Luigi

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luigi1

MISSION_START
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************Luigi mission 1********************************* 
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
 
 
 
// Mission start stuff
 
GOSUB mission_start_luigi1
 
IF HAS_DEATHARREST_BEEN_EXECUTED 
 
	GOSUB mission_luigi1_failed
 
ENDIF
 
GOSUB mission_cleanup_luigi1
 
MISSION_END
 
 
// Variable for mission
 
VAR_INT radar_blip_coord1_lm1
 
VAR_INT radar_blip_ped1_lm1
 
VAR_INT radar_blip_ped2_lm1
 
VAR_INT girl1_lm1
 
VAR_INT girl2_lm1
 
VAR_INT car_lm1
 
VAR_INT flag_player_had_car_message_lm1
 
VAR_INT flag_player_not_in_car_message_lm1
 
VAR_INT flag_luigi_created_lm1
 
VAR_INT no_of_passengers_car_lm1
 
VAR_INT flag_girl1_in_car_lm1
 
VAR_INT flag_girl2_in_car_lm1
 
VAR_INT passenger_count_lm1
 
VAR_INT total_space_in_car_lm1
 
VAR_INT flag_blip_on_girl1_lm1
 
VAR_INT flag_blip_on_girl2_lm1
 
VAR_INT flag_coord_blip_on
 
// ****************************************Mission Start************************************
 
mission_start_luigi1:
 
flag_player_on_mission = 1
 
flag_player_on_luigi_mission = 1
 
WAIT 0
 
flag_player_had_car_message_lm1 = 0
 
flag_player_not_in_car_message_lm1 = 0
 
flag_luigi_created_lm1 = 0
 
no_of_passengers_car_lm1 = 0
 
flag_girl1_in_car_lm1 = 0
 
flag_girl2_in_car_lm1 = 0
 
passenger_count_lm1 = 0
 
total_space_in_car_lm1 = 0
 
flag_blip_on_girl1_lm1 = 0
 
flag_blip_on_girl2_lm1 = 0
 
flag_coord_blip_on = 0
 
 
LOAD_SPECIAL_CHARACTER 1 MICKY
LOAD_SPECIAL_CHARACTER 2 EIGHT
LOAD_SPECIAL_CHARACTER 3 LUIGI
 
LOAD_SPECIAL_MODEL cut_obj1 LUDOOR
LOAD_SPECIAL_MODEL cut_obj2 MICKYH
LOAD_SPECIAL_MODEL cut_obj3 EIGHT
LOAD_SPECIAL_MODEL cut_obj4	LUIGI
 
 
IF flag_failed_luigi1 = 0
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 250 FADE_OUT
 
PRINT_BIG ( LM2 ) 10000 2 //"  "
 
TIMERA = 0
 
// Cutscene stuff
 
 
 
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
 
	WAIT 0
 
ENDWHILE
 
WHILE NOT HAS_MODEL_LOADED cut_obj3
OR NOT HAS_MODEL_LOADED cut_obj4
 
	WAIT 0
 
ENDWHILE
 
//WHILE GET_FADING_STATUS
 
//	WAIT 0
 
//ENDWHILE
 
 
 
LOAD_CUTSCENE luigi1
 
SET_CUTSCENE_OFFSET 901.82 -426.3 13.85
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
 
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_micky
 
SET_CUTSCENE_ANIM cs_micky micky
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_eight
 
SET_CUTSCENE_ANIM cs_eight eight
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL3 cs_luigi
 
SET_CUTSCENE_ANIM cs_luigi luigi
 
CREATE_CUTSCENE_HEAD cs_micky CUT_OBJ2 cs_mickyhead
 
SET_CUTSCENE_HEAD_ANIM cs_mickyhead micky
 
CREATE_CUTSCENE_HEAD cs_eight CUT_OBJ3 cs_eighthead
 
SET_CUTSCENE_HEAD_ANIM cs_eighthead eight
 
CREATE_CUTSCENE_HEAD cs_luigi CUT_OBJ4 cs_luigihead
 
SET_CUTSCENE_HEAD_ANIM cs_luigihead luigi
 
CREATE_CUTSCENE_OBJECT cut_obj1 cs_ludoor
 
SET_CUTSCENE_ANIM cs_ludoor LUDOOR
 
WHILE TIMERA < 3500
 
	WAIT 0
 
ENDWHILE
 
DO_FADE 250 FADE_IN
 
//WHILE GET_FADING_STATUS 
//	WAIT 0
//ENDWHILE
 
START_CUTSCENE
 
SET_PLAYER_VISIBLE player OFF
 
//SET_PLAYER_COORDINATES player 903.1 -424.8 13.9
SET_PLAYER_COORDINATES player 896.6 -426.2 13.9
 
SET_PLAYER_HEADING player 180.0
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 16000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM2_A ) 5000 1 //"There's a new high on the street goes by the name of SPANK. Some wiseguy's been introducing this trash to my girls down Portland Harbour.
 
WHILE cs_time < 21000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM2_B ) 5000 1//"Go and introduce a bat to his face, then take his car, get it resprayed and take it to the lockup. I want compensation for this insult!"
 
WHILE NOT HAS_CUTSCENE_FINISHED
 
	WAIT 0
 
ENDWHILE
 
CLEAR_CUTSCENE
 
CLEAR_PRINTS
 
UNLOAD_SPECIAL_CHARACTER 1
 
UNLOAD_SPECIAL_CHARACTER 2
 
UNLOAD_SPECIAL_CHARACTER 3
 
ENDIF 
 
 
 
//SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player off
 
REQUEST_MODEL PED_PROSTITUTE
 
LOAD_SPECIAL_CHARACTER 2 misty
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_SPECIAL_CHARACTER_LOADED 2
OR NOT HAS_MODEL_LOADED PED_PROSTITUTE
 
	WAIT 0
 
ENDWHILE
 
/*
CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL1 889.83 -415.93 15.5 luigi
 
flag_luigi_created_lm1 = 1
 
CLEAR_CHAR_THREAT_SEARCH luigi
 
CHAR_SET_IDLE luigi
 
SET_POLICE_IGNORE_PLAYER player ON
 
GET_PLAYER_CHAR player script_controlled_player
 
CLEAR_CHAR_THREAT_SEARCH script_controlled_player
 
CHAR_SET_IDLE script_controlled_player
 
//SET_OBJECT_HEADING luigi_club_door 270.0
 
//SET_CHAR_OBJ_GOTO_COORD_ON_FOOT luigi 890.50 -415.84
 
//WHILE NOT IS_CHAR_OBJECTIVE_PASSED luigi
 
//	WAIT 0
 
//ENDWHILE
 
TURN_CHAR_TO_FACE_COORD luigi 882.0 -415.0 -100.0
 
TURN_PLAYER_TO_FACE_CHAR player luigi
 
SET_FIXED_CAMERA_POSITION 886.0 -415.0 16.0 0.0 0.0 0.0 
 
POINT_CAMERA_AT_CHAR luigi fixed interpolation
 
SET_GANG_PLAYER_ATTITUDE GANG_MAFIA LOVES player //The Mafia now like the player
 
PRINT_BIG ( LM1 ) 5000 1
 
WAIT 1000
 
PRINT_NOW ( LM1_A ) 7000 1 //"But he vouched for you. So I was thinking maybe you can do me a favour."
 
MESSAGE_WAIT 7000 flag_played_luigi1_already
 
PRINT_NOW ( LM1_B ) 7000 1 //"A couple of my girls need a ride so grab a car and pick up Trixie from the Reverend Flannery's and Misty from the clinic."  
 
MESSAGE_WAIT 7000 flag_played_luigi1_already
 
PRINT_NOW ( LM1_C ) 7000 1 //"Then bring them back here. Remember no one messes with my girls so keep your hands on the wheel!"
 
MESSAGE_WAIT 7000 flag_played_luigi1_already
 
PRINT_NOW ( LM1_D ) 7000 1 //"If you don't mess this up there might be more work for you."
 
