_area_love1 = 1
 
					IF LOCATE_CHAR_ANY_MEANS_2D baddie1_love1 72.5 -321.9 0.5 0.5 FALSE
						SET_CHAR_OBJ_GUARD_SPOT baddie1_love1 72.5 -321.9 15.17
						TURN_CHAR_TO_FACE_PLAYER baddie1_love1 player   
				    	SET_CHAR_STAY_IN_SAME_PLACE baddie1_love1 TRUE
					ENDIF
 
				ENDIF
 
			ENDIF
 
		ENDIF
 
		IF flag_baddie2_dead_love1 = 0
 
			IF NOT IS_CHAR_DEAD baddie2_love1
 
				IF flag_baddie2_in_area_love1 = 0
					SET_CHAR_OBJ_RUN_TO_COORD baddie2_love1 66.5 -332.0
					flag_baddie2_in_area_love1 = 1
				ENDIF
 
				IF flag_baddie2_in_area_love1 = 1
 
					IF LOCATE_CHAR_ANY_MEANS_2D baddie2_love1 66.5 -332.0 0.5 0.5 FALSE
						SET_CHAR_OBJ_GUARD_SPOT baddie2_love1 66.5 -332.0 15.17
						TURN_CHAR_TO_FACE_PLAYER baddie2_love1 player   
				    	SET_CHAR_STAY_IN_SAME_PLACE baddie2_love1 TRUE
					ENDIF
 
				ENDIF
 
			ENDIF	
 
		ENDIF
 
		IF flag_baddie3_dead_love1 = 0
 
			IF NOT IS_CHAR_DEAD baddie3_love1
 
				IF flag_baddie3_in_area_love1 = 0
					SET_CHAR_OBJ_RUN_TO_COORD baddie3_love1 44.4 -360.7
					flag_baddie3_in_area_love1 = 1
				ENDIF
 
				IF flag_baddie3_in_area_love1 = 1
 
					IF LOCATE_CHAR_ANY_MEANS_2D baddie3_love1 44.4 -360.7 0.5 0.5 FALSE
						SET_CHAR_OBJ_RUN_TO_COORD baddie3_love1 47.9 -360.1
						flag_baddie3_in_area_love1 = 2
					ENDIF
 
				ENDIF
 
				IF flag_baddie3_in_area_love1 = 2
 
					IF LOCATE_CHAR_ANY_MEANS_2D baddie3_love1 47.9 -360.1 0.5 0.5 FALSE
						SET_CHAR_OBJ_GUARD_SPOT baddie3_love1 47.9 -360.1 15.1
						TURN_CHAR_TO_FACE_PLAYER baddie3_love1 player   
				    	SET_CHAR_STAY_IN_SAME_PLACE baddie3_love1 TRUE
					ENDIF
 
				ENDIF
 
			ENDIF
 
		ENDIF
 
		IF flag_baddie4_dead_love1 = 0
 
			IF NOT IS_CHAR_DEAD baddie4_love1
 
				IF flag_baddie4_in_area_love1 = 0
					SET_CHAR_OBJ_RUN_TO_COORD baddie4_love1 57.0 -365.3
					flag_baddie4_in_area_love1 = 1
				ENDIF
 
				IF flag_baddie4_in_area_love1 = 1
 
					IF LOCATE_CHAR_ANY_MEANS_2D baddie4_love1 57.0 -365.3 0.5 0.5 FALSE
						SET_CHAR_OBJ_GUARD_SPOT baddie4_love1 57.0 -365.3 15.1
						TURN_CHAR_TO_FACE_PLAYER baddie4_love1 player   
				    	SET_CHAR_STAY_IN_SAME_PLACE baddie4_love1 TRUE
					ENDIF
 
				ENDIF
 
			ENDIF  
 
		ENDIF
 
		IF flag_baddie5_dead_love1 = 0
 
			IF NOT IS_CHAR_DEAD baddie5_love1
 
				IF flag_baddie5_in_area_love1 = 0
					SET_CHAR_OBJ_RUN_TO_COORD baddie5_love1 38.7 -345.1
					flag_baddie5_in_area_love1 = 1
				ENDIF
 
				IF flag_baddie5_in_area_love1 = 1
 
					IF LOCATE_CHAR_ANY_MEANS_2D baddie5_love1 38.7 -345.1 0.5 0.5 FALSE
						SET_CHAR_OBJ_RUN_TO_COORD baddie5_love1 45.8 -344.3
						flag_baddie5_in_area_love1 = 2
					ENDIF
 
				ENDIF
 
				IF flag_baddie5_in_area_love1 = 2
 
					IF LOCATE_CHAR_ANY_MEANS_2D baddie5_love1 45.8 -344.3 0.5 0.5 FALSE
						SET_CHAR_OBJ_GUARD_SPOT baddie5_love1 45.8 -344.3 15.1
						TURN_CHAR_TO_FACE_PLAYER baddie5_love1 player   
				     	SET_CHAR_STAY_IN_SAME_PLACE baddie5_love1 TRUE
					ENDIF
 
				ENDIF
 
			ENDIF
 
		ENDIF
 
		IF flag_baddie6_dead_love1 = 0
 
			IF NOT IS_CHAR_DEAD baddie6_love1
 
				IF flag_baddie6_in_area_love1 = 0
					SET_CHAR_OBJ_RUN_TO_COORD baddie6_love1 37.3 -331.0
					flag_baddie6_in_area_love1 = 1
				ENDIF
 
				IF flag_baddie6_in_area_love1 = 1
 
					IF LOCATE_CHAR_ANY_MEANS_2D baddie6_love1 37.3 -331.0 0.5 0.5 FALSE
						SET_CHAR_OBJ_RUN_TO_COORD baddie6_love1 42.5 -331.8
						flag_baddie6_in_area_love1 = 2
					ENDIF
 
				ENDIF
 
				IF flag_baddie6_in_area_love1 = 2
 
					IF LOCATE_CHAR_ANY_MEANS_2D baddie6_love1 42.5 -331.8 0.5 0.5 FALSE
						SET_CHAR_OBJ_GUARD_SPOT baddie6_love1 42.5 -331.8 15.1
						TURN_CHAR_TO_FACE_PLAYER baddie6_love1 player   
				     	SET_CHAR_STAY_IN_SAME_PLACE baddie6_love1 TRUE
					ENDIF
 
				ENDIF
 
			ENDIF 
 
		ENDIF
 
// Checks for garage1
 
		IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 63.01 -317.50 13.0 69.28 -321.73 20.0 FALSE
 
			IF flag_garage1_open = 0
				OPEN_GARAGE garage1_love1
				flag_garage1_open = 1
			ENDIF
 
		ENDIF
 
// Checks for garage2
 
		IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 53.7 -317.56 13.0 61.0 -320.46 20.0 FALSE
 
			IF flag_garage2_open = 0
			    OPEN_GARAGE	garage2_love1
				flag_garage2_open = 1
			ENDIF
 
		ENDIF
 
// Checks for garage3
 
		IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 31.8 -344.4 13.0 35.1 -335.6 20.0 FALSE
 
			IF flag_garage3_open = 0
				OPEN_GARAGE	garage3_love1
				flag_garage3_open = 1
			ENDIF
 
		ENDIF
 
// Checks for garage4		
 
		IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 31.41 -355.6 13.0 34.21 -344.81 20.0 FALSE
 
			IF flag_garage4_open = 0
				OPEN_GARAGE	garage4_love1
				flag_garage4_open = 1
			ENDIF
 
		ENDIF
 
 
// Checks for garage5
 
		IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 52.9 -376.3 13.0 42.0 -373.2 20.0 FALSE
 
			IF flag_garage5_open = 0
				OPEN_GARAGE	garage5_love1
				flag_garage5_open = 1
			ENDIF
 
		ENDIF
 
	ENDIF
 
// Checks to see if the OGG is in the players group and does the group breaking stuff
 
IF flag_ojg_in_group = 1
 
	IF IS_CHAR_DEAD ojg_love1
		PRINT_NOW ( LOVE1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
		GOTO mission_love1_failed
	ENDIF
 
	IF NOT IS_CHAR_IN_PLAYERS_GROUP ojg_love1 player 
	AND flag_blip_on_ojg_love1 = 0
		PRINT_NOW ( HEY8 ) 5000 1 //"You have left the Old Oriental Gentleman behind go and get him!"
		ADD_BLIP_FOR_CHAR ojg_love1 radar_blip_ped1_love1
		REMOVE_BLIP radar_blip_coord1_love1
		flag_blip_on_ojg_love1 = 1
		blob_flag = 0
	ENDIF 
 
	IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player ojg_love1 8.0 8.0 FALSE 
	AND flag_blip_on_ojg_love1 = 1
		SET_PLAYER_AS_LEADER ojg_love1 player
		PRINT_NOW ( LOVE1_3 ) 7000 1 //"Thanks get me back to loves!"
		REMOVE_BLIP radar_blip_ped1_love1
		ADD_BLIP_FOR_COORD 49.1 -1550.5 -100.0 radar_blip_coord1_love1
		flag_blip_on_ojg_love1 = 0
		blob_flag = 1
	ENDIF
 
ENDIF	
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord1_love1
 
LEAVE_GROUP ojg_love1
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
SET_POLICE_IGNORE_PLAYER player ON
 
SET_EVERYONE_IGNORE_PLAYER player ON
 
// Checks to see if the OJG is in a car, if so orders him to get out 
 
IF IS_CHAR_IN_ANY_CAR ojg_love1
 
	STORE_CAR_CHAR_IS_IN ojg_love1 car2_love1
 
	SET_CHAR_OBJ_LEAVE_CAR ojg_love1 car2_love1
 
	WHILE IS_CHAR_IN_ANY_CAR ojg_love1
 
		WAIT 0
 
		IF IS_CHAR_DEAD ojg_love1
			PRINT_NOW ( LOVe1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
			GOTO mission_love1_failed
		ENDIF
 
	ENDWHILE
 
ENDIF
 
// Tells the OJG to go into Loves buildings
 
SET_CHAR_OBJ_RUN_TO_COORD ojg_love1 59.5 -1548.7
 
timerb = 0
 
WHILE timerb < 1500
 
	WAIT 0
 
	IF IS_CHAR_DEAD ojg_love1
		PRINT_NOW ( LOVe1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
		GOTO mission_love1_failed
	ENDIF
 
ENDWHILE
 
 
SET_CHAR_COORDINATES ojg_love1 82.9 -1548.9 27.2 
SET_CHAR_HEADING ojg_love1 270.0
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT ojg_love1 98.7 -1548.8
 
SET_FIXED_CAMERA_POSITION 77.5 -1548.8 28.2 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 93.9 -1548.9 28.3 JUMP_CUT
 
timerb = 0
 
WHILE NOT LOCATE_CHAR_ON_FOOT_3D ojg_love1 98.7 -1548.8 27.3 0.5 0.5 4.0 FALSE
 
	WAIT 0
 
	IF IS_CHAR_DEAD ojg_love1
		PRINT_NOW ( LOVe1_6 ) 5000 1 //"The Old Oriental Gentleman is dead!"
		GOTO mission_love1_failed
	ENDIF
 
	IF timerb >= 8000
 
		IF NOT LOCATE_CHAR_ON_FOOT_3D ojg_love1 98.7 -1548.8 27.3 0.5 0.5 4.0 FALSE
			REMOVE_CHAR_ELEGANTLY ojg_love1
			GOTO mission_bloke_stuck_love1
		ENDIF
 
	ENDIF
 
ENDWHILE
 
mission_bloke_stuck_love1:
 
CHAR_SET_IDLE ojg_love1
 
RESTORE_CAMERA_JUMPCUT
 
REMOVE_CHAR_ELEGANTLY ojg_love1
 
SWITCH_WIDESCREEN OFF
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
SET_EVERYONE_IGNORE_PLAYER player OFF
}
 
GOTO mission_love1_passed
 
 
// Mission Kenji5 failed
 
mission_love1_failed:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
flag_failed_love1 = 1
 
RETURN
 
 
 
// mission Kenji5 passed
 
mission_love1_passed:
 
flag_love_mission1_passed = 1
REGISTER_MISSION_PASSED ( LOVE1 )
PLAYER_MADE_PROGRESS 1
PRINT_WITH_NUMBER_BIG ( m_pass ) 40000 5000 1 //"Mission Passed!"
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 40000
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT love_mission2_loop
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_love1:
 
flag_player_on_mission = 0
flag_player_on_love_mission = 0
REMOVE_ROUTE 0
REMOVE_ROUTE 1
SET_PLAYER_CONTROL player ON
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_COLUMB
REMOVE_BLIP radar_blip_ped1_love1
REMOVE_BLIP radar_blip_coord1_love1
REMOVE_BLIP radar_blip_coord2_love1
 
IF NOT IS_CHAR_DEAD baddie1_love1 
	SET_CHAR_STAY_IN_SAME_PLACE baddie1_love1 FALSE
ENDIF
 
IF NOT IS_CHAR_DEAD baddie2_love1 
	SET_CHAR_STAY_IN_SAME_PLACE baddie2_love1 FALSE
ENDIF
 
IF NOT IS_CHAR_DEAD baddie3_love1 
	SET_CHAR_STAY_IN_SAME_PLACE baddie3_love1 FALSE
ENDIF
 
IF NOT IS_CHAR_DEAD baddie4_love1 
	SET_CHAR_STAY_IN_SAME_PLACE baddie4_love1 FALSE
ENDIF
 
IF NOT IS_CHAR_DEAD baddie5_love1 
	SET_CHAR_STAY_IN_SAME_PLACE baddie5_love1 FALSE
ENDIF
 
IF NOT IS_CHAR_DEAD baddie6_love1 
	SET_CHAR_STAY_IN_SAME_PLACE baddie6_love1 FALSE
ENDIF
 
MISSION_HAS_FINISHED
RETURN

love2

MISSION_START
// *****************************************************************************************
// *********************************    Love mission 2   *********************************** 
// *********************************  Assassinate Kenji  ***********************************
// *****************************************************************************************
// *****************************************************************************************
 
// Mission start stuff
 
GOSUB mission_start_love2
IF HAS_DEATHARREST_BEEN_EXECUTED 
	GOSUB mission_love2_failed
ENDIF
 
GOSUB mission_cleanup_love2
 
MISSION_END
 
// Variables for mission
 
 
VAR_FLOAT carpark_minx carpark_miny carpark_maxx carpark_maxy
VAR_FLOAT carpark_minz carpark_maxz
 
VAR_INT blip_carpark blip_kenji_love2
VAR_INT flag_carpark_blip
 
//VAR_INT test_car_love2//test stuff
 
VAR_INT flag_kenji_dead flag_yak_created_love2 flag_wanted_love2 flag_kenji_look
VAR_INT flag_message flag_yak_attack_love2 flag_player_clear flag_kenji_cut
VAR_INT timer_kenji_cut_start timer_kenji_cut_dif timer_kenji_cut_now
 
VAR_INT kenji_car_love2 yak_car_1_love2 yak_car_2_love2
VAR_INT yak_1_love2 yak_2_love2 yak_3_love2 yak_4_love2
VAR_INT yak_5_love2 yak_6_love2 yak_7_love2 yak_8_love2
VAR_INT counter_kenji_guards_dead
VAR_INT flag_1_dead_love2 flag_2_dead_love2 flag_3_dead_love2 flag_4_dead_love2
VAR_INT flag_5_dead_love2 flag_6_dead_love2 flag_7_dead_love2 flag_8_dead_love2
//VAR_INT flag_1_dead_love2 flag_1_dead_love2 flag_1_dead_love2 flag_1_dead_love2
 
//VAR_INT yak_9_love2 yak_10_love2 yak_11_love2 yak_12_love2
 
//VAR_INT kenji
 
 
//+++++++++++++++++++++++++++CREATE PEDS GOSUB++++++++++++++++++++++++++++++++++++++++++++
create_yakuza:
 
IF flag_yak_created_love2 = 0
		CREATE_CAR CAR_YAKUZA 302.0 -550.0 37.0 kenji_car_love2
		SET_CAR_HEADING kenji_car_love2 90.0
		CAR_SET_IDLE kenji_car_love2
		SET_CAR_ONLY_DAMAGED_BY_PLAYER kenji_car_love2 False
 
		CREATE_CAR CAR_STRETCH 291.4 -547.0 37.0 yak_car_1_love2
		SET_CAR_HEADING yak_car_1_love2 320.0
		CAR_SET_IDLE yak_car_1_love2
		SET_CAR_ONLY_DAMAGED_BY_PLAYER yak_car_1_love2 False
 
		CREATE_CAR CAR_YAKUZA 294.6 -558.0 37.0 yak_car_2_love2
		SET_CAR_HEADING yak_car_2_love2 96.0
		CAR_SET_IDLE yak_car_2_love2
		SET_CAR_ONLY_DAMAGED_BY_PLAYER yak_car_2_love2 False
 
		CREATE_CAR CAR_STRETCH 299.4 -540.0 37.0 yak_car_1_love2
		SET_CAR_HEADING yak_car_1_love2 296.0
		CAR_SET_IDLE yak_car_1_love2
		SET_CAR_ONLY_DAMAGED_BY_PLAYER yak_car_1_love2 False
 
		CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 286.4 -543.5 37.0 yak_1_love2
		SET_CHAR_HEADING yak_1_love2 180.0
		//SET_CHAR_OBJ_GUARD_AREA yak_1_love2 267.7 -592.0 306.0 -480.0
 
		CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B 304.5 -544.3 37.0 yak_2_love2
		SET_CHAR_HEADING yak_2_love2 40.0
		//SET_CHAR_OBJ_GUARD_AREA yak_2_love2 MinX MinY MaxX MaxY
		ADD_ARMOUR_TO_CHAR yak_2_love2 100
 
		CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 299.25 -534.0 37.0 yak_3_love2
		SET_CHAR_HEADING yak_3_love2 20.0
		//SET_CHAR_OBJ_GUARD_AREA yak_3_love2 MinX MinY MaxX MaxY
 
		CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B 295.0 -562.0 37.0 yak_4_love2
		SET_CHAR_HEADING yak_4_love2 180.0
		//SET_CHAR_OBJ_GUARD_AREA yak_4_love2 MinX MinY MaxX MaxY
 
		CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 295.0 -544.0 37.0 yak_5_love2
		SET_CHAR_HEADING yak_5_love2 15.0
		//SET_CHAR_OBJ_GUARD_AREA yak_5_love2 267.7 -592.0 306.0 -480.0
		ADD_ARMOUR_TO_CHAR yak_5_love2 100
 
		CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B 300.0 -556.0 37.0 yak_6_love2
		SET_CHAR_HEADING yak_6_love2 160.0
		//SET_CHAR_OBJ_GUARD_AREA yak_4_love2 MinX MinY MaxX MaxY
 
		CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B 301.0 -516.0 37.0 yak_7_love2
		SET_CHAR_HEADING yak_7_love2 45.0
		//SET_CHAR_OBJ_GUARD_AREA yak_4_love2 MinX MinY MaxX MaxY
 
		CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_B 273.0 -570.0 37.0 yak_8_love2
		SET_CHAR_HEADING yak_8_love2 260.0
		//SET_CHAR_OBJ_GUARD_AREA yak_4_love2 MinX MinY MaxX MaxY
 
		GIVE_WEAPON_TO_CHAR yak_1_love2 WEAPONTYPE_M16 80
		GIVE_WEAPON_TO_CHAR yak_2_love2 WEAPONTYPE_UZI 60
		GIVE_WEAPON_TO_CHAR yak_3_love2 WEAPONTYPE_UZI 60
		SET_CHAR_ACCURACY yak_3_love2 40
		GIVE_WEAPON_TO_CHAR yak_4_love2 WEAPONTYPE_UZI 60
		SET_CHAR_ACCURACY yak_4_love2 40
		GIVE_WEAPON_TO_CHAR yak_5_love2 WEAPONTYPE_UZI 60
		SET_CHAR_ACCURACY yak_5_love2 40
		GIVE_WEAPON_TO_CHAR yak_6_love2 WEAPONTYPE_UZI 60
		GIVE_WEAPON_TO_CHAR yak_7_love2 WEAPONTYPE_SHOTGUN 25
		GIVE_WEAPON_TO_CHAR yak_8_love2 WEAPONTYPE_UZI 60
		SET_CHAR_ACCURACY yak_8_love2 40
 
		SET_CHAR_THREAT_SEARCH yak_1_love2 THREAT_PLAYER1
		SET_CHAR_THREAT_SEARCH yak_2_love2 THREAT_PLAYER1
		SET_CHAR_THREAT_SEARCH yak_3_love2 THREAT_PLAYER1
		SET_CHAR_THREAT_SEARCH yak_4_love2 THREAT_PLAYER1
		SET_CHAR_THREAT_SEARCH yak_5_love2 THREAT_PLAYER1
		SET_CHAR_THREAT_SEARCH yak_6_love2 THREAT_PLAYER1
		SET_CHAR_THREAT_SEARCH yak_7_love2 THREAT_PLAYER1
		SET_CHAR_THREAT_SEARCH yak_8_love2 THREAT_PLAYER1
 
		CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL1 304.2 -543.1 36.3 kenji
		SET_CHAR_HEADING kenji 140.0
		SET_CHAR_THREAT_SEARCH kenji THREAT_PLAYER1
		GIVE_WEAPON_TO_CHAR kenji WEAPONTYPE_UZI 60
		ADD_ARMOUR_TO_CHAR kenji 100
		ADD_BLIP_FOR_CHAR kenji blip_kenji_love2
		SET_CHAR_STAY_IN_SAME_PLACE kenji true
		flag_yak_created_love2 = 1
	ENDIF
 
 
RETURN
 
 
 
player_wanted_love2:
 
	IF flag_yak_created_love2 = 1
	AND flag_wanted_love2 = 0
		IF IS_CHAR_DEAD yak_1_love2
			ALTER_WANTED_LEVEL_NO_DROP player 3
			flag_wanted_love2 = 1
		ENDIF
		IF IS_CHAR_DEAD yak_2_love2
			ALTER_WANTED_LEVEL_NO_DROP player 3
			flag_wanted_love2 = 1
		ENDIF
		IF IS_CHAR_DEAD yak_3_love2
			ALTER_WANTED_LEVEL_NO_DROP player 3
			flag_wanted_love2 = 1
		ENDIF
		IF IS_CHAR_DEAD yak_4_love2
			ALTER_WANTED_LEVEL_NO_DROP player 3
			flag_wanted_love2 = 1
		ENDIF
		IF IS_CHAR_DEAD yak_5_love2
			ALTER_WANTED_LEVEL_NO_DROP player 3
			flag_wanted_love2 = 1
		ENDIF
		IF IS_CHAR_DEAD yak_6_love2
			ALTER_WANTED_LEVEL_NO_DROP player 3
			flag_wanted_love2 = 1
		ENDIF
		IF IS_CHAR_DEAD yak_7_love2
			ALTER_WANTED_LEVEL_NO_DROP player 3
			flag_wanted_love2 = 1
		ENDIF
		IF IS_CHAR_DEAD yak_8_love2
			ALTER_WANTED_LEVEL_NO_DROP player 3
			flag_wanted_love2 = 1
		ENDIF
 
	ENDIF
 
 
RETURN
 
 
 
 
// ****************************************Mission Start************************************
 
mission_start_love2:
REGISTER_MISSION_GIVEN
SCRIPT_NAME love2 
flag_player_on_mission = 1
flag_player_on_love_mission = 1
WAIT 0
 
flag_carpark_blip = 0
flag_kenji_dead = 0
flag_message = 0
flag_yak_created_love2 = 0
flag_wanted_love2 = 0
flag_yak_attack_love2 = 0
flag_player_clear = 0
flag_kenji_cut = 0
flag_kenji_look = 0
 
flag_1_dead_love2 = 0
flag_2_dead_love2 = 0
flag_3_dead_love2 = 0
flag_4_dead_love2 = 0
flag_5_dead_love2 = 0
flag_6_dead_love2 = 0
flag_7_dead_love2 = 0
flag_8_dead_love2 = 0
 
counter_kenji_guards_dead = 0
 
carpark_minx = 265.5
carpark_miny = -610.5
carpark_maxx = 345.5
carpark_maxy = -479.5
 
carpark_minz = 32.5
carpark_maxz = 50.0
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_love2_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( LOVE2 ) 15000 2	//"Love Mission 2"
 
SWITCH_STREAMING OFF
*/
 
REQUEST_MODEL tshrorckgrdn
REQUEST_MODEL tshrorckgrdn_alfas
 
WHILE NOT HAS_MODEL_LOADED tshrorckgrdn_alfas
OR NOT HAS_MODEL_LOADED tshrorckgrdn
 WAIT 0
ENDWHILE
 
// ****************************************START OF CUTSCENE********************************
 
LOAD_SPECIAL_CHARACTER 1 love
//LOAD_SPECIAL_CHARACTER 2 butler
 
LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
LOAD_SPECIAL_MODEL cut_obj2 LOVEH
//LOAD_SPECIAL_MODEL cut_obj3 BUTLERH 
 
/*
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
*/
 
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_SPECIAL_CHARACTER_LOADED 2
//OR NOT HAS_MODEL_LOADED cut_obj3
 WAIT 0
ENDWHILE
 
 
LOAD_CUTSCENE d2_kk
 
SWITCH_STREAMING ON
 
SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love
SET_CUTSCENE_ANIM cs_love love
 
//CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_butler
//SET_CUTSCENE_ANIM cs_butler butler
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CREATE_CUTSCENE_HEAD cs_love CUT_OBJ2 cs_lovehead
SET_CUTSCENE_HEAD_ANIM cs_lovehead love
 
//CREATE_CUTSCENE_HEAD cs_butler CUT_OBJ3 cs_butlerhead
//SET_CUTSCENE_HEAD_ANIM cs_butlerhead butler
 
SET_PLAYER_COORDINATES player 85.0 -1548.2 28.3
 
SET_PLAYER_HEADING player 90.0
 
DO_FADE 250 FADE_IN
 
SWITCH_RUBBISH OFF 
 
START_CUTSCENE
//SWITCH_STREAMING OFF
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 5434
 WAIT 0
 GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW (LOVE2_A) 4000 1	//"Nothing drives down real estate prices like a good old fashi etc..."
//MESSAGE_WAIT 3000 true
 
WHILE cs_time < 9893
 WAIT 0
 GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW (LOVE2_B) 4500 1	//"....but that might be going too far in this etc."
//MESSAGE_WAIT 3000 true
 
WHILE cs_time < 14631
 WAIT 0
 GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW (LOVE2_C) 4000 1	//"I want you to kill the Yakuza WAKA-gashira, Kenji Kasen."
//MESSAGE_WAIT 3000 true
 
WHILE cs_time < 18811
 WAIT 0
 GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW (LOVE2_D) 3000 1	//"I've learned .....t the top of the multi-story carpark in Newport."
//MESSAGE_WAIT 3000 true
 
WHILE cs_time < 21947
 WAIT 0
 GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW (LOVE2_E) 3500 1	//"The Yakuza must blame.....Steal a Cartel car and take out Kenji!"
//MESSAGE_WAIT 3000 true
 
WHILE cs_time < 26266
 WAIT 0
 GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW (LOVE2_F) 3500 1	//"The Yakuza must blame.....Steal a Cartel car and take out Kenji!"
//MESSAGE_WAIT 3000 true
 
WHILE cs_time < 30656
 WAIT 0
 GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW (LOVE2_G) 3000 1	//"The Yakuza must blame.....Steal a Cartel car and take out Kenji!"
//MESSAGE_WAIT 3000 true
 
WHILE cs_time < 33442
 WAIT 0
 GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW (LOVE2_H) 4500 1	//"The Yakuza must blame.....Steal a Cartel car and take out Kenji!"
//MESSAGE_WAIT 3000 true
 
WHILE cs_time < 41066
 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
 
DO_FADE 0 FADE_OUT
 
SET_CAMERA_BEHIND_PLAYER
 
WAIT 500
 
DO_FADE 1500 FADE_IN 
 
//WHILE GET_FADING_STATUS
// WAIT 0
//ENDWHILE
 
//SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE
 
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 tshrorckgrdn
MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas
 
//SWITCH_STREAMING ON 
SWITCH_RUBBISH ON
// ******************************************END OF CUTSCENE********************************
 
/*
//++++++++++++++++++++++++++++++++++++++++++++CUT SCENE++++++++++++++++++++++++++++++++++
 
PRINT_BIG ( LOVE2 ) 15000 2	//"Love Mission 2"
 
SET_PLAYER_CONTROL player OFF
 
DO_FADE 1500 FADE_OUT
 
WAIT 1500
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_COORDINATES player 114.24 -1543.31 246.03
//SET_PLAYER_HEADING player Heading 
 
LOAD_SPECIAL_CHARACTER 1 misty
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
 WAIT 0
ENDWHILE
 
CREATE_CHAR PEDTYPE_CIVMALE PED_SPECIAL1 126.6 -1556.5 246.39 love
TURN_CHAR_TO_FACE_PLAYER love player
 
DO_FADE 1500 FADE_IN
 
WAIT 1500
 
GET_PLAYER_CHAR player script_controlled_player
 
IF IS_CHAR_DEAD love
	GOTO mission_love2_failed 
ENDIF
 
SET_CHAR_OBJ_GOTO_CHAR_ON_FOOT script_controlled_player love
 
WHILE NOT LOCATE_PLAYER_ON_FOOT_CHAR_2D player love 3.0 3.0 0
	WAIT 0
	IF IS_CHAR_DEAD love
		GOTO mission_love2_failed 
	ENDIF
 
ENDWHILE
 
TURN_CHAR_TO_FACE_PLAYER love player
TURN_CHAR_TO_FACE_CHAR script_controlled_player love
 
PRINT_NOW (LOVE2_A) 3000 1	//"Nothing drives down real estate prices like a good old fashi etc..."
MESSAGE_WAIT 3000 true
PRINT_NOW (LOVE2_B) 3000 1	//"....but that might be going too far in this etc."
MESSAGE_WAIT 3000 true
PRINT_NOW (LOVE2_C) 3000 1	//"I want you to kill the Yakuza WAKA-gashira, Kenji Kasen."
MESSAGE_WAIT 3000 true
PRINT_NOW (LOVE2_D) 3000 1	//"I've learned .....t the top of the multi-story carpark in Newport."
MESSAGE_WAIT 3000 true
PRINT_NOW (LOVE2_E) 3000 1	//"The Yakuza must blame.....Steal a Cartel car and take out Kenji!"
MESSAGE_WAIT 3000 true
*/
/* 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT script_controlled_player 114.24 -1543.31
 
WHILE NOT IS_CHAR_OBJECTIVE_PASSED script_controlled_player
 WAIT 0
ENDWHILE
 
//SET_CHAR_OBJ_NO_OBJ script_controlled_player
 
DO_FADE 1500 FADE_OUT
WAIT 1500
 
SWITCH_WIDESCREEN OFF
SET_PLAYER_COORDINATES player 85.1 -1548.8 28.3
//SET_PLAYER_HEADING player Heading
 
DELETE_CHAR love
UNLOAD_SPECIAL_CHARACTER 1
 
DO_FADE 1500 FADE_IN
WAIT 1500
 
SET_PLAYER_CONTROL player ON
 
 
 
//++++++++++++++++++++++++++++++++++++++++++++++++CUTSCENE OVER+++++++++++++++++++++++++++++
*/
 
 
LOAD_SPECIAL_CHARACTER 1 kenji
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
	WAIT 0
ENDWHILE
 