MESSAGE_WAIT 7000 flag_played_luigi1_already
 
DELETE_CHAR luigi
 
flag_luigi_created_lm1 = 0
 
SWITCH_WIDESCREEN OFF
 
RESTORE_CAMERA
*/
 
SET_PLAYER_CONTROL player on
 
SET_POLICE_IGNORE_PLAYER player OFF
 
// Creates the first girl
 
CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 1158.0 -536.0 20.0 girl1_lm1
 
CLEAR_CHAR_THREAT_SEARCH girl1_lm1
 
TURN_CHAR_TO_FACE_COORD girl1_lm1 1158.0 -541.0 -100.0
 
ADD_BLIP_FOR_CHAR girl1_lm1 radar_blip_ped1_lm1
 
// Creates second girl
 
CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE 1383.0 -392.0 -100.0 girl2_lm1
 
CLEAR_CHAR_THREAT_SEARCH girl2_lm1
 
TURN_CHAR_TO_FACE_COORD girl2_lm1 1380.0 -391.0 -100.0
 
ADD_BLIP_FOR_CHAR girl2_lm1 radar_blip_ped2_lm1
 
// Waiting for the player to be in a car
 
WHILE NOT IS_PLAYER_IN_ANY_CAR player
 
	WAIT 0
 
ENDWHILE
 
STORE_CAR_PLAYER_IS_IN player car_lm1
 
GET_MAXIMUM_NUMBER_OF_PASSENGERS car_lm1 no_of_passengers_car_lm1
 
 
// Waiting for the player and the girls all to be in the one car
 
WHILE NOT IS_PLAYER_IN_ANY_CAR player
OR NOT flag_girl1_in_car_lm1 = 1
OR NOT flag_girl2_in_car_lm1 = 1
 
	WAIT 0
 
	IF IS_CHAR_DEAD girl1_lm1
		PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
		GOTO mission_luigi1_failed
	ENDIF
 
	IF IS_CHAR_DEAD girl2_lm1
		PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
		GOTO mission_luigi1_failed
	ENDIF
 
IF IS_PLAYER_IN_ANY_CAR player
	STORE_CAR_PLAYER_IS_IN player car_lm1
	GET_MAXIMUM_NUMBER_OF_PASSENGERS car_lm1 no_of_passengers_car_lm1
	flag_player_not_in_car_message_lm1 = 0
 
// Checks for girl1
 
	IF flag_girl1_in_car_lm1 = 0
 
		IF LOCATE_PLAYER_IN_CAR_CHAR_2D player girl1_lm1 8.0 8.0 FALSE
		AND IS_PLAYER_STOPPED player
 
			flag_player_had_car_message_lm1 = 0
 
			GET_NUMBER_OF_PASSENGERS car_lm1 passenger_count_lm1
 
			total_space_in_car_lm1 = no_of_passengers_car_lm1 - passenger_count_lm1
 
			IF total_space_in_car_lm1 >= 1
 
				SET_PLAYER_AS_LEADER girl1_lm1 player
 
					WHILE NOT IS_CHAR_IN_CAR girl1_lm1 car_lm1
 
						WAIT 0
 
						IF IS_CAR_DEAD car_lm1
							PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
							GOTO mission_luigi1_failed
						ENDIF
 
						IF IS_CHAR_DEAD girl1_lm1
							PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
							GOTO mission_luigi1_failed
						ENDIF
 
						IF IS_CHAR_DEAD girl2_lm1
							PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
							GOTO mission_luigi1_failed
						ENDIF
 
						//IF LOCATE_PLAYER_IN_CAR_CHAR_2D player girl1_lm1 8.0 8.0 FALSE
						//AND IS_PLAYER_STOPPED player
						//	SET_PLAYER_AS_LEADER girl1_lm1 player
						//ENDIF
 
					ENDWHILE
 
					REMOVE_BLIP radar_blip_ped1_lm1
					flag_girl1_in_car_lm1 = 1
			ELSE
 
				IF flag_player_had_car_message_lm1 = 0
					PRINT_NOW (NODOORS ) 7000 1 //"The cars not big enough get another one!"
					flag_player_had_car_message_lm1 = 1
				ENDIF
 
			ENDIF
 
		ENDIF
 
	ENDIF
 
// Checks for girl 2
 
	IF flag_girl2_in_car_lm1 = 0
 
		IF LOCATE_PLAYER_IN_CAR_CHAR_2D player girl2_lm1 8.0 8.0 FALSE
		AND IS_PLAYER_STOPPED player
 
			flag_player_had_car_message_lm1 = 0
 
			GET_NUMBER_OF_PASSENGERS car_lm1 passenger_count_lm1
 
			total_space_in_car_lm1 = no_of_passengers_car_lm1 - passenger_count_lm1
 
 
			IF total_space_in_car_lm1 >= 1
 
				SET_PLAYER_AS_LEADER girl2_lm1 player
 
					WHILE NOT IS_CHAR_IN_CAR girl2_lm1 car_lm1
 
						WAIT 0
 
						IF IS_CAR_DEAD car_lm1
							PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
							GOTO mission_luigi1_failed
						ENDIF
 
						IF IS_CHAR_DEAD girl1_lm1
							PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
							GOTO mission_luigi1_failed
						ENDIF
 
						IF IS_CHAR_DEAD girl2_lm1
							PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
							GOTO mission_luigi1_failed
						ENDIF
 
						//IF LOCATE_PLAYER_IN_CAR_CHAR_2D player girl2_lm1 8.0 8.0 FALSE
						//AND IS_PLAYER_STOPPED player
						//	SET_PLAYER_AS_LEADER girl2_lm1 player
						//ENDIF
 
					ENDWHILE
					REMOVE_BLIP radar_blip_ped2_lm1
					flag_girl2_in_car_lm1 = 1
 
			ELSE
 
				IF flag_player_had_car_message_lm1 = 0
					PRINT_NOW ( NODOORS ) 7000 1 //"The cars not big enough get another one!"
					flag_player_had_car_message_lm1 = 1
				ENDIF
 
	  		ENDIF
 
		ENDIF
 
	ENDIF
 
 
	IF flag_girl1_in_car_lm1 = 1
 
		IF NOT IS_CHAR_IN_PLAYERS_GROUP girl1_lm1 player
		AND flag_blip_on_girl1_lm1 = 0
			PRINT_SOON ( HEY ) 5000 1 //"Hey wait for me!"
			ADD_BLIP_FOR_CHAR girl1_lm1 radar_blip_ped1_lm1
			flag_girl1_in_car_lm1 = 0
			flag_blip_on_girl1_lm1 = 1
		ENDIF
 
		//IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player girl1_lm1 8.0 8.0 FALSE
		//AND flag_blip_on_girl1_lm1 = 1
		//	SET_PLAYER_AS_LEADER girl1_lm1 player
		//	REMOVE_BLIP radar_blip_ped1_lm1
		//	flag_blip_on_girl1_lm1 = 0
		//ENDIF
 
		//IF IS_CHAR_DEAD girl1_lm1
		//	PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
		//	GOTO mission_luigi1_failed
		//ENDIF
		//
		//IF IS_CHAR_DEAD girl2_lm1
		//	PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
		//	GOTO mission_luigi1_failed
		//ENDIF
 
	ENDIF
 
	IF flag_girl2_in_car_lm1 = 1
 
		IF NOT IS_CHAR_IN_PLAYERS_GROUP girl2_lm1 player
		AND flag_blip_on_girl2_lm1 = 0
			PRINT_SOON ( HEY ) 5000 1 //"Hey wait for me!"
			ADD_BLIP_FOR_CHAR girl2_lm1 radar_blip_ped2_lm1
			flag_girl2_in_car_lm1 = 0
			flag_blip_on_girl2_lm1 = 1
		ENDIF
 
		//IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player girl2_lm1 8.0 8.0 FALSE
	   //	AND flag_blip_on_girl2_lm1 = 1
	   //		SET_PLAYER_AS_LEADER girl2_lm1 player
	   //		REMOVE_BLIP radar_blip_ped2_lm1
	   //		flag_blip_on_girl2_lm1 = 0
	   //	ENDIF
 
		//IF IS_CHAR_DEAD girl1_lm1
		//	PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
		//	GOTO mission_luigi1_failed
		//ENDIF
 
		//IF IS_CHAR_DEAD girl2_lm1
		//	PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
		//	GOTO mission_luigi1_failed
		//ENDIF
 
	ENDIF
 
ELSE
 
	IF flag_player_not_in_car_message_lm1 = 0
		PRINT_NOW ( IN_VEH2 ) 7000 1 //"Get a vehicle and get on with the mission!"
		flag_player_not_in_car_message_lm1 = 1
	ENDIF
 
ENDIF
 
ENDWHILE
 
PRINT_NOW ( LM1_2 ) 7000 1 //"Hi take us to the Red Light District please, we'll be ever so 'grateful'!"
 