REQUEST_MODEL PED_GANG_YAKUZA_A
WHILE NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_A
	WAIT 0
ENDWHILE
 
REQUEST_MODEL PED_GANG_YAKUZA_B
WHILE NOT HAS_MODEL_LOADED PED_GANG_YAKUZA_B
	WAIT 0
ENDWHILE
 
REQUEST_MODEL CAR_YAKUZA
WHILE NOT HAS_MODEL_LOADED CAR_YAKUZA
	WAIT 0
ENDWHILE
 
REQUEST_MODEL CAR_STRETCH
WHILE NOT HAS_MODEL_LOADED CAR_STRETCH
	WAIT 0
ENDWHILE
 
LOAD_MISSION_AUDIO LO2_A
 
/*
REQUEST_MODEL CAR_COLUMB//test stuff
WHILE NOT HAS_MODEL_LOADED CAR_COLUMB
	WAIT 0
ENDWHILE
 
PRINT_NOW (LOVE2_3) 3000 1//test stuff
CREATE_CAR CAR_COLUMB 54.0 -1625.0 -100.0 test_car_love2//test stuff
CAR_SET_IDLE test_car_love2//test stuff
*/
 
//While loop 1: player not at carpark AND player not in CAR_COLUMB
 
while_loop_1:
	WHILE flag_kenji_dead = 0
		WAIT 0
		IF IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false
			flag_message = 3
			GOTO while_loop_4
		ENDIF
 
		IF IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND NOT IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false
			flag_message = 1
			GOTO while_loop_2
		ENDIF
 
		IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false
			flag_message = 2
			GOTO while_loop_3
		ENDIF
		IF flag_message = 0
			PRINT_NOW (LOVE2_1) 6000 1 //"Go and steal a Colombian Gangcar!"
			WAIT 3000
			flag_message = 1
		ENDIF
 
 
 
	ENDWHILE
 
 
//While loop 2: player not at carpark AND player in CAR_COLUMB
 
while_loop_2:
	WHILE flag_kenji_dead = 0
		WAIT 0
		IF IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false
			flag_message = 3
			GOTO while_loop_4
		ENDIF
 
		IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND NOT IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false
			flag_message = 0
			GOTO while_loop_1
		ENDIF
 
		IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false
			flag_message = 2
			GOTO while_loop_3
		ENDIF
		IF flag_message = 1
			PRINT_NOW (LOVE2_2) 4000 1 //"Now get to the multi-storey in Newport and kill Kenji!"
			WAIT 3000
			flag_message = 0
		ENDIF
 
		IF flag_carpark_blip = 0
			ADD_BLIP_FOR_COORD 305.0 -545.0 30.0 blip_carpark
			flag_carpark_blip = 1
		ENDIF
 
 
 
	ENDWHILE
 
//While loop 3: player at carpark AND NOT in CAR_COLUMB
 
while_loop_3:
	IF flag_carpark_blip = 1
		REMOVE_BLIP blip_carpark
		flag_carpark_blip = 0
	ENDIF
 
	WHILE flag_kenji_dead = 0
		WAIT 0
		IF IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false
			flag_message = 3
			GOTO while_loop_4
		ENDIF
 
		IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND NOT IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false
			flag_message = 0
			GOTO while_loop_1
		ENDIF
 
		IF IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND NOT IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false
			flag_message = 1
			GOTO while_loop_2
		ENDIF
 
		IF flag_message = 2
			PRINT_NOW (LOVE2_3) 3000 1	//If you proceed without a Cartel car you will be identified!
			flag_message = 0
		ENDIF
 
		IF NOT IS_PLAYER_IN_ANY_CAR player 
		AND IS_PLAYER_IN_AREA_3D player carpark_minx carpark_miny carpark_minz carpark_maxx carpark_maxy carpark_maxz false
			PRINT_NOW (LOVE2_4) 3000 1 //The Yakuza have identified you!
			IF flag_yak_created_love2 = 1
				IF NOT IS_CHAR_DEAD kenji
				AND NOT IS_CAR_DEAD kenji_car_love2
					SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER kenji kenji_car_love2
				ENDIF
			ENDIF
			GOTO mission_love2_failed
		ENDIF
 
		IF IS_PLAYER_IN_AREA_3D player carpark_minx carpark_miny 35.0 carpark_maxx carpark_maxy carpark_maxz false
			IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
				PRINT_NOW (LOVE2_4) 3000 1 //The Yakuza have identified you!
				IF flag_yak_created_love2 = 1
					IF NOT IS_CHAR_DEAD kenji
					AND NOT IS_CAR_DEAD kenji_car_love2
						SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER kenji kenji_car_love2
					ENDIF
				ENDIF
				GOTO mission_love2_failed
			ENDIF
		ENDIF
 
 
		GOSUB create_yakuza
		GOSUB player_wanted_love2	
 
		IF flag_wanted_love2 = 1
			PLAY_MISSION_AUDIO
			flag_wanted_love2 = 2
		ENDIF
 
 
	ENDWHILE
 
//While loop 4: player at carpark AND in CAR_COLUMB
 
while_loop_4:
	IF flag_carpark_blip = 1
		REMOVE_BLIP blip_carpark
		flag_carpark_blip = 0
	ENDIF
 
	WHILE flag_kenji_dead = 0
		WAIT 0
 
		IF IS_PLAYER_IN_MODEL player CAR_COLUMB
			STORE_CAR_PLAYER_IS_IN player player_car
			SET_CAR_STRONG player_car true
		ENDIF
		/*
		IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND IS_PLAYER_IN_AREA_3D	player carpark_minx carpark_miny carpark_minz carpark_maxx carpark_maxy carpark_maxz false
			PRINT_NOW (LOVE2_4) 3000 1 //The Yakuza have identified you!
			GOTO mission_love2_failed
		ENDIF
		*/
		IF flag_yak_attack_love2 = 0
		AND IS_PLAYER_IN_AREA_3D	player carpark_minx carpark_miny carpark_minz carpark_maxx carpark_maxy carpark_maxz false
			IF NOT IS_CHAR_DEAD yak_7_love2
				SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS yak_7_love2 player
			ENDIF
			IF NOT IS_CHAR_DEAD yak_8_love2
				SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS yak_8_love2 player
			ENDIF 
			flag_yak_attack_love2 = 1 
		ENDIF
 
		IF NOT IS_PLAYER_IN_ANY_CAR player 
		AND IS_PLAYER_IN_AREA_3D player carpark_minx carpark_miny carpark_minz carpark_maxx carpark_maxy carpark_maxz false
			PRINT_NOW (LOVE2_4) 3000 1 //The Yakuza have identified you!
			IF flag_yak_created_love2 = 1
				IF NOT IS_CHAR_DEAD kenji
				AND NOT IS_CAR_DEAD kenji_car_love2
					SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER kenji kenji_car_love2
				ENDIF
			ENDIF
			GOTO mission_love2_failed
		ENDIF
 
		IF IS_PLAYER_IN_AREA_3D player carpark_minx carpark_miny 35.0 carpark_maxx carpark_maxy carpark_maxz false
			IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
				PRINT_NOW (LOVE2_4) 3000 1 //The Yakuza have identified you!
				IF flag_yak_created_love2 = 1
					IF NOT IS_CHAR_DEAD kenji
					AND NOT IS_CAR_DEAD kenji_car_love2
						SET_CHAR_OBJ_ENTER_CAR_AS_DRIVER kenji kenji_car_love2
					ENDIF
				ENDIF
				GOTO mission_love2_failed
			ELSE
				IF NOT IS_CHAR_DEAD kenji
					TURN_CHAR_TO_FACE_PLAYER kenji player
				ENDIF
			ENDIF
		ENDIF
 
		IF IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND NOT IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false
			IF NOT IS_CHAR_DEAD yak_7_love2
				SET_CHAR_OBJ_NO_OBJ yak_7_love2
			ENDIF
			IF NOT IS_CHAR_DEAD yak_8_love2
				SET_CHAR_OBJ_NO_OBJ yak_8_love2
			ENDIF
			flag_yak_attack_love2 = 0
			flag_message = 1
			GOTO while_loop_2
		ENDIF
 
		IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND NOT IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false
			flag_message = 0
			GOTO while_loop_1
		ENDIF
 
		IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND IS_PLAYER_IN_AREA_2D player carpark_minx carpark_miny carpark_maxx carpark_maxy false
			flag_message = 2
			GOTO while_loop_3
		ENDIF
 
 
		IF flag_yak_created_love2 = 1
		AND flag_kenji_cut = 0
		AND IS_PLAYER_IN_MODEL player CAR_COLUMB
			IF IS_PLAYER_IN_AREA_3D player 317.2 -603.5 33.0 332.0 -593.1 35.0 false
				flag_kenji_cut = 1
				GOSUB kenji_cut
			ENDIF
			IF IS_PLAYER_IN_AREA_3D player 317.2 -506.3 33.0 332.0 -497.3 35.0 false
				flag_kenji_cut = 2
				GOSUB kenji_cut
			ENDIF
		ENDIF
 
		GOSUB create_yakuza
		GOSUB player_wanted_love2	
 
		IF flag_wanted_love2 = 1
			PLAY_MISSION_AUDIO
			flag_wanted_love2 = 2
		ENDIF
 
		GOSUB yak_death_count
 
		IF IS_CHAR_DEAD kenji
			flag_kenji_dead = 1
			REMOVE_BLIP blip_kenji_love2
		ENDIF
 
	ENDWHILE
 
	WHILE flag_player_clear = 0
		WAIT 0
 
		IF flag_kenji_dead = 1
			PRINT_NOW (LOVE2_5) 3000 1//Kenji is dead!! Get out of NEWPORT and dump the Cartel car!!
			flag_kenji_dead = 2
		ENDIF
 
		GOSUB yak_death_count
 
		IF counter_kenji_guards_dead = 8
			PRINT_NOW (LOVE2_6) 3000 1//You've killed all the witnesses!!
			GOTO mission_love2_failed
		ENDIF
 
		IF NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND IS_PLAYER_IN_AREA_3D player carpark_minx carpark_miny carpark_minz carpark_maxx carpark_maxy carpark_maxz false
			PRINT_NOW (LOVE2_4) 3000 1 //The Yakuza have identified you!
			GOTO mission_love2_failed
		ENDIF
 
		IF NOT IS_PLAYER_IN_ZONE player COM_EAS
		AND IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND flag_kenji_dead = 2
			PRINT_NOW (LOVE2_7) 3000 1 //Now dump the car!
			flag_kenji_dead = 3
		ENDIF
 
		IF IS_PLAYER_IN_ZONE player COM_EAS
		AND NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
		AND flag_kenji_dead = 2
			PRINT_NOW (LOVE2_8) 3000 1 //Now get out of Newport!
			flag_kenji_dead = 3
		ENDIF
 
		IF NOT IS_PLAYER_IN_ZONE player COM_EAS
		AND NOT IS_PLAYER_IN_MODEL player CAR_COLUMB
			flag_player_clear = 1
		ENDIF
 
	ENDWHILE
 
 
GOTO mission_love2_passed
 
// Mission Love 2 failed
 
mission_love2_failed:
 
PRINT_BIG ( M_FAIL ) 2000 1
REMOVE_BLIP blip_kenji_love2
REMOVE_CHAR_ELEGANTLY kenji
 
RETURN
 
 
 
// mission Love 2 passed
 
mission_love2_passed:
 
flag_love_mission2_passed = 1
PRINT_WITH_NUMBER_BIG ( M_PASS ) 30000 5000 1 //"Mission Passed!"
PLAY_MISSION_PASSED_TUNE 1 
CLEAR_WANTED_LEVEL player
ADD_SCORE player 30000
REGISTER_MISSION_PASSED LOVE2
PLAYER_MADE_PROGRESS 1 
REMOVE_BLIP kenji_contact_blip
START_NEW_SCRIPT love_mission3_loop
 
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_love2:
 
 
IF flag_carpark_blip = 1
	REMOVE_BLIP blip_carpark
ENDIF
 
REMOVE_BLIP blip_kenji_love2
REMOVE_CHAR_ELEGANTLY kenji
 
 
UNLOAD_SPECIAL_CHARACTER 1
 
RESTORE_CAMERA_JUMPCUT
SET_PLAYER_CONTROL player on
SWITCH_WIDESCREEN off
 
flag_player_on_mission = 0
flag_player_on_love_mission = 0
 
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 CAR_STRETCH
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_YAKUZA
 
MISSION_HAS_FINISHED
RETURN
 
//-----------------------------GOSUBS--------------------------------------
 
yak_death_count:
 
	IF IS_CHAR_DEAD yak_1_love2
	AND flag_1_dead_love2 = 0
		++ counter_kenji_guards_dead
		flag_1_dead_love2 = 1
	ENDIF
	IF IS_CHAR_DEAD yak_2_love2
	AND flag_2_dead_love2 = 0
		++ counter_kenji_guards_dead
		flag_2_dead_love2 = 1
	ENDIF
	IF IS_CHAR_DEAD yak_3_love2
	AND flag_3_dead_love2 = 0
		++ counter_kenji_guards_dead
		flag_3_dead_love2 = 1
	ENDIF
	IF IS_CHAR_DEAD yak_4_love2
	AND flag_4_dead_love2 = 0
		++ counter_kenji_guards_dead
		flag_4_dead_love2 = 1
	ENDIF
	IF IS_CHAR_DEAD yak_5_love2
	AND flag_5_dead_love2 = 0
		++ counter_kenji_guards_dead
		flag_5_dead_love2 = 1
	ENDIF
	IF IS_CHAR_DEAD yak_6_love2
	AND flag_6_dead_love2 = 0
		++ counter_kenji_guards_dead
		flag_6_dead_love2 = 1
	ENDIF
	IF IS_CHAR_DEAD yak_7_love2
	AND flag_7_dead_love2 = 0
		++ counter_kenji_guards_dead
		flag_7_dead_love2 = 1
	ENDIF
	IF IS_CHAR_DEAD yak_8_love2
	AND flag_8_dead_love2 = 0
		++ counter_kenji_guards_dead
		flag_8_dead_love2 = 1
	ENDIF
 
RETURN	
 
 
 
kenji_cut:
 
	IF flag_kenji_cut = 1
		APPLY_BRAKES_TO_PLAYERS_CAR player On
		SWITCH_WIDESCREEN on
		SET_PLAYER_CONTROL player off
		SET_FIXED_CAMERA_POSITION 303.11 -542.44 37.1 0.0 0.0 0.0
		POINT_CAMERA_AT_POINT 303.67 -543.36 36.92 JUMP_CUT
		GET_GAME_TIMER timer_kenji_cut_start
		timer_kenji_cut_dif = timer_kenji_cut_start - timer_kenji_cut_start
		WHILE timer_kenji_cut_dif < 7500
			WAIT 0
			//PRINT_WITH_NUMBER_NOW ( Z ) timer_kenji_cut_dif 1000 1
			GET_GAME_TIMER timer_kenji_cut_now
			timer_kenji_cut_dif = timer_kenji_cut_now - timer_kenji_cut_start
			IF timer_kenji_cut_dif > 1000
			AND flag_kenji_look = 0
				IF NOT IS_CHAR_DEAD kenji
				AND NOT IS_CHAR_DEAD yak_2_love2
					//CHAR_LOOK_AT_CHAR_ALWAYS kenji yak_3_love2
					SET_CHAR_WAIT_STATE kenji WAITSTATE_CROSS_ROAD_LOOK 4000
					SET_CHAR_WAIT_STATE yak_2_love2 WAITSTATE_PLAYANIM_CHAT 4000
					flag_kenji_look = 1
				ENDIF
			ENDIF
			IF timer_kenji_cut_dif > 2500
			AND flag_kenji_cut = 1
				/*IF NOT IS_CHAR_DEAD kenji
					STOP_CHAR_LOOKING kenji
				ENDIF*/
				IF NOT IS_CHAR_DEAD yak_3_love2
					POINT_CAMERA_AT_CHAR yak_3_love2 FIXED INTERPOLATION
				ENDIF
				flag_kenji_cut = 3
			ENDIF
			IF timer_kenji_cut_dif > 5000
			AND flag_kenji_cut = 3
				IF NOT IS_CHAR_DEAD yak_1_love2
					POINT_CAMERA_AT_CHAR yak_1_love2 FIXED INTERPOLATION
					flag_kenji_cut = 4
				ENDIF
			ENDIF
 
		ENDWHILE
		RESTORE_CAMERA_JUMPCUT
		SET_PLAYER_CONTROL player on
		SWITCH_WIDESCREEN off
	ENDIF
 
	IF flag_kenji_cut = 2
		APPLY_BRAKES_TO_PLAYERS_CAR player On
		SWITCH_WIDESCREEN on
		SET_PLAYER_CONTROL player off
		SET_FIXED_CAMERA_POSITION 303.32 -544.7 37.09 0.0 0.0 0.0 
		POINT_CAMERA_AT_POINT 303.83 -543.85 36.96 JUMP_CUT
		GET_GAME_TIMER timer_kenji_cut_start
		timer_kenji_cut_dif = timer_kenji_cut_start - timer_kenji_cut_start
		WHILE timer_kenji_cut_dif < 7500
			WAIT 0
			//PRINT_WITH_NUMBER_NOW ( Z ) timer_kenji_cut_dif 1000 1
			GET_GAME_TIMER timer_kenji_cut_now
			timer_kenji_cut_dif = timer_kenji_cut_now - timer_kenji_cut_start
			IF timer_kenji_cut_dif > 1000
			AND flag_kenji_look = 0
				IF NOT IS_CHAR_DEAD kenji
				AND NOT IS_CHAR_DEAD yak_2_love2
					//CHAR_LOOK_AT_CHAR_ALWAYS kenji yak_1_love2
					SET_CHAR_WAIT_STATE kenji WAITSTATE_CROSS_ROAD_LOOK 4000
					SET_CHAR_WAIT_STATE yak_2_love2 WAITSTATE_PLAYANIM_CHAT 4000
					flag_kenji_look = 1
				ENDIF
			ENDIF
			IF timer_kenji_cut_dif > 2500
			AND flag_kenji_cut = 2			
				/*IF NOT IS_CHAR_DEAD kenji
					STOP_CHAR_LOOKING kenji
				ENDIF*/
				IF NOT IS_CHAR_DEAD yak_1_love2
					POINT_CAMERA_AT_CHAR yak_1_love2 FIXED INTERPOLATION
				ENDIF
				flag_kenji_cut = 3
			ENDIF
			IF timer_kenji_cut_dif > 5000
			AND flag_kenji_cut = 3
				IF NOT IS_CHAR_DEAD yak_4_love2
					POINT_CAMERA_AT_CHAR yak_4_love2 FIXED INTERPOLATION
					flag_kenji_cut = 4
				ENDIF
			ENDIF 	
		ENDWHILE
		RESTORE_CAMERA_JUMPCUT
		SET_PLAYER_CONTROL player on
		SWITCH_WIDESCREEN off
 
	ENDIF
 
 
 
 
RETURN

love3

MISSION_START
// *****************************************************************************************
// *********************************    Love mission 3   *********************************** 
// ********************************* A Drop in the Ocean ***********************************
// *****************************************************************************************
// *** The Player must pick up several packages that will be dropped from a Cessna into  ***
// *** the bay that night. The player will use a boat to collect them. It is a decoy	 ***
// *** (player does not know this at this time) so the police are aware of them. As soon ***
// *** has the player has picked up the first package the police chopper will be on him. ***
// *** Once the player has collected them all he must get them back to land and to his 	 ***
// *** hideout in a car with the ensuing police chase. 									 ***
// *****************************************************************************************
 
// Mission start stuff
 
GOSUB mission_start_love3
 
IF HAS_DEATHARREST_BEEN_EXECUTED 
	GOSUB mission_love3_failed
ENDIF
 
GOSUB mission_cleanup_love3
 
MISSION_END
 
// Variables for mission
 
VAR_INT players_boat /*garage_flag_l3 player_car_l3*/ players_boat_blip	police_boat_flag police_boat
VAR_INT plane_blip random_int_l3 counter_display_flag plane_timer police_boat_driver police_rating
VAR_INT float_packge_01	float_packge_02 float_packge_03 float_packge_04 float_packge_05 float_packge_06
VAR_INT drug_current_timer temporary_time_drug last_drug_dropped_timer package_numbers cs_ojg
VAR_INT packge_01 packge_02	packge_03 packge_04	packge_05 packge_06	packages_collected
 
VAR_FLOAT PlaneX PlaneY PlaneZ
VAR_FLOAT package_1_x package_1_y
VAR_FLOAT package_2_x package_2_y 
VAR_FLOAT package_3_x package_3_y 
VAR_FLOAT package_4_x package_4_y 
VAR_FLOAT package_5_x package_5_y 
VAR_FLOAT package_6_x package_6_y 
 
// ****************************************Mission Start************************************
 
mission_start_love3:
 
flag_player_on_mission = 1
flag_player_on_love_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
SCRIPT_NAME love3
 
drug_current_timer 	    = 0
temporary_time_drug     = 0
last_drug_dropped_timer = 0
package_numbers			= 0
packages_collected 		= 0
police_boat_flag		= 0
police_rating			= 0
 
packge_01 	= 0
packge_02	= 0
packge_03 	= 0
packge_04	= 0
packge_05 	= 0
packge_06	= 0
 
counter_display_flag = 0
//garage_flag_l3 = 0
 
PlaneX = 0.0
PlaneY = 0.0
PlaneZ = 0.0
 
// ****************************************START OF CUTSCENE********************************
 
LOAD_SPECIAL_CHARACTER 1 love2
LOAD_SPECIAL_CHARACTER 2 ojg2
LOAD_SPECIAL_MODEL cut_obj1 LOVEH
REQUEST_MODEL tshrorckgrdn
REQUEST_MODEL tshrorckgrdn_alfas
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
OR NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED tshrorckgrdn_alfas
OR NOT HAS_MODEL_LOADED tshrorckgrdn
	WAIT 0
ENDWHILE
 
LOAD_CUTSCENE D3_ADO
 
SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love
SET_CUTSCENE_ANIM cs_love love2
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_ojg
SET_CUTSCENE_ANIM cs_ojg ojg2
 
CREATE_CUTSCENE_HEAD cs_love cut_obj1 cs_lovehead
SET_CUTSCENE_HEAD_ANIM cs_lovehead love
 
CLEAR_AREA 82.44 -1548.49 28.0 2.0 TRUE
 
SET_PLAYER_COORDINATES player 82.44 -1548.49 28.0
 
SET_PLAYER_HEADING player 90.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_STREAMING ON
SWITCH_RUBBISH OFF
 
START_CUTSCENE
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 12262
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE3_A 5000 1//"In these days of moral hypocrisy certain valuable commodities can be hard to import."
 
WHILE cs_time < 16652
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE3_B 5000 1//"On it's approach to Liberty airport tonight, a light aircraft will pass over the bay."
 
WHILE cs_time < 20065
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE3_C 5000 1//"It will drop several packages into the water."
 
WHILE cs_time < 22434
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE3_D 5000 1//"Make sure you pick them up before anyone else does."
 
WHILE cs_time < 25333
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
SWITCH_RUBBISH ON
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
DO_FADE 0 FADE_OUT
 
REQUEST_MODEL PLANE_DEADDODO 
REQUEST_MODEL BOAT_SPEEDER
REQUEST_MODEL BOAT_PREDATOR
 
LOAD_ALL_MODELS_NOW
 
SET_CAMERA_BEHIND_PLAYER
 
WAIT 500
 
DO_FADE 1500 FADE_IN 
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
UNLOAD_SPECIAL_CHARACTER 1
UNLOAD_SPECIAL_CHARACTER 2
MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1
MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn
MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas
 
// ******************************************END OF CUTSCENE********************************
 
 
WHILE NOT HAS_MODEL_LOADED PLANE_DEADDODO 
OR NOT HAS_MODEL_LOADED BOAT_SPEEDER
OR NOT HAS_MODEL_LOADED BOAT_PREDATOR
	WAIT 0
ENDWHILE
 
CREATE_CAR BOAT_SPEEDER 837.0 -1115.6 -0.2 players_boat
SET_CAR_HEADING players_boat 140.0
 
ADD_BLIP_FOR_CAR players_boat players_boat_blip
 
PRINT_NOW LOVE3_1 5000 1
 
START_DRUG_DROP_OFF
 
IF flag_player_on_mission = 0  						   // IMPOSSIBLE IF STATEMENT
	ADD_BLIP_FOR_COORD PlaneX PlaneY PlaneZ plane_blip // JUST SO I CAN REMOVE THE 
ENDIF												   // BLIP BEFORE ADDING IT
 
WAIT 1000
 
plane_timer = 120000
 
DISPLAY_ONSCREEN_TIMER plane_timer
 
plane_drop_loop:
 
WAIT 0
 
IF HAS_DROP_OFF_PLANE_BEEN_SHOT_DOWN
	PRINT_NOW LOVE3_4 5000 1
	GOTO mission_love3_failed
ENDIF
 
IF plane_timer = 0
	CLEAR_ONSCREEN_TIMER plane_timer 
	PRINT_NOW LOVE3_5 5000 1// "The plane is now in range."
	plane_timer = -1000
ENDIF
 
IF IS_PLAYER_IN_MODEL player BOAT_PREDATOR
OR IS_PLAYER_IN_MODEL player BOAT_SPEEDER
OR IS_PLAYER_IN_MODEL player BOAT_REEFER
	REMOVE_BLIP players_boat_blip
ENDIF
 
REMOVE_BLIP plane_blip
 
IF package_numbers < 6
	FIND_DROP_OFF_PLANE_COORDINATES PlaneX PlaneY PlaneZ
	ADD_BLIP_FOR_COORD_OLD PlaneX PlaneY PlaneZ 4 BLIP_ONLY plane_blip
	CHANGE_BLIP_SCALE plane_blip 3
	GET_GAME_TIMER drug_current_timer
	temporary_time_drug = drug_current_timer - last_drug_dropped_timer
	IF temporary_time_drug > 7000
		GET_GAME_TIMER last_drug_dropped_timer
		IF PlaneX < 750.0
		AND PlaneX > 615.0
		AND PlaneY < 650.0
		AND PlaneY > -1213.0
			GET_GAME_TIMER last_drug_dropped_timer
			IF package_numbers = 0
				CREATE_FLOATING_PACKAGE PlaneX PlaneY PlaneZ float_packge_01
				package_1_x = PlaneX
				package_1_y = PlaneY
				packge_01 = 1
			ENDIF
			IF package_numbers = 1
				CREATE_FLOATING_PACKAGE PlaneX PlaneY PlaneZ float_packge_02
				package_2_x = PlaneX
				package_2_y = PlaneY
				packge_02 = 1
			ENDIF
			IF package_numbers = 2
				CREATE_FLOATING_PACKAGE PlaneX PlaneY PlaneZ float_packge_03
				package_3_x = PlaneX
				package_3_y = PlaneY
				packge_03 = 1
			ENDIF
			IF package_numbers = 3
				CREATE_FLOATING_PACKAGE PlaneX PlaneY PlaneZ float_packge_04
				package_4_x = PlaneX
				package_4_y = PlaneY
				packge_04 = 1
			ENDIF
			IF package_numbers = 4
				CREATE_FLOATING_PACKAGE PlaneX PlaneY PlaneZ float_packge_05
				package_5_x = PlaneX
				package_5_y = PlaneY
				packge_05 = 1
			ENDIF
			IF package_numbers = 5
				CREATE_FLOATING_PACKAGE PlaneX PlaneY PlaneZ float_packge_06
				package_6_x = PlaneX
				package_6_y = PlaneY
				packge_06 = 1
			ENDIF
			package_numbers++
		ENDIF
	ENDIF
ENDIF
 
IF packge_01 > 0
AND	packages_collected < 6
	PRINT_WITH_NUMBER_NOW LOVE3_3 package_numbers 5000 1 //"The plane has dropped ~1~ of 8 packages."
ENDIF
 
IF packge_01 = 1
	IF HAS_PICKUP_BEEN_COLLECTED float_packge_01
		ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_EVIDENCE_PICKUP
		++packages_collected
		IF counter_display_flag = 0
			DISPLAY_ONSCREEN_COUNTER_WITH_STRING packages_collected COUNTER_DISPLAY_NUMBER COLLECT 
			counter_display_flag = 1
		ENDIF
		police_rating += 1
		ALTER_WANTED_LEVEL_NO_DROP player police_rating
		packge_01 = 2
	ENDIF
ENDIF
 
IF packge_02 = 1
	IF HAS_PICKUP_BEEN_COLLECTED float_packge_02
		ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_EVIDENCE_PICKUP
		++packages_collected
		IF counter_display_flag = 0
			DISPLAY_ONSCREEN_COUNTER_WITH_STRING packages_collected COUNTER_DISPLAY_NUMBER COLLECT 
			counter_display_flag = 1
		ENDIF
		police_rating += 1
		ALTER_WANTED_LEVEL_NO_DROP player police_rating
		packge_02 = 2
	ENDIF
ENDIF
 
IF packge_03 = 1
	IF HAS_PICKUP_BEEN_COLLECTED float_packge_03
		ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_EVIDENCE_PICKUP
		++packages_collected
		IF counter_display_flag = 0
			DISPLAY_ONSCREEN_COUNTER_WITH_STRING packages_collected COUNTER_DISPLAY_NUMBER COLLECT 
			counter_display_flag = 1
		ENDIF
		police_rating += 1
		ALTER_WANTED_LEVEL_NO_DROP player police_rating
		packge_03 = 2
	ENDIF
ENDIF
 
IF packge_04 = 1
	IF HAS_PICKUP_BEEN_COLLECTED float_packge_04
		ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_EVIDENCE_PICKUP
		++packages_collected
		IF counter_display_flag = 0
			DISPLAY_ONSCREEN_COUNTER_WITH_STRING packages_collected COUNTER_DISPLAY_NUMBER COLLECT 
			counter_display_flag = 1
		ENDIF
		police_rating += 1
		ALTER_WANTED_LEVEL_NO_DROP player police_rating
		packge_04 = 2
	ENDIF
ENDIF
 
IF packge_05 = 1
	IF HAS_PICKUP_BEEN_COLLECTED float_packge_05
		ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_EVIDENCE_PICKUP
		++packages_collected
		IF counter_display_flag = 0
			DISPLAY_ONSCREEN_COUNTER_WITH_STRING packages_collected COUNTER_DISPLAY_NUMBER COLLECT 
			counter_display_flag = 1
		ENDIF
		police_rating += 1
		ALTER_WANTED_LEVEL_NO_DROP player police_rating
		packge_05 = 2
	ENDIF
ENDIF
 
IF packge_06 = 1
	IF HAS_PICKUP_BEEN_COLLECTED float_packge_06
		ADD_ONE_OFF_SOUND 0.0 0.0 0.0 SOUND_EVIDENCE_PICKUP
		++packages_collected
		IF counter_display_flag = 0
			DISPLAY_ONSCREEN_COUNTER_WITH_STRING packages_collected COUNTER_DISPLAY_NUMBER COLLECT 
			counter_display_flag = 1
		ENDIF
		police_rating += 1
		ALTER_WANTED_LEVEL_NO_DROP player police_rating
		packge_06 = 2
	ENDIF
ENDIF
 