ADD_BLIP_FOR_COORD 908.0 -425.0 -100.0 radar_blip_coord1_lm1
 
flag_coord_blip_on = 1 
 
// waiting for the player to get to luigi's
 
WHILE NOT LOCATE_STOPPED_PLAYER_ANY_MEANS_2D player 908.0 -425.0 4.0 4.0 TRUE
OR NOT LOCATE_STOPPED_CHAR_ANY_MEANS_2D girl1_lm1 908.0 -425.0 4.0 4.0 FALSE
OR NOT LOCATE_STOPPED_CHAR_ANY_MEANS_2D girl2_lm1 908.0 -425.0 4.0 4.0 FALSE
 
	WAIT 0
 
	IF IS_CHAR_DEAD girl1_lm1
		PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
		GOTO mission_luigi1_failed
	ENDIF
 
	IF IS_CHAR_DEAD girl2_lm1
		PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
		GOTO mission_luigi1_failed
	ENDIF
 
	IF IS_PLAYER_IN_ANY_CAR player
	//AND flag_player_not_in_car_message_lm1 = 1
	 	STORE_CAR_PLAYER_IS_IN player car_lm1
		GET_MAXIMUM_NUMBER_OF_PASSENGERS car_lm1 no_of_passengers_car_lm1
 
		//IF IS_CHAR_IN_CAR girl1_lm1 car_lm1
		//AND IS_CHAR_IN_CAR girl2_lm1 car_lm1 
		//	ADD_BLIP_FOR_COORD 908.0 -425.0 -100.0 radar_blip_coord1_lm1
		//	flag_player_not_in_car_message_lm1 = 0
		//ENDIF
 
		IF no_of_passengers_car_lm1 < 2
		AND flag_player_had_car_message_lm1 = 0
			PRINT_NOW ( NODOORS ) 7000 1 //"The car is not big enought get an other one!"
			flag_player_had_car_message_lm1 = 1
		ENDIF
 
		IF no_of_passengers_car_lm1 >= 2
		AND flag_player_had_car_message_lm1 = 1
			flag_player_had_car_message_lm1 = 0
		ENDIF
 
	ENDIF
 
	//IF NOT IS_PLAYER_IN_ANY_CAR player
	//AND flag_player_not_in_car_message_lm1 = 0
	//	PRINT_NOW ( IN_VEH2 ) 7000 1 //"Get a vehicle and get on with the mission!"
	//	REMOVE_BLIP radar_blip_coord1_lm1
	//	flag_player_not_in_car_message_lm1 = 1
	//ENDIF
 
 
 
	IF NOT IS_CHAR_IN_PLAYERS_GROUP girl1_lm1 player
	AND flag_blip_on_girl1_lm1 = 0
		PRINT_SOON ( HEY ) 5000 1 //"Hey wait for me!"
		ADD_BLIP_FOR_CHAR girl1_lm1 radar_blip_ped1_lm1
		REMOVE_BLIP radar_blip_coord1_lm1
		flag_blip_on_girl1_lm1 = 1
	ENDIF
 
	IF NOT IS_CHAR_IN_PLAYERS_GROUP girl2_lm1 player
	AND flag_blip_on_girl2_lm1 = 0
		PRINT_SOON ( HEY ) 5000 1 //"Hey wait for me!"
		ADD_BLIP_FOR_CHAR girl2_lm1 radar_blip_ped2_lm1
		REMOVE_BLIP radar_blip_coord1_lm1
		flag_blip_on_girl2_lm1 = 1
	ENDIF 
 
	IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player girl1_lm1 8.0 8.0 FALSE
	AND flag_blip_on_girl1_lm1 = 1
		SET_PLAYER_AS_LEADER girl1_lm1 player
		REMOVE_BLIP radar_blip_ped1_lm1
		flag_coord_blip_on = 0
		flag_blip_on_girl1_lm1 = 0
	ENDIF
 
	IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player girl2_lm1 8.0 8.0 FALSE
	AND flag_blip_on_girl2_lm1 = 1
		SET_PLAYER_AS_LEADER girl2_lm1 player
		REMOVE_BLIP radar_blip_ped2_lm1
		flag_coord_blip_on = 0
		flag_blip_on_girl2_lm1 = 0
	ENDIF
 
	IF IS_CHAR_IN_PLAYERS_GROUP girl1_lm1 player
	AND IS_CHAR_IN_PLAYERS_GROUP girl2_lm1 player
	AND flag_coord_blip_on = 0
		ADD_BLIP_FOR_COORD 908.0 -425.0 -100.0 radar_blip_coord1_lm1
		flag_coord_blip_on = 1 
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord1_lm1
 
LEAVE_GROUP girl1_lm1
 
LEAVE_GROUP girl2_lm1
 
IF IS_CHAR_IN_ANY_CAR girl1_lm1
AND IS_CHAR_IN_ANY_CAR girl2_lm1
 
	STORE_CAR_CHAR_IS_IN girl1_lm1 car_lm1
 
	SET_CHAR_OBJ_LEAVE_CAR girl1_lm1 car_lm1
 
	STORE_CAR_CHAR_IS_IN girl2_lm1 car_lm1
 
	SET_CHAR_OBJ_LEAVE_CAR girl2_lm1 car_lm1
 
	WHILE IS_CHAR_IN_ANY_CAR girl1_lm1
	AND IS_CHAR_IN_ANY_CAR girl2_lm1
 
		WAIT 0
 
		IF IS_CHAR_DEAD girl1_lm1
			PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
			GOTO mission_luigi1_failed
		ENDIF
 
		IF IS_CHAR_DEAD girl2_lm1
			PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
			GOTO mission_luigi1_failed
		ENDIF
 
	ENDWHILE
 
ENDIF
 
} 
 
GOTO mission_luigi1_passed
 
 
 
// Mission Luigi1 failed
 
mission_luigi1_failed:
flag_failed_luigi1 = 1
START_NEW_SCRIPT luigi_mission1.2_loop
RETURN
 
 
 
// mission Luigi1 passed
 
mission_luigi1_passed:
 
flag_luigi_mission1_passed = 1
PRINT_BIG ( m_pass ) 2000 1
CLEAR_WANTED_LEVEL player
ADD_SCORE player 1500
START_NEW_SCRIPT luigi_mission2_loop
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_luigi1:
 
flag_player_on_mission = 0
flag_player_on_luigi_mission = 0
MARK_MODEL_AS_NO_LONGER_NEEDED PED_PROSTITUTE
UNLOAD_SPECIAL_CHARACTER 1
UNLOAD_SPECIAL_CHARACTER 2
RESTORE_CAMERA
SET_PLAYER_CONTROL player on
SET_POLICE_IGNORE_PLAYER player off
SWITCH_WIDESCREEN OFF
 
//IF flag_girl1_in_car_lm1 = 1
//AND flag_girl2_in_car_lm1 = 1
	REMOVE_BLIP radar_blip_coord1_lm1
//ENDIF
 
//IF flag_girl1_in_car_lm1 = 0
//OR flag_blip_on_girl1_lm1 = 1
	REMOVE_BLIP radar_blip_ped1_lm1
//ENDIF
 
//IF flag_girl2_in_car_lm1 = 0
//OR flag_blip_on_girl2_lm1 = 1
	REMOVE_BLIP radar_blip_ped2_lm1
//ENDIF
MISSION_HAS_FINISHED
RETURN

luigi2

MISSION_START
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
// ***********************************Luigi Mission 2***************************************
// *******************************Donna' "Spank" Ma Bitch Up********************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
 
SCRIPT_NAME luigi2
 
// Mission start stuff
 
GOSUB mission_start_luigi2
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_luigi2_failed
	ENDIF
 