IF packge_06 > 0
	IF police_boat_flag = 0
		IF NOT IS_POINT_ON_SCREEN 560.5223 -474.0232 -0.2 5.0
			CREATE_CAR BOAT_PREDATOR 560.5223 -474.0232 -0.2 police_boat
			CREATE_CHAR_INSIDE_CAR police_boat PEDTYPE_CIVMALE PED_COP police_boat_driver
			SET_CAR_HEADING police_boat 179.7861
			BOAT_GOTO_COORDS police_boat package_6_x package_6_y 0.0
			police_boat_flag = 1
		ENDIF
	ENDIF
	IF NOT IS_CAR_DEAD police_boat
		IF police_boat_flag = 1
			IF LOCATE_CAR_2D police_boat package_6_x package_6_y 4.0 4.0 0
				IF packge_06 = 1
					REMOVE_PICKUP float_packge_01
					REMOVE_PICKUP float_packge_02
					REMOVE_PICKUP float_packge_03
					REMOVE_PICKUP float_packge_04
					REMOVE_PICKUP float_packge_05
					REMOVE_PICKUP float_packge_06
					PRINT_NOW LOVE3_6 5000 1// "~r~The Police got the the package first!"
					BOAT_GOTO_COORDS police_boat 641.5550 594.6697 0.0
					SET_BOAT_CRUISE_SPEED police_boat 100.0
					GOTO mission_love3_failed
				ELSE
					BOAT_GOTO_COORDS police_boat package_5_x package_5_y 0.0
					police_boat_flag = 2
				ENDIF
			ENDIF
		ENDIF
		IF police_boat_flag = 2
			IF LOCATE_CAR_2D police_boat package_5_x package_5_y 4.0 4.0 0
				IF packge_05 = 1
					REMOVE_PICKUP float_packge_01
					REMOVE_PICKUP float_packge_02
					REMOVE_PICKUP float_packge_03
					REMOVE_PICKUP float_packge_04
					REMOVE_PICKUP float_packge_05
					REMOVE_PICKUP float_packge_06
					PRINT_NOW LOVE3_6 5000 1// "~r~The Police got the the package first!"
					BOAT_GOTO_COORDS police_boat 641.5550 594.6697 0.0
					SET_BOAT_CRUISE_SPEED police_boat 100.0
					GOTO mission_love3_failed
				ELSE
					BOAT_GOTO_COORDS police_boat package_4_x package_4_y 0.0
					police_boat_flag = 3
				ENDIF
			ENDIF
		ENDIF
		IF police_boat_flag = 3
			IF LOCATE_CAR_2D police_boat package_4_x package_4_y 4.0 4.0 0
				IF packge_04 = 1
					REMOVE_PICKUP float_packge_01
					REMOVE_PICKUP float_packge_02
					REMOVE_PICKUP float_packge_03
					REMOVE_PICKUP float_packge_04
					REMOVE_PICKUP float_packge_05
					REMOVE_PICKUP float_packge_06
					PRINT_NOW LOVE3_6 5000 1// "~r~The Police got the the package first!"
					BOAT_GOTO_COORDS police_boat 641.5550 594.6697 0.0
					SET_BOAT_CRUISE_SPEED police_boat 100.0
					GOTO mission_love3_failed
				ELSE
					BOAT_GOTO_COORDS police_boat package_3_x package_3_y 0.0
					police_boat_flag = 4
				ENDIF
			ENDIF
		ENDIF
		IF police_boat_flag = 4
			IF LOCATE_CAR_2D police_boat package_3_x package_3_y 4.0 4.0 0
				IF packge_03 = 1
					REMOVE_PICKUP float_packge_01
					REMOVE_PICKUP float_packge_02
					REMOVE_PICKUP float_packge_03
					REMOVE_PICKUP float_packge_04
					REMOVE_PICKUP float_packge_05
					REMOVE_PICKUP float_packge_06
					PRINT_NOW LOVE3_6 5000 1// "~r~The Police got the the package first!"
					BOAT_GOTO_COORDS police_boat 641.5550 594.6697 0.0
					SET_BOAT_CRUISE_SPEED police_boat 100.0
					GOTO mission_love3_failed
				ELSE
					BOAT_GOTO_COORDS police_boat package_2_x package_2_y 0.0
					police_boat_flag = 5
				ENDIF
			ENDIF
		ENDIF
		IF police_boat_flag = 5
			IF LOCATE_CAR_2D police_boat package_2_x package_2_y 4.0 4.0 0
				IF packge_02 = 1
					REMOVE_PICKUP float_packge_01
					REMOVE_PICKUP float_packge_02
					REMOVE_PICKUP float_packge_03
					REMOVE_PICKUP float_packge_04
					REMOVE_PICKUP float_packge_05
					REMOVE_PICKUP float_packge_06
					PRINT_NOW LOVE3_6 5000 1// "~r~The Police got the the package first!"
					BOAT_GOTO_COORDS police_boat 641.5550 594.6697 0.0
					SET_BOAT_CRUISE_SPEED police_boat 100.0
					GOTO mission_love3_failed
				ELSE
					BOAT_GOTO_COORDS police_boat package_1_x package_1_y 0.0
					police_boat_flag = 6
				ENDIF
			ENDIF
		ENDIF
		IF police_boat_flag = 6
			IF LOCATE_CAR_2D police_boat package_1_x package_1_y 4.0 4.0 0
				IF packge_01 = 1
					REMOVE_PICKUP float_packge_01
					REMOVE_PICKUP float_packge_02
					REMOVE_PICKUP float_packge_03
					REMOVE_PICKUP float_packge_04
					REMOVE_PICKUP float_packge_05
					REMOVE_PICKUP float_packge_06
					PRINT_NOW LOVE3_6 5000 1// "~r~The Police got the the package first!"
					BOAT_GOTO_COORDS police_boat 641.5550 594.6697 0.0
					SET_BOAT_CRUISE_SPEED police_boat 100.0
					GOTO mission_love3_failed
				ELSE
					BOAT_GOTO_COORDS police_boat 641.5550 594.6697 0.0
					police_boat_flag = 99
				ENDIF
			ENDIF
		ENDIF
	ENDIF
ENDIF
 
IF packages_collected = 6
	PRINT_NOW LOVE3_2 5000 1 // "You have them all.  Take the package to Donald Love"
	REMOVE_BLIP	plane_blip
	ADD_BLIP_FOR_COORD 87.3 -1548.6 27.255 plane_blip //130.0 -1585.0 26.0
	temporary_time_drug = 0
	GOTO garage_loop_l3
ENDIF
 
GOTO plane_drop_loop
 
garage_loop_l3:
 
WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
	WAIT 0
ENDWHILE
 
WHILE NOT LOCATE_STOPPED_PLAYER_ON_FOOT_3D Player 87.3 -1548.6 28.3 2.0 1.0 2.0 1
	WAIT 0
ENDWHILE
 
SET_PLAYER_CONTROL player OFF
 
SET_EVERYONE_IGNORE_PLAYER player ON
SET_ALL_CARS_CAN_BE_DAMAGED FALSE
CLEAR_WANTED_LEVEL player
 
SET_FIXED_CAMERA_POSITION 81.3343 -1540.0887 27.7976 0.0 0.0 0.0
POINT_CAMERA_AT_POINT 81.8719 -1540.9318 27.8039 JUMP_CUT
 
SWITCH_WIDESCREEN ON
 
GET_PLAYER_CHAR player script_controlled_player
 
SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 87.4588 -1548.7035
{
TIMERA = 0
 
WHILE NOT LOCATE_PLAYER_ON_FOOT_2D player 87.4588 -1548.7035 1.0 1.0 0
	WAIT 0
	IF TIMERA > 3000
		GOTO get_out_of_loop_l3
	ENDIF
ENDWHILE
}
get_out_of_loop_l3:
 
SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 98.7615 -1548.6489
 
DO_FADE 1000 FADE_OUT
 
CLEAR_AREA 87.3 -1548.6 28.3 2.0 0
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
SET_CHAR_OBJ_NO_OBJ	script_controlled_player
CHAR_SET_IDLE script_controlled_player
SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 81.2603 -1548.9347
SET_CHAR_OBJ_NO_OBJ	script_controlled_player
CHAR_SET_IDLE script_controlled_player
 
WAIT 250
 
SET_PLAYER_COORDINATES player 81.2603 -1548.9347 27.4
SET_PLAYER_HEADING player 90.0
RESTORE_CAMERA_JUMPCUT
SWITCH_WIDESCREEN OFF
SET_PLAYER_CONTROL player ON
SET_CAMERA_IN_FRONT_OF_PLAYER
SET_EVERYONE_IGNORE_PLAYER player OFF
SET_ALL_CARS_CAN_BE_DAMAGED TRUE
 
DO_FADE 1000 FADE_IN
 
GOTO mission_love3_passed
 
// Mission love 3 failed
 
mission_love3_failed:
PRINT_BIG M_FAIL 5000 1
RETURN
 
 
 
// mission love 3 passed
 
mission_love3_passed:
 
flag_love_mission3_passed = 1
flag_commercial_passed = 1
COMMERCIAL_PASSED
 
IF DOES_OBJECT_EXIST subway_gate_suburban1
	DELETE_OBJECT subway_gate_suburban1
ENDIF
IF DOES_OBJECT_EXIST subway_gate_suburban2
	DELETE_OBJECT subway_gate_suburban2
ENDIF
IF DOES_OBJECT_EXIST tunnel_gate_suburban
	DELETE_OBJECT tunnel_gate_suburban
ENDIF
 
IF DOES_OBJECT_EXIST helix_barrier
	DELETE_OBJECT helix_barrier
ENDIF
 
SWITCH_ROADS_ON 496.7 75.5 -30.0 484.0 44.2 0.0 //tunnel to suburbia
SWITCH_ROADS_ON -46.8 -648.0 39.0 -69.1 -614.0 50.0 //Commercial to Suburbia Bridge
 
IF flag_ray_mission5_passed = 1
	ADD_SPRITE_BLIP_FOR_CONTACT_POINT 38.8 -725.4 -100.0 RADAR_SPRITE_RAY ray_contact_blip
	START_NEW_SCRIPT ray_mission6_loop
ENDIF
 
PRINT_WITH_NUMBER_BIG M_PASS 10000 5000 1
ADD_SCORE player 10000
CLEAR_WANTED_LEVEL player
REGISTER_MISSION_PASSED	LOVE3
PLAY_MISSION_PASSED_TUNE 1
PLAYER_MADE_PROGRESS 1
START_NEW_SCRIPT love_mission4_loop
START_NEW_SCRIPT hood_phone_start
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_love3:
 
flag_player_on_mission = 0
flag_player_on_love_mission = 0
 
CLEAR_ONSCREEN_TIMER plane_timer
CLEAR_ONSCREEN_COUNTER packages_collected
MARK_MODEL_AS_NO_LONGER_NEEDED BOAT_SPEEDER
MARK_MODEL_AS_NO_LONGER_NEEDED PLANE_DEADDODO
//SET_TARGET_CAR_FOR_MISSION_GARAGE loves_garage -1
REMOVE_BLIP	players_boat_blip
REMOVE_BLIP	plane_blip
MISSION_HAS_FINISHED
RETURN

love4

MISSION_START
// *****************************************************************************************
// *********************************  Love Mission 4  **************************************
// ********************************* Grand Theft Aero **************************************
// *****************************************************************************************
// *** The real packages are still in the Cessna, which is at the airport. 				 ***
// *** When the player arrives he will see a Palantic Construction vans drive away. 	 ***
// *** As he gets closer there are some Colombians inside the hangar, seeing the player  ***
// *** they will attack. After the player has killed them, he will go into the hangar to ***
// *** find out that the package is not there. The player must go to to the building 	 ***
// *** site. There the player will have to fight his way through the Colombians to 		 ***
// *** Catalina & Miguel and the packages.                                               ***
// *****************************************************************************************
 
// Mission start stuff
 
GOSUB mission_start_love4
 
IF HAS_DEATHARREST_BEEN_EXECUTED 
	GOSUB mission_love4_failed
ENDIF
 
GOSUB mission_cleanup_love4
 
MISSION_END
 
// Variables for mission
 
//VAR_INT flag_player_on_love_mission flag_love_mission4_passed// TEST VARS
 
VAR_INT love_4_blip	goon_in_hangar1_blip goon_in_hangar2_blip goon_in_hangar3_blip goon_in_hangar4_blip																			
VAR_INT van1_driver goon_in_hangar1 goon_in_hangar2 goon_in_hangar3 goon_in_hangar4	ducking_flag
VAR_INT car_van1_lm4 car_van2_lm4 car_van3_lm4 wingless_cessna cs_cat cs_lift lift players_vehicle
VAR_INT deadman1 hangar_route
VAR_INT flag_result_1 reset_timera_flag player_car_l4 cs_whip
VAR_INT goon_at_yard1 goon_at_yard2 goon_at_yard3 goon_at_yard4 goon_at_yard5 goon_at_yard6 goon_at_yard7 goon_at_yard8	goon_at_yard9 goon_at_yard10
VAR_INT yard_route1 yard_route2 yard_route3	game_timer_var c_site_area_flag	colombian_car
VAR_INT	yakuza_car1	yakuza_car2 yakuza_guard1 yakuza_guard2 yakuza_guard3 yakuza_guard4	yakuza_guard5 yakuza_car3
VAR_INT goon_in_hangar1_flag goon_in_hangar2_flag goon_in_hangar3_flag goon_in_hangar4_flag
VAR_INT	goon_in_hangar1_ducking goon_in_hangar2_ducking goon_in_hangar3_ducking goon_in_hangar4_ducking
VAR_INT goon_in_hangar1_waitstate goon_in_hangar2_waitstate goon_in_hangar3_waitstate goon_in_hangar4_waitstate
VAR_INT goon_in_hangar1_blip_flag goon_in_hangar2_blip_flag goon_in_hangar3_blip_flag goon_in_hangar4_blip_flag
VAR_INT goon_at_yard1_flag goon_at_yard1_duck goon_at_yard1_duck_timer
VAR_INT goon_at_yard2_flag goon_at_yard2_duck goon_at_yard2_duck_timer
VAR_INT goon_at_yard3_flag goon_at_yard3_duck goon_at_yard3_duck_timer
VAR_INT goon_at_yard4_flag goon_at_yard4_duck goon_at_yard4_duck_timer
VAR_INT goon_at_yard5_flag break_timer break_timer_start
VAR_INT goon_at_yard6_flag 
VAR_INT goon_at_yard7_duck goon_at_yard7_duck_timer
VAR_INT goon_at_yard8_flag goon_at_yard8_duck goon_at_yard8_duck_timer
VAR_INT goon_at_yard9_flag
VAR_INT goon_at_yard10_flag goon_at_yard10_duck goon_at_yard10_duck_timer
 
VAR_FLOAT van3_x van3_y van3_z x_component y_component differ_x differ_y distance_result1 distance_result2	sum_difference
VAR_FLOAT temp_result_x temp_result_y result1_x result1_y result2_x result2_y
VAR_FLOAT player_lo4_x player_lo4_y	player_lo4_z temp_var_x temp_var_y
 
// ****************************************Mission Start************************************
 
mission_start_love4:
 
flag_player_on_mission = 1
flag_player_on_love_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
SCRIPT_NAME love4
 
flag_result_1 = 0
reset_timera_flag = 0
 
goon_in_hangar1_flag = -1
goon_in_hangar2_flag = -1
goon_in_hangar3_flag = -1
goon_in_hangar4_flag = -1
 
goon_in_hangar1_ducking	= -1
goon_in_hangar2_ducking	= -1
goon_in_hangar3_ducking	= -1
goon_in_hangar4_ducking	= -1
 
goon_in_hangar1_waitstate = 0
goon_in_hangar2_waitstate = 0
goon_in_hangar3_waitstate = 0
goon_in_hangar4_waitstate = 0
 
goon_at_yard1_flag = 0
goon_at_yard1_duck = 0
goon_at_yard1_duck_timer = 0
 
goon_at_yard2_flag = 0
goon_at_yard2_duck = 0
goon_at_yard2_duck_timer = 0
 
goon_at_yard3_flag = 0
goon_at_yard3_duck = 0
goon_at_yard3_duck_timer = 0
 
goon_at_yard4_flag = 0
goon_at_yard4_duck = 0
goon_at_yard4_duck_timer = 0
 
goon_at_yard5_flag = 0
 
goon_at_yard6_flag = 0
 
goon_at_yard7_duck = 0
goon_at_yard7_duck_timer = 0
 
goon_at_yard8_flag = 0
goon_at_yard8_duck = 0
goon_at_yard8_duck_timer = 0
 
goon_at_yard9_flag = 0
 
goon_at_yard10_flag = 0
goon_at_yard10_duck = 0
goon_at_yard10_duck_timer = 0
 
goon_in_hangar1_blip_flag = 0
goon_in_hangar2_blip_flag = 0
goon_in_hangar3_blip_flag = 0
goon_in_hangar4_blip_flag = 0
 
ducking_flag = 0
c_site_area_flag = 0
 
hangar_route = 0
yard_route1 = 1
yard_route2 = 2
yard_route3 = 3
 
// ****************************************START OF CUTSCENE********************************
 
LOAD_SPECIAL_CHARACTER 1 love
REQUEST_MODEL tshrorckgrdn
REQUEST_MODEL tshrorckgrdn_alfas
LOAD_SPECIAL_MODEL cut_obj1 LOVEH
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_MODEL_LOADED tshrorckgrdn_alfas
OR NOT HAS_MODEL_LOADED tshrorckgrdn
OR NOT HAS_MODEL_LOADED cut_obj1
	WAIT 0
ENDWHILE
 
LOAD_CUTSCENE D4_GTA
 
SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love
SET_CUTSCENE_ANIM cs_love love
 
CREATE_CUTSCENE_HEAD cs_love cut_obj1 cs_lovehead
SET_CUTSCENE_HEAD_ANIM cs_lovehead love
 
CLEAR_AREA 82.44 -1548.49 28.0 2.0 TRUE
 
SET_PLAYER_COORDINATES player 82.44 -1548.49 28.0
 
SET_PLAYER_HEADING player 90.0
 
DO_FADE 1500 FADE_IN
 
START_CUTSCENE
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 765
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE4_A 10000 1//"Thank you for retrieving those packages, but they were only a decoy."
 
WHILE cs_time < 4000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE4_B 10000 1//"Sorry about that, but that's sometimes the way in business."
 
WHILE cs_time < 6851
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE4_C 10000 1//"My real objective was hidden on the plane all along."
 
WHILE cs_time < 9951
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE4_D 10000 1//"Unfortunately the port authorities seized the plane and were stripping it down"
 
WHILE cs_time < 13204
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE4_H 10000 1//"until I intervened at great personal expense."
 
WHILE cs_time < 16457
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE4_E 10000 1//"Cross the bridge to and go to Francis International Airport."
 
WHILE cs_time < 19710
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE4_F 10000 1//"I've paid off the officials."
 
WHILE cs_time < 21394
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE4_G 10000 1//"My property will be waiting for you at the customs hanger in the aircraft's fuselage."
 
WHILE cs_time < 27666
	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
 
DO_FADE 0 FADE_OUT
 
SET_CAMERA_BEHIND_PLAYER
 
UNLOAD_SPECIAL_CHARACTER 1
MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1
MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn
MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas
 
REQUEST_MODEL CAR_PANLANT
REQUEST_MODEL PED_GANG_COLOMBIAN_A
REQUEST_MODEL PLANE_DODO
REQUEST_MODEL CAR_COLUMB
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_MODEL_LOADED CAR_PANLANT
OR NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A
OR NOT HAS_MODEL_LOADED PLANE_DODO
OR NOT HAS_MODEL_LOADED CAR_COLUMB
	WAIT 0
ENDWHILE
 
SWITCH_STREAMING ON
DO_FADE 1500 FADE_IN 
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
// ******************************************END OF CUTSCENE********************************
 
ADD_BLIP_FOR_COORD_OLD -1268.4851 -528.6431 9.8341 RED BLIP_ONLY love_4_blip
CHANGE_BLIP_SCALE love_4_blip 3
 
WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
	WAIT 0
 
//	IF IS_BUTTON_PRESSED PAD1 TRIANGLE
//	AND IS_BUTTON_PRESSED PAD1 SQUARE
//	AND IS_BUTTON_PRESSED PAD1 CIRCLE
//		WAIT 500
//		SET_PLAYER_COORDINATES player 338.2069 -274.6978 15.8
//		GOTO second_cutscene
//	ENDIF
 
ENDWHILE
 
IF IS_NASTY_GAME
	CREATE_OBJECT_NO_OFFSET deadman1 -1276.834 -528.049 10.568 deadman1//-1276.983 -527.532 9.951 deadman1
ELSE
	CREATE_OBJECT_NO_OFFSET deadmanoblood -1276.834 -528.049 10.568 deadman1//-1276.983 -527.532 9.951 deadman1
ENDIF
 
WHILE NOT LOCATE_PLAYER_ANY_MEANS_2D player -1268.4851 -528.6431 200.0 200.0 0
	WAIT 0
 
ENDWHILE
 
WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
	WAIT 0
ENDWHILE
 
CREATE_CAR CAR_PANLANT -1282.3678 -549.2936 10.0782 car_van1_lm4
SET_CAR_HEADING car_van1_lm4 110.3045
 
CREATE_CAR CAR_PANLANT -1281.3341 -561.8243 10.0766 car_van3_lm4
SET_CAR_HEADING car_van3_lm4 153.1196
 
CREATE_CAR PLANE_DODO -1268.2 -519.0 10.0 wingless_cessna
SET_CAR_HEADING wingless_cessna 180.0
 
REMOVE_BLIP	love_4_blip
ADD_BLIP_FOR_CAR wingless_cessna love_4_blip
 
CREATE_CHAR_INSIDE_CAR car_van1_lm4 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A van1_driver	
 
CAR_SET_IDLE car_van1_lm4
CAR_SET_IDLE car_van3_lm4
 
CAR_SET_IDLE wingless_cessna
 
SET_CAR_CRUISE_SPEED car_van1_lm4 25.0
 
SET_CAR_DRIVING_STYLE car_van1_lm4 2
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1271.8468 -511.2291 10.0 goon_in_hangar1	
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1265.1578 -520.6526 10.0 goon_in_hangar2	
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1263.0977 -520.3745 10.0 goon_in_hangar3	
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -1271.0814 -522.0176 10.0 goon_in_hangar4
 
SET_CHAR_HEADING goon_in_hangar4 170.5763
TURN_CHAR_TO_FACE_CHAR goon_in_hangar2 goon_in_hangar3
TURN_CHAR_TO_FACE_CHAR goon_in_hangar3 goon_in_hangar2
 
ADD_ROUTE_POINT hangar_route -1271.8468 -511.2291 9.7954
ADD_ROUTE_POINT hangar_route -1263.3838 -510.6700 9.7954
SET_CHAR_OBJ_FOLLOW_ROUTE goon_in_hangar1 hangar_route FOLLOW_ROUTE_BACKFORWARD
 
GIVE_WEAPON_TO_CHAR goon_in_hangar1 WEAPONTYPE_CHAINGUN 9999
GIVE_WEAPON_TO_CHAR goon_in_hangar2 WEAPONTYPE_UZI 9999
GIVE_WEAPON_TO_CHAR goon_in_hangar4 WEAPONTYPE_M16 9999
 
SET_CHAR_THREAT_SEARCH goon_in_hangar1 THREAT_FAST_CAR
SET_CHAR_THREAT_SEARCH goon_in_hangar2 THREAT_FAST_CAR
SET_CHAR_THREAT_SEARCH goon_in_hangar3 THREAT_FAST_CAR
SET_CHAR_THREAT_SEARCH goon_in_hangar4 THREAT_FAST_CAR
 
IF flag_player_on_mission = 0
	ADD_BLIP_FOR_CHAR goon_in_hangar1 goon_in_hangar1_blip
	ADD_BLIP_FOR_CHAR goon_in_hangar2 goon_in_hangar2_blip
	ADD_BLIP_FOR_CHAR goon_in_hangar3 goon_in_hangar3_blip
	ADD_BLIP_FOR_CHAR goon_in_hangar4 goon_in_hangar4_blip
ENDIF
 
WHILE NOT LOCATE_PLAYER_ANY_MEANS_2D player -1281.3341 -561.8243 90.0 90.0 0// CESSNA
 
	WAIT 0
 
	IF IS_CAR_DEAD wingless_cessna
		PRINT_NOW LOVE4_9 5000 1
		GOTO mission_love4_failed
	ENDIF
 
	IF IS_CAR_DEAD car_van3_lm4
		PRINT_NOW LOV4_10 5000 1
		GOTO mission_love4_failed
	ENDIF
 
ENDWHILE
 
IF NOT IS_CAR_DEAD car_van1_lm4
	CAR_GOTO_COORDINATES car_van1_lm4 439.0 -198.0 21.0
ENDIF
 
IF NOT IS_CHAR_DEAD	goon_in_hangar2
OR NOT IS_CHAR_DEAD	goon_in_hangar3
	SET_CHARS_CHATTING goon_in_hangar2 goon_in_hangar3 1000000
ENDIF
 
IF NOT IS_CHAR_DEAD	goon_in_hangar4
	SET_CHAR_WAIT_STATE goon_in_hangar4	WAITSTATE_CROSS_ROAD_LOOK 1000000
ENDIF
 
WHILE NOT IS_CHAR_DEAD goon_in_hangar1
OR NOT IS_CHAR_DEAD	goon_in_hangar2
OR NOT IS_CHAR_DEAD	goon_in_hangar3
OR NOT IS_CHAR_DEAD	goon_in_hangar4
 
	WAIT 0
 
	IF IS_CAR_DEAD wingless_cessna
		PRINT_NOW LOVE4_9 5000 1
		GOTO mission_love4_failed
	ENDIF
 
	IF IS_CAR_DEAD car_van3_lm4
		PRINT_NOW LOV4_10 5000 1
		GOTO mission_love4_failed
	ENDIF
 
	IF IS_CHAR_DEAD	goon_in_hangar1
		goon_in_hangar1_flag = -100
		goon_in_hangar1_ducking = -100
		REMOVE_BLIP goon_in_hangar1_blip
		GOSUB set_death_flags
	ENDIF
 
	IF IS_CHAR_DEAD	goon_in_hangar2
		goon_in_hangar2_flag = -100
		goon_in_hangar2_ducking = -100
		REMOVE_BLIP goon_in_hangar2_blip
		GOSUB set_death_flags
	ENDIF
 
	IF IS_CHAR_DEAD	goon_in_hangar3
		goon_in_hangar3_flag = -100
		goon_in_hangar3_ducking = -100
		REMOVE_BLIP goon_in_hangar3_blip
		GOSUB set_death_flags
	ENDIF
 
	IF IS_CHAR_DEAD	goon_in_hangar4
		goon_in_hangar4_flag = -100
		goon_in_hangar4_ducking = -100
		REMOVE_BLIP goon_in_hangar4_blip
		GOSUB set_death_flags
	ENDIF
 
	IF IS_PLAYER_IN_AREA_2D	player -1285.05 -586.535 -1254.959 -542.262 0 //OUT THE FRONT OF THE HANGAR (AREA1)
	AND IS_CAR_ON_SCREEN wingless_cessna
		GOSUB set_death_flags
	ENDIF
 
	IF IS_PLAYER_IN_AREA_2D player -1290.216 -542.262 -1244.057 -531.793 0 //INSIDE HANGAR (AREA2)
		IF NOT IS_CHAR_DEAD	goon_in_hangar2
			SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS goon_in_hangar2 player
		ENDIF
		goon_in_hangar2_flag = -100
		goon_in_hangar2_ducking = -100
		GOSUB set_death_flags
	ENDIF
 
	IF IS_PLAYER_IN_AREA_2D player -1290.216 -531.793 -1244.057 -522.926 0 //INSIDE HANGAR (AREA3)
		IF NOT IS_CHAR_DEAD	goon_in_hangar4
			SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS goon_in_hangar4 player
		ENDIF
		goon_in_hangar4_flag = -100
		goon_in_hangar4_ducking = -100
		GOSUB set_death_flags
	ENDIF
 
	IF IS_PLAYER_IN_AREA_2D player -1290.216 -522.926 -1244.057 -496.88 0 //INSIDE HANGAR (AREA4)
		IF NOT IS_CHAR_DEAD	goon_in_hangar1
			SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS goon_in_hangar1 player
		ENDIF
		goon_in_hangar1_flag = -100
		goon_in_hangar1_ducking = -100
		IF NOT IS_CHAR_DEAD	goon_in_hangar3
			SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS goon_in_hangar3 player
		ENDIF
		goon_in_hangar3_flag = -100
		goon_in_hangar3_ducking = -100
		GOSUB set_death_flags
	ENDIF
 
	GOSUB ducking_routine
 
	IF goon_in_hangar1_ducking > -1
		IF goon_in_hangar1_flag	= 0
			CHAR_SET_IDLE goon_in_hangar1
			SET_CHAR_WAIT_STATE goon_in_hangar1 WAITSTATE_FALSE	100
			SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar1 -1280.2 -520.1
			goon_in_hangar1_flag = 1
		ENDIF
		IF goon_in_hangar1_flag	= 1
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar1 -1280.2 -520.1 1.0 1.0 0
				goon_in_hangar1_flag = 2
				goon_in_hangar1_ducking = 1
			ENDIF
		ENDIF
	ENDIF
 
	IF goon_in_hangar2_ducking > -1
		IF goon_in_hangar2_flag	= 0
			CHAR_SET_IDLE goon_in_hangar2
			SET_CHAR_WAIT_STATE goon_in_hangar2 WAITSTATE_FALSE	100
			SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar2 -1256.4 -521.3//-1256.4 -520.5
			goon_in_hangar2_flag = 1
		ENDIF
		IF goon_in_hangar2_flag	= 1
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar2 -1256.4 -521.3 1.0 1.0 0
				goon_in_hangar2_flag = 2
				goon_in_hangar2_ducking = 1
			ENDIF
		ENDIF
	ENDIF
 
	IF goon_in_hangar3_ducking > -1
		IF goon_in_hangar3_flag	= 0
			CHAR_SET_IDLE goon_in_hangar3
			SET_CHAR_WAIT_STATE goon_in_hangar3 WAITSTATE_FALSE	100
			SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar3 -1254.4 -521.3
			GIVE_WEAPON_TO_CHAR goon_in_hangar3 WEAPONTYPE_CHAINGUN 9999
			goon_in_hangar3_flag = 1
		ENDIF
		IF goon_in_hangar3_flag	= 1
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar3 -1254.4 -521.3 1.0 1.0 0
				goon_in_hangar3_flag = 2
				goon_in_hangar3_ducking = 1
			ENDIF
		ENDIF
	ENDIF
 
	IF goon_in_hangar4_ducking > -1
		IF goon_in_hangar4_flag	= 0
			CHAR_SET_IDLE goon_in_hangar4
			SET_CHAR_WAIT_STATE goon_in_hangar4 WAITSTATE_FALSE	100
			SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar4 -1280.8 -529.2
			goon_in_hangar4_flag = 1
		ENDIF
		IF goon_in_hangar4_flag	= 1
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar4 -1280.8 -529.2 1.0 1.0 0
				goon_in_hangar4_flag = 2
				goon_in_hangar4_ducking = 1
			ENDIF
		ENDIF
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP goon_in_hangar1_blip
REMOVE_BLIP goon_in_hangar2_blip
REMOVE_BLIP goon_in_hangar3_blip
REMOVE_BLIP goon_in_hangar4_blip
MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar1
MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar2
MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar3
MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar4
 
GET_PLAYER_CHAR player script_controlled_player
 
PRINT_NOW LOVE4_5 5000 1 //CHECK OUT THE CESSNA
 
IF IS_CAR_DEAD wingless_cessna
	PRINT_NOW LOVE4_9 5000 1
	GOTO mission_love4_failed
ENDIF
 
WHILE NOT IS_PLAYER_IN_CAR player wingless_cessna
 
	WAIT 0
 
	IF IS_CAR_DEAD wingless_cessna
		PRINT_NOW LOVE4_9 5000 1
		GOTO mission_love4_failed
	ENDIF
 
	IF IS_CAR_DEAD car_van3_lm4
		PRINT_NOW LOV4_10 5000 1
		GOTO mission_love4_failed
	ENDIF
 
ENDWHILE
 
WAIT 1000
 
PRINT_NOW LOVE4_2 3000 1 // "The package is not here"
 
REMOVE_BLIP love_4_blip
 
IF IS_CAR_DEAD car_van3_lm4
	PRINT_NOW LOV4_10 5000 1
	GOTO mission_love4_failed
ENDIF
 
ADD_BLIP_FOR_CAR car_van3_lm4 love_4_blip
 
WHILE NOT LOCATE_PLAYER_ON_FOOT_CAR_2D player car_van3_lm4 6.0 6.0 0
 
	WAIT 0
 
	IF IS_CAR_DEAD car_van3_lm4
		PRINT_NOW LOV4_10 5000 1
		GOTO mission_love4_failed
	ENDIF
 
ENDWHILE
 
GET_CAR_COORDINATES	car_van3_lm4 van3_x van3_y van3_z
 
GET_CAR_FORWARD_X car_van3_lm4 x_component
GET_CAR_FORWARD_Y car_van3_lm4 y_component
 
temp_result_x =	2.8 * y_component  //change both of these to move on the vehicles x axis
temp_result_y =	-2.8 * x_component //
 
temp_var_x = 0.3 * x_component //change both of these to move on the vehicles y axis
temp_var_y = 0.3 * y_component //
 
result1_x = temp_result_x - temp_var_x
result1_y = temp_result_y - temp_var_y
 
result1_x = result1_x + van3_x 
result1_y = result1_y + van3_y
 
/////////////////
 
temp_result_x =	-2.8 * y_component //change both of these to move on the vehicles x axis
temp_result_y =	2.8 * x_component  //
 
temp_var_x = 0.3 * x_component //change both of these to move on the vehicles y axis
temp_var_y = 0.3 * y_component //
 
result2_x = temp_result_x - temp_var_x
result2_y = temp_result_y - temp_var_y
 
result2_x = result2_x + van3_x 
result2_y = result2_y + van3_y
 
van3_z += 0.15
 
////////////////////////////////////////////////////////////////////////////////
 
SET_PLAYER_CONTROL player OFF
SWITCH_WIDESCREEN ON
 
SET_CHAR_OBJ_WAIT_ON_FOOT	script_controlled_player
CHAR_SET_IDLE script_controlled_player
 
REMOVE_BLIP love_4_blip
 
GET_PLAYER_COORDINATES player player_lo4_x player_lo4_y	player_lo4_z
 
differ_x = player_lo4_x - result1_x
differ_y = player_lo4_y - result1_y
differ_x = differ_x * differ_x
differ_y = differ_y * differ_y
sum_difference = differ_x + differ_y
SQRT sum_difference distance_result1
 
differ_x = player_lo4_x - result2_x
differ_y = player_lo4_y - result2_y
differ_x = differ_x * differ_x
differ_y = differ_y * differ_y
sum_difference = differ_x + differ_y
SQRT sum_difference distance_result2
 
IF distance_result1	< distance_result2
	flag_result_1 = 1
ELSE
	flag_result_1 = 0
ENDIF
 
IF flag_result_1 = 1
	SET_FIXED_CAMERA_POSITION result1_x result1_y van3_z 0.0 0.0 0.0
	POINT_CAMERA_AT_POINT result2_x result2_y van3_z INTERPOLATION 
ELSE
	SET_FIXED_CAMERA_POSITION result2_x result2_y van3_z 0.0 0.0 0.0
	POINT_CAMERA_AT_POINT result1_x result1_y van3_z INTERPOLATION 
ENDIF
 
WAIT 1000
 
PRINT_NOW LOVE4_3 3000 1 //Construction....yard!
 