GOSUB mission_cleanup_luigi2
 
MISSION_END
 
 
// Variables for mission
 
VAR_INT radar_blip_ped1_lm2
 
VAR_INT victim_ped_lm2
 
VAR_INT flag_player_got_help_message_lm2
 
VAR_INT flag_victim_ped_lm2_changed
 
VAR_INT car_lm2
 
VAR_INT radar_blip_car1_lm2
 
VAR_INT radar_blip_coord1_lm2
 
VAR_INT radar_blip_coord2_lm2
 
VAR_INT flag_victim_dead_lm2
 
VAR_INT flag_player_had_car_message_lm2
 
VAR_INT flag_car_in_garage_lm2
 
VAR_INT flag_player_had_garage_message_lm2
 
VAR_INT flag_blip1_on_lm2
 
VAR_INT flag_blip2_on_lm2
 
VAR_INT buyer1_lm2
 
VAR_INT buyer2_lm2
 
VAR_INT flag_buyer1_dead_lm2
 
VAR_INT flag_buyer2_dead_lm2
 
VAR_INT flag_done_looking_bit_lm2
 
VAR_INT bat_lm2
 
VAR_INT sphere1_lm2
 
VAR_INT sphere2_lm2
 
VAR_INT flag_had_spray_help
 
VAR_INT flag_player_had_bat_message_lm2
 
VAR_INT bat_blip_lm2
 
VAR_INT flag_had_path_message_lm2
 
VAR_INT flag_lockup_message_lm2
 
VAR_INT flag_girl1_running_lm2
 
VAR_INT flag_girl2_running_lm2
 
VAR_INT flag_player_in_area_lm2
 
VAR_INT flag_player_in_car_lm2
 
// ********************************************Mission Start********************************    
 
mission_start_luigi2:
 
flag_player_on_mission = 1
 
flag_player_on_luigi_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_got_help_message_lm2 = 0
 
flag_victim_ped_lm2_changed = 0
 
flag_victim_dead_lm2 = 0
 
flag_car_in_garage_lm2 = 0
 
flag_player_had_car_message_lm2 = 0
 
flag_player_had_garage_message_lm2 = 0
 
flag_buyer1_dead_lm2 = 0
 
flag_buyer2_dead_lm2 = 0
 
flag_done_looking_bit_lm2 = 0
 
flag_had_spray_help = 0
 
flag_player_had_bat_message_lm2 = 0
 
flag_had_path_message_lm2 = 0
 
flag_lockup_message_lm2 = 0
 
flag_girl1_running_lm2 = 0
 
flag_girl2_running_lm2 = 0
 
flag_player_in_area_lm2 = 0
 
flag_player_in_car_lm2 = 0
 
 
REQUEST_MODEL PED_DOCKER2
 
REQUEST_MODEL PED_PROSTITUTE
 
REQUEST_MODEL PED_PROSTITUTE2
 
REQUEST_MODEL CAR_STALLION
 
CLEAR_HELP
 
// ****************************************START OF CUTSCENE********************************
 
/*
IF CAN_PLAYER_START_MISSION player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE player
ELSE
	GOTO mission_luigi2_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
SWITCH_STREAMING OFF
 
PRINT_BIG ( LM2 ) 15000 2 //"Don'a SPANK ma bitch up"
*/
 
REQUEST_MODEL indhibuild3
 
REQUEST_MODEL luigiclubout
 
REQUEST_MODEL luigiineerclub
 
LOAD_SPECIAL_CHARACTER 1 MICKY
 
LOAD_SPECIAL_MODEL cut_obj1 LUDOOR
LOAD_SPECIAL_MODEL cut_obj2 MICKYH
LOAD_SPECIAL_MODEL cut_obj3 PLAYERH
LOAD_SPECIAL_MODEL cut_obj4 NOTE
 
/*
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
*/
 
SET_PED_DENSITY_MULTIPLIER 0.0
 
CLEAR_AREA_OF_CHARS 926.54 -471.72 1.0 830.76 -257.96 25.0
 
LOAD_ALL_MODELS_NOW
 
// Cutscene stuff
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED cut_obj3
OR NOT HAS_MODEL_LOADED cut_obj4
 
	WAIT 0
 
ENDWHILE
 
WHILE NOT HAS_MODEL_LOADED indhibuild3
OR NOT HAS_MODEL_LOADED luigiclubout
OR NOT HAS_MODEL_LOADED luigiineerclub
 
	WAIT 0
 
ENDWHILE 
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor FALSE	
 
LOAD_CUTSCENE l2_dsb
 
SET_CUTSCENE_OFFSET 900.782 -427.523 13.829
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
 
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_micky
 
SET_CUTSCENE_ANIM cs_micky micky
 
CREATE_CUTSCENE_HEAD cs_micky CUT_OBJ2 cs_mickyhead
 
SET_CUTSCENE_HEAD_ANIM cs_mickyhead micky
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ3 cs_playerhead
 
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CREATE_CUTSCENE_OBJECT cut_obj1 cs_ludoor
 
SET_CUTSCENE_ANIM cs_ludoor LUDOOR
 
CREATE_CUTSCENE_OBJECT cut_obj4 cs_note
 
SET_CUTSCENE_ANIM cs_note NOTE
 
CLEAR_AREA 896.6 -426.2 13.9 1.0 TRUE
SET_PLAYER_COORDINATES player 896.6 -426.2 13.9
 
SET_PLAYER_HEADING player 270.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
 
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 5634
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM2_C ) 10000 1 //"Luigi said to give you this so..."
 
WHILE cs_time < 7989
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM2_D ) 10000 1 //"So here, here take it"
 
WHILE cs_time < 12078
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM2_A ) 10000 1 //"There's a new high on the street goes by the name of SPANK."
 
WHILE cs_time < 15287
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM2_E ) 10000 1 //"Some wiseguy's been introducing this trash to my girls down Portland Harbour."
 
WHILE cs_time < 19558
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM2_B ) 10000 1//"Go and introduce a bat to his face!
 
WHILE cs_time < 23042
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM2_F ) 10000 1//"Then take his car, respray it and bring it back here."
 
WHILE cs_time < 25852
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM2_G ) 10000 1//"I want compensation for this insult!"
 
WHILE cs_time < 28632
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( LM2_G )
 
WHILE cs_time < 31000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
SWITCH_STREAMING ON
 
SWITCH_RUBBISH ON
 
LOAD_SCENE 920.3 -425.4 15.0
 
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 CUT_OBJ3
 
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ4
 
MARK_MODEL_AS_NO_LONGER_NEEDED indhibuild3
 
MARK_MODEL_AS_NO_LONGER_NEEDED luigiclubout
 
MARK_MODEL_AS_NO_LONGER_NEEDED luigiineerclub
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
// ******************************************END OF CUTSCENE********************************
 
SWITCH_PED_ROADS_OFF 1609.8 -615.2 9.0 1557.8 -673.4 20.0
 
CREATE_PICKUP WEAPON_BAT PICKUP_ONCE 917.2 -425.3 14.5 bat_lm2
 
ADD_BLIP_FOR_PICKUP bat_lm2 bat_blip_lm2
 
WHILE NOT HAS_MODEL_LOADED CAR_STALLION
OR NOT HAS_MODEL_LOADED PED_DOCKER2
OR NOT HAS_MODEL_LOADED PED_PROSTITUTE
OR NOT HAS_MODEL_LOADED PED_PROSTITUTE2
 
	WAIT 0
 
ENDWHILE
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
 
SET_PLAYER_CONTROL player ON
 
PRINT_NOW ( BAT1 ) 5000 1 //"Pick up the bat!"
 
PRINT_HELP ( HELP14 ) //"To pick up weapons walk through them. These cannot be collected while in a vehicle"
 
// creates the dealer
 
CREATE_CHAR PEDTYPE_CIVFEMALE PED_DOCKER2 1399.64 -833.72 -100.0 victim_ped_lm2
 
TURN_CHAR_TO_FACE_COORD victim_ped_lm2 1397.46 -835.52 10.8 
 
CLEAR_CHAR_THREAT_SEARCH victim_ped_lm2
 
// creates prostitute one
 
CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE 1397.21 -832.86 -100.0 buyer1_lm2  //proper one
 
CLEAR_CHAR_THREAT_SEARCH buyer1_lm2
 
TURN_CHAR_TO_FACE_COORD buyer1_lm2 1399.64 -833.72 10.8 
 
// creates prostitute two
 
CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE2 1397.28 -834.43 -100.0 buyer2_lm2
 
CLEAR_CHAR_THREAT_SEARCH buyer2_lm2
 
TURN_CHAR_TO_FACE_COORD buyer2_lm2 1399.64 -833.72 10.8 
 
// dealers car
 
CREATE_CAR CAR_STALLION 1396.67 -837.69 -100.0 car_lm2
 
SET_CAR_HEADING car_lm2 301.0
 
CHANGE_CAR_LOCK car_lm2 CARLOCK_LOCKED
 
ADD_BLIP_FOR_CHAR victim_ped_lm2 radar_blip_ped1_lm2
 
IF NOT IS_CHAR_DEAD victim_ped_lm2
 
	IF NOT IS_CHAR_DEAD buyer1_lm2  
		SET_CHARS_CHATTING victim_ped_lm2 buyer1_lm2 -1  // try -1 when this has been fixed
	ENDIF
 
ENDIF
 
WAIT 0
 
timerb = 0
 
WHILE NOT IS_CHAR_DEAD victim_ped_lm2
 
	GOSUB girls_running
 
	IF flag_player_had_bat_message_lm2 = 0
 
		IF HAS_PICKUP_BEEN_COLLECTED bat_lm2 
		   	PRINT_HELP ( GUN_1A )
		   	REMOVE_BLIP bat_blip_lm2
		   	CLEAR_THIS_PRINT ( BAT1 ) 
			flag_player_had_bat_message_lm2 = 1
		ENDIF
 
	ENDIF
 
	IF flag_had_path_message_lm2 = 0
 
		IF timerb >= 30000
			PRINT_HELP ( HELP13 ) //"Sometimes you may need to use pathways not shown on the radar."
			flag_had_path_message_lm2 = 1
		ENDIF
 
	ENDIF
 
/*   	
// Camera point at dealer stuff
 
IF flag_done_looking_bit_lm2 = 0
 
	IF IS_PLAYER_IN_AREA_3D player 1535.2 -615.1 10.0 1610.5 -681.0 20.0 FALSE
 
		IF IS_PLAYER_IN_ANY_CAR player
			APPLY_BRAKES_TO_PLAYERS_CAR player ON
		ENDIF
 
		SWITCH_WIDESCREEN ON
		CLEAR_WANTED_LEVEL player
		SET_POLICE_IGNORE_PLAYER player ON
		SET_PLAYER_CONTROL player OFF
 
		IF LOCATE_PLAYER_ANY_MEANS_3D player 1589.1 -641.4 11.1 1.0 1.0 1.0 FALSE
			SET_FIXED_CAMERA_POSITION 1587.8 -651.7 18.3 0.0 0.0 0.0
			POINT_CAMERA_AT_POINT 1587.5 -651.0 17.6 JUMP_CUT
		ELSE
			SET_FIXED_CAMERA_POSITION 1589.1 -641.4 11.1 0.0 0.0 0.0
			POINT_CAMERA_AT_POINT 1588.3 -642.0 11.3 JUMP_CUT
		ENDIF	
 
 
		WAIT 4500
 
		IF IS_CHAR_DEAD victim_ped_lm2
			REMOVE_BLIP radar_blip_ped1_lm2
			flag_victim_dead_lm2 = 1
		ENDIF
 
		IF IS_CAR_DEAD car_lm2
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_luigi2_failed
		ELSE
 
			IF IS_CAR_UPSIDEDOWN car_lm2
			AND IS_CAR_STOPPED car_lm2
				PRINT_NOW ( UPSIDE ) 5000 1 //You've flipped your wheels!"
				GOTO mission_luigi2_failed
			ENDIF
 
		ENDIF
 
		IF IS_PLAYER_IN_ANY_CAR player
			APPLY_BRAKES_TO_PLAYERS_CAR player FALSE
		ENDIF
 
		SWITCH_WIDESCREEN OFF
		RESTORE_CAMERA_JUMPCUT
		SET_POLICE_IGNORE_PLAYER player OFF
		SET_PLAYER_CONTROL player ON
		flag_done_looking_bit_lm2 = 1
	ENDIF
 
 
ENDIF
*/
 
 
	IF IS_CHAR_DEAD victim_ped_lm2
		REMOVE_BLIP radar_blip_ped1_lm2
		flag_victim_dead_lm2 = 1
	ENDIF
 
	IF IS_CAR_DEAD car_lm2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_luigi2_failed
	ELSE
 
		IF IS_CAR_UPSIDEDOWN car_lm2
		AND IS_CAR_STOPPED car_lm2
			PRINT_NOW ( UPSIDE ) 5000 1 //You've flipped your wheels!"
			GOTO mission_luigi2_failed
		ENDIF
 
	ENDIF
 
IF flag_done_looking_bit_lm2 = 1
OR IS_PLAYER_IN_AREA_3D player 1430.75 -807.0 9.0 1355.2 -883.2 20.0 FALSE
	flag_done_looking_bit_lm2 = 1  // set this here also to stop bloke going for player once he has got out of his car
	flag_player_in_area_lm2 = 1
 
	IF flag_victim_dead_lm2 = 0
 
		IF LOCATE_PLAYER_ANY_MEANS_CHAR_3D player victim_ped_lm2 10.0 10.0 10.0 FALSE
		AND flag_victim_ped_lm2_changed = 0
			TURN_CHAR_TO_FACE_PLAYER victim_ped_lm2 player
			SET_CHAR_THREAT_SEARCH victim_ped_lm2 THREAT_PLAYER1
			SET_CHAR_PERSONALITY victim_ped_lm2 PEDSTAT_TOUGH_GUY
			SET_CHAR_HEED_THREATS victim_ped_lm2 TRUE
			SET_CHAR_OBJ_KILL_PLAYER_ON_FOOT victim_ped_lm2 player 
			flag_victim_ped_lm2_changed = 1
		ENDIF
 
		IF LOCATE_PLAYER_ANY_MEANS_CHAR_3D player victim_ped_lm2 6.0 6.0 15.0 FALSE
		AND flag_player_got_help_message_lm2 = 0
 
			GET_CONTROLLER_MODE controlmode
 
			IF controlmode = 0
				PRINT_HELP ( LM2_2A ) //"Use the circle button to punch and kick!"
				flag_player_got_help_message_lm2 = 1
			ENDIF
 
			IF controlmode = 1
				PRINT_HELP ( LM2_2A ) //"Use the circle button to punch and kick!"
				flag_player_got_help_message_lm2 = 1
			ENDIF
 
			IF controlmode = 2
				PRINT_HELP ( LM2_2C ) //"Use the circle button to punch and kick!"
				flag_player_got_help_message_lm2 = 1
			ENDIF
 
			IF controlmode = 3
				PRINT_HELP ( LM2_2D ) //"Use the circle button to punch and kick!"
				flag_player_got_help_message_lm2 = 1
			ENDIF
 
		ENDIF
 
	ENDIF
 
ENDIF
 
	WAIT 0
 
ENDWHILE
 
IF NOT HAS_PICKUP_BEEN_COLLECTED bat_lm2 
	REMOVE_BLIP bat_blip_lm2
	REMOVE_PICKUP bat_lm2
	flag_player_had_bat_message_lm2 = 1
ENDIF
 
REMOVE_BLIP radar_blip_ped1_lm2
 
IF IS_CAR_DEAD car_lm2
	PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
	GOTO mission_luigi2_failed
ELSE
 
	IF IS_CAR_UPSIDEDOWN car_lm2
	AND IS_CAR_STOPPED car_lm2
		PRINT_NOW ( UPSIDE ) 5000 1 //You've flipped your wheels!"
		GOTO mission_luigi2_failed
	ENDIF
 
ENDIF
 
CHANGE_CAR_LOCK car_lm2 CARLOCK_UNLOCKED
 
ADD_BLIP_FOR_CAR car_lm2 radar_blip_car1_lm2
 
PRINT_NOW ( LM2_1 ) 7000 1 //"Take the car and get it resprayed."
 