WAIT 2000
 
RESTORE_CAMERA
 
SWITCH_WIDESCREEN OFF
SET_PLAYER_CONTROL player ON
 
PRINT LOVE4_7 5000 1 //GET THERE
 
ADD_BLIP_FOR_COORD 366.939 -328.025 20.268 love_4_blip // CONSTRUCTION SITE
 
MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar1
MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar2
MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar3
MARK_CHAR_AS_NO_LONGER_NEEDED goon_in_hangar4
MARK_CHAR_AS_NO_LONGER_NEEDED van1_driver	
 
MARK_CAR_AS_NO_LONGER_NEEDED car_van1_lm4 
MARK_CAR_AS_NO_LONGER_NEEDED car_van3_lm4
 
////////////////////////////////////////////////////////////////////////////////
 
WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_COMMERCIAL
	WAIT 0
ENDWHILE
 
second_cutscene:
 
CREATE_CAR CAR_PANLANT 352.8936 -308.3074 15.8 car_van1_lm4
CREATE_CAR CAR_PANLANT 359.3962 -307.2422 15.8 car_van2_lm4
SET_CAR_HEADING	car_van1_lm4 180.6
SET_CAR_HEADING	car_van2_lm4 222.9
 
CREATE_CAR CAR_COLUMB 346.8934 -298.4600 15.8 colombian_car
SET_CAR_HEADING colombian_car 111.7
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 343.9994 -306.3081 15.8 goon_at_yard1 // area 1 chatting
CLEAR_CHAR_THREAT_SEARCH goon_at_yard1
SET_CHAR_THREAT_SEARCH goon_at_yard1 THREAT_PLAYER1
SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard1 TRUE
SET_CHAR_USE_PEDNODE_SEEK goon_at_yard1 FALSE
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 341.5678 -306.8592 15.8 goon_at_yard2 // area 1 chatting
CLEAR_CHAR_THREAT_SEARCH goon_at_yard2
SET_CHAR_THREAT_SEARCH goon_at_yard2 THREAT_PLAYER1
TURN_CHAR_TO_FACE_CHAR goon_at_yard2 goon_at_yard1
TURN_CHAR_TO_FACE_CHAR goon_at_yard1 goon_at_yard2
SET_CHARS_CHATTING goon_at_yard2 goon_at_yard1 10000000
SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard2 TRUE
SET_CHAR_USE_PEDNODE_SEEK goon_at_yard2 FALSE
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 327.7796 -316.6461 15.9 goon_at_yard3 // by concrete area
GIVE_WEAPON_TO_CHAR goon_at_yard3 WEAPONTYPE_CHAINGUN 9999
CLEAR_CHAR_THREAT_SEARCH goon_at_yard3
SET_CHAR_THREAT_SEARCH goon_at_yard3 THREAT_PLAYER1
SET_CHAR_HEADING goon_at_yard3 315.0
SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard3 TRUE
SET_CHAR_USE_PEDNODE_SEEK goon_at_yard3 FALSE
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 335.0769 -338.2184 15.8 goon_at_yard4 // by pile of wood SW
GIVE_WEAPON_TO_CHAR goon_at_yard4 WEAPONTYPE_CHAINGUN 9999
CLEAR_CHAR_THREAT_SEARCH goon_at_yard4
SET_CHAR_THREAT_SEARCH goon_at_yard4 THREAT_PLAYER1
SET_CHAR_HEADING goon_at_yard4 25.0
SET_CHAR_WAIT_STATE goon_at_yard4 WAITSTATE_CROSS_ROAD_LOOK 10000000 
SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard4 TRUE
SET_CHAR_USE_PEDNODE_SEEK goon_at_yard4 FALSE
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 348.7184 -320.0932 15.8 goon_at_yard5 // by wooden steps
GIVE_WEAPON_TO_CHAR goon_at_yard5 WEAPONTYPE_CHAINGUN 9999
CLEAR_CHAR_THREAT_SEARCH goon_at_yard5
SET_CHAR_THREAT_SEARCH goon_at_yard5 THREAT_PLAYER1
SET_CHAR_HEADING goon_at_yard5 250.0
SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard5 TRUE
SET_CHAR_USE_PEDNODE_SEEK goon_at_yard5 FALSE
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 357.1986 -319.7162 15.9 goon_at_yard6 // by concrete steps
GIVE_WEAPON_TO_CHAR goon_at_yard6 WEAPONTYPE_CHAINGUN 9999
CLEAR_CHAR_THREAT_SEARCH goon_at_yard6
SET_CHAR_THREAT_SEARCH goon_at_yard6 THREAT_PLAYER1
SET_CHAR_HEADING goon_at_yard6 250.0
SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard6 TRUE
SET_CHAR_USE_PEDNODE_SEEK goon_at_yard6 FALSE
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 358.6874 -340.7191 16.0 goon_at_yard7 // behind last box
GIVE_WEAPON_TO_CHAR goon_at_yard7 WEAPONTYPE_CHAINGUN 9999
CLEAR_CHAR_THREAT_SEARCH goon_at_yard7
SET_CHAR_THREAT_SEARCH goon_at_yard7 THREAT_PLAYER1
SET_CHAR_HEADING goon_at_yard7 90.0
SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard7 TRUE
SET_CHAR_USE_PEDNODE_SEEK goon_at_yard7 FALSE
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 360.1730 -336.0494 16.0 goon_at_yard8 // by last box
GIVE_WEAPON_TO_CHAR goon_at_yard8 WEAPONTYPE_CHAINGUN 9999
ADD_ROUTE_POINT yard_route3 360.1730 -336.0494 16.0
ADD_ROUTE_POINT yard_route3 372.2496 -335.3521 17.0 
SET_CHAR_OBJ_FOLLOW_ROUTE goon_at_yard8 yard_route3 FOLLOW_ROUTE_BACKFORWARD
CLEAR_CHAR_THREAT_SEARCH goon_at_yard8
SET_CHAR_THREAT_SEARCH goon_at_yard8 THREAT_PLAYER1
SET_CHAR_USE_PEDNODE_SEEK goon_at_yard8 FALSE
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 374.7956 -340.4126 16.0 goon_at_yard9 // behind lift
GIVE_WEAPON_TO_CHAR goon_at_yard9 WEAPONTYPE_SHOTGUN 9999
ADD_ROUTE_POINT yard_route2 374.7956 -340.4126 16.0
ADD_ROUTE_POINT yard_route2 375.2283 -316.6560 18.3 
SET_CHAR_OBJ_FOLLOW_ROUTE goon_at_yard9 yard_route2 FOLLOW_ROUTE_BACKFORWARD
CLEAR_CHAR_THREAT_SEARCH goon_at_yard9
SET_CHAR_THREAT_SEARCH goon_at_yard9 THREAT_PLAYER1
SET_CHAR_USE_PEDNODE_SEEK goon_at_yard9 FALSE
 
CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 391.0353 -298.6616 17.2 goon_at_yard10 // on building near maze
GIVE_WEAPON_TO_CHAR goon_at_yard10 WEAPONTYPE_CHAINGUN 9999
ADD_ROUTE_POINT yard_route1 391.0353 -298.6616 17.2
ADD_ROUTE_POINT yard_route1 372.7149 -298.7406 17.2 
SET_CHAR_OBJ_FOLLOW_ROUTE goon_at_yard10 yard_route1 FOLLOW_ROUTE_BACKFORWARD
CLEAR_CHAR_THREAT_SEARCH goon_at_yard10
SET_CHAR_THREAT_SEARCH goon_at_yard10 THREAT_PLAYER1
SET_CHAR_HEED_THREATS goon_at_yard10 TRUE
SET_CHAR_USE_PEDNODE_SEEK goon_at_yard10 FALSE
 
WHILE NOT LOCATE_PLAYER_ON_FOOT_3D player 366.939 -328.025 20.268 1.0 1.0 2.0 1//LIFT
 
	WAIT 0
 
	IF c_site_area_flag	= 0
		IF IS_CHAR_DEAD	goon_at_yard1
			c_site_area_flag = 1
		ENDIF
 
		IF IS_CHAR_DEAD	goon_at_yard2
			c_site_area_flag = 1
		ENDIF
 
		IF IS_CHAR_DEAD	goon_at_yard3
			c_site_area_flag = 2
		ENDIF
 
		IF IS_CHAR_DEAD	goon_at_yard4
			c_site_area_flag = 3
		ENDIF
 
		IF IS_CHAR_DEAD	goon_at_yard5
			c_site_area_flag = 5
		ENDIF
 
		IF IS_CHAR_DEAD	goon_at_yard6
			c_site_area_flag = 6
		ENDIF
 
		IF IS_CHAR_DEAD	goon_at_yard7
			c_site_area_flag = 4
		ENDIF
 
		IF IS_CHAR_DEAD	goon_at_yard8
			c_site_area_flag = 4
		ENDIF
 
		IF IS_CHAR_DEAD	goon_at_yard9
			c_site_area_flag = 5
		ENDIF
	ENDIF
 
	IF c_site_area_flag	= 0
		IF IS_PLAYER_IN_AREA_2D player 331.8 -303.2 354.5 -280.2 0 // AREA 1
			c_site_area_flag = 1
		ENDIF
	ENDIF
 
	IF c_site_area_flag	= 1
		IF IS_PLAYER_IN_AREA_2D player 334.4 -314.6 348.2 -303.2 0 // AREA 2
			c_site_area_flag = 2
		ENDIF
	ENDIF
 
	IF c_site_area_flag	= 2
		IF IS_PLAYER_IN_AREA_2D player 326.4 -327.9 334.4 -303.2 0 // AREA 3
			c_site_area_flag = 3
		ENDIF
	ENDIF
 
	IF c_site_area_flag	= 3
		IF IS_PLAYER_IN_AREA_2D player 326.4 -341.8 334.4 -327.9 0 // AREA 4
			c_site_area_flag = 4
		ENDIF
	ENDIF
 
	IF c_site_area_flag	= 4
		IF IS_PLAYER_IN_AREA_2D player 334.4 -341.8 355.9 -314.6 0 // AREA 5
			c_site_area_flag = 5
		ENDIF
	ENDIF
 
	IF c_site_area_flag	= 5
		IF IS_PLAYER_IN_AREA_2D player 355.9 -341.8 380.3 -314.6 0 // AREA 6
			c_site_area_flag = 6
		ENDIF
	ENDIF
 
	GET_GAME_TIMER game_timer_var
 
	GOSUB goon_at_yard1_routine
	GOSUB goon_at_yard2_routine
	GOSUB goon_at_yard3_routine
	GOSUB goon_at_yard4_routine
	GOSUB goon_at_yard5_routine
	GOSUB goon_at_yard6_routine
	GOSUB goon_at_yard7_routine
	GOSUB goon_at_yard8_routine
	GOSUB goon_at_yard9_routine
	GOSUB goon_at_yard10_routine
 
	IF IS_CHAR_DEAD goon_at_yard1
	AND IS_CHAR_DEAD goon_at_yard2
	AND IS_CHAR_DEAD goon_at_yard3
	AND IS_CHAR_DEAD goon_at_yard4
	AND IS_CHAR_DEAD goon_at_yard5
		IF IS_CHAR_DEAD goon_at_yard6
		AND IS_CHAR_DEAD goon_at_yard7
		AND IS_CHAR_DEAD goon_at_yard8
		AND IS_CHAR_DEAD goon_at_yard9
 
			IF reset_timera_flag = 0
				TIMERA = 0
				reset_timera_flag = 1
			ENDIF
 
			IF TIMERA > 10000
			AND reset_timera_flag = 1
				PRINT_NOW LOVE4_6 10000 1 //GET INTO THE LIFT
				reset_timera_flag = 2
			ENDIF
 
		ENDIF
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP love_4_blip
 
// ****************************************START OF CUTSCENE********************************
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
GET_GAME_TIMER break_timer_start
break_timer = 0
 
WHILE NOT CAN_PLAYER_START_MISSION player
AND break_timer < 5000	//	If player is not in control after 5 secs do the cutscene anyway
	WAIT 0
	GET_GAME_TIMER break_timer
	break_timer = break_timer - break_timer_start
ENDWHILE
 
MAKE_PLAYER_SAFE_FOR_CUTSCENE player
 
LOAD_SPECIAL_CHARACTER 1 cat
LOAD_SPECIAL_CHARACTER 2 miguel
LOAD_SPECIAL_CHARACTER 3 asuka
LOAD_SPECIAL_MODEL cut_obj1 d4props//lift
LOAD_SPECIAL_MODEL cut_obj2 cath
LOAD_SPECIAL_MODEL cut_obj3	asukah
LOAD_SPECIAL_MODEL cut_obj4	miguelh
LOAD_SPECIAL_MODEL cut_obj5	lift
REQUEST_MODEL csitecutscene
 
SWITCH_STREAMING OFF
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
OR NOT HAS_SPECIAL_CHARACTER_LOADED 3
OR NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED cut_obj3
	WAIT 0
ENDWHILE
 
WHILE NOT HAS_MODEL_LOADED cut_obj4
OR NOT HAS_MODEL_LOADED cut_obj5
OR NOT HAS_MODEL_LOADED csitecutscene
	WAIT 0
ENDWHILE
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 374.7956 -340.4126 16.0 16.0 scaffoldlift FALSE
 
LOAD_CUTSCENE D4_GTA2
 
SET_CUTSCENE_OFFSET 369.02 -327.5 18.46
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_catalina
SET_CUTSCENE_ANIM cs_catalina cat
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_miguel
SET_CUTSCENE_ANIM cs_miguel miguel
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL3 cs_asuka
SET_CUTSCENE_ANIM cs_asuka asuka
 
CREATE_CUTSCENE_OBJECT cut_obj1 cs_whip
SET_CUTSCENE_ANIM cs_whip d4props
 
CREATE_CUTSCENE_OBJECT cut_obj5 cs_lift
SET_CUTSCENE_ANIM cs_lift lift
 
CREATE_CUTSCENE_HEAD cs_catalina cut_obj2 cs_cathead
SET_CUTSCENE_HEAD_ANIM cs_cathead cat
 
CREATE_CUTSCENE_HEAD cs_asuka cut_obj3 cs_asukahead
SET_CUTSCENE_HEAD_ANIM cs_asukahead asuka
 
CREATE_CUTSCENE_HEAD cs_miguel cut_obj4 cs_mariahead
SET_CUTSCENE_HEAD_ANIM cs_mariahead miguel
 
//CREATE_CUTSCENE_OBJECT cut_obj2 cs_loot
//SET_CUTSCENE_ANIM cs_loot cs_loot
//
//CREATE_CUTSCENE_OBJECT cut_obj3 cs_colt1
//SET_CUTSCENE_ANIM cs_colt1 colt1
//
//CREATE_CUTSCENE_OBJECT cut_obj4 cs_colt2
//SET_CUTSCENE_ANIM cs_colt2 colt2
//
//CREATE_CUTSCENE_OBJECT cut_obj5 cs_whip
//SET_CUTSCENE_ANIM cs_whip whip
 
SET_PLAYER_COORDINATES player 373.7523 -327.2676 17.1950
 
SET_PLAYER_HEADING player 270.0
 
DO_FADE 1500 FADE_IN
 
START_CUTSCENE
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 15386
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_A 15000 1//Hey, let's get this out of here. God knows what it is
 
WHILE cs_time < 18600
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_B 15000 1//but he seems to want it badly enough so it must be worth something.
 
WHILE cs_time < 21318
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_C 15000 1//Who the Heck!
 
WHILE cs_time < 21933
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
particle_x = 369.02 - 0.0051 
particle_y = -327.5 - 1.2746 
particle_z = 18.46 + 48.3784	
 
particle_target_x =	369.02 - 0.0489
particle_target_y =	-327.5 - 1.4178
particle_target_z =	18.46 + 48.6197
 
temp_var = particle_target_x
particle_target_x =	particle_x - temp_var
 
temp_var = particle_target_y
particle_target_y =	particle_y - temp_var
 
temp_var = particle_target_z
particle_target_z =	particle_z - temp_var
 
ADD_MOVING_PARTICLE_EFFECT POBJECT_CATALINAS_GUNFLASH particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 1.0 0 0 0 0
 
WHILE cs_time < 22167
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
particle_x = 369.02 + 0.2698 
particle_y = -327.5 - 1.3691 
particle_z = 18.46 + 48.2923
 
particle_target_x =	369.02 + 0.1917 
particle_target_y =	-327.5 - 1.5893
particle_target_z =	18.46 + 48.4539
 
temp_var = particle_target_x
particle_target_x =	particle_x - temp_var
 
temp_var = particle_target_y
particle_target_y =	particle_y - temp_var
 
temp_var = particle_target_z
particle_target_z =	particle_z - temp_var
 
ADD_MOVING_PARTICLE_EFFECT POBJECT_CATALINAS_GUNFLASH particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 1.0 0 0 0 0
 
WHILE cs_time < 22428
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_D 15000 1//YOU!
 
WHILE cs_time < 23270
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_E 15000 1//Hey take it easy amigo! De nada! De nada!
 
WHILE cs_time < 26829
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_F 15000 1//I left you pouring your heart out into the gutter!
 
WHILE cs_time < 29508
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_G 15000 1//Don't shoot amigo. No problem. We all friends. Here, take this.
 
WHILE cs_time < 33871
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_H 15000 1//Don't be such a pussy!
 
WHILE cs_time < 35408
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_I 15000 1//We got no choice baby!
 
WHILE cs_time < 36700
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
particle_x = 369.02 + 2.467 
particle_y = -327.5 - 3.9022 
particle_z = 18.46 + 47.1884
 
particle_target_x =	369.02 + 2.577 
particle_target_y =	-327.5 - 3.6573
particle_target_z =	18.46 + 47.0965
 
temp_var = particle_target_x
particle_target_x =	particle_x - temp_var
 
temp_var = particle_target_y
particle_target_y =	particle_y - temp_var
 
temp_var = particle_target_z
particle_target_z =	particle_z - temp_var
 
ADD_MOVING_PARTICLE_EFFECT POBJECT_CATALINAS_GUNFLASH particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 1.0 0 0 0 0
 
IF IS_NASTY_GAME
	particle_x = 369.02 + 2.4406 
	particle_y = -327.5 - 3.8711 
	particle_z = 18.46 + 47.2215
 
	particle_target_x =	369.02 + 2.3762 
	particle_target_y =	-327.5 - 4.065
	particle_target_z =	18.46 + 47.3184
 
	temp_var = particle_target_x
	particle_target_x =	particle_x - temp_var
 
	temp_var = particle_target_y
	particle_target_y =	particle_y - temp_var
 
	temp_var = particle_target_z
	particle_target_z =	particle_z - temp_var
 
	particle_target_x -= particle_x
	particle_target_y -= particle_y
	particle_target_z -= particle_z
 
	particle_target_x *= 0.05
	particle_target_y *= 0.05
	particle_target_z *= 0.05
 
	CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
	CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
	CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
	CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
	CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
	CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
	CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
	CREATE_SINGLE_PARTICLE PARTICLE_BLOOD_SMALL particle_x particle_y particle_z particle_target_x particle_target_y particle_target_z 0.0
 
	CREATE_SINGLE_PARTICLE PARTICLE_TEST particle_x particle_y particle_z 0.0 0.0 0.0 0.2
ENDIF
 
WHILE cs_time < 37627
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_J 15000 1//We always got a choice you dumb bastard!
 
WHILE cs_time < 41684
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_K 15000 1//I'm sorry about that crazy bitch man, they all the same…..por favor??
 
WHILE cs_time < 46468
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_L 15000 1//So the whore got away.
 
WHILE cs_time < 48918
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_M 15000 1//But you've done me a favour,
 
WHILE cs_time < 50755
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_N 15000 1//you're not the only one that has a score to settle with the Cartel -
 
WHILE cs_time < 54352
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_O 15000 1//this worm killed my brother!
 
WHILE cs_time < 56266
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_P 15000 1//I never killed no Yakuza!
 
WHILE cs_time < 57299
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_Q 15000 1//LIAR! We all saw the Cartel assassin.
 
WHILE cs_time < 60721
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_R 15000 1//We are going to hunt down and kill all you Colombian dogs!
 
WHILE cs_time < 64778
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_S 15000 1//I'll be operating on our friend here to extract information and a little pleasure.
 
WHILE cs_time < 70710
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_T 15000 1//You, drop by later, I'm sure I'll require your services.
 
WHILE cs_time < 75150
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW GTAB_U 15000 1//Please amigo, don't leave me with her, she psycho chica! Amigo? Hey AMEEEGO!!! …….Aiiieeeeaaargghh!
 
WHILE cs_time < 86666
	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
DO_FADE 0 FADE_OUT
 
UNLOAD_SPECIAL_CHARACTER 1
UNLOAD_SPECIAL_CHARACTER 2
UNLOAD_SPECIAL_CHARACTER 3
MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1
MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj2
MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj3
MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj4
MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj5
MARK_MODEL_AS_NO_LONGER_NEEDED csitecutscene
 
REQUEST_MODEL CAR_YAKUZA
REQUEST_MODEL PED_GANG_YAKUZA_A
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_MODEL_LOADED CAR_YAKUZA
OR NOT HAS_MODEL_LOADED	PED_GANG_YAKUZA_A
	WAIT 0
ENDWHILE
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 374.7956 -340.4126 16.0 16.0 scaffoldlift TRUE
 
SET_CAMERA_BEHIND_PLAYER
 
IF DOES_OBJECT_EXIST inside_fence
	DELETE_OBJECT inside_fence
ENDIF
 
IF DOES_OBJECT_EXIST outside_fence
	DELETE_OBJECT outside_fence
ENDIF
 
CREATE_OBJECT_NO_OFFSET broken_inside 362.827 -341.362 17.375 inside_fence 
DONT_REMOVE_OBJECT inside_fence
CREATE_OBJECT_NO_OFFSET broken_outside 360.852 -390.891 22.622 outside_fence 
DONT_REMOVE_OBJECT outside_fence
 
CREATE_CAR CAR_YAKUZA 339.8449 -290.6314 16.0 yakuza_car1 // out front
CREATE_CAR CAR_YAKUZA 359.1079 -291.0880 16.0 yakuza_car2 // out front
CREATE_CAR CAR_YAKUZA 363.6012 -339.1167 16.0 yakuza_car3 // smash fence car
SET_CAR_HEADING yakuza_car1	158.2191
SET_CAR_HEADING yakuza_car2 146.8412	
SET_CAR_HEADING yakuza_car3	339.3615
 
CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 367.3908 -334.2422 16.1 yakuza_guard1
GIVE_WEAPON_TO_CHAR yakuza_guard1 WEAPONTYPE_UZI 300
SET_CHAR_HEED_THREATS yakuza_guard1 TRUE
 
CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 367.6573 -337.8994 16.1 yakuza_guard2
GIVE_WEAPON_TO_CHAR yakuza_guard2 WEAPONTYPE_UZI 300
TURN_CHAR_TO_FACE_CHAR yakuza_guard2 yakuza_guard1
TURN_CHAR_TO_FACE_CHAR yakuza_guard1 yakuza_guard2
SET_CHAR_HEED_THREATS yakuza_guard2 TRUE
SET_CHARS_CHATTING yakuza_guard1 yakuza_guard2 10000000
 
CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 361.8262 -345.2548 16.0 yakuza_guard3
GIVE_WEAPON_TO_CHAR yakuza_guard3 WEAPONTYPE_SHOTGUN 300
SET_CHAR_HEADING yakuza_guard3 170.0
SET_CHAR_HEED_THREATS yakuza_guard3 TRUE
 
CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 335.5756 -295.7485 16.0 yakuza_guard4
GIVE_WEAPON_TO_CHAR yakuza_guard4 WEAPONTYPE_SHOTGUN 300
SET_CHAR_HEADING yakuza_guard4 237.0
SET_CHAR_HEED_THREATS yakuza_guard4 TRUE
 
CREATE_CHAR PEDTYPE_GANG_YAKUZA PED_GANG_YAKUZA_A 335.8966 -298.0577 16.0 yakuza_guard5
GIVE_WEAPON_TO_CHAR yakuza_guard5 WEAPONTYPE_UZI 300
SET_CHAR_HEADING yakuza_guard5 129.0
SET_CHAR_STAY_IN_SAME_PLACE	yakuza_guard5 TRUE
SET_CHAR_HEED_THREATS yakuza_guard5 TRUE
 
IF NOT IS_CHAR_DEAD	goon_at_yard1
	EXPLODE_CHAR_HEAD goon_at_yard1	
ENDIF
IF NOT IS_CHAR_DEAD	goon_at_yard2
	EXPLODE_CHAR_HEAD goon_at_yard2	
ENDIF
IF NOT IS_CHAR_DEAD	goon_at_yard3
	EXPLODE_CHAR_HEAD goon_at_yard3	
ENDIF
IF NOT IS_CHAR_DEAD	goon_at_yard4
	EXPLODE_CHAR_HEAD goon_at_yard4
ENDIF
IF NOT IS_CHAR_DEAD	goon_at_yard5
	EXPLODE_CHAR_HEAD goon_at_yard5	
ENDIF
IF NOT IS_CHAR_DEAD	goon_at_yard6
	EXPLODE_CHAR_HEAD goon_at_yard6	
ENDIF
IF NOT IS_CHAR_DEAD	goon_at_yard7
	EXPLODE_CHAR_HEAD goon_at_yard7	
ENDIF
IF NOT IS_CHAR_DEAD	goon_at_yard8
	EXPLODE_CHAR_HEAD goon_at_yard8
ENDIF
IF NOT IS_CHAR_DEAD	goon_at_yard9
	EXPLODE_CHAR_HEAD goon_at_yard9
ENDIF
IF NOT IS_CHAR_DEAD	goon_at_yard10
	EXPLODE_CHAR_HEAD goon_at_yard10
ENDIF
 
SWITCH_STREAMING ON
DO_FADE 1500 FADE_IN 
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
// ******************************************END OF CUTSCENE********************************
 
PRINT_NOW LOVE4_4 5000 1 //"Take the package to Love."
 