// waiting for the player to get into the car
 
WHILE NOT IS_PLAYER_IN_CAR player car_lm2
 
	WAIT 0
 
	GOSUB girls_running
 
	IF IS_CAR_DEAD car_lm2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_luigi2_failed
	ELSE
 
		IF IS_CAR_UPSIDEDOWN car_lm2
		AND IS_CAR_STOPPED car_lm2
			PRINT_NOW ( UPSIDE ) 5000 1 //You've flipped your wheels!"
			GOTO mission_luigi2_failed
		ENDIF
 
	ENDIF
 
ENDWHILE
 
flag_player_in_car_lm2 = 1
 
SET_FREE_RESPRAYS ON
 
REMOVE_BLIP radar_blip_car1_lm2
 
ADD_SPRITE_BLIP_FOR_COORD 924.0 -361.0 10.0 RADAR_SPRITE_SPRAY radar_blip_coord1_lm2
 
ADD_SPHERE 925.1 -350.5 9.3 2.5 sphere1_lm2 
 
HAS_RESPRAY_HAPPENED sprayshop1
 
// waiting for the player to respray the car
 
WHILE NOT HAS_RESPRAY_HAPPENED sprayshop1
OR NOT IS_PLAYER_IN_CAR player car_lm2
OR NOT IS_PLAYER_STOPPED_IN_AREA_2D player 922.6 -366.1 928.6 -354.3 FALSE
 
 	WAIT 0
 
 	IF IS_CAR_DEAD car_lm2
 		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
 		GOTO mission_luigi2_failed
 	ELSE
 
		IF IS_CAR_UPSIDEDOWN car_lm2
		AND IS_CAR_STOPPED car_lm2
			PRINT_NOW ( UPSIDE ) 5000 1 //You've flipped your wheels!"
			GOTO mission_luigi2_failed
		ENDIF
 
	ENDIF
 
 	IF NOT IS_PLAYER_IN_CAR player car_lm2
 	AND flag_player_had_car_message_lm2 = 0
 		PRINT_NOW ( IN_VEH ) 7000 1 //"Get back into the car and get on with the mission!"
 		REMOVE_BLIP radar_blip_coord1_lm2
		REMOVE_SPHERE sphere1_lm2
 		ADD_BLIP_FOR_CAR car_lm2 radar_blip_car1_lm2
 		flag_player_had_car_message_lm2 = 1
 	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_lm2
	AND flag_player_had_car_message_lm2 = 1
		REMOVE_BLIP radar_blip_car1_lm2
		ADD_SPRITE_BLIP_FOR_COORD 924.0 -361.0 10.0 RADAR_SPRITE_SPRAY radar_blip_coord1_lm2
 
			IF flag_had_spray_help = 0 
				ADD_SPHERE 925.1 -350.5 9.3 2.5 sphere1_lm2
			ENDIF
 
		flag_player_had_car_message_lm2 = 0
	ENDIF
 
	IF LOCATE_PLAYER_IN_CAR_3D player 925.1 -350.5 9.3 2.5 2.5 2.5 FALSE
	AND IS_PLAYER_IN_CAR player car_lm2
 
		IF flag_had_spray_help = 0
			PRINT_HELP ( SPRAY1 )
			REMOVE_SPHERE sphere1_lm2 
			flag_had_spray_help = 1
		ENDIF
 
	ENDIF 
 
ENDWHILE
 
REMOVE_SPHERE sphere1_lm2
 
REMOVE_BLIP radar_blip_coord1_lm2
 
ADD_BLIP_FOR_COORD 1087.0 -574.0 -100.0 radar_blip_coord2_lm2
 
ADD_SPHERE 1088.4 -574.4 13.7 2.5 sphere2_lm2
 
flag_blip2_on_lm2 = 1
 
SET_TARGET_CAR_FOR_MISSION_GARAGE garage_lm2 car_lm2
 
//PRINT_NOW ( LM2_3 ) 7000 1 //"Good now get the car to the lockup!"
 
timerb = 0
 
// Waiting for the player to get back to luigi's
 
WHILE NOT IS_CAR_IN_MISSION_GARAGE garage_lm2
 
	WAIT 0	
 
	IF flag_lockup_message_lm2 = 0
 
		IF timerb >= 3000
			PRINT_NOW ( LM2_3 ) 7000 1 //"Good now get the car to the lockup!"
			flag_lockup_message_lm2 = 1
		ENDIF
 
	ENDIF
 
IF flag_car_in_garage_lm2 = 0
 
	IF IS_CAR_DEAD car_lm2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_luigi2_failed
	ELSE
 
		IF IS_CAR_UPSIDEDOWN car_lm2
		AND IS_CAR_STOPPED car_lm2
			PRINT_NOW ( UPSIDE ) 5000 1 //You've flipped your wheels!"
			GOTO mission_luigi2_failed
		ENDIF
 
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_lm2
	AND flag_player_had_car_message_lm2 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //" Get back in the car and get on with the mission!"
		REMOVE_SPHERE sphere2_lm2
		ADD_BLIP_FOR_CAR car_lm2 radar_blip_car1_lm2
		REMOVE_BLIP radar_blip_coord2_lm2
		flag_player_had_car_message_lm2 = 1
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_lm2
	AND flag_player_had_car_message_lm2 = 1
		REMOVE_BLIP radar_blip_car1_lm2 
		ADD_BLIP_FOR_COORD 1087.0 -574.0 -100.0 radar_blip_coord2_lm2
 
		IF flag_player_had_garage_message_lm2 = 0 
			ADD_SPHERE 1088.4 -574.4 13.7 2.5 sphere2_lm2
		ENDIF
 
		flag_player_had_car_message_lm2 = 0
	ENDIF
 
	IF flag_player_had_garage_message_lm2 = 0
 
		IF LOCATE_PLAYER_IN_CAR_3D player 1088.4 -574.4 13.7 2.5 2.5 2.5 FALSE
	 	AND IS_PLAYER_IN_CAR player car_lm2
			PRINT_HELP ( GARAGE ) //"Drive the car into the garage, get out of the car and walk outside of the garage"
			REMOVE_SPHERE sphere2_lm2
 			flag_player_had_garage_message_lm2 = 1
		ENDIF
 
	ENDIF
 
	IF NOT LOCATE_PLAYER_IN_CAR_3D player 1088.4 -574.4 13.7 2.5 2.5 2.5 FALSE
	AND flag_player_had_garage_message_lm2 = 1
		flag_player_had_garage_message_lm2 = 0
	ENDIF
 
ENDIF
 
IF NOT IS_CAR_DEAD car_lm2 
 
	//	IF IS_CAR_STOPPED_IN_AREA_2D car_lm2 1074.0 -578.0 1085.0 -568.0 FALSE
	IF DOES_GARAGE_CONTAIN_CAR garage_lm2 car_lm2
		flag_car_in_garage_lm2 = 1
	ELSE
		flag_car_in_garage_lm2 = 0
	ENDIF
 
ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord2_lm2
 
REMOVE_SPHERE sphere2_lm2
 
}
 
GOTO mission_luigi2_passed
 
 
// Mission luigi1 failed
 
mission_luigi2_failed:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
RETURN
 
 
// mission Luigi1 passed
 
mission_luigi2_passed:
 
flag_luigi_mission2_passed = 1
REGISTER_MISSION_PASSED ( LM2 )
PLAYER_MADE_PROGRESS 1
PRINT_WITH_NUMBER_BIG ( M_PASS ) 4000 5000 1 //"Mission Passed!"
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 4000
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT luigi_mission3_loop   
RETURN
 
// mission cleanup
 
mission_cleanup_luigi2:
 
flag_player_on_mission = 0
flag_player_on_luigi_mission = 0
 
IF flag_player_had_bat_message_lm2 = 0
	REMOVE_BLIP bat_blip_lm2
	REMOVE_PICKUP bat_lm2
ENDIF
 
IF NOT IS_CAR_DEAD car_lm2
	CHANGE_CAR_LOCK car_lm2 CARLOCK_UNLOCKED
ENDIF
 
SET_TARGET_CAR_FOR_MISSION_GARAGE garage_lm2 -1
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_STALLION
MARK_MODEL_AS_NO_LONGER_NEEDED PED_DOCKER2
MARK_MODEL_AS_NO_LONGER_NEEDED PED_PROSTITUTE
MARK_MODEL_AS_NO_LONGER_NEEDED PED_PROSTITUTE2
REMOVE_BLIP radar_blip_ped1_lm2
REMOVE_BLIP radar_blip_car1_lm2
REMOVE_BLIP radar_blip_coord1_lm2
REMOVE_BLIP radar_blip_coord2_lm2
REMOVE_BLIP bat_blip_lm2
REMOVE_SPHERE sphere1_lm2
REMOVE_SPHERE sphere2_lm2
SET_FREE_RESPRAYS OFF
SWITCH_PED_ROADS_ON 1609.8 -615.2 9.0 1557.8 -673.4 20.0
MISSION_HAS_FINISHED
RETURN
 
 
girls_running:
 
// checks for girl1
 
IF flag_player_in_car_lm2 = 0
 
	IF flag_player_in_area_lm2 = 1
 
		IF flag_victim_ped_lm2_changed = 1
 
			IF flag_buyer1_dead_lm2 = 0
 
				IF IS_CHAR_DEAD buyer1_lm2
					flag_buyer1_dead_lm2 = 1
				ELSE
 
					IF flag_girl1_running_lm2 = 0
						SET_CHAR_OBJ_RUN_TO_COORD buyer1_lm2 1387.21 -837.38
						flag_girl1_running_lm2 = 1
					ENDIF
 
					IF flag_girl1_running_lm2 = 1
 
						IF LOCATE_CHAR_ON_FOOT_3D buyer1_lm2 1387.21 -837.38 10.8 4.0 4.0 4.0 FALSE
							SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS buyer1_lm2 player
							flag_girl1_running_lm2 = 2   
						ENDIF
 
					ENDIF
 
				ENDIF 
 
			ENDIF
 
// checks for girl2
 
			IF flag_buyer2_dead_lm2 = 0
 
				IF IS_CHAR_DEAD buyer2_lm2
					flag_buyer2_dead_lm2 = 1
				ELSE
 
					IF flag_girl2_running_lm2 = 0
						SET_CHAR_OBJ_RUN_TO_COORD buyer2_lm2 1385.98 -839.30
						flag_girl2_running_lm2 = 1
					ENDIF
 
					IF flag_girl2_running_lm2 = 1
 
						IF LOCATE_CHAR_ON_FOOT_3D buyer2_lm2 1385.98 -839.30 10.8 4.0 4.0 4.0 FALSE
							SET_CHAR_OBJ_FLEE_PLAYER_ON_FOOT_ALWAYS buyer2_lm2 player
							flag_girl2_running_lm2 = 2
						ENDIF
 
					ENDIF
 
				ENDIF
 
			ENDIF
 
		ENDIF
 
	ENDIF
 
ENDIF
 
RETURN

luigi3

MISSION_START
 
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************Luigi mission 3*********************************
// ***************************************"Drive Misty For Me"****************************** 
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
 
SCRIPT_NAME luigi3
 
// Mission Start Stuff
 
GOSUB mission_start_luigi3
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_luigi3_failed
	ENDIF
 
GOSUB mission_cleanup_luigi3
 
MISSION_END
 
// Variable for mission
 
VAR_INT radar_blip_coord1_lm3
 
VAR_INT radar_blip_coord2_lm3
 
VAR_INT misty_lm3
 
VAR_INT car_lm3
 
VAR_INT flag_player_got_message_lm3
 
VAR_INT flag_player_got_cops_message_lm3
 
VAR_INT flag_player_not_in_zone_lm3
 
VAR_FLOAT door1_position_lm3
 
VAR_FLOAT door2_position_lm3
 
VAR_FLOAT difference_in_heading_door1_lm3
 
VAR_FLOAT difference_in_heading_door2_lm3
 
VAR_INT flag_blip_on_misty_lm3
 
VAR_INT radar_blip_ped1_lm3
 
VAR_INT flag_had_bus_message_lm3
 
VAR_INT flag_camera_mode_lm3
 
VAR_INT cut_car_lm3
 
VAR_INT cut_car2_lm3
 
VAR_INT cut_car3_lm3
 
// ****************************************Mission Start************************************
 
mission_start_luigi3:
 
flag_player_on_mission = 1
 
flag_player_on_luigi_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_got_message_lm3 = 0
 
flag_player_got_cops_message_lm3 = 0
 
flag_player_not_in_zone_lm3 = 0
 
door1_position_lm3 = 0.0
 
door2_position_lm3 = 0.0
 
difference_in_heading_door1_lm3 = 0.0
 
difference_in_heading_door2_lm3 = 0.0
 
flag_blip_on_misty_lm3 = 0
 
blob_flag = 1
 
flag_had_bus_message_lm3 = 0
 
flag_camera_mode_lm3 = 0
 
 
// *****************************************START OF CUT_SCENE******************************
 
/*
IF CAN_PLAYER_START_MISSION player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE player
ELSE
	GOTO mission_luigi3_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
SWITCH_STREAMING OFF
 
PRINT_BIG ( LM3 ) 15000 2 //"Drive Misty For Me."
*/
 
LOAD_SPECIAL_CHARACTER 1 LUIGI
LOAD_SPECIAL_CHARACTER 2 MICKY
 
REQUEST_MODEL indhibuild3
 
REQUEST_MODEL luigiclubout
 
REQUEST_MODEL luigiineerclub
 
LOAD_SPECIAL_MODEL cut_obj1 LUDOOR
LOAD_SPECIAL_MODEL cut_obj2 LUIGIH
LOAD_SPECIAL_MODEL cut_obj3 PLAYERH
LOAD_SPECIAL_MODEL cut_obj4 MICKYH
 
/*
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
*/
 
SET_PED_DENSITY_MULTIPLIER 0.0
 
CLEAR_AREA_OF_CHARS 926.54 -471.72 1.0 830.76 -257.96 25.0
 
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 cut_obj2
OR NOT HAS_MODEL_LOADED cut_obj3
OR NOT HAS_MODEL_LOADED cut_obj4
 
	WAIT 0
 
ENDWHILE
 
WHILE NOT HAS_MODEL_LOADED indhibuild3
OR NOT HAS_MODEL_LOADED luigiclubout
OR NOT HAS_MODEL_LOADED luigiineerclub
 
	WAIT 0
 
ENDWHILE  
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor FALSE	
 
LOAD_CUTSCENE l3_dm
 
SET_CUTSCENE_OFFSET 900.782 -427.523 13.829
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
 
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_luigi
 
SET_CUTSCENE_ANIM cs_luigi luigi
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_micky
 
SET_CUTSCENE_ANIM cs_micky micky
 
CREATE_CUTSCENE_HEAD cs_luigi CUT_OBJ2 cs_luigihead
 
SET_CUTSCENE_HEAD_ANIM cs_luigihead luigi
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ3 cs_playerhead
 
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CREATE_CUTSCENE_HEAD cs_micky CUT_OBJ4 cs_mickyhead
 
SET_CUTSCENE_HEAD_ANIM cs_mickyhead micky
 
CREATE_CUTSCENE_OBJECT cut_obj1 cs_ludoor
 
SET_CUTSCENE_ANIM cs_ludoor LUDOOR
 
CLEAR_AREA 896.6 -426.2 13.9 1.0 TRUE
SET_PLAYER_COORDINATES player 896.6 -426.2 13.9
 
SET_PLAYER_HEADING player 270.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
 
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 2433
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_A ) 10000 1 //"Hey I've gotta talk to you... All right Mick I talk to yah later"
 
WHILE cs_time < 5504
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( LM3_A )
 
WHILE cs_time < 8333
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_B ) 10000 1 //"How yah doing kid?
 
WHILE cs_time < 9667
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_C ) 10000 1 //"The Don's son, Joey Leone, he wants some action from his regular girl Misty"
 
WHILE cs_time < 13833
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_D ) 10000 1 //"Go pick her up at Hepburn Heights..."
 
WHILE cs_time < 15467
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_E ) 10000 1 //"but watch yourself that's Diablo turf."
 
WHILE cs_time < 18233
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_F ) 10000 1 //"Then run her over to his garage in Trenton and make it quick,"
 
WHILE cs_time < 21100
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_G ) 10000 1 //"Joey ain't the kinda you keep waiting, remember, this is your foot in the door..."
 
WHILE cs_time < 25333
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_H ) 10000 1 //"so keep your eyes on the road and off Misty!"
 
WHILE cs_time < 27701
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( LM3_H )
 
WHILE cs_time < 29666
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
SWITCH_STREAMING ON
 
SWITCH_RUBBISH ON
 
LOAD_SCENE 920.3 -425.4 15.0
 
SET_CAMERA_BEHIND_PLAYER
 
WAIT 500
 
DO_FADE 1500 FADE_IN 
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor TRUE
 
UNLOAD_SPECIAL_CHARACTER 1
UNLOAD_SPECIAL_CHARACTER 2
 
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ4
 
MARK_MODEL_AS_NO_LONGER_NEEDED indhibuild3
 
MARK_MODEL_AS_NO_LONGER_NEEDED luigiclubout
 
MARK_MODEL_AS_NO_LONGER_NEEDED luigiineerclub
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
// *****************************************END OF CUTSCENE*********************************
 
LOAD_SPECIAL_CHARACTER 2 misty
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 2
 
	WAIT 0
 
ENDWHILE
 
WHILE GET_FADING_STATUS
 
    WAIT 0
 
ENDWHILE
 
PRINT_NOW ( LM3_10 ) 5000 1 //Get a vehicle!"
 