IF NOT IS_CAR_DEAD colombian_car
	IF NOT IS_CHAR_DEAD	yakuza_guard5
		SET_CAR_HEALTH colombian_car 2500
		SET_CHAR_OBJ_DESTROY_CAR yakuza_guard5 colombian_car
	ENDIF
ENDIF
 
ADD_BLIP_FOR_COORD 87.3 -1548.6 27.255 love_4_blip // LOVES PAD
 
WHILE NOT LOCATE_STOPPED_PLAYER_ON_FOOT_3D player 87.3 -1548.6 28.3 2.0 1.0 2.0 1
	WAIT 0
ENDWHILE
 
MARK_CAR_AS_NO_LONGER_NEEDED yakuza_car1
MARK_CAR_AS_NO_LONGER_NEEDED yakuza_car2
MARK_CAR_AS_NO_LONGER_NEEDED yakuza_car3
MARK_CAR_AS_NO_LONGER_NEEDED car_van1_lm4
MARK_CAR_AS_NO_LONGER_NEEDED car_van2_lm4
MARK_CAR_AS_NO_LONGER_NEEDED colombian_car
MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard1
MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard2
MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard3
MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard4
MARK_CHAR_AS_NO_LONGER_NEEDED yakuza_guard5
MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard1
MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard2
MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard3
MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard4
MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard5
MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard6
MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard7
MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard8
MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard9
MARK_CHAR_AS_NO_LONGER_NEEDED goon_at_yard10
 
SET_PLAYER_CONTROL player OFF
 
SET_EVERYONE_IGNORE_PLAYER player ON
SET_ALL_CARS_CAN_BE_DAMAGED FALSE
CLEAR_WANTED_LEVEL player
 
SET_FIXED_CAMERA_POSITION 81.3343 -1540.0887 27.7976 0.0 0.0 0.0
POINT_CAMERA_AT_POINT 81.8719 -1540.9318 27.8039 JUMP_CUT
 
SWITCH_WIDESCREEN ON
 
GET_PLAYER_CHAR player script_controlled_player
 
SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 87.4588 -1548.7035
 
TIMERA = 0
 
WHILE NOT LOCATE_PLAYER_ON_FOOT_2D player 87.4588 -1548.7035 1.0 1.0 0
	WAIT 0
	IF TIMERA > 3000
		GOTO get_out_of_loop
	ENDIF
ENDWHILE
 
get_out_of_loop:
 
SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 98.7615 -1548.6489
 
DO_FADE 1000 FADE_OUT
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_AREA 87.3 -1548.6 28.3 2.0 0
SET_CHAR_OBJ_NO_OBJ	script_controlled_player
CHAR_SET_IDLE script_controlled_player
SET_CHAR_OBJ_RUN_TO_COORD script_controlled_player 81.2603 -1548.9347
SET_CHAR_OBJ_NO_OBJ	script_controlled_player
CHAR_SET_IDLE script_controlled_player
 
WAIT 250
 
SET_PLAYER_COORDINATES player 81.2603 -1548.9347 27.4
SET_PLAYER_HEADING player 90.0
RESTORE_CAMERA_JUMPCUT
SWITCH_WIDESCREEN OFF
SET_PLAYER_CONTROL player ON
SET_CAMERA_IN_FRONT_OF_PLAYER
SET_EVERYONE_IGNORE_PLAYER player OFF
SET_ALL_CARS_CAN_BE_DAMAGED TRUE
 
DO_FADE 1000 FADE_IN
 
GOTO mission_love4_passed
 
 
 
// Mission Love 4 failed
 
mission_love4_failed:
PRINT_BIG M_FAIL 2000 1
RETURN
 
 
 
// mission Love 4 passed
 
mission_love4_passed:
 
flag_love_mission4_passed = 1
 
SWITCH_CAR_GENERATOR com_car37 0
SWITCH_CAR_GENERATOR com_car38 0
SWITCH_CAR_GENERATOR gen_car60 101
SWITCH_CAR_GENERATOR gen_car61 101
SWITCH_CAR_GENERATOR gen_car62 101
SWITCH_CAR_GENERATOR gen_car63 101
SWITCH_ROADS_ON -46.8 -648.0 39.0 -69.1 -614.0 50.0 //Commercial to Suburbia Bridge
REMOVE_BLIP	asuka_contact_blip
PRINT_WITH_NUMBER_BIG M_PASS 50000 2000 1
ADD_SCORE player 50000
CLEAR_WANTED_LEVEL player
REGISTER_MISSION_PASSED	LOVE4
SETUP_ZONE_PED_INFO CONSTRU DAY   (30) (0 0 0) 250 0 50 0 20  //Fort staunton
SETUP_ZONE_PED_INFO CONSTRU NIGHT (15) (0 0 0) 300 0 70 0 10
PLAY_MISSION_PASSED_TUNE 1
PLAYER_MADE_PROGRESS 1
ADD_SPRITE_BLIP_FOR_CONTACT_POINT 366.939 -328.025 20.268 RADAR_SPRITE_ASUKA asuka_contact_blip
START_NEW_SCRIPT asuka_suburban_mission1_loop
START_NEW_SCRIPT love_mission5_loop
 
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_love4:
 
REMOVE_BLIP love_4_blip
 
REMOVE_BLIP goon_in_hangar1_blip
REMOVE_BLIP goon_in_hangar2_blip
REMOVE_BLIP goon_in_hangar3_blip
REMOVE_BLIP goon_in_hangar4_blip
 
REMOVE_ROUTE hangar_route
REMOVE_ROUTE yard_route1
REMOVE_ROUTE yard_route2
REMOVE_ROUTE yard_route3
 
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_PANLANT
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A
MARK_MODEL_AS_NO_LONGER_NEEDED PLANE_DODO
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_YAKUZA
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_YAKUZA_A
MARK_OBJECT_AS_NO_LONGER_NEEDED deadman1
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_COLUMB
 
//SET_TARGET_CAR_FOR_MISSION_GARAGE loves_garage -1
 
flag_player_on_mission = 0
flag_player_on_love_mission = 0
MISSION_HAS_FINISHED
RETURN
 
 
 
///////////////////////////////////////////////////////////////////////////////
set_death_flags:
 
IF goon_in_hangar1_flag = -1
	goon_in_hangar1_flag = 0
ENDIF
IF goon_in_hangar1_ducking = -1
	goon_in_hangar1_ducking = 0
ENDIF
 
IF goon_in_hangar2_flag = -1
	goon_in_hangar2_flag = 0
ENDIF
IF goon_in_hangar2_ducking = -1
	goon_in_hangar2_ducking = 0
ENDIF
 
IF goon_in_hangar3_flag = -1
	goon_in_hangar3_flag = 0
ENDIF
IF goon_in_hangar3_ducking = -1
	goon_in_hangar3_ducking = 0
ENDIF
 
IF goon_in_hangar4_flag = -1
	goon_in_hangar4_flag = 0
ENDIF
IF goon_in_hangar4_ducking = -1
	goon_in_hangar4_ducking = 0
ENDIF
 
IF goon_in_hangar1_blip_flag = 0
	IF NOT IS_CHAR_DEAD	goon_in_hangar1
		ADD_BLIP_FOR_CHAR goon_in_hangar1 goon_in_hangar1_blip
		PRINT_NOW LOVE4_1 5000 1 //"KILL them all!!"
		goon_in_hangar1_blip_flag = 1
	ENDIF
ENDIF
 
IF goon_in_hangar2_blip_flag = 0
	IF NOT IS_CHAR_DEAD	goon_in_hangar2
		ADD_BLIP_FOR_CHAR goon_in_hangar2 goon_in_hangar2_blip
		PRINT_NOW LOVE4_1 5000 1 //"KILL them all!!"
		goon_in_hangar2_blip_flag = 1
	ENDIF
ENDIF
 
IF goon_in_hangar3_blip_flag = 0
	IF NOT IS_CHAR_DEAD	goon_in_hangar3
		ADD_BLIP_FOR_CHAR goon_in_hangar3 goon_in_hangar3_blip
		PRINT_NOW LOVE4_1 5000 1 //"KILL them all!!"
		goon_in_hangar3_blip_flag = 1
	ENDIF
ENDIF
 
IF goon_in_hangar4_blip_flag = 0
	IF NOT IS_CHAR_DEAD	goon_in_hangar4
		ADD_BLIP_FOR_CHAR goon_in_hangar4 goon_in_hangar4_blip
		PRINT_NOW LOVE4_1 5000 1 //"KILL them all!!"
		goon_in_hangar4_blip_flag = 1
	ENDIF
ENDIF
 
RETURN
///////////////////////////////////////////////////////////////////////////////
 
 
///////////////////////////////////////////////////////////////////////////////
ducking_routine:
 
IF TIMERA > 3000
	IF ducking_flag = 0
		ducking_flag = 1
	ELSE
		ducking_flag = 0
	ENDIF
	TIMERA = 0
ENDIF
 
IF goon_in_hangar1_ducking = 1
	IF ducking_flag = 0
		IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar1 -1280.2 -520.1 1.5 1.5 0
			SET_CHAR_WAIT_STATE goon_in_hangar1 WAITSTATE_FALSE	100
			SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar1 TRUE
			IF IS_PLAYER_IN_ANY_CAR	player
				STORE_CAR_PLAYER_IS_IN player players_vehicle
				SET_CHAR_OBJ_DESTROY_CAR goon_in_hangar1 players_vehicle
			ELSE
				SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_in_hangar1 player
			ENDIF
			goon_in_hangar1_waitstate = 0
		ELSE
			SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar1 FALSE
			SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar1 -1280.2 -520.1
		ENDIF
	ELSE
		IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar1 -1280.2 -520.1 1.5 1.5 0
			IF goon_in_hangar1_waitstate = 0
				SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar1 TRUE
				SET_CHAR_OBJ_WAIT_ON_FOOT	goon_in_hangar1
				SET_CHAR_WAIT_STATE goon_in_hangar1 WAITSTATE_PLAYANIM_DUCK	3000
				goon_in_hangar1_waitstate = 1
			ENDIF
		ELSE
			SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar1 FALSE
			SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar1 -1280.2 -520.1
		ENDIF
	ENDIF
ENDIF
 
IF goon_in_hangar2_ducking = 1
	IF ducking_flag = 0
		IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar2 -1256.4 -521.3 1.5 1.5 0
			SET_CHAR_WAIT_STATE goon_in_hangar2 WAITSTATE_FALSE	100
			SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar2 TRUE
			IF IS_PLAYER_IN_ANY_CAR	player
				STORE_CAR_PLAYER_IS_IN player players_vehicle
				SET_CHAR_OBJ_DESTROY_CAR goon_in_hangar2 players_vehicle
			ELSE
				SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_in_hangar2 player
			ENDIF
			goon_in_hangar2_waitstate = 0
		ELSE
			SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar2 FALSE
			SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar2 -1256.4 -521.3
		ENDIF
	ELSE
		IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar2 -1256.4 -521.3 1.5 1.5 0
			IF goon_in_hangar2_waitstate = 0
				SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar2 TRUE
				SET_CHAR_OBJ_WAIT_ON_FOOT	goon_in_hangar2
				SET_CHAR_WAIT_STATE goon_in_hangar2 WAITSTATE_PLAYANIM_DUCK	3000
				goon_in_hangar2_waitstate = 1
			ENDIF
		ELSE
			SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar2 FALSE
			SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar2 -1256.4 -521.3
		ENDIF
	ENDIF
ENDIF
 
IF goon_in_hangar3_ducking = 1
	IF ducking_flag = 1
		IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar3 -1254.4 -521.3 1.5 1.5 0
			SET_CHAR_WAIT_STATE goon_in_hangar3 WAITSTATE_FALSE	100
			SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar3 TRUE
			IF IS_PLAYER_IN_ANY_CAR	player
				STORE_CAR_PLAYER_IS_IN player players_vehicle
				SET_CHAR_OBJ_DESTROY_CAR goon_in_hangar3 players_vehicle
			ELSE
				SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_in_hangar3 player
			ENDIF
			goon_in_hangar3_waitstate = 0
		ELSE
			SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar3 FALSE
			SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar3 -1254.4 -521.3
		ENDIF
	ELSE
		IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar3 -1254.4 -521.3 1.5 1.5 0
			IF goon_in_hangar3_waitstate = 0
				SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar3 TRUE
				SET_CHAR_OBJ_WAIT_ON_FOOT	goon_in_hangar3
				SET_CHAR_WAIT_STATE goon_in_hangar3 WAITSTATE_PLAYANIM_DUCK	3000
				goon_in_hangar3_waitstate = 1
			ENDIF
		ELSE
			SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar3 FALSE
			SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar3 -1254.4 -521.3
		ENDIF
	ENDIF
ENDIF
 
IF goon_in_hangar4_ducking = 1
	IF ducking_flag = 1
		IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar4 -1280.8 -529.2 1.5 1.5 0
			SET_CHAR_WAIT_STATE goon_in_hangar4 WAITSTATE_FALSE	100
			SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar4 TRUE
			IF IS_PLAYER_IN_ANY_CAR	player
				STORE_CAR_PLAYER_IS_IN player players_vehicle
				SET_CHAR_OBJ_DESTROY_CAR goon_in_hangar4 players_vehicle
			ELSE
				SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_in_hangar4 player
			ENDIF
			goon_in_hangar4_waitstate = 0
		ELSE
			SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar4 FALSE
			SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar4 -1280.8 -529.2
		ENDIF
	ELSE
		IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_in_hangar4 -1280.8 -529.2 1.5 1.5 0
			IF goon_in_hangar4_waitstate = 0
				SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar4 TRUE
				SET_CHAR_OBJ_WAIT_ON_FOOT	goon_in_hangar4
				SET_CHAR_WAIT_STATE goon_in_hangar4 WAITSTATE_PLAYANIM_DUCK	3000
				goon_in_hangar4_waitstate = 1
			ENDIF
		ELSE
			SET_CHAR_STAY_IN_SAME_PLACE goon_in_hangar4 FALSE
			SET_CHAR_OBJ_RUN_TO_COORD goon_in_hangar4 -1280.8 -529.2
		ENDIF
	ENDIF
ENDIF
 
RETURN
///////////////////////////////////////////////////////////////////////////////
 
 
///////////////////////////////////////////////////////////////////////////////
goon_at_yard1_routine:
IF c_site_area_flag > 0
	IF NOT IS_CHAR_DEAD	goon_at_yard1
		IF goon_at_yard1_flag = 0
			SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard1 FALSE
			SET_CHAR_WAIT_STATE goon_at_yard1 WAITSTATE_FALSE 100
			GIVE_WEAPON_TO_CHAR goon_at_yard1 WEAPONTYPE_M16 9999
			SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard1 345.0805 -309.6011
			goon_at_yard1_flag = 1
		ENDIF
		IF goon_at_yard1_flag = 1
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard1 345.0805 -309.6011 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard1	345.3315 -313.2216
				goon_at_yard1_flag = 2
			ENDIF
		ENDIF
		IF goon_at_yard1_flag = 2
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard1	345.3315 -313.2216 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard1 342.1783 -312.7577
				goon_at_yard1_flag = 3
			ENDIF
		ENDIF
		IF goon_at_yard1_flag = 3
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard1	342.1783 -312.7577 1.0 1.0 0
				SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard1 TRUE
				goon_at_yard1_flag = 4
			ENDIF
		ENDIF
		IF goon_at_yard1_flag = 4
			IF game_timer_var > goon_at_yard1_duck_timer
				goon_at_yard1_duck_timer = game_timer_var + 3000
				IF goon_at_yard1_duck = 0
					SET_CHAR_WAIT_STATE goon_at_yard1 WAITSTATE_FALSE 100
					IF IS_PLAYER_IN_ANY_CAR player
						STORE_CAR_PLAYER_IS_IN player players_vehicle
						SET_CHAR_OBJ_DESTROY_CAR goon_at_yard1 players_vehicle
					ELSE
						SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard1 player
					ENDIF
					IF c_site_area_flag = 1
						goon_at_yard1_duck = 1
					ENDIF
				ELSE
					SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard1
					SET_CHAR_WAIT_STATE goon_at_yard1 WAITSTATE_PLAYANIM_DUCK 3000
					goon_at_yard1_duck = 0
				ENDIF
			ENDIF
		ENDIF
	ENDIF// IS_CHAR_DEAD goon_at_yard1
ENDIF
RETURN
///////////////////////////////////////////////////////////////////////////////
 
 
///////////////////////////////////////////////////////////////////////////////
goon_at_yard2_routine:
IF c_site_area_flag > 0
	IF NOT IS_CHAR_DEAD	goon_at_yard2
		IF goon_at_yard2_flag = 0
			SET_CHAR_WAIT_STATE goon_at_yard2 WAITSTATE_FALSE 100
			GIVE_WEAPON_TO_CHAR goon_at_yard2 WEAPONTYPE_CHAINGUN 9999
			SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard2 TRUE
			IF IS_PLAYER_IN_ANY_CAR player
				STORE_CAR_PLAYER_IS_IN player players_vehicle
				SET_CHAR_OBJ_DESTROY_CAR goon_at_yard2 players_vehicle
			ELSE
				SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard2 player
			ENDIF
			goon_at_yard2_flag = 1
			goon_at_yard2_duck_timer = game_timer_var + 2000
		ENDIF
		IF goon_at_yard2_flag = 1
			IF game_timer_var > goon_at_yard2_duck_timer
				SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard2 FALSE
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard2	333.6390 -307.5708
				goon_at_yard2_flag = 2
			ENDIF
		ENDIF
		IF goon_at_yard2_flag = 2
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard2	333.6390 -307.5708 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard2 333.4980 -304.7924
				goon_at_yard2_flag = 3
			ENDIF
		ENDIF
		IF goon_at_yard2_flag = 3
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard2	333.4980 -304.7924 1.0 1.0 0
				SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard2 TRUE
				goon_at_yard2_flag = 4
			ENDIF
		ENDIF
		IF goon_at_yard2_flag = 4
			IF game_timer_var > goon_at_yard2_duck_timer
				goon_at_yard2_duck_timer = game_timer_var + 3000
				IF goon_at_yard2_duck = 0
					SET_CHAR_WAIT_STATE goon_at_yard2 WAITSTATE_FALSE 100
					IF IS_PLAYER_IN_ANY_CAR player
						STORE_CAR_PLAYER_IS_IN player players_vehicle
						SET_CHAR_OBJ_DESTROY_CAR goon_at_yard2 players_vehicle
					ELSE
						SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard2 player
					ENDIF
					IF c_site_area_flag < 3
						goon_at_yard2_duck = 1
					ENDIF
				ELSE
					SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard2
					SET_CHAR_WAIT_STATE goon_at_yard2 WAITSTATE_PLAYANIM_DUCK 3000
					goon_at_yard2_duck = 0
				ENDIF
			ENDIF
		ENDIF
	ENDIF// IS_CHAR_DEAD goon_at_yard2
ENDIF
RETURN
///////////////////////////////////////////////////////////////////////////////
 
 
///////////////////////////////////////////////////////////////////////////////
goon_at_yard3_routine:
IF c_site_area_flag > 1
	IF NOT IS_CHAR_DEAD	goon_at_yard3
		IF goon_at_yard3_flag = 0
			SET_CHAR_WAIT_STATE goon_at_yard3 WAITSTATE_FALSE 100
			SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard3 TRUE
			IF IS_PLAYER_IN_ANY_CAR player
				STORE_CAR_PLAYER_IS_IN player players_vehicle
				SET_CHAR_OBJ_DESTROY_CAR goon_at_yard3 players_vehicle
			ELSE
				SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard3 player
			ENDIF
			goon_at_yard3_flag = 1
			goon_at_yard3_duck_timer = game_timer_var + 2000
		ENDIF
		IF goon_at_yard3_flag = 1
			IF game_timer_var > goon_at_yard3_duck_timer
				SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard3 FALSE
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard3	331.6994 -329.1375
				goon_at_yard3_flag = 2
			ENDIF
		ENDIF
		IF goon_at_yard3_flag = 2
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard3	331.6994 -329.1375 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard3	327.6451 -329.1378
				goon_at_yard3_flag = 3
			ENDIF
		ENDIF
		IF goon_at_yard3_flag = 3
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard3	327.6451 -329.1378 1.0 1.0 0
				SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard3 TRUE
				goon_at_yard3_flag = 4
			ENDIF
		ENDIF
		IF goon_at_yard3_flag = 4
			IF game_timer_var > goon_at_yard3_duck_timer
				goon_at_yard3_duck_timer = game_timer_var + 3000
				IF goon_at_yard3_duck = 0
					SET_CHAR_WAIT_STATE goon_at_yard3 WAITSTATE_FALSE 100
					IF IS_PLAYER_IN_ANY_CAR player
						STORE_CAR_PLAYER_IS_IN player players_vehicle
						SET_CHAR_OBJ_DESTROY_CAR goon_at_yard3 players_vehicle
					ELSE
						SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard3 player
					ENDIF
					IF c_site_area_flag < 4
						goon_at_yard3_duck = 1
					ENDIF
				ELSE
					SET_CHAR_OBJ_WAIT_ON_FOOT	goon_at_yard3
					SET_CHAR_WAIT_STATE goon_at_yard3 WAITSTATE_PLAYANIM_DUCK 3000
					goon_at_yard3_duck = 0
				ENDIF
			ENDIF
		ENDIF
	ENDIF
ENDIF
RETURN
///////////////////////////////////////////////////////////////////////////////
 
 
///////////////////////////////////////////////////////////////////////////////
goon_at_yard4_routine:
IF c_site_area_flag > 2
	IF NOT IS_CHAR_DEAD	goon_at_yard4
		IF goon_at_yard4_flag = 0
			SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard4 TRUE
			SET_CHAR_WAIT_STATE goon_at_yard4 WAITSTATE_FALSE 100
			IF IS_PLAYER_IN_ANY_CAR player
				STORE_CAR_PLAYER_IS_IN player players_vehicle
				SET_CHAR_OBJ_DESTROY_CAR goon_at_yard4 players_vehicle
			ELSE
				SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard4 player
			ENDIF
			goon_at_yard4_flag = 1
		ENDIF
		IF goon_at_yard4_flag = 1
			IF HAS_CHAR_SPOTTED_PLAYER goon_at_yard4 player
				goon_at_yard4_duck_timer = game_timer_var + 2000
				goon_at_yard4_flag = 2
			ENDIF
		ENDIF
		IF goon_at_yard4_flag = 2
			IF game_timer_var > goon_at_yard4_duck_timer
				SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard4 FALSE
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard4	338.6765 -329.4054
				goon_at_yard4_flag = 3
			ENDIF
		ENDIF
		IF goon_at_yard4_flag = 3
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard4	338.6765 -329.4054 1.0 1.0 0
				SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard4 TRUE
				goon_at_yard4_flag = 4
			ENDIF
		ENDIF
		IF goon_at_yard4_flag = 4
			IF game_timer_var > goon_at_yard4_duck_timer
				goon_at_yard4_duck_timer = game_timer_var + 3000
				IF goon_at_yard4_duck = 0
					SET_CHAR_WAIT_STATE goon_at_yard4 WAITSTATE_FALSE 100
					IF IS_PLAYER_IN_ANY_CAR player
						STORE_CAR_PLAYER_IS_IN player players_vehicle
						SET_CHAR_OBJ_DESTROY_CAR goon_at_yard4 players_vehicle
					ELSE
						SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard4 player
					ENDIF
					IF c_site_area_flag < 5
						goon_at_yard4_duck = 1
					ENDIF
				ELSE
					SET_CHAR_OBJ_WAIT_ON_FOOT	goon_at_yard4
					SET_CHAR_WAIT_STATE goon_at_yard4 WAITSTATE_PLAYANIM_DUCK 3000
					goon_at_yard4_duck = 0
				ENDIF
			ENDIF
		ENDIF
	ENDIF
ENDIF
RETURN
///////////////////////////////////////////////////////////////////////////////
 
 
///////////////////////////////////////////////////////////////////////////////
goon_at_yard5_routine:
IF c_site_area_flag > 3
	IF NOT IS_CHAR_DEAD	goon_at_yard5
		IF goon_at_yard5_flag = 0
			SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard5 FALSE
			SET_CHAR_WAIT_STATE goon_at_yard5 WAITSTATE_FALSE 100
			SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard5 354.6851 -325.3922
			goon_at_yard5_flag = 1
		ENDIF
		IF goon_at_yard5_flag = 1
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard5 354.6851 -325.3922 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard5 345.9960 -325.4795
				goon_at_yard5_flag = 2
			ENDIF
		ENDIF
		IF goon_at_yard5_flag = 2
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard5 345.9960 -325.4795 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard5 341.6781 -327.4943
				goon_at_yard5_flag = 3
			ENDIF
		ENDIF
		IF goon_at_yard5_flag = 3
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard5 341.6781 -327.4943 1.0 1.0 0
				SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard5 TRUE
				IF IS_PLAYER_IN_ANY_CAR player
					STORE_CAR_PLAYER_IS_IN player players_vehicle
					SET_CHAR_OBJ_DESTROY_CAR goon_at_yard5 players_vehicle
				ELSE
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard5 player
					goon_at_yard5_flag = 4
				ENDIF
			ENDIF
		ENDIF
	ENDIF
ENDIF
RETURN
///////////////////////////////////////////////////////////////////////////////
 
 
///////////////////////////////////////////////////////////////////////////////
goon_at_yard6_routine:
IF c_site_area_flag > 2
	IF NOT IS_CHAR_DEAD	goon_at_yard6
		IF goon_at_yard6_flag = 0
			SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard6 FALSE
			SET_CHAR_WAIT_STATE goon_at_yard6 WAITSTATE_FALSE 100
			SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard6 365.8858 -317.3099
			goon_at_yard6_flag = 1
		ENDIF
		IF goon_at_yard6_flag = 1
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard6 365.8858 -317.3099 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard6 335.6921 -316.2758
				goon_at_yard6_flag = 2
			ENDIF
		ENDIF
		IF goon_at_yard6_flag = 2
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard6 335.6921 -316.2758 1.0 1.0 0
				SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard6 TRUE
				IF IS_PLAYER_IN_ANY_CAR player
					STORE_CAR_PLAYER_IS_IN player players_vehicle
					SET_CHAR_OBJ_DESTROY_CAR goon_at_yard6 players_vehicle
				ELSE
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard6 player
					goon_at_yard6_flag = 3
				ENDIF
			ENDIF
		ENDIF
	ENDIF
ENDIF
RETURN
///////////////////////////////////////////////////////////////////////////////
 
 
///////////////////////////////////////////////////////////////////////////////
goon_at_yard7_routine:
IF c_site_area_flag	> 3
	IF NOT IS_CHAR_DEAD	goon_at_yard7
		IF game_timer_var > goon_at_yard7_duck_timer
			SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard7 TRUE
			goon_at_yard7_duck_timer = game_timer_var + 3000
			IF goon_at_yard7_duck = 0
				SET_CHAR_WAIT_STATE goon_at_yard7 WAITSTATE_FALSE 100
				IF IS_PLAYER_IN_ANY_CAR player
					STORE_CAR_PLAYER_IS_IN player players_vehicle
					SET_CHAR_OBJ_DESTROY_CAR goon_at_yard7 players_vehicle
				ELSE
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard7 player
				ENDIF
				IF c_site_area_flag < 6
					goon_at_yard7_duck = 1
				ENDIF
			ELSE
				SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard7
				SET_CHAR_WAIT_STATE goon_at_yard7 WAITSTATE_PLAYANIM_DUCK 3000
				goon_at_yard7_duck = 0
			ENDIF
		ENDIF
	ENDIF
ENDIF
RETURN
///////////////////////////////////////////////////////////////////////////////
 
 
///////////////////////////////////////////////////////////////////////////////
goon_at_yard8_routine:
IF c_site_area_flag > 3
	IF NOT IS_CHAR_DEAD	goon_at_yard8
		IF goon_at_yard8_flag = 0
			SET_CHAR_OBJ_WAIT_ON_FOOT	goon_at_yard8
			CHAR_SET_IDLE goon_at_yard8
			REMOVE_ROUTE yard_route3
			SET_CHAR_WAIT_STATE goon_at_yard8 WAITSTATE_FALSE 100
			SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard8 FALSE
			SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard8 375.4750 -331.2
			goon_at_yard8_flag = 1
		ENDIF
		IF goon_at_yard8_flag = 1
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard8	375.4750 -331.2 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard8 363.7481 -330.9657 //363.9961 -330.8928
				goon_at_yard8_flag = 2
			ENDIF
		ENDIF
		IF goon_at_yard8_flag = 2
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard8	363.7481 -330.9657 1.0 1.0 0
				SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard8 TRUE
				goon_at_yard8_flag = 3
			ENDIF
		ENDIF
		IF goon_at_yard8_flag = 3
			IF game_timer_var > goon_at_yard8_duck_timer
				goon_at_yard8_duck_timer = game_timer_var + 3000
				IF goon_at_yard8_duck = 0
					SET_CHAR_WAIT_STATE goon_at_yard8 WAITSTATE_FALSE 100
					IF IS_PLAYER_IN_ANY_CAR player
						STORE_CAR_PLAYER_IS_IN player players_vehicle
						SET_CHAR_OBJ_DESTROY_CAR goon_at_yard8 players_vehicle
					ELSE
						SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard8 player
					ENDIF
					IF c_site_area_flag < 6
						goon_at_yard8_duck = 1
					ENDIF
					IF goon_at_yard8_duck = 0
						GIVE_WEAPON_TO_CHAR goon_at_yard8 WEAPONTYPE_SHOTGUN 9999
					ENDIF
				ELSE
					SET_CHAR_OBJ_WAIT_ON_FOOT	goon_at_yard8
					SET_CHAR_WAIT_STATE goon_at_yard8 WAITSTATE_PLAYANIM_DUCK 3000
					goon_at_yard8_duck = 0
				ENDIF
			ENDIF
		ENDIF
	ENDIF
ENDIF
RETURN
///////////////////////////////////////////////////////////////////////////////
 
 
///////////////////////////////////////////////////////////////////////////////
goon_at_yard9_routine:
IF c_site_area_flag > 3
	IF NOT IS_CHAR_DEAD	goon_at_yard9
		IF goon_at_yard9_flag = 0
			SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard9
			CHAR_SET_IDLE goon_at_yard9
			REMOVE_ROUTE yard_route2
			SET_CHAR_WAIT_STATE goon_at_yard9 WAITSTATE_FALSE 100
			SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 FALSE
			SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9	374.9931 -311.8263
			goon_at_yard9_flag = 1
		ENDIF
		IF goon_at_yard9_flag = 1
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9	374.9931 -311.8263 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9	348.1611 -301.9640
				goon_at_yard9_flag = 2
			ENDIF
		ENDIF
		IF goon_at_yard9_flag = 2
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9	348.1611 -301.9640 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 342.9392 -302.6671
				goon_at_yard9_flag = 3
			ENDIF
		ENDIF
		IF goon_at_yard9_flag = 3
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9	342.9392 -302.6671 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 327.6495 -317.2610
				goon_at_yard9_flag = 4
			ENDIF
		ENDIF
		IF goon_at_yard9_flag = 4
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9	327.6495 -317.2610 1.0 1.0 0
				IF c_site_area_flag = 4
					SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 TRUE
					IF IS_PLAYER_IN_ANY_CAR player
						STORE_CAR_PLAYER_IS_IN player players_vehicle
						SET_CHAR_OBJ_DESTROY_CAR goon_at_yard9 players_vehicle
					ELSE
						SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard9 player
					ENDIF
				ELSE
					SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 FALSE
					SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 335.2008 -334.9071
					goon_at_yard9_flag = 5
				ENDIF
			ENDIF
		ENDIF
		IF goon_at_yard9_flag = 5
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9	335.2008 -334.9071 1.0 1.0 0
				IF c_site_area_flag = 5
					SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 TRUE
					IF IS_PLAYER_IN_ANY_CAR player
						STORE_CAR_PLAYER_IS_IN player players_vehicle
						SET_CHAR_OBJ_DESTROY_CAR goon_at_yard9 players_vehicle
					ELSE
						SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard9 player
					ENDIF
				ELSE
					SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 FALSE
					SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard9 360.4199 -337.9403
					goon_at_yard9_flag = 6
				ENDIF
			ENDIF
		ENDIF
		IF goon_at_yard9_flag = 6
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard9	360.4199 -337.9403 1.0 1.0 0
				SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard9 TRUE
				IF IS_PLAYER_IN_ANY_CAR player
					STORE_CAR_PLAYER_IS_IN player players_vehicle
					SET_CHAR_OBJ_DESTROY_CAR goon_at_yard9 players_vehicle
				ELSE
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard9 player
				ENDIF
			ENDIF
		ENDIF
	ENDIF
ENDIF
RETURN
///////////////////////////////////////////////////////////////////////////////
 