GET_CONTROLLER_MODE controlmode
 
IF controlmode = 0
	PRINT_HELP ( HELP15 ) //"Press the...."
ENDIF
 
IF controlmode = 1
	PRINT_HELP ( HELP15 ) //"Press the...."
ENDIF
 
IF controlmode = 2
	PRINT_HELP ( HELP15 ) //"Press the...."
ENDIF
 
IF controlmode = 3
	PRINT_HELP ( HELP15 ) //"Press the...."
ENDIF
 
// waiting for the player to get into a car
 
WHILE NOT IS_PLAYER_IN_ANY_CAR player
 
	WAIT 0
 
ENDWHILE
 
STORE_CAR_PLAYER_IS_IN player car_lm3
 
PRINT_NOW ( LM3_4 ) 7000 1 //"Now Pick up Misty!"
 
LOAD_MISSION_AUDIO L2_A
 
ADD_BLIP_FOR_COORD 937.9 -259.8 -100.0 radar_blip_coord1_lm3
 
// waiting for the player to get to Misty's flat
 
blob_flag = 1
 
WHILE NOT LOCATE_STOPPED_PLAYER_IN_CAR_2D player 937.9 -259.8 3.0 3.0 blob_flag
OR NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF NOT IS_PLAYER_IN_ANY_CAR player
	AND flag_player_got_message_lm3 = 0
		PRINT_NOW ( IN_VEH2 ) 5000 1 //"Get a vehicle and get on with the mission!"
		REMOVE_BLIP radar_blip_coord1_lm3
		flag_player_got_message_lm3 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_ANY_CAR player
	AND flag_player_got_message_lm3 = 1
	   	ADD_BLIP_FOR_COORD 937.9 -259.8 -100.0 radar_blip_coord1_lm3
		STORE_CAR_PLAYER_IS_IN player car_lm3
		flag_player_got_message_lm3 = 0
		blob_flag = 1
	ENDIF
 
ENDWHILE
 
GET_CONTROLLER_MODE controlmode
 
IF controlmode = 0
	PRINT_HELP ( LM3_1A ) //"Press the~h~ L3 button~w~ to activate the ~h~horn~w~ and let Misty know you are here."
ENDIF
 
IF controlmode = 1
	PRINT_HELP ( LM3_1B ) //"Press the~h~ L1 button~w~ to activate the ~h~horn~w~ and let Misty know you are here."
ENDIF
 
IF controlmode = 2
	PRINT_HELP ( LM3_1C ) //"Press the~h~ R1 button~w~ to activate the ~h~horn~w~ and let Misty know you are here."
ENDIF
 
IF controlmode = 3
	PRINT_HELP ( LM3_1A ) //"Press the~h~ L3 button~w~ to activate the ~h~horn~w~ and let Misty know you are here."
ENDIF
 
blob_flag = 1
 
WHILE NOT IS_PLAYER_PRESSING_HORN player
OR NOT LOCATE_STOPPED_PLAYER_IN_CAR_2D player 937.9 -259.8 3.0 3.0 blob_flag
OR NOT IS_PLAYER_SITTING_IN_ANY_CAR player
 
	WAIT 0
 
	IF NOT IS_PLAYER_IN_ANY_CAR player
	AND flag_player_got_message_lm3 = 0
		PRINT_NOW ( IN_VEH2 ) 5000 1 //"Get a vehicle and get on with the mission!"
		REMOVE_BLIP radar_blip_coord1_lm3
		flag_player_got_message_lm3 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_ANY_CAR player
	AND flag_player_got_message_lm3 = 1
		ADD_BLIP_FOR_COORD 937.9 -259.8 -100.0 radar_blip_coord1_lm3
		STORE_CAR_PLAYER_IS_IN player car_lm3
		flag_player_got_message_lm3 = 0
		blob_flag = 1
	ENDIF
 
ENDWHILE
 
CLEAR_HELP
 
GET_PLAYER_CHAR player script_controlled_player
 
SET_CHAR_CANT_BE_DRAGGED_OUT script_controlled_player TRUE
 
/*
IF IS_PLAYER_IN_ANY_CAR player
 
	STORE_CAR_PLAYER_IS_IN player car_lm3
 
	IF NOT IS_CAR_DEAD car_lm3
		LOCK_CAR_DOORS car_lm3 CARLOCK_LOCKED_PLAYER_INSIDE
	ENDIF
 
ENDIF
*/
 
 
WAIT 500
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
/*
IF IS_PLAYER_IN_ANY_CAR player
 
	STORE_CAR_PLAYER_IS_IN player car_lm3
 
	IF NOT IS_CAR_DEAD car_lm3
		LOCK_CAR_DOORS car_lm3 CARLOCK_LOCKED_PLAYER_INSIDE
	ENDIF
 
ENDIF
*/
 
CLEAR_AREA 936.2 -263.9 5.0 1.0 TRUE
 
IF LOCATE_PLAYER_IN_CAR_2D player 937.9 -259.8 3.0 3.0 FALSE
 
   	IF IS_PLAYER_IN_MODEL player CAR_BUS
	OR IS_PLAYER_IN_MODEL player CAR_COACH
	OR IS_PLAYER_IN_MODEL player CAR_FLATBED
	OR IS_PLAYER_IN_MODEL player CAR_FIRETRUCK
	OR IS_PLAYER_IN_MODEL player CAR_LANDSTALKER
	OR IS_PLAYER_IN_MODEL player CAR_LINERUNNER
		flag_camera_mode_lm3 = 1
	ENDIF
 
	IF IS_PLAYER_IN_MODEL player CAR_TRASHMASTER
	OR IS_PLAYER_IN_MODEL player CAR_PONY
	OR IS_PLAYER_IN_MODEL player CAR_MULE
	OR IS_PLAYER_IN_MODEL player CAR_AMBULANCE
	OR IS_PLAYER_IN_MODEL player CAR_MRWHOOPEE
	OR IS_PLAYER_IN_MODEL player CAR_ENFORCER
		flag_camera_mode_lm3 = 1
	ENDIF
 
	IF IS_PLAYER_IN_MODEL player CAR_RUMPO
	OR IS_PLAYER_IN_MODEL player CAR_BELLYUP
	OR IS_PLAYER_IN_MODEL player CAR_MRWONGS
	OR IS_PLAYER_IN_MODEL player CAR_YANKEE
	OR IS_PLAYER_IN_MODEL player CAR_SECURICAR
		flag_camera_mode_lm3 = 1
	ENDIF
 
ENDIF
 
IF flag_camera_mode_lm3 = 1
	CLEAR_AREA 930.112 -264.972 7.336 4.0 TRUE 
	SET_FIXED_CAMERA_POSITION 930.112 -264.972 7.336 0.0 0.0 0.0
	POINT_CAMERA_AT_POINT 930.959 -265.474 7.164 JUMP_CUT 
ELSE
	CLEAR_AREA 928.169 -267.549 4.0 4.0 TRUE
	SET_FIXED_CAMERA_POSITION 928.169 -267.549 5.623 0.0 0.0 0.0
	POINT_CAMERA_AT_POINT 929.162 -267.43 5.656 JUMP_CUT
ENDIF
 
SET_POLICE_IGNORE_PLAYER player ON
 
SET_EVERYONE_IGNORE_PLAYER player ON
 
//CLEAR_AREA 943.8 -271.5 4.0 4.0 TRUE // This should get rid of any stuff to block the cut-scene area
 
CLEAR_AREA 941.7 -269.2 4.0 1.0 TRUE // Location misty is going to run to 
 
REMOVE_BLIP radar_blip_coord1_lm3
 
CREATE_CHAR PEDTYPE_SPECIAL PED_SPECIAL2 946.47 -275.50 3.9 misty_lm3
 
TURN_CHAR_TO_FACE_COORD misty_lm3 942.0 -268.0 -100.0
 
CLEAR_CHAR_THREAT_SEARCH misty_lm3
 
SET_ANIM_GROUP_FOR_CHAR misty_lm3 ANIM_SEXY_WOMANPED
 
// opens the doors
 
GET_OBJECT_HEADING misty_door1 door1_position_lm3
 
WHILE NOT door1_position_lm3 = 90.0
 
	WAIT 0
 
	IF IS