 
///////////////////////////////////////////////////////////////////////////////
goon_at_yard10_routine:
IF c_site_area_flag > 0
	IF NOT IS_CHAR_DEAD	goon_at_yard10
		IF goon_at_yard10_flag = 0
			SET_CHAR_HEED_THREATS goon_at_yard10 FALSE
			SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard10
			CHAR_SET_IDLE goon_at_yard10
			REMOVE_ROUTE yard_route1
			SET_CHAR_WAIT_STATE goon_at_yard10 WAITSTATE_FALSE 100
			SET_CHAR_STAY_IN_SAME_PLACE goon_at_yard10 FALSE
			SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 372.5888 -298.4539
			goon_at_yard10_flag = 1
		ENDIF
		IF goon_at_yard10_flag = 1
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 372.5888 -298.4539 1.0 1.0 0
				SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard10 TRUE
				goon_at_yard10_flag = 2
			ENDIF
		ENDIF
		IF goon_at_yard10_flag = 2
			IF c_site_area_flag = 1
				IF game_timer_var > goon_at_yard10_duck_timer
					goon_at_yard10_duck_timer = game_timer_var + 3000
					IF goon_at_yard10_duck = 0
						SET_CHAR_WAIT_STATE goon_at_yard10 WAITSTATE_FALSE 100
						IF IS_PLAYER_IN_ANY_CAR player
							STORE_CAR_PLAYER_IS_IN player players_vehicle
							SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10	players_vehicle
						ELSE
							SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player
						ENDIF
						goon_at_yard10_duck = 1
					ELSE
						SET_CHAR_OBJ_WAIT_ON_FOOT goon_at_yard10
						SET_CHAR_WAIT_STATE goon_at_yard10 WAITSTATE_PLAYANIM_DUCK 3000
						goon_at_yard10_duck = 0
					ENDIF
				ENDIF
			ELSE
				SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard10 FALSE
				SET_CHAR_WAIT_STATE goon_at_yard10 WAITSTATE_FALSE 100
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 372.8152 -266.8551
				goon_at_yard10_flag = 3
			ENDIF
		ENDIF
		IF goon_at_yard10_flag = 3
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 372.8152 -266.8551 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 363.9329 -266.5335
				goon_at_yard10_flag = 4
			ENDIF
		ENDIF
		IF goon_at_yard10_flag = 4
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 363.9329 -266.5335 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 361.9770 -290.5143
				goon_at_yard10_flag = 5
			ENDIF
		ENDIF
		IF goon_at_yard10_flag = 5
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 361.9770 -290.5143 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 341.3853 -298.2471
				goon_at_yard10_flag = 6
			ENDIF
		ENDIF
		IF goon_at_yard10_flag = 6
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 341.3853 -298.2471 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 342.3168 -303.6481
				goon_at_yard10_flag = 7
			ENDIF
		ENDIF
		IF goon_at_yard10_flag = 7
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 342.3168 -303.6481 1.0 1.0 0
				IF c_site_area_flag = 2
					SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard10 TRUE
					IF IS_PLAYER_IN_ANY_CAR player
						STORE_CAR_PLAYER_IS_IN player players_vehicle
						SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10	players_vehicle
					ELSE
						SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player
					ENDIF
				ELSE
					SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard10 FALSE
					SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 338.2401 -308.2155
					goon_at_yard10_flag = 8
				ENDIF
			ENDIF
		ENDIF
		IF goon_at_yard10_flag = 8
			IF LOCATE_CHAR_ON_FOOT_2D goon_at_yard10 338.2401 -308.2155 1.0 1.0 0
				SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 330.4936 -314.1106
				goon_at_yard10_flag = 9
			ENDIF
		ENDIF
		IF goon_at_yard10_flag = 9
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 330.4936 -314.1106 1.0 1.0 0
				IF c_site_area_flag = 3
				OR c_site_area_flag = 4
					SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard10 TRUE
					IF IS_PLAYER_IN_ANY_CAR player
						STORE_CAR_PLAYER_IS_IN player players_vehicle
						SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10	players_vehicle
					ELSE
						SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player
					ENDIF
				ELSE
					SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard10 FALSE
					SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 334.6789 -338.7348
					goon_at_yard10_flag = 10
				ENDIF
			ENDIF
		ENDIF
		IF goon_at_yard10_flag = 10
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 334.6789 -338.7348 1.0 1.0 0
				IF c_site_area_flag = 5
					SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard10 TRUE
					IF IS_PLAYER_IN_ANY_CAR player
						STORE_CAR_PLAYER_IS_IN player players_vehicle
						SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10	players_vehicle
					ELSE
						SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player
					ENDIF
				ELSE
					SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard10 FALSE
					SET_CHAR_OBJ_RUN_TO_COORD goon_at_yard10 360.2491 -336.6913
					goon_at_yard10_flag = 11
				ENDIF
			ENDIF
		ENDIF
		IF goon_at_yard10_flag = 11
			IF LOCATE_STOPPED_CHAR_ON_FOOT_2D goon_at_yard10 360.2491 -336.6913 1.0 1.0 0
				SET_CHAR_STAY_IN_SAME_PLACE	goon_at_yard10 TRUE
				IF IS_PLAYER_IN_ANY_CAR player
					STORE_CAR_PLAYER_IS_IN player players_vehicle
					SET_CHAR_OBJ_DESTROY_CAR goon_at_yard10	players_vehicle
				ELSE
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT goon_at_yard10 player
				ENDIF
			ENDIF
		ENDIF
	ENDIF// IS_CHAR_DEAD goon_at_yard10
ENDIF
RETURN
///////////////////////////////////////////////////////////////////////////////

love5

MISSION_START
// *****************************************************************************************
// ********************************		Love 5 	   *****************************************
// ********************************	Escort Service ***************************************** 
// *****************************************************************************************
// *** The packages and the OJG need transporting to the <destination>. The player must  ***
// *** escort the van. The van will be attacked en-route by the Cartel, the player must  ***
// *** fight off any attackers and protect the van at all costs.						 ***
// *****************************************************************************************
 
// Mission start stuff
 
GOSUB mission_start_love5
 
IF HAS_DEATHARREST_BEEN_EXECUTED 
	GOSUB mission_love5_failed
ENDIF
 
GOSUB mission_cleanup_love5
 
MISSION_END
 
// Variables for mission
 
VAR_INT escort_truck truck_driver escort_truck_blip escort_truck_health escort_truck_flag ojg 
VAR_INT columbian_humvee1 columbian_humvee2 columbian_humvee3 columbian_driver_1 columbian_driver_2 columbian_driver_3
VAR_INT car1_attacking_flag	car2_attacking_flag car3_attacking_flag	tank_weapon	escort_truck_health2
VAR_INT colombian_1 colombian_2 colombian_3 colombian_4 colombian_5 colombian_6 colombian_7 colombian_8 colombian_9 colombian_10
VAR_INT colombian_1_flag colombian_2_flag colombian_3_flag colombian_4_flag colombian_5_flag colombian_6_flag colombian_7_flag colombian_8_flag colombian_9_flag colombian_10_flag
VAR_INT columbian_hitman_1 columbian_hitman_2 columbian_hitman_3 columbian_hitman_4	columbian_hitman_5 
VAR_INT columbian_hitman_6 columbian_hitman_7 columbian_hitman_8 columbian_hitman_9 dummy_health
VAR_INT car4_attacking_flag columbian_driver_4 columbian_hitman_10 columbian_hitman_11 columbian_hitman_12 columbian_humvee4
 
VAR_FLOAT escort_truck_speed columbian_humvee1_speed columbian_humvee2_speed columbian_humvee3_speed columbian_humvee4_speed
 
// ****************************************Mission Start************************************
 
mission_start_love5:
 
flag_player_on_mission 		= 1
flag_player_on_love_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
SCRIPT_NAME love5
 
car1_attacking_flag	= 0
car2_attacking_flag	= 0
car3_attacking_flag = 0
car4_attacking_flag = 0
escort_truck_flag = 0
colombian_1_flag = 0
colombian_2_flag = 0
colombian_3_flag = 0
colombian_4_flag = 0
dummy_health = 2000
 
// ****************************************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_love5_failed
//ENDIF
//
//PRINT_BIG LOVE5 15000 2 
 
LOAD_SPECIAL_CHARACTER 1 love
REQUEST_MODEL tshrorckgrdn
REQUEST_MODEL tshrorckgrdn_alfas
LOAD_SPECIAL_MODEL cut_obj1 LOVEH
 
SWITCH_STREAMING OFF
 
//WHILE GET_FADING_STATUS
//	WAIT 0
//ENDWHILE
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_MODEL_LOADED tshrorckgrdn
OR NOT HAS_MODEL_LOADED tshrorckgrdn_alfas
OR NOT HAS_MODEL_LOADED cut_obj1
	WAIT 0
ENDWHILE
 
LOAD_CUTSCENE D5_ES
 
SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love
SET_CUTSCENE_ANIM cs_love love
 
CREATE_CUTSCENE_HEAD cs_love cut_obj1 cs_lovehead
SET_CUTSCENE_HEAD_ANIM cs_lovehead love
 
CLEAR_AREA 82.44 -1548.49 28.0 2.0 TRUE
 
SET_PLAYER_COORDINATES player 82.44 -1548.49 28.0
 
SET_PLAYER_HEADING player 90.0
 
DO_FADE 1500 FADE_IN
 
START_CUTSCENE
 
SWITCH_RUBBISH OFF
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 1324
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE5_A 5000 1//"You are proving to be a safe investment, a rare thing these days."
 
WHILE cs_time < 6061
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT LOVE5_B 5000 1//"My Oriental friend will need an escort while he takes my latest acquisition to be authenticated."
 
WHILE cs_time < 10660
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT LOVE5_C 5000 1//"I want you to follow him, and make sure he and my package get to Pike Creek unharmed."
 
WHILE cs_time < 17500
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
SWITCH_RUBBISH ON
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
DO_FADE 0 FADE_OUT
 
SET_CAMERA_BEHIND_PLAYER
 
UNLOAD_SPECIAL_CHARACTER 1
MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn
MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas
MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1
 
REQUEST_MODEL CAR_SECURICAR 
REQUEST_MODEL CAR_COLUMB
REQUEST_MODEL PED_GANG_COLOMBIAN_A
LOAD_SPECIAL_CHARACTER 2 OJG
LOAD_SPECIAL_CHARACTER 3 S_GUARD
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_MODEL_LOADED PED_GANG_COLOMBIAN_A
OR NOT HAS_MODEL_LOADED CAR_COLUMB
OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
OR NOT HAS_SPECIAL_CHARACTER_LOADED 3
OR NOT HAS_MODEL_LOADED CAR_SECURICAR
	WAIT 0
ENDWHILE
 
SWITCH_STREAMING ON
 
DO_FADE 1500 FADE_IN 
 
// ******************************************END OF CUTSCENE********************************
 
CREATE_CAR CAR_SECURICAR 83.6 -1592.3 25.1 escort_truck
CHANGE_CAR_COLOUR escort_truck 0 0
 
IF IS_CAR_DEAD escort_truck
	PRINT_NOW LOVE5_5 5000 1 //"You failed to protect the truck!"
	GOTO mission_love5_failed
ENDIF
CREATE_CHAR_INSIDE_CAR escort_truck PEDTYPE_SPECIAL PED_SPECIAL3 truck_driver
CREATE_CHAR_AS_PASSENGER escort_truck PEDTYPE_SPECIAL PED_SPECIAL2 0 ojg
SET_CHAR_CANT_BE_DRAGGED_OUT truck_driver TRUE
LOCK_CAR_DOORS escort_truck CARLOCK_LOCKED
SET_CAR_HEADING escort_truck 180.0
SET_CAR_DRIVING_STYLE escort_truck 2
SET_CAR_CRUISE_SPEED escort_truck 18.0
CAR_SET_IDLE escort_truck
SET_CAR_STRONG escort_truck TRUE
SET_CAR_PROOFS escort_truck FALSE FALSE TRUE FALSE FALSE
//SET_CAR_HEALTH escort_truck 2000
ADD_BLIP_FOR_CAR escort_truck escort_truck_blip
 
CREATE_PICKUP_WITH_AMMO WEAPON_M16 PICKUP_ONCE 600 77.6708 -1589.0255 27.5 tank_weapon
 
WHILE NOT LOCATE_PLAYER_IN_CAR_CAR_2D player escort_truck 15.0 15.0 0
OR NOT IS_POINT_ON_SCREEN 83.6 -1592.3 25.1 4.0 
 
	WAIT 0
 
	IF IS_CAR_DEAD escort_truck
		PRINT_NOW LOVE5_5 5000 1 //"You failed to protect the truck!"
		GOTO mission_love5_failed
	ENDIF
 
	IF LOCATE_PLAYER_ON_FOOT_CAR_2D	player escort_truck 15.0 15.0 0
		PRINT_NOW LOVE5_2 5000 1 //"You'll need a car!"
	ENDIF
 
	IF LOCATE_PLAYER_ON_FOOT_CAR_2D	player escort_truck 1.0 1.0 0
	AND IS_PLAYER_STOPPED player
		GOTO car_goto_bit
	ENDIF
 
ENDWHILE
 
car_goto_bit:
 
CAR_GOTO_COORDINATES escort_truck 173.4898 76.3099 14.9781
 
PRINT_NOW LOVE5_1 5000 1 //"Lets go!"
 
GET_CAR_HEALTH escort_truck escort_truck_health
IF dummy_health > 499
	IF escort_truck_health < 500
		escort_truck_health += 500
		SET_CAR_HEALTH escort_truck escort_truck_health
		dummy_health -= 500
	ENDIF
ENDIF
GET_CAR_HEALTH escort_truck escort_truck_health
escort_truck_health += dummy_health
escort_truck_health = escort_truck_health / 3
escort_truck_health = escort_truck_health - 250
escort_truck_health = escort_truck_health * 100
escort_truck_health = escort_truck_health / 750
escort_truck_health2 = escort_truck_health
escort_truck_health = 100 - escort_truck_health2
DISPLAY_ONSCREEN_COUNTER_WITH_STRING escort_truck_health COUNTER_DISPLAY_BAR DAM
 
WHILE NOT escort_truck_flag = 11
 
	WAIT 0
 
    IF IS_CAR_DEAD escort_truck
		PRINT_NOW LOVE5_5 5000 1 //"You failed to protect the truck!"
    	GOTO mission_love5_failed
    ELSE
		IF IS_CAR_UPSIDEDOWN escort_truck
		AND IS_CAR_STOPPED escort_truck
	    	GOTO mission_love5_failed
		ENDIF
//    	IF NOT LOCATE_PLAYER_ANY_MEANS_CAR_2D player escort_truck 220.0 220.0 0
//    		PRINT_NOW LOVE5_4 500 1 //"Get back to the truck and defend it!"
//    		GET_CAR_HEALTH escort_truck escort_truck_health
//    		escort_truck_health -= 3
//			IF escort_truck_health < 1
//				escort_truck_health = 1
//				EXPLODE_CAR escort_truck
//			ELSE
//    			SET_CAR_HEALTH escort_truck escort_truck_health
//			ENDIF
//		ENDIF
    ENDIF
 
    GET_CAR_HEALTH escort_truck escort_truck_health
	IF dummy_health > 499
		IF escort_truck_health < 500
			escort_truck_health += 500
			SET_CAR_HEALTH escort_truck escort_truck_health
			dummy_health -= 500
		ENDIF
	ENDIF
    GET_CAR_HEALTH escort_truck escort_truck_health
	escort_truck_health += dummy_health
	escort_truck_health = escort_truck_health / 3
	escort_truck_health = escort_truck_health - 250
	escort_truck_health = escort_truck_health * 100
	escort_truck_health = escort_truck_health / 750
	escort_truck_health2 = escort_truck_health
	escort_truck_health = 100 - escort_truck_health2
	IF escort_truck_health > 100
		escort_truck_health = 100
	ENDIF
 
	IF escort_truck_flag = 0
		IF LOCATE_CAR_2D escort_truck 173.4898 76.3099 10.0 10.0 0	//out front of hospital
			CAR_GOTO_COORDINATES escort_truck 559.5281 88.7876 -21.0725
			escort_truck_flag = 1
		ENDIF
	ENDIF
 
	IF escort_truck_flag = 1
		IF LOCATE_CAR_2D escort_truck 302.0435 -12.4083 10.0 10.0 0//291.4709 8.6224 10.0 10.0 0
			SET_CAR_IGNORE_LEVEL_TRANSITIONS escort_truck TRUE
			IF NOT IS_CHAR_DEAD	ojg
				SET_CHAR_STAYS_IN_CURRENT_LEVEL ojg FALSE
			ENDIF
			IF NOT IS_CHAR_DEAD	truck_driver
				SET_CHAR_STAYS_IN_CURRENT_LEVEL truck_driver FALSE
			ENDIF
			SET_CAR_DRIVING_STYLE escort_truck	1
			SET_CAR_DENSITY_MULTIPLIER 0.5
		ENDIF	
	ENDIF	
 
	IF escort_truck_flag = 1
		IF LOCATE_CAR_2D escort_truck 559.5281 88.7876 10.0 10.0 0	 //first junction in tunnel
			CAR_GOTO_COORDINATES escort_truck -320.4337 87.1647 -21.0725
			escort_truck_flag =	2
		ENDIF
	ENDIF
 
	IF escort_truck_flag = 2
		IF LOCATE_CAR_2D escort_truck -320.4337 87.1647 10.0 10.0 0  //before airport junction	in tunnel
			CAR_GOTO_COORDINATES escort_truck -573.8346 -426.376 -5.76
			escort_truck_flag =	3
		ENDIF
	ENDIF
 
	IF escort_truck_flag = 3
		IF LOCATE_CAR_2D escort_truck -573.8346 -426.376 10.0 10.0 0  //Before sububan collision loadup
			IF NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
				PRINT_NOW LOVE5_3 200 1 //"Go ahead to scout the tunnel exit!"
			ELSE
				escort_truck_flag =	4
			ENDIF
		ENDIF
	ENDIF
 
	IF escort_truck_flag = 4
		IF IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
			CAR_GOTO_COORDINATES escort_truck -634.9936 -491.1914 16.1379
			escort_truck_flag = 5
		ENDIF
	ENDIF
 
	IF escort_truck_flag = 5
		IF LOCATE_CAR_2D escort_truck -634.9936 -491.1914 10.0 10.0 0 //at mouth of tunnel at airport
			CAR_GOTO_COORDINATES escort_truck -864.45 -282.45 32.5
			SET_CAR_IGNORE_LEVEL_TRANSITIONS escort_truck FALSE
			SET_CAR_STAYS_IN_CURRENT_LEVEL escort_truck TRUE
			IF NOT IS_CHAR_DEAD	ojg
				SET_CHAR_STAYS_IN_CURRENT_LEVEL ojg TRUE
			ENDIF
			IF NOT IS_CHAR_DEAD	truck_driver
				SET_CHAR_STAYS_IN_CURRENT_LEVEL truck_driver TRUE
			ENDIF
			SET_CAR_DRIVING_STYLE escort_truck	2
			SET_CAR_DENSITY_MULTIPLIER 1.0
			escort_truck_flag =	6
		ENDIF
	ENDIF
 
	IF escort_truck_flag = 6
		IF LOCATE_CAR_2D escort_truck -864.45 -282.45 10.0 10.0 0
			CAR_GOTO_COORDINATES escort_truck -975.1670 -74.5367 36.9677
			escort_truck_flag =	7
		ENDIF
	ENDIF
 
	IF escort_truck_flag = 7
		IF LOCATE_CAR_2D escort_truck -975.1670 -74.5367 10.0 10.0 0 //before junction at warehouse
			GOSUB call_off_the_attackers
			CAR_GOTO_COORDINATES_ACCURATE escort_truck -1044.0 -73.4361 37.8615 // inside garage
			SET_CAR_CRUISE_SPEED escort_truck 12.0
			escort_truck_flag =	8
		ENDIF
	ENDIF
 
	IF escort_truck_flag = 8
		IF IS_CAR_IN_AREA_2D escort_truck -1022.11 -78.28 -1037.21 -69.17 0 //outside garage
			OPEN_GARAGE escort_garage
			SET_CAR_CRUISE_SPEED escort_truck 5.0
			escort_truck_flag =	9
		ENDIF
	ENDIF
 
	IF escort_truck_flag = 9
		IF IS_CAR_STOPPED_IN_AREA_2D escort_truck -1049.17 -77.47 -1037.21 -69.17 0
			IF NOT IS_PLAYER_IN_AREA_2D player	-1049.17 -77.47 -1037.21 -69.17 0
				CLOSE_GARAGE escort_garage
				escort_truck_flag =	10
			ENDIF
		ENDIF
	ENDIF
 
	IF escort_truck_flag = 10
		IF IS_PLAYER_IN_AREA_2D player	-1049.17 -77.47 -1037.21 -69.17 0
			OPEN_GARAGE	escort_garage
			escort_truck_flag = 9
		ENDIF
		IF IS_GARAGE_CLOSED	escort_garage
			DELETE_CAR escort_truck
			GOTO mission_love5_passed
			escort_truck_flag =	11
		ENDIF
	ENDIF
 
	////////	
IF escort_truck_flag < 9
	IF colombian_1_flag = 0
		IF LOCATE_PLAYER_ANY_MEANS_2D player -13.0 -464.0 220.0 220.0 0	//South of Park Dude 1
		OR LOCATE_CAR_2D escort_truck -13.0 -464.0 220.0 220.0 0
			CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -13.0 -464.0 17.0 colombian_1
			SET_CHAR_HEADING colombian_1 270.0
			GIVE_WEAPON_TO_CHAR colombian_1 WEAPONTYPE_CHAINGUN 9999
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER	colombian_1 TRUE
			CHAR_SET_IDLE colombian_1
			SET_CHAR_PERSONALITY colombian_1 PEDSTAT_TOUGH_GUY
			SET_CHAR_THREAT_SEARCH colombian_1 THREAT_PLAYER1
			SET_CHAR_STAY_IN_SAME_PLACE colombian_1 TRUE
			colombian_1_flag = 1
		ENDIF
	ENDIF
 
	IF colombian_1_flag = 1
		IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -13.0 -464.0 220.0 220.0 0
		OR NOT LOCATE_CAR_2D escort_truck -13.0 -464.0 220.0 220.0 0
			DELETE_CHAR colombian_1
			colombian_1_flag = 0
		ENDIF
	ENDIF
 
	IF colombian_1_flag = 1
		IF IS_CHAR_DEAD colombian_1			
			colombian_1_flag = 2
		ELSE
			IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_1 escort_truck 40.0 40.0 0
				SET_CHAR_OBJ_DESTROY_CAR colombian_1 escort_truck
			ENDIF
		ENDIF
	ENDIF
 
	////////	
 
	IF colombian_2_flag = 0
		IF LOCATE_PLAYER_ANY_MEANS_2D player 3.7 -467.7 220.0 220.0 0 //South of Park Dude 2
		OR LOCATE_CAR_2D escort_truck 3.7 -467.7 220.0 220.0 0
			CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 3.7 -467.7 17.0 colombian_2
			SET_CHAR_HEADING colombian_2 85.0
			GIVE_WEAPON_TO_CHAR colombian_2 WEAPONTYPE_CHAINGUN 9999
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER	colombian_2 TRUE
			CHAR_SET_IDLE colombian_2
			SET_CHAR_PERSONALITY colombian_2 PEDSTAT_TOUGH_GUY
			SET_CHAR_THREAT_SEARCH colombian_2 THREAT_PLAYER1
			SET_CHAR_STAY_IN_SAME_PLACE colombian_2 TRUE
			colombian_2_flag = 1
		ENDIF
	ENDIF
 
	IF colombian_2_flag = 1
		IF NOT LOCATE_PLAYER_ANY_MEANS_2D player 3.7 -467.7 220.0 220.0 0
		OR NOT LOCATE_CAR_2D escort_truck 3.7 -467.7 220.0 220.0 0
			DELETE_CHAR colombian_2
			colombian_2_flag = 0
		ENDIF
	ENDIF
 
	IF colombian_2_flag = 1
		IF IS_CHAR_DEAD colombian_2			
			colombian_2_flag = 2
		ELSE
			IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_2 escort_truck 40.0 40.0 0
				SET_CHAR_OBJ_DESTROY_CAR colombian_2 escort_truck
			ENDIF
		ENDIF
	ENDIF
 
	////////	
 
	IF colombian_3_flag = 0
		IF LOCATE_PLAYER_ANY_MEANS_2D player 124.4 -111.2 220.0 220.0 0	//By the university
		OR LOCATE_CAR_2D escort_truck 124.4 -111.2 220.0 220.0 0
			CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 124.4 -111.2 16.0 colombian_3
			SET_CHAR_HEADING colombian_3 85.0
			GIVE_WEAPON_TO_CHAR colombian_3 WEAPONTYPE_CHAINGUN 9999
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER	colombian_3 TRUE
			CHAR_SET_IDLE colombian_3
			SET_CHAR_PERSONALITY colombian_3 PEDSTAT_TOUGH_GUY
			SET_CHAR_THREAT_SEARCH colombian_3 THREAT_PLAYER1
			SET_CHAR_STAY_IN_SAME_PLACE colombian_3 TRUE
			colombian_3_flag = 1
		ENDIF
	ENDIF
 
	IF colombian_3_flag = 1
		IF NOT LOCATE_PLAYER_ANY_MEANS_2D player 124.4 -111.2 220.0 220.0 0
		OR NOT LOCATE_CAR_2D escort_truck 124.4 -111.2 220.0 220.0 0
			DELETE_CHAR colombian_3
			colombian_3_flag = 0
		ENDIF
	ENDIF
 
	IF colombian_3_flag = 1
		IF IS_CHAR_DEAD colombian_3
			colombian_3_flag = 2
		ELSE
			IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_3 escort_truck 40.0 40.0 0
				SET_CHAR_OBJ_DESTROY_CAR colombian_3 escort_truck
			ENDIF
		ENDIF
	ENDIF
 
	////////	
 
	IF colombian_4_flag = 0
		IF LOCATE_PLAYER_ANY_MEANS_2D player 8.65 -262.74 220.0 220.0 0	//On the Stadium steps
		OR LOCATE_CAR_2D escort_truck 8.65 -262.74 220.0 220.0 0
			CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 8.65 -262.74 16.0 colombian_4
			SET_CHAR_HEADING colombian_4 163.0
			GIVE_WEAPON_TO_CHAR colombian_4 WEAPONTYPE_CHAINGUN 9999
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER	colombian_4 TRUE
			CHAR_SET_IDLE colombian_4
			SET_CHAR_PERSONALITY colombian_4 PEDSTAT_TOUGH_GUY
			SET_CHAR_THREAT_SEARCH colombian_4 THREAT_PLAYER1
			SET_CHAR_STAY_IN_SAME_PLACE colombian_4 TRUE
			colombian_4_flag = 1
		ENDIF
	ENDIF
 
	IF colombian_4_flag = 1
		IF NOT LOCATE_PLAYER_ANY_MEANS_2D player 8.65 -262.74 220.0 220.0 0
		OR NOT LOCATE_CAR_2D escort_truck 8.65 -262.74 220.0 220.0 0
			DELETE_CHAR colombian_4
			colombian_4_flag = 0
		ENDIF
	ENDIF
 
	IF colombian_4_flag = 1
		IF IS_CHAR_DEAD colombian_4
			colombian_4_flag = 2
		ELSE
			IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_4 escort_truck 40.0 40.0 0
				SET_CHAR_OBJ_DESTROY_CAR colombian_4 escort_truck
			ENDIF
		ENDIF
	ENDIF
 
	////////	
 
	IF colombian_5_flag = 0
		IF LOCATE_PLAYER_ANY_MEANS_2D player 287.5946 17.6184 220.0 220.0 0	// On entrance to tunnel commercial
		OR LOCATE_CAR_2D escort_truck 287.5946 17.6184 220.0 220.0 0
			CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 287.5946 17.6184 19.0714 colombian_5
			SET_CHAR_HEADING colombian_5 0.0
			GIVE_WEAPON_TO_CHAR colombian_5 WEAPONTYPE_CHAINGUN 9999
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER	colombian_5 TRUE
			CHAR_SET_IDLE colombian_5
			SET_CHAR_PERSONALITY colombian_5 PEDSTAT_TOUGH_GUY
			SET_CHAR_THREAT_SEARCH colombian_5 THREAT_PLAYER1
			SET_CHAR_STAY_IN_SAME_PLACE colombian_5 TRUE
			colombian_5_flag = 1
		ENDIF
	ENDIF
 
	IF colombian_5_flag = 1
		IF NOT LOCATE_PLAYER_ANY_MEANS_2D player 287.5946 17.6184 220.0 220.0 0
		OR NOT LOCATE_CAR_2D escort_truck 287.5946 17.6184 220.0 220.0 0
			DELETE_CHAR colombian_5
			colombian_5_flag = 0
		ENDIF
	ENDIF
 
	IF colombian_5_flag = 1
		IF IS_CHAR_DEAD colombian_5
			colombian_5_flag = 2
		ELSE
			IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_5 escort_truck 40.0 40.0 0
				SET_CHAR_OBJ_DESTROY_CAR colombian_5 escort_truck
			ENDIF
		ENDIF
	ENDIF
 
	////////	
 
	IF colombian_6_flag = 0
		IF LOCATE_PLAYER_ANY_MEANS_2D player 537.7727 119.5505 220.0 220.0 0 // In tunnel at first junction
		OR LOCATE_CAR_2D escort_truck 537.7727 119.5505 220.0 220.0 0
			CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 537.7727 119.5505 -20.3699 colombian_6
			SET_CHAR_HEADING colombian_6 238.1071
			GIVE_WEAPON_TO_CHAR colombian_6 WEAPONTYPE_CHAINGUN 9999
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER	colombian_6 TRUE
			CHAR_SET_IDLE colombian_6
			SET_CHAR_PERSONALITY colombian_6 PEDSTAT_TOUGH_GUY
			SET_CHAR_THREAT_SEARCH colombian_6 THREAT_PLAYER1
			SET_CHAR_STAY_IN_SAME_PLACE colombian_6 TRUE
			colombian_6_flag = 1
		ENDIF
	ENDIF
 
	IF colombian_6_flag = 1
		IF NOT LOCATE_PLAYER_ANY_MEANS_2D player 537.7727 119.5505 220.0 220.0 0
		OR NOT LOCATE_CAR_2D escort_truck 537.7727 119.5505 220.0 220.0 0
			DELETE_CHAR colombian_6
			colombian_6_flag = 0
		ENDIF
	ENDIF
 
	IF colombian_6_flag = 1
		IF IS_CHAR_DEAD colombian_6
			colombian_6_flag = 2
		ELSE
			IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_6 escort_truck 40.0 40.0 0
				SET_CHAR_OBJ_DESTROY_CAR colombian_6 escort_truck
			ENDIF
		ENDIF
	ENDIF
 
	////////	
 
	IF escort_truck_flag > 4
		IF colombian_7_flag = 0
			IF LOCATE_PLAYER_ANY_MEANS_2D player -632.9545 -499.5869 220.0 220.0 0 // On top of the exit tunnel by airport
			OR LOCATE_CAR_2D escort_truck -632.9545 -499.5869 220.0 220.0 0
				CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -632.9545 -499.5869 22.3742 colombian_7
				SET_CHAR_HEADING colombian_7 15.2319
				GIVE_WEAPON_TO_CHAR colombian_7 WEAPONTYPE_CHAINGUN 9999
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER	colombian_7 TRUE
				CHAR_SET_IDLE colombian_7
				SET_CHAR_PERSONALITY colombian_7 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH colombian_7 THREAT_PLAYER1
				SET_CHAR_STAY_IN_SAME_PLACE colombian_7 TRUE
				colombian_7_flag = 1
			ENDIF
		ENDIF
	ENDIF
 
	IF colombian_7_flag = 1
		IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -632.9545 -499.5869 220.0 220.0 0
		OR NOT LOCATE_CAR_2D escort_truck -632.9545 -499.5869 220.0 220.0 0
			DELETE_CHAR colombian_7
			colombian_7_flag = 0
		ENDIF
	ENDIF
 
	IF colombian_7_flag = 1
		IF IS_CHAR_DEAD colombian_7
			colombian_7_flag = 2
		ELSE
			IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_7 escort_truck 40.0 40.0 0
				SET_CHAR_OBJ_DESTROY_CAR colombian_7 escort_truck
			ENDIF
		ENDIF
	ENDIF
 
	////////	
 
	IF colombian_8_flag = 0
		IF LOCATE_PLAYER_ANY_MEANS_2D player -982.5755 -115.7109 220.0 220.0 0 // By the warehouse
		OR LOCATE_CAR_2D escort_truck -982.5755 -115.7109 220.0 220.0 0
			CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -982.5755 -115.7109 33.0045 colombian_8
			SET_CHAR_HEADING colombian_8 234.9669
			GIVE_WEAPON_TO_CHAR colombian_8 WEAPONTYPE_CHAINGUN 9999
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER	colombian_8 TRUE
			CHAR_SET_IDLE colombian_8
			SET_CHAR_PERSONALITY colombian_8 PEDSTAT_TOUGH_GUY
			SET_CHAR_THREAT_SEARCH colombian_8 THREAT_PLAYER1
			SET_CHAR_STAY_IN_SAME_PLACE colombian_8 TRUE
			colombian_8_flag = 1
		ENDIF
	ENDIF
 
	IF colombian_8_flag = 1
		IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -982.5755 -115.7109 220.0 220.0 0
		OR NOT LOCATE_CAR_2D escort_truck -982.5755 -115.7109 220.0 220.0 0
			DELETE_CHAR colombian_8
			colombian_8_flag = 0
		ENDIF
	ENDIF
 
	IF colombian_8_flag = 1
		IF IS_CHAR_DEAD colombian_8
			colombian_8_flag = 2
		ELSE
			IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_8 escort_truck 40.0 40.0 0
				SET_CHAR_OBJ_DESTROY_CAR colombian_8 escort_truck
			ENDIF
		ENDIF
	ENDIF
 
	////////	
 
	IF colombian_9_flag = 0
		IF LOCATE_PLAYER_ANY_MEANS_2D player -967.8587 -103.2732 220.0 220.0 0 // By the warehouse
		OR LOCATE_CAR_2D escort_truck -967.8587 -103.2732 220.0 220.0 0
			CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -967.8587 -103.2732 34.2468 colombian_9
			SET_CHAR_HEADING colombian_9 110.3819
			GIVE_WEAPON_TO_CHAR colombian_9 WEAPONTYPE_CHAINGUN 9999
			SET_CHAR_ONLY_DAMAGED_BY_PLAYER	colombian_9 TRUE
			CHAR_SET_IDLE colombian_9
			SET_CHAR_PERSONALITY colombian_9 PEDSTAT_TOUGH_GUY
			SET_CHAR_THREAT_SEARCH colombian_9 THREAT_PLAYER1
			SET_CHAR_STAY_IN_SAME_PLACE colombian_9 TRUE
			colombian_9_flag = 1
		ENDIF
	ENDIF
 
	IF colombian_9_flag = 1
		IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -967.8587 -103.2732 220.0 220.0 0
		OR NOT LOCATE_CAR_2D escort_truck -967.8587 -103.2732 220.0 220.0 0
			DELETE_CHAR colombian_9
			colombian_9_flag = 0
		ENDIF
	ENDIF
 
	IF colombian_9_flag = 1
		IF IS_CHAR_DEAD colombian_9
			colombian_9_flag = 2
		ELSE
			IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_9 escort_truck 40.0 40.0 0
				SET_CHAR_OBJ_DESTROY_CAR colombian_9 escort_truck
			ENDIF
		ENDIF
	ENDIF
 
	////////	
 
	IF escort_truck_flag > 4
		IF colombian_10_flag = 0
			IF LOCATE_PLAYER_ANY_MEANS_2D player -655.9044 -405.6324 220.0 220.0 0 // On central reservation by airport
			OR LOCATE_CAR_2D escort_truck -655.9044 -405.6324 220.0 220.0 0
				CREATE_CHAR PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A -655.9044 -405.6324 17.8121 colombian_10
				SET_CHAR_HEADING colombian_10 234.7831
				GIVE_WEAPON_TO_CHAR colombian_10 WEAPONTYPE_CHAINGUN 9999
				SET_CHAR_ONLY_DAMAGED_BY_PLAYER	colombian_10 TRUE
				CHAR_SET_IDLE colombian_10
				SET_CHAR_PERSONALITY colombian_10 PEDSTAT_TOUGH_GUY
				SET_CHAR_THREAT_SEARCH colombian_10 THREAT_PLAYER1
				SET_CHAR_STAY_IN_SAME_PLACE colombian_10 TRUE
				colombian_10_flag = 1
			ENDIF
		ENDIF
	ENDIF
 
	IF colombian_10_flag = 1
		IF NOT LOCATE_PLAYER_ANY_MEANS_2D player -655.9044 -405.6324 220.0 220.0 0
		OR NOT LOCATE_CAR_2D escort_truck -655.9044 -405.6324 220.0 220.0 0
			DELETE_CHAR colombian_10
			colombian_10_flag = 0
		ENDIF
	ENDIF
 
	IF colombian_10_flag = 1
		IF IS_CHAR_DEAD colombian_10
			colombian_10_flag = 2
		ELSE
			IF LOCATE_CHAR_ANY_MEANS_CAR_2D colombian_10 escort_truck 40.0 40.0 0
				SET_CHAR_OBJ_DESTROY_CAR colombian_10 escort_truck
			ENDIF
		ENDIF
	ENDIF
 
	////////
 
	IF car1_attacking_flag = 0
    	IF LOCATE_CAR_2D escort_truck 41.0 -1070.0 40.0 40.0 0
 
			IF NOT IS_POINT_ON_SCREEN 122.0 -1099.0 26.0 4.0
				CREATE_CAR CAR_COLUMB 122.0 -1099.0 26.0 columbian_humvee1
				SET_CAR_HEADING columbian_humvee1 65.0
			ELSE
				CREATE_CAR CAR_COLUMB -50.0 -1021.0 26.0 columbian_humvee1
				SET_CAR_HEADING columbian_humvee1 240.0
			ENDIF
 
			SET_CAR_STAYS_IN_CURRENT_LEVEL columbian_humvee1 FALSE
			CREATE_CHAR_INSIDE_CAR columbian_humvee1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A columbian_driver_1
			CREATE_CHAR_AS_PASSENGER columbian_humvee1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 0 columbian_hitman_1
			CREATE_CHAR_AS_PASSENGER columbian_humvee1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 1 columbian_hitman_3
			CREATE_CHAR_AS_PASSENGER columbian_humvee1 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 2 columbian_hitman_5
			SET_CAR_CRUISE_SPEED columbian_humvee1 40.0
			SET_CAR_HEALTH columbian_humvee1 650
			SET_CAR_DRIVING_STYLE columbian_humvee1 2
			SET_CAR_DRIVING_STYLE escort_truck 2
			SET_CAR_CRUISE_SPEED escort_truck 25.0
			CAR_SET_IDLE columbian_humvee1
    		SET_CAR_BLOCK_CAR columbian_humvee1 escort_truck
			car1_attacking_flag = 1
    	ENDIF
	ENDIF
 
	IF car1_attacking_flag > 0
		IF IS_CAR_DEAD columbian_humvee1
			car1_attacking_flag = -100
		ELSE
			IF NOT IS_CHAR_DEAD	columbian_driver_1
				IF NOT IS_CHAR_IN_CAR columbian_driver_1 columbian_humvee1
					GIVE_WEAPON_TO_CHAR	columbian_driver_1 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_driver_1	escort_truck
				ENDIF
			ENDIF
			IF IS_PLAYER_IN_CAR player columbian_humvee1
				IF NOT IS_CHAR_DEAD columbian_hitman_1
					GIVE_WEAPON_TO_CHAR	columbian_hitman_1 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_1 player
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_3
					GIVE_WEAPON_TO_CHAR	columbian_hitman_3 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_3 player
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_5
					GIVE_WEAPON_TO_CHAR	columbian_hitman_5 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_5 player
				ENDIF
			ENDIF
			IF IS_CAR_UPSIDEDOWN columbian_humvee1
			AND IS_CAR_STOPPED columbian_humvee1
				IF NOT IS_CHAR_DEAD columbian_driver_1
					GIVE_WEAPON_TO_CHAR	columbian_driver_1 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_driver_1	escort_truck
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_1
					GIVE_WEAPON_TO_CHAR	columbian_hitman_1 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_1 escort_truck
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_3
					GIVE_WEAPON_TO_CHAR	columbian_hitman_3 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_3 escort_truck
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_5
					GIVE_WEAPON_TO_CHAR	columbian_hitman_5 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_5 escort_truck
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF car1_attacking_flag = 1
		IF NOT IS_CHAR_DEAD columbian_hitman_1
			GET_CAR_SPEED escort_truck escort_truck_speed
			GET_CAR_SPEED columbian_humvee1 columbian_humvee1_speed
			IF columbian_humvee1_speed < 10.0
			AND escort_truck_speed < 4.0
				IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_1 escort_truck 10.0 10.0 0
					SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_1 columbian_humvee1
					SET_CHAR_RUNNING columbian_hitman_1 TRUE
					car1_attacking_flag = 2
				ENDIF
			ENDIF
		ELSE
			car1_attacking_flag = 2
		ENDIF
	ENDIF
 
	IF car1_attacking_flag = 2
		IF NOT IS_CHAR_DEAD columbian_hitman_1
			IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_1
				GIVE_WEAPON_TO_CHAR columbian_hitman_1 WEAPONTYPE_CHAINGUN 999
				SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_1	escort_truck
				SET_CAR_CRUISE_SPEED columbian_humvee1 40.0
    			SET_CAR_BLOCK_CAR columbian_humvee1 escort_truck
				car1_attacking_flag = 3
			ENDIF
		ELSE
			car1_attacking_flag = 3
		ENDIF
	ENDIF
 
	IF car1_attacking_flag = 3
		IF NOT IS_CHAR_DEAD columbian_hitman_3
			GET_CAR_SPEED escort_truck escort_truck_speed
			GET_CAR_SPEED columbian_humvee1 columbian_humvee1_speed
			IF columbian_humvee1_speed < 10.0
			AND escort_truck_speed < 4.0
				IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_3 escort_truck 10.0 10.0 0
					SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_3 columbian_humvee1
					SET_CHAR_RUNNING columbian_hitman_3 TRUE
					car1_attacking_flag = 4
				ENDIF
			ENDIF
		ELSE
			car1_attacking_flag = 4
		ENDIF
	ENDIF
 
	IF car1_attacking_flag = 4
		IF NOT IS_CHAR_DEAD columbian_hitman_3
			IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_3
				GIVE_WEAPON_TO_CHAR columbian_hitman_3 WEAPONTYPE_CHAINGUN 999
				SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_3	escort_truck
				SET_CAR_CRUISE_SPEED columbian_humvee1 40.0
    			SET_CAR_BLOCK_CAR columbian_humvee1 escort_truck
				car1_attacking_flag = 5
			ENDIF
		ELSE
			car1_attacking_flag = 5
		ENDIF
	ENDIF
 
	IF car1_attacking_flag = 5
		IF NOT IS_CHAR_DEAD columbian_hitman_5
			GET_CAR_SPEED escort_truck escort_truck_speed
			GET_CAR_SPEED columbian_humvee1 columbian_humvee1_speed
			IF columbian_humvee1_speed < 10.0
			AND escort_truck_speed < 4.0
				IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_5 escort_truck 10.0 10.0 0
					SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_5 columbian_humvee1
					SET_CHAR_RUNNING columbian_hitman_5 TRUE
					car1_attacking_flag = 6
				ENDIF
			ENDIF
		ELSE
			car1_attacking_flag = 6
		ENDIF
	ENDIF
 
	IF car1_attacking_flag = 6
		IF NOT IS_CHAR_DEAD columbian_hitman_5
			IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_5
				GIVE_WEAPON_TO_CHAR columbian_hitman_5 WEAPONTYPE_CHAINGUN 999
				SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_5	escort_truck
				SET_CAR_CRUISE_SPEED columbian_humvee1 40.0
    			SET_CAR_BLOCK_CAR columbian_humvee1 escort_truck
				car1_attacking_flag = 7
			ENDIF
		ELSE
			car1_attacking_flag = 7
		ENDIF
	ENDIF
 
	IF car1_attacking_flag = 7
		SET_CAR_CRUISE_SPEED columbian_humvee1 40.0
		SET_CAR_RAM_CAR columbian_humvee1 escort_truck
		car1_attacking_flag = 8
	ENDIF
 
	 ////////////////////////////////////
 
	IF car2_attacking_flag = 0
    	IF LOCATE_CAR_2D escort_truck 2.0 -405.0 40.0 40.0 0
 
			IF NOT IS_POINT_ON_SCREEN -86.0 -409.0 16.0 4.0
				CREATE_CAR CAR_COLUMB -86.0 -409.0 16.0 columbian_humvee2
				SET_CAR_HEADING columbian_humvee2 270.0
			ELSE
				CREATE_CAR CAR_COLUMB -100.0 -409.0 16.0 columbian_humvee2
				SET_CAR_HEADING columbian_humvee2 90.0
			ENDIF
 
			SET_CAR_STAYS_IN_CURRENT_LEVEL columbian_humvee2 FALSE
			CREATE_CHAR_INSIDE_CAR columbian_humvee2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A columbian_driver_2
			CREATE_CHAR_AS_PASSENGER columbian_humvee2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 0 columbian_hitman_2
			CREATE_CHAR_AS_PASSENGER columbian_humvee2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 1 columbian_hitman_4
			CREATE_CHAR_AS_PASSENGER columbian_humvee2 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 2 columbian_hitman_6
			SET_CAR_CRUISE_SPEED columbian_humvee2 40.0
			SET_CAR_DRIVING_STYLE columbian_humvee2 2
			SET_CAR_HEALTH columbian_humvee2 650
			CAR_SET_IDLE columbian_humvee2
    		SET_CAR_BLOCK_CAR columbian_humvee2 escort_truck
			car2_attacking_flag = 1
    	ENDIF
	ENDIF
 
	IF car2_attacking_flag > 0
		IF IS_CAR_DEAD columbian_humvee2
			car2_attacking_flag = -100
		ELSE
			IF NOT IS_CHAR_DEAD	columbian_driver_2
				IF NOT IS_CHAR_IN_CAR columbian_driver_2 columbian_humvee2
					GIVE_WEAPON_TO_CHAR	columbian_driver_2 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_driver_2	escort_truck
				ENDIF
			ENDIF
			IF IS_PLAYER_IN_CAR player columbian_humvee2
				IF NOT IS_CHAR_DEAD columbian_hitman_2
					GIVE_WEAPON_TO_CHAR	columbian_hitman_2 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_2 player
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_4
					GIVE_WEAPON_TO_CHAR	columbian_hitman_4 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_4 player
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_6
					GIVE_WEAPON_TO_CHAR	columbian_hitman_6 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_6 player
				ENDIF
			ENDIF
			IF IS_CAR_UPSIDEDOWN columbian_humvee2
			AND IS_CAR_STOPPED columbian_humvee2
				IF NOT IS_CHAR_DEAD columbian_driver_2
					GIVE_WEAPON_TO_CHAR	columbian_driver_2 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_driver_2	escort_truck
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_2
					GIVE_WEAPON_TO_CHAR	columbian_hitman_2 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_2 escort_truck
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_4
					GIVE_WEAPON_TO_CHAR	columbian_hitman_4 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_4 escort_truck
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_6
					GIVE_WEAPON_TO_CHAR	columbian_hitman_6 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_6 escort_truck
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF car2_attacking_flag = 1
		IF NOT IS_CHAR_DEAD columbian_hitman_2
			GET_CAR_SPEED escort_truck escort_truck_speed
			GET_CAR_SPEED columbian_humvee2 columbian_humvee2_speed
			IF columbian_humvee2_speed < 10.0
			AND escort_truck_speed < 4.0
				IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_2 escort_truck 10.0 10.0 0
					SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_2 columbian_humvee2
					SET_CHAR_RUNNING columbian_hitman_2 TRUE
					car2_attacking_flag = 2
				ENDIF
			ENDIF
		ELSE
			car2_attacking_flag = 2
		ENDIF
	ENDIF
 
	IF car2_attacking_flag = 2
		IF NOT IS_CHAR_DEAD columbian_hitman_2
			IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_2
				GIVE_WEAPON_TO_CHAR columbian_hitman_2 WEAPONTYPE_CHAINGUN 999
				SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_2	escort_truck
				SET_CAR_CRUISE_SPEED columbian_humvee2 40.0
    			SET_CAR_BLOCK_CAR columbian_humvee2 escort_truck
				car2_attacking_flag = 3
			ENDIF
		ELSE
			car2_attacking_flag = 3
		ENDIF
	ENDIF
 
	IF car2_attacking_flag = 3
		IF NOT IS_CHAR_DEAD columbian_hitman_4
			GET_CAR_SPEED escort_truck escort_truck_speed
			GET_CAR_SPEED columbian_humvee2 columbian_humvee2_speed
			IF columbian_humvee2_speed < 10.0
			AND escort_truck_speed < 4.0
				IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_4 escort_truck 10.0 10.0 0
					SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_4 columbian_humvee2
					SET_CHAR_RUNNING columbian_hitman_4 TRUE
					car2_attacking_flag = 4
				ENDIF
			ENDIF
		ELSE
			car2_attacking_flag = 4
		ENDIF
	ENDIF
 
	IF car2_attacking_flag = 4
		IF NOT IS_CHAR_DEAD columbian_hitman_4
			IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_4
				GIVE_WEAPON_TO_CHAR columbian_hitman_4 WEAPONTYPE_CHAINGUN 999
				SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_4	escort_truck
				SET_CAR_CRUISE_SPEED columbian_humvee2 40.0
    			SET_CAR_BLOCK_CAR columbian_humvee2 escort_truck
				car2_attacking_flag = 5
			ENDIF
		ELSE
			car2_attacking_flag = 5
		ENDIF
	ENDIF
 
	IF car2_attacking_flag = 5
		IF NOT IS_CHAR_DEAD columbian_hitman_6
			GET_CAR_SPEED escort_truck escort_truck_speed
			GET_CAR_SPEED columbian_humvee2 columbian_humvee2_speed
			IF columbian_humvee2_speed < 10.0
			AND escort_truck_speed < 4.0
				IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_6 escort_truck 10.0 10.0 0
					SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_6 columbian_humvee2
					SET_CHAR_RUNNING columbian_hitman_6 TRUE
					car2_attacking_flag = 6
				ENDIF
			ENDIF
		ELSE
			car2_attacking_flag = 6
		ENDIF
	ENDIF
 
	IF car2_attacking_flag = 6
		IF NOT IS_CHAR_DEAD columbian_hitman_6
			IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_6
				GIVE_WEAPON_TO_CHAR columbian_hitman_6 WEAPONTYPE_CHAINGUN 999
				SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_6	escort_truck
				SET_CAR_CRUISE_SPEED columbian_humvee2 40.0
    			SET_CAR_BLOCK_CAR columbian_humvee2 escort_truck
				car2_attacking_flag = 7
			ENDIF
		ELSE
			car2_attacking_flag = 7
		ENDIF
	ENDIF
 
	IF car2_attacking_flag = 7
		SET_CAR_CRUISE_SPEED columbian_humvee2 40.0
		SET_CAR_RAM_CAR columbian_humvee2 escort_truck
		car2_attacking_flag = 8
	ENDIF
 
	////////////////////////////////////
 
	IF escort_truck_flag > 4
		IF car3_attacking_flag = 0
	    	IF LOCATE_CAR_2D escort_truck -645.8259 -435.9940 40.0 40.0 0
 
				IF NOT IS_POINT_ON_SCREEN -823.6705 -435.0647 10.0779 4.0
					CREATE_CAR CAR_COLUMB -823.6705 -435.0647 10.0779 columbian_humvee3
					SET_CAR_HEADING columbian_humvee3 272.1213
				ELSE
					CREATE_CAR CAR_COLUMB -735.5045 -577.3362 7.6714 columbian_humvee3
					SET_CAR_HEADING columbian_humvee3 7.8079
				ENDIF
 
				SET_CAR_STAYS_IN_CURRENT_LEVEL columbian_humvee3 FALSE
				CREATE_CHAR_INSIDE_CAR columbian_humvee3 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A columbian_driver_3
				CREATE_CHAR_AS_PASSENGER columbian_humvee3 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 0 columbian_hitman_7
				CREATE_CHAR_AS_PASSENGER columbian_humvee3 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 1 columbian_hitman_8
				CREATE_CHAR_AS_PASSENGER columbian_humvee3 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 2 columbian_hitman_9
				SET_CAR_CRUISE_SPEED columbian_humvee3 40.0
				SET_CAR_HEALTH columbian_humvee3 650
				SET_CAR_DRIVING_STYLE columbian_humvee3 2
				CAR_SET_IDLE columbian_humvee3
	    		SET_CAR_BLOCK_CAR columbian_humvee3 escort_truck
				car3_attacking_flag = 1
	    	ENDIF
		ENDIF
	ENDIF
 
	IF car3_attacking_flag > 0
		IF IS_CAR_DEAD columbian_humvee3
			car3_attacking_flag = -100
		ELSE
			IF NOT IS_CHAR_DEAD	columbian_driver_3
				IF NOT IS_CHAR_IN_CAR columbian_driver_3 columbian_humvee3
					GIVE_WEAPON_TO_CHAR	columbian_driver_3 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_driver_3	escort_truck
				ENDIF
			ENDIF
			IF IS_PLAYER_IN_CAR player columbian_humvee3
				IF NOT IS_CHAR_DEAD columbian_hitman_7
					GIVE_WEAPON_TO_CHAR	columbian_hitman_7 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_7 player
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_8
					GIVE_WEAPON_TO_CHAR	columbian_hitman_8 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_8 player
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_9
					GIVE_WEAPON_TO_CHAR	columbian_hitman_9 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_9 player
				ENDIF
			ENDIF
			IF IS_CAR_UPSIDEDOWN columbian_humvee3
			AND IS_CAR_STOPPED columbian_humvee3
				IF NOT IS_CHAR_DEAD columbian_driver_3
					GIVE_WEAPON_TO_CHAR	columbian_driver_3 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_driver_3	escort_truck
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_7
					GIVE_WEAPON_TO_CHAR	columbian_hitman_7 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_7 escort_truck
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_8
					GIVE_WEAPON_TO_CHAR	columbian_hitman_8 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_8 escort_truck
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_9
					GIVE_WEAPON_TO_CHAR	columbian_hitman_9 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_9 escort_truck
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF car3_attacking_flag = 1
		IF NOT IS_CHAR_DEAD columbian_hitman_7
			GET_CAR_SPEED escort_truck escort_truck_speed
			GET_CAR_SPEED columbian_humvee3 columbian_humvee3_speed
			IF columbian_humvee3_speed < 10.0
			AND escort_truck_speed < 4.0
				IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_7 escort_truck 10.0 10.0 0
					SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_7 columbian_humvee3
					SET_CHAR_RUNNING columbian_hitman_7 TRUE
					car3_attacking_flag = 2
				ENDIF
			ENDIF
		ELSE
			car3_attacking_flag = 2
		ENDIF
	ENDIF
 
	IF car3_attacking_flag = 2
		IF NOT IS_CHAR_DEAD columbian_hitman_7
			IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_7
				GIVE_WEAPON_TO_CHAR columbian_hitman_7 WEAPONTYPE_CHAINGUN 999
				SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_7	escort_truck
				SET_CAR_CRUISE_SPEED columbian_humvee3 40.0
    			SET_CAR_BLOCK_CAR columbian_humvee3 escort_truck
				car3_attacking_flag = 3
			ENDIF
		ELSE
			car3_attacking_flag = 3
		ENDIF
	ENDIF
 
	IF car3_attacking_flag = 3
		IF NOT IS_CHAR_DEAD columbian_hitman_8
			GET_CAR_SPEED escort_truck escort_truck_speed
			GET_CAR_SPEED columbian_humvee3 columbian_humvee3_speed
			IF columbian_humvee3_speed < 10.0
			AND escort_truck_speed < 4.0
				IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_8 escort_truck 10.0 10.0 0
					SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_8 columbian_humvee3
					SET_CHAR_RUNNING columbian_hitman_8 TRUE
					car3_attacking_flag = 4
				ENDIF
			ENDIF
		ELSE
			car3_attacking_flag = 4
		ENDIF
	ENDIF
 
	IF car3_attacking_flag = 4
		IF NOT IS_CHAR_DEAD columbian_hitman_8
			IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_8
				GIVE_WEAPON_TO_CHAR columbian_hitman_8 WEAPONTYPE_CHAINGUN 999
				SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_8	escort_truck
				SET_CAR_CRUISE_SPEED columbian_humvee3 40.0
    			SET_CAR_BLOCK_CAR columbian_humvee3 escort_truck
				car3_attacking_flag = 5
			ENDIF
		ELSE
			car3_attacking_flag = 5
		ENDIF
	ENDIF
 
	IF car3_attacking_flag = 5
		IF NOT IS_CHAR_DEAD columbian_hitman_9
			GET_CAR_SPEED escort_truck escort_truck_speed
			GET_CAR_SPEED columbian_humvee3 columbian_humvee3_speed
			IF columbian_humvee3_speed < 10.0
			AND escort_truck_speed < 4.0
				IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_9 escort_truck 10.0 10.0 0
					SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_9 columbian_humvee3
					SET_CHAR_RUNNING columbian_hitman_9 TRUE
					car3_attacking_flag = 6
				ENDIF
			ENDIF
		ELSE
			car3_attacking_flag = 6
		ENDIF
	ENDIF
 
	IF car3_attacking_flag = 6
		IF NOT IS_CHAR_DEAD columbian_hitman_9
			IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_9
				GIVE_WEAPON_TO_CHAR columbian_hitman_9 WEAPONTYPE_CHAINGUN 999
				SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_9	escort_truck
				SET_CAR_CRUISE_SPEED columbian_humvee3 40.0
    			SET_CAR_BLOCK_CAR columbian_humvee3 escort_truck
				car3_attacking_flag = 7
			ENDIF
		ELSE
			car3_attacking_flag = 7
		ENDIF
	ENDIF
 
	IF car3_attacking_flag = 7
		SET_CAR_CRUISE_SPEED columbian_humvee3 40.0
		SET_CAR_RAM_CAR columbian_humvee3 escort_truck
		car3_attacking_flag = 8
	ENDIF
 
	////////
 
	IF car4_attacking_flag = 0
    	IF LOCATE_CAR_2D escort_truck -645.8259 -435.9940 40.0 40.0 0
 
			IF NOT IS_POINT_ON_SCREEN -1017.6605 -226.1589 37.9967 4.0
				CREATE_CAR CAR_COLUMB -1017.6605 -226.1589 37.9967 columbian_humvee4
				SET_CAR_HEADING columbian_humvee4 284.9633
			ELSE
				CREATE_CAR CAR_COLUMB -878.8591 -229.1282 28.1703 columbian_humvee4
				SET_CAR_HEADING columbian_humvee4 84.5748
			ENDIF
 
			SET_CAR_STAYS_IN_CURRENT_LEVEL columbian_humvee4 FALSE
			CREATE_CHAR_INSIDE_CAR columbian_humvee4 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A columbian_driver_4
			CREATE_CHAR_AS_PASSENGER columbian_humvee4 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 0 columbian_hitman_10
			CREATE_CHAR_AS_PASSENGER columbian_humvee4 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 1 columbian_hitman_11
			CREATE_CHAR_AS_PASSENGER columbian_humvee4 PEDTYPE_GANG_COLOMBIAN PED_GANG_COLOMBIAN_A 2 columbian_hitman_12
			SET_CAR_CRUISE_SPEED columbian_humvee4 40.0
			SET_CAR_HEALTH columbian_humvee4 650
			SET_CAR_DRIVING_STYLE columbian_humvee4 2
			CAR_SET_IDLE columbian_humvee4
    		SET_CAR_BLOCK_CAR columbian_humvee4 escort_truck
			car4_attacking_flag = 1
    	ENDIF
	ENDIF
 
	IF car4_attacking_flag > 0
		IF IS_CAR_DEAD columbian_humvee4
			car4_attacking_flag = -100
		ELSE
			IF NOT IS_CHAR_DEAD	columbian_driver_4
				IF NOT IS_CHAR_IN_CAR columbian_driver_4 columbian_humvee4
					GIVE_WEAPON_TO_CHAR	columbian_driver_4 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_driver_4	escort_truck
				ENDIF
			ENDIF
			IF IS_PLAYER_IN_CAR player columbian_humvee4
				IF NOT IS_CHAR_DEAD columbian_hitman_10
					GIVE_WEAPON_TO_CHAR	columbian_hitman_10 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_10 player
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_11
					GIVE_WEAPON_TO_CHAR	columbian_hitman_11 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_11 player
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_12
					GIVE_WEAPON_TO_CHAR	columbian_hitman_12 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT columbian_hitman_12 player
				ENDIF
			ENDIF
			IF IS_CAR_UPSIDEDOWN columbian_humvee4
			AND IS_CAR_STOPPED columbian_humvee4
				IF NOT IS_CHAR_DEAD columbian_driver_4
					GIVE_WEAPON_TO_CHAR	columbian_driver_4 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_driver_4	escort_truck
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_10
					GIVE_WEAPON_TO_CHAR	columbian_hitman_10 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_10 escort_truck
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_11
					GIVE_WEAPON_TO_CHAR	columbian_hitman_11 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_11 escort_truck
				ENDIF
				IF NOT IS_CHAR_DEAD columbian_hitman_12
					GIVE_WEAPON_TO_CHAR	columbian_hitman_12 WEAPONTYPE_CHAINGUN 999
					SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_12 escort_truck
				ENDIF
			ENDIF
		ENDIF
	ENDIF
 
	IF car4_attacking_flag = 1
		IF NOT IS_CHAR_DEAD columbian_hitman_10
			GET_CAR_SPEED escort_truck escort_truck_speed
			GET_CAR_SPEED columbian_humvee4 columbian_humvee4_speed
			IF columbian_humvee4_speed < 10.0
			AND escort_truck_speed < 4.0
				IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_10 escort_truck 10.0 10.0 0
					SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_10 columbian_humvee4
					SET_CHAR_RUNNING columbian_hitman_10 TRUE
					car4_attacking_flag = 2
				ENDIF
			ENDIF
		ELSE
			car4_attacking_flag = 2
		ENDIF
	ENDIF
 
	IF car4_attacking_flag = 2
		IF NOT IS_CHAR_DEAD columbian_hitman_10
			IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_10
				GIVE_WEAPON_TO_CHAR columbian_hitman_10 WEAPONTYPE_CHAINGUN 999
				SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_10	escort_truck
				SET_CAR_CRUISE_SPEED columbian_humvee4 40.0
    			SET_CAR_BLOCK_CAR columbian_humvee4 escort_truck
				car4_attacking_flag = 3
			ENDIF
		ELSE
			car4_attacking_flag = 3
		ENDIF
	ENDIF
 
	IF car4_attacking_flag = 3
		IF NOT IS_CHAR_DEAD columbian_hitman_11
			GET_CAR_SPEED escort_truck escort_truck_speed
			GET_CAR_SPEED columbian_humvee4 columbian_humvee4_speed
			IF columbian_humvee4_speed < 10.0
			AND escort_truck_speed < 4.0
				IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_11 escort_truck 10.0 10.0 0
					SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_11 columbian_humvee4
					SET_CHAR_RUNNING columbian_hitman_11 TRUE
					car4_attacking_flag = 4
				ENDIF
			ENDIF
		ELSE
			car4_attacking_flag = 4
		ENDIF
	ENDIF
 
	IF car4_attacking_flag = 4
		IF NOT IS_CHAR_DEAD columbian_hitman_11
			IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_11
				GIVE_WEAPON_TO_CHAR columbian_hitman_11 WEAPONTYPE_CHAINGUN 999
				SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_11	escort_truck
				SET_CAR_CRUISE_SPEED columbian_humvee4 40.0
    			SET_CAR_BLOCK_CAR columbian_humvee4 escort_truck
				car4_attacking_flag = 5
			ENDIF
		ELSE
			car4_attacking_flag = 5
		ENDIF
	ENDIF
 
	IF car4_attacking_flag = 5
		IF NOT IS_CHAR_DEAD columbian_hitman_12
			GET_CAR_SPEED escort_truck escort_truck_speed
			GET_CAR_SPEED columbian_humvee4 columbian_humvee4_speed
			IF columbian_humvee4_speed < 10.0
			AND escort_truck_speed < 4.0
				IF LOCATE_CHAR_IN_CAR_CAR_2D columbian_hitman_12 escort_truck 10.0 10.0 0
					SET_CHAR_OBJ_LEAVE_CAR columbian_hitman_12 columbian_humvee4
					SET_CHAR_RUNNING columbian_hitman_12 TRUE
					car4_attacking_flag = 6
				ENDIF
			ENDIF
		ELSE
			car4_attacking_flag = 6
		ENDIF
	ENDIF
 
	IF car4_attacking_flag = 6
		IF NOT IS_CHAR_DEAD columbian_hitman_12
			IF NOT IS_CHAR_IN_ANY_CAR columbian_hitman_12
				GIVE_WEAPON_TO_CHAR columbian_hitman_12 WEAPONTYPE_CHAINGUN 999
				SET_CHAR_OBJ_DESTROY_CAR columbian_hitman_12	escort_truck
				SET_CAR_CRUISE_SPEED columbian_humvee4 40.0
    			SET_CAR_BLOCK_CAR columbian_humvee4 escort_truck
				car4_attacking_flag = 7
			ENDIF
		ELSE
			car4_attacking_flag = 7
		ENDIF
	ENDIF
 
	IF car4_attacking_flag = 7
		SET_CAR_CRUISE_SPEED columbian_humvee4 40.0
		SET_CAR_RAM_CAR columbian_humvee4 escort_truck
		car4_attacking_flag = 8
	ENDIF
 
	 ////////////////////////////////////
 
ELSE
	MARK_CAR_AS_NO_LONGER_NEEDED columbian_humvee1
	MARK_CAR_AS_NO_LONGER_NEEDED columbian_humvee2
	MARK_CAR_AS_NO_LONGER_NEEDED columbian_humvee3
 
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_driver_1
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_driver_2
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_driver_3
 
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_1
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_2
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_3
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_4
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_5
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_6
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_7
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_8
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_9
 
	MARK_CHAR_AS_NO_LONGER_NEEDED colombian_1
	MARK_CHAR_AS_NO_LONGER_NEEDED colombian_2
	MARK_CHAR_AS_NO_LONGER_NEEDED colombian_3
	MARK_CHAR_AS_NO_LONGER_NEEDED colombian_4
	MARK_CHAR_AS_NO_LONGER_NEEDED colombian_5
	MARK_CHAR_AS_NO_LONGER_NEEDED colombian_6
	MARK_CHAR_AS_NO_LONGER_NEEDED colombian_7
	MARK_CHAR_AS_NO_LONGER_NEEDED colombian_8
	MARK_CHAR_AS_NO_LONGER_NEEDED colombian_9
	MARK_CHAR_AS_NO_LONGER_NEEDED colombian_10
ENDIF
 
ENDWHILE
 
GOTO mission_love5_passed
 
 
// Mission love 5 failed
 
mission_love5_failed:
PRINT_BIG M_FAIL 2000 1
RETURN
 
 
 
// mission love 5 passed
 
mission_love5_passed:
 
flag_love_mission5_passed = 1
PRINT_WITH_NUMBER_BIG M_PASS 40000 2000 1
ADD_SCORE player 40000
CLEAR_WANTED_LEVEL player
PLAY_MISSION_PASSED_TUNE 1
REGISTER_MISSION_PASSED	LOVE5
PLAYER_MADE_PROGRESS 1
START_NEW_SCRIPT love_mission6_loop
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_love5:
 
flag_player_on_mission = 0
flag_player_on_love_mission = 0
 
IF NOT HAS_PICKUP_BEEN_COLLECTED tank_weapon
	REMOVE_PICKUP tank_weapon
ENDIF
CLEAR_ONSCREEN_COUNTER escort_truck_health
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SECURICAR
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_COLUMB
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_COLOMBIAN_A
UNLOAD_SPECIAL_CHARACTER 2
UNLOAD_SPECIAL_CHARACTER 3
SET_CAR_DENSITY_MULTIPLIER 1.0
 
REMOVE_BLIP	escort_truck_blip
 
MISSION_HAS_FINISHED
 
RETURN
 
 
 
call_off_the_attackers:
 
	IF NOT IS_CAR_DEAD columbian_humvee1
		CAR_WANDER_RANDOMLY	columbian_humvee1
	ENDIF
	IF NOT IS_CAR_DEAD columbian_humvee2
		CAR_WANDER_RANDOMLY	columbian_humvee2
	ENDIF
	IF NOT IS_CAR_DEAD columbian_humvee3
		CAR_WANDER_RANDOMLY	columbian_humvee3
	ENDIF
	IF NOT IS_CAR_DEAD columbian_humvee4
		CAR_WANDER_RANDOMLY	columbian_humvee4
	ENDIF
	IF NOT IS_CHAR_DEAD	columbian_hitman_1
		SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_1 player
	ENDIF
	IF NOT IS_CHAR_DEAD columbian_hitman_2
		SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_2 player
	ENDIF
	IF NOT IS_CHAR_DEAD	columbian_hitman_3
		SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_3 player
	ENDIF
	IF NOT IS_CHAR_DEAD	columbian_hitman_4
		SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_4 player
	ENDIF
	IF NOT IS_CHAR_DEAD	columbian_hitman_5
		SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_5 player
	ENDIF
	IF NOT IS_CHAR_DEAD	columbian_hitman_6
		SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_6 player
	ENDIF
	IF NOT IS_CHAR_DEAD	columbian_hitman_7
		SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_7 player
	ENDIF
	IF NOT IS_CHAR_DEAD	columbian_hitman_8
		SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_8 player
	ENDIF
	IF NOT IS_CHAR_DEAD	columbian_hitman_9
		SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_9 player
	ENDIF
	IF NOT IS_CHAR_DEAD	columbian_hitman_10
		SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_10 player
	ENDIF
	IF NOT IS_CHAR_DEAD	columbian_hitman_11
		SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_11 player
	ENDIF
	IF NOT IS_CHAR_DEAD	columbian_hitman_12
		SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS columbian_hitman_12 player
	ENDIF
	MARK_CAR_AS_NO_LONGER_NEEDED columbian_humvee1
	MARK_CAR_AS_NO_LONGER_NEEDED columbian_humvee2
	MARK_CAR_AS_NO_LONGER_NEEDED columbian_humvee3
	MARK_CAR_AS_NO_LONGER_NEEDED columbian_humvee4
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_1
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_2
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_3
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_4
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_5
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_6
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_7
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_8
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_9
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_10
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_11
	MARK_CHAR_AS_NO_LONGER_NEEDED columbian_hitman_12
	car1_attacking_flag = -100
	car2_attacking_flag = -100
	car3_attacking_flag = -100
	car4_attacking_flag = -100
 
RETURN

love6

MISSION_START
// *****************************************************************************************
// *******************************    Donald Love 6    ************************************* 
// *******************************    Swat the SWAT    *************************************
// *****************************************************************************************
// *** Ray has tipped off Love that the Liberty PD are going to mount a raid on his pad. ***
// *** Three SWAT vans are going to approach the contact point from different directions ***
// *** to trap any one escaping.  The player must take out the SWAT teams.				 ***
// *****************************************************************************************
 
// Mission start stuff
 
GOSUB mission_start_love6
 
IF HAS_DEATHARREST_BEEN_EXECUTED 
	GOSUB mission_love6_failed
ENDIF
 
GOSUB mission_cleanup_love6
 
MISSION_END
 
// Variables For Mission
 
VAR_INT	decoy_van swat_1 swat_2 swat_3 swat_4 swat_5 cop_1 cop_2 cop_3 	 //CARS
VAR_INT ped_swat_1 ped_swat_2 ped_swat_3 ped_swat_4 ped_swat_5 ped_swat_6 ped_swat_7 ped_swat_8 //SWAT PEDS
VAR_INT ped_cop_1 ped_cop_2 ped_cop_3 ped_cop_4 ped_cop_5 ped_cop_6 //COP PEDS
VAR_INT survival_time decoy_van_blip get_in_van decoy_van_health decoy_van_health2//TIMER BLIPS ETC
VAR_INT out_of_car_timer_present out_of_car_timer_start	out_of_car_timer out_of_car_timer_diff out_of_car_timer_secs
 
// ****************************************Mission Start************************************
 
mission_start_love6:
 
flag_player_on_mission = 1
flag_player_on_love_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
SCRIPT_NAME love6
 
get_in_van = 0
survival_time = 180000
 
// ****************************************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_love6_failed
//ENDIF
//
//PRINT_BIG LOVE6	15000 2
 
LOAD_SPECIAL_CHARACTER 1 love2
LOAD_SPECIAL_MODEL cut_obj1 LOVEH
REQUEST_MODEL tshrorckgrdn
REQUEST_MODEL tshrorckgrdn_alfas
 
//WHILE GET_FADING_STATUS
//	WAIT 0
//ENDWHILE
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_MODEL_LOADED tshrorckgrdn
OR NOT HAS_MODEL_LOADED tshrorckgrdn_alfas
OR NOT HAS_MODEL_LOADED cut_obj1
	WAIT 0
ENDWHILE
 
LOAD_CUTSCENE D6_STS
 
SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_love
SET_CUTSCENE_ANIM cs_love love2
 
CREATE_CUTSCENE_HEAD cs_love CUT_OBJ1 cs_lovehead
SET_CUTSCENE_HEAD_ANIM cs_lovehead love
 
CLEAR_AREA 82.44 -1548.49 28.0 2.0 TRUE
 
SET_PLAYER_COORDINATES player 82.44 -1548.49 28.0
 
SET_PLAYER_HEADING player 90.0
 
DO_FADE 1500 FADE_IN
 
START_CUTSCENE
 
SWITCH_RUBBISH OFF
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 1526
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE6_A 5000 1 //"A lesson in business, my friend;"
 
WHILE cs_time < 3011
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE6_E 5000 1 //"if you have a unique commodity, the world and his wife will try to wrestle it from your grasp."
 
WHILE cs_time < 7026
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE6_B 5000 1 //"Even if they have little understanding as to its true value."
 
WHILE cs_time < 10679
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE6_C 5000 1 //"SWAT teams have cordoned the area around my friend and the package."
 
WHILE cs_time < 14011
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE6_D 5000 1 //"Get over there, pick up the van and bust out as a decoy."
 
WHILE cs_time < 16741
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW LOVE6_F 5000 1 //"Keep them busy for 5 minutes and he should make good his escape!"
 
WHILE cs_time < 20333
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
SWITCH_RUBBISH ON
 
CLEAR_PRINTS
 
CLEAR_CUTSCENE
 
DO_FADE 0 FADE_OUT
 
SET_CAMERA_BEHIND_PLAYER
 
UNLOAD_SPECIAL_CHARACTER 1
MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn
MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas
MARK_MODEL_AS_NO_LONGER_NEEDED cut_obj1
 
SET_SWAT_REQUIRED TRUE
REQUEST_MODEL CAR_ENFORCER
REQUEST_MODEL PED_SWAT
REQUEST_MODEL PED_COP
REQUEST_MODEL CAR_POLICE
REQUEST_MODEL CAR_SECURICAR
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_MODEL_LOADED CAR_ENFORCER
OR NOT HAS_MODEL_LOADED	CAR_POLICE
OR NOT HAS_MODEL_LOADED	PED_COP
OR NOT HAS_MODEL_LOADED	PED_SWAT
OR NOT HAS_MODEL_LOADED	CAR_SECURICAR
	WAIT 0
ENDWHILE
 
SWITCH_STREAMING ON
DO_FADE 1500 FADE_IN 
 
LOAD_MISSION_AUDIO LO6_A
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
// ******************************************END OF CUTSCENE********************************
 
ADD_BLIP_FOR_COORD_OLD -1026.5 -73.5 39.0 RED BLIP_ONLY decoy_van_blip
CHANGE_BLIP_SCALE decoy_van_blip 3
 
WHILE NOT IS_COLLISION_IN_MEMORY LEVEL_SUBURBAN
	WAIT 0
ENDWHILE
 
WHILE NOT LOCATE_PLAYER_ANY_MEANS_2D player -1026.5 -73.5 200.0 200.0 0
	WAIT 0
ENDWHILE
 
SET_MAX_WANTED_LEVEL 6
 
CREATE_CAR CAR_SECURICAR -1026.5 -73.5 39.0 decoy_van
CHANGE_CAR_COLOUR decoy_van 0 0
SET_CAR_HEADING decoy_van 270.0
CAR_SET_IDLE decoy_van
LOCK_CAR_DOORS decoy_van CARLOCK_UNLOCKED
SET_CAR_STRONG decoy_van TRUE
 
REMOVE_BLIP	decoy_van_blip
ADD_BLIP_FOR_CAR decoy_van decoy_van_blip
 
CREATE_CAR CAR_ENFORCER -1005.5 11.0 44.0 swat_1
SET_CAR_HEADING swat_1 119.0
CAR_SET_IDLE swat_1
CREATE_CHAR_INSIDE_CAR swat_1 PEDTYPE_COP PED_SWAT ped_swat_1
GIVE_WEAPON_TO_CHAR ped_swat_1 WEAPONTYPE_SHOTGUN 50
CHAR_SET_IDLE ped_swat_1
SET_CHAR_OBJ_NO_OBJ	ped_swat_1
SET_CAR_MISSION	swat_1 MISSION_NONE
 
CREATE_CAR CAR_ENFORCER -1112.4 -46.4 49.0 swat_2
SET_CAR_HEADING swat_2 212.0
CAR_SET_IDLE swat_2
CREATE_CHAR_INSIDE_CAR swat_2 PEDTYPE_COP PED_SWAT ped_swat_2
GIVE_WEAPON_TO_CHAR ped_swat_2 WEAPONTYPE_SHOTGUN 50
CHAR_SET_IDLE ped_swat_2
SET_CHAR_OBJ_NO_OBJ	ped_swat_2
SET_CAR_MISSION	swat_2 MISSION_NONE
 
CREATE_CAR CAR_ENFORCER -1118.4 -63.6 48.7 swat_3
SET_CAR_HEADING swat_3 321.0
CAR_SET_IDLE swat_3
CREATE_CHAR_INSIDE_CAR swat_3 PEDTYPE_COP PED_SWAT ped_swat_3
GIVE_WEAPON_TO_CHAR ped_swat_3 WEAPONTYPE_SHOTGUN 50
CHAR_SET_IDLE ped_swat_3
SET_CHAR_OBJ_NO_OBJ	ped_swat_3
SET_CAR_MISSION	swat_3 MISSION_NONE
 
CREATE_CAR CAR_ENFORCER -963.3 -108.7 34.7 swat_4
SET_CAR_HEADING swat_4 103.0
CAR_SET_IDLE swat_4
CREATE_CHAR_INSIDE_CAR swat_4 PEDTYPE_COP PED_SWAT ped_swat_4
GIVE_WEAPON_TO_CHAR ped_swat_4 WEAPONTYPE_SHOTGUN 50
CHAR_SET_IDLE ped_swat_4
SET_CHAR_OBJ_NO_OBJ	ped_swat_4
SET_CAR_MISSION	swat_4 MISSION_NONE
 
CREATE_CAR CAR_ENFORCER -957.0 -111.0 34.5 swat_5
SET_CAR_HEADING swat_5 108.5
CAR_SET_IDLE swat_5
CREATE_CHAR_INSIDE_CAR swat_5 PEDTYPE_COP PED_SWAT ped_swat_5
GIVE_WEAPON_TO_CHAR ped_swat_5 WEAPONTYPE_SHOTGUN 50
CHAR_SET_IDLE ped_swat_5
SET_CHAR_OBJ_NO_OBJ	ped_swat_5
SET_CAR_MISSION	swat_5 MISSION_NONE
 
CREATE_CAR CAR_POLICE -983.0 -120.3 33.6 cop_1
SET_CAR_HEADING cop_1 270.0
CAR_SET_IDLE cop_1
CREATE_CHAR_INSIDE_CAR cop_1 PEDTYPE_COP PED_COP ped_cop_1
GIVE_WEAPON_TO_CHAR ped_cop_1 WEAPONTYPE_PISTOL	100
CHAR_SET_IDLE ped_cop_1
SET_CHAR_OBJ_NO_OBJ	ped_cop_1
SET_CAR_MISSION	cop_1 MISSION_NONE
 
CREATE_CAR CAR_POLICE -1018.8 4.4 43.7 cop_2
SET_CAR_HEADING cop_2 262.0
CAR_SET_IDLE cop_2
CREATE_CHAR_INSIDE_CAR cop_2 PEDTYPE_COP PED_COP ped_cop_2
GIVE_WEAPON_TO_CHAR ped_cop_2 WEAPONTYPE_PISTOL	100
CHAR_SET_IDLE ped_cop_2
SET_CHAR_OBJ_NO_OBJ	ped_cop_2
SET_CAR_MISSION	cop_2 MISSION_NONE
 
CREATE_CAR CAR_POLICE -1114.4 -50.0 48.6 cop_3
SET_CAR_HEADING cop_3 202.0
CAR_SET_IDLE cop_3
CREATE_CHAR_INSIDE_CAR cop_3 PEDTYPE_COP PED_COP ped_cop_3
GIVE_WEAPON_TO_CHAR ped_cop_3 WEAPONTYPE_PISTOL	100
CHAR_SET_IDLE ped_cop_3
SET_CHAR_OBJ_NO_OBJ	ped_cop_3
SET_CAR_MISSION	cop_3 MISSION_NONE
 
 
CREATE_CHAR PEDTYPE_COP PED_SWAT -1115.7 -63.9 48.8 ped_swat_6
SET_CHAR_HEADING ped_swat_6 342.0
GIVE_WEAPON_TO_CHAR ped_swat_6 WEAPONTYPE_SHOTGUN 50
CHAR_SET_IDLE ped_swat_6
SET_CHAR_OBJ_NO_OBJ	ped_swat_6
 
CREATE_CHAR PEDTYPE_COP PED_SWAT -965.3 -111.2 34.0 ped_swat_7
SET_CHAR_HEADING ped_swat_7 41.0
GIVE_WEAPON_TO_CHAR ped_swat_7 WEAPONTYPE_SHOTGUN 50
CHAR_SET_IDLE ped_swat_7
SET_CHAR_OBJ_NO_OBJ	ped_swat_7
 
CREATE_CHAR PEDTYPE_COP PED_SWAT -960.5 -113.0 34.0 ped_swat_8
SET_CHAR_HEADING ped_swat_8 173.0
GIVE_WEAPON_TO_CHAR ped_swat_8 WEAPONTYPE_SHOTGUN 50
CHAR_SET_IDLE ped_swat_8
SET_CHAR_OBJ_NO_OBJ	ped_swat_8
 
CREATE_CHAR PEDTYPE_COP PED_COP -1103.4 -47.8 48.8 ped_cop_4
SET_CHAR_HEADING ped_cop_4 255.0
GIVE_WEAPON_TO_CHAR ped_cop_4 WEAPONTYPE_SHOTGUN 50
CHAR_SET_IDLE ped_cop_4
SET_CHAR_OBJ_NO_OBJ	ped_cop_4
 
CREATE_CHAR PEDTYPE_COP PED_COP -984.0 -91.2 36.0 ped_cop_5
SET_CHAR_HEADING ped_cop_5 339.0
GIVE_WEAPON_TO_CHAR ped_cop_5 WEAPONTYPE_SHOTGUN 50
CHAR_SET_IDLE ped_cop_5
SET_CHAR_OBJ_NO_OBJ	ped_cop_5
 
CREATE_CHAR PEDTYPE_COP PED_COP -1005.0 5.5 43.8 ped_cop_6
SET_CHAR_HEADING ped_cop_6 169.0
GIVE_WEAPON_TO_CHAR ped_cop_6 WEAPONTYPE_SHOTGUN 50
CHAR_SET_IDLE ped_cop_6
SET_CHAR_OBJ_NO_OBJ	ped_cop_6
 
WHILE NOT IS_PLAYER_IN_CAR player decoy_van
 
	WAIT 0
 
	IF IS_CAR_DEAD decoy_van
		GOTO mission_love6_failed
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP decoy_van_blip
 
//PRINT_NOW GOGO 5000 1 //GO GO GO!!
 
IF NOT IS_CHAR_DEAD ped_swat_6
	SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS ped_swat_6 player
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_swat_6
ENDIF
 
IF NOT IS_CHAR_DEAD ped_swat_7
	SET_CHAR_OBJ_DESTROY_CAR ped_swat_7 decoy_van
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_swat_7
ENDIF
 
IF NOT IS_CHAR_DEAD ped_swat_8
	SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS ped_swat_8 player
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_swat_8
ENDIF
 
IF NOT IS_CHAR_DEAD ped_cop_4
	SET_CHAR_OBJ_DESTROY_CAR ped_cop_4 decoy_van
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_cop_4
ENDIF
 
IF NOT IS_CHAR_DEAD ped_cop_5
	SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS ped_cop_5 player
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_cop_5
ENDIF
 
IF NOT IS_CHAR_DEAD ped_cop_6
	SET_CHAR_OBJ_DESTROY_CAR ped_cop_6 decoy_van
	MARK_CHAR_AS_NO_LONGER_NEEDED ped_cop_6
ENDIF
 
IF NOT IS_CAR_DEAD swat_1
	SET_CAR_CRUISE_SPEED swat_1 100.0
	SET_CAR_DRIVING_STYLE swat_1 2
	SET_CAR_RAM_CAR	swat_1 decoy_van
	MARK_CAR_AS_NO_LONGER_NEEDED swat_1
ENDIF
 
IF NOT IS_CAR_DEAD swat_2
	SET_CAR_CRUISE_SPEED swat_2 100.0
	SET_CAR_DRIVING_STYLE swat_2 2
	SET_CAR_RAM_CAR	swat_2 decoy_van
	MARK_CAR_AS_NO_LONGER_NEEDED swat_2
ENDIF
 
IF NOT IS_CAR_DEAD swat_3
	SET_CAR_CRUISE_SPEED swat_3 100.0
	SET_CAR_DRIVING_STYLE swat_3 2
	SET_CAR_RAM_CAR	swat_3 decoy_van
	MARK_CAR_AS_NO_LONGER_NEEDED swat_3
ENDIF
 
IF NOT IS_CAR_DEAD swat_4
	SET_CAR_CRUISE_SPEED swat_4 100.0
	SET_CAR_DRIVING_STYLE swat_4 2
	SET_CAR_RAM_CAR	swat_4 decoy_van
	MARK_CAR_AS_NO_LONGER_NEEDED swat_4
ENDIF
 
IF NOT IS_CAR_DEAD swat_5
	SET_CAR_CRUISE_SPEED swat_5 100.0
	SET_CAR_DRIVING_STYLE swat_5 2
	SET_CAR_RAM_CAR	swat_5 decoy_van
	MARK_CAR_AS_NO_LONGER_NEEDED swat_5
ENDIF
 
IF NOT IS_CAR_DEAD cop_1
	SET_CAR_CRUISE_SPEED cop_1 100.0
	SET_CAR_DRIVING_STYLE cop_1 2
	SET_CAR_RAM_CAR	cop_1 decoy_van
	MARK_CAR_AS_NO_LONGER_NEEDED cop_1
ENDIF
 
IF NOT IS_CAR_DEAD cop_2
	SET_CAR_CRUISE_SPEED cop_2 100.0
	SET_CAR_DRIVING_STYLE cop_2 2
	SET_CAR_RAM_CAR	cop_2 decoy_van
	MARK_CAR_AS_NO_LONGER_NEEDED cop_2
ENDIF
 
IF NOT IS_CAR_DEAD cop_3
	SET_CAR_CRUISE_SPEED cop_3 100.0
	SET_CAR_DRIVING_STYLE cop_3 2
	SET_CAR_RAM_CAR	cop_3 decoy_van
	MARK_CAR_AS_NO_LONGER_NEEDED cop_3
ENDIF
 
ALTER_WANTED_LEVEL player 6 
 
DISPLAY_ONSCREEN_TIMER survival_time
 
PRINT_NOW LOVE6_1 5000 1//"Now lead the cops away!"
 
IF HAS_MISSION_AUDIO_LOADED
	PLAY_MISSION_AUDIO
ENDIF
 
GET_CAR_HEALTH decoy_van decoy_van_health
//escort_truck_health += dummy_health
//escort_truck_health = escort_truck_health / 2
decoy_van_health = decoy_van_health - 250
decoy_van_health = decoy_van_health * 100
decoy_van_health = decoy_van_health / 750
decoy_van_health2 = decoy_van_health
decoy_van_health = 100 - decoy_van_health2
IF decoy_van_health > 100
	decoy_van_health = 100
ENDIF
 
DISPLAY_ONSCREEN_COUNTER_WITH_STRING decoy_van_health COUNTER_DISPLAY_BAR DAM
 
WHILE survival_time > 0
	WAIT 0
 
	IF IS_CAR_DEAD decoy_van
		GOTO mission_love6_failed
	ENDIF
 
	ALTER_WANTED_LEVEL player 6
 
    GET_CAR_HEALTH decoy_van decoy_van_health
//	escort_truck_health += dummy_health
//	escort_truck_health = escort_truck_health / 2
	decoy_van_health = decoy_van_health - 250
	decoy_van_health = decoy_van_health * 100
	decoy_van_health = decoy_van_health / 750
	decoy_van_health2 = decoy_van_health
	decoy_van_health = 100 - decoy_van_health2
	IF decoy_van_health > 100
		decoy_van_health = 100
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player decoy_van
		IF get_in_van = 0
			GET_GAME_TIMER out_of_car_timer_start
			IF survival_time > 15000
				out_of_car_timer = 15000
			ELSE
				out_of_car_timer = survival_time
			ENDIF 
			ADD_BLIP_FOR_CAR decoy_van decoy_van_blip
			get_in_van = 1
		ENDIF
		GET_GAME_TIMER out_of_car_timer_present
		out_of_car_timer_diff = out_of_car_timer_present - out_of_car_timer_start
		out_of_car_timer -= out_of_car_timer_diff
		out_of_car_timer_start = out_of_car_timer_present
		out_of_car_timer_secs = out_of_car_timer / 1000
		PRINT_WITH_NUMBER_NOW LOVE6_3 out_of_car_timer_secs 200 1 //~g~You have ~1~ seconds to return to the Securicar before you fail the mission.
		IF out_of_car_timer_secs < 1 
			PRINT_NOW LOVE6_4 3000 1//~r~You ditched the Decoy Securicar!
			GOTO mission_love6_failed
		ENDIF
	ENDIF
 
	IF IS_PLAYER_IN_CAR player decoy_van
	AND get_in_van = 1
		REMOVE_BLIP	decoy_van_blip
		get_in_van = 0
	ENDIF
 
ENDWHILE
 
IF LOCATE_PLAYER_ANY_MEANS_2D PLAYER -1026.5 -73.5 160.0 160.0 0
	PRINT_NOW LOVE6_2 5000 1//"You failed to lead the police far enough away."
	GOTO mission_love6_failed
ENDIF
 
GOTO mission_love6_passed
 
 
// Mission Love 6 failed
 
mission_love6_failed:
PRINT_BIG M_FAIL 5000 1
RETURN
 
 
 
// mission Love 6 passed
 
mission_love6_passed:
 
flag_love_mission6_passed = 1
PRINT_WITH_NUMBER_BIG M_PASS 35000 5000 1
ADD_SCORE player 35000 
CLEAR_WANTED_LEVEL player
REGISTER_MISSION_PASSED	LOVE6
PLAY_MISSION_PASSED_TUNE 1
PLAYER_MADE_PROGRESS 1
START_NEW_SCRIPT love_mission7_loop
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_love6:
 
flag_player_on_mission = 0
flag_player_on_love_mission = 0
 
REMOVE_BLIP	decoy_van_blip
CLEAR_ONSCREEN_TIMER survival_time
CLEAR_ONSCREEN_COUNTER decoy_van_health
 
SET_SWAT_REQUIRED FALSE
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SECURICAR
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_POLICE
MARK_MODEL_AS_NO_LONGER_NEEDED PED_COP
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_ENFORCER
MARK_MODEL_AS_NO_LONGER_NEEDED PED_SWAT
 
MISSION_HAS_FINISHED
RETURN

love7

MISSION_START
// *****************************************************************************************
// *******************************    Donald Love 7    ************************************* 
// *******************************    Left the Scene   *************************************
// *****************************************************************************************
// ***************************    	Love has disapeared!   *********************************
// *****************************************************************************************
 
// Mission start stuff
 
GOSUB mission_start_love7
 
GOSUB mission_cleanup_love7
 
MISSION_END
 
// ****************************************Mission Start************************************
 
mission_start_love7:
 
flag_player_on_mission = 1
flag_player_on_love_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
SCRIPT_NAME love7
 
// ****************************************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_love7_failed
//ENDIF
//
//PRINT_BIG LOVE7	15000 2
 
REQUEST_MODEL tshrorckgrdn
REQUEST_MODEL tshrorckgrdn_alfas
 
//WHILE GET_FADING_STATUS
//	WAIT 0
//ENDWHILE
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_MODEL_LOADED tshrorckgrdn_alfas
OR NOT HAS_MODEL_LOADED tshrorckgrdn
	WAIT 0
ENDWHILE
 
LOAD_CUTSCENE D7_MLD
 
SET_CUTSCENE_OFFSET 85.2162 -1532.9093 243.5422
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CLEAR_AREA 82.44 -1548.49 28.0 2.0 TRUE
 
SET_PLAYER_COORDINATES player 82.44 -1548.49 28.0
 
SET_PLAYER_HEADING player 90.0
 
DO_FADE 1500 FADE_IN
 
START_CUTSCENE
 
SWITCH_RUBBISH OFF
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 15000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
SWITCH_STREAMING ON
SWITCH_RUBBISH ON
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
DO_FADE 0 FADE_OUT
 
MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn
MARK_MODEL_AS_NO_LONGER_NEEDED tshrorckgrdn_alfas
 
SET_CAMERA_BEHIND_PLAYER
 
DO_FADE 1500 FADE_IN 
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
// ******************************************END OF CUTSCENE********************************
 
GOTO mission_love7_passed
 
 
// Mission Love 7 failed
 
mission_love7_failed:
RETURN
 
 
 
// mission Love 7 passed
 
mission_love7_passed:
 
flag_love_mission7_passed = 1
PLAYER_MADE_PROGRESS 1
REMOVE_BLIP love_contact_blip
CLEAR_WANTED_LEVEL player
PLAY_MISSION_PASSED_TUNE 1
REGISTER_MISSION_PASSED	LOVE7
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_love7:
 
flag_player_on_mission = 0
flag_player_on_love_mission = 0
 
MISSION_HAS_FINISHED
RETURN
п · о · р
GTA III Grand Theft Auto III
Форматы файлов.b.a3d.anm.col.cfg.dff.dat.gxt.ide.ifp.img/.dir.ipl.raw/.sdt.rep.sc.scm.set.txd.zon
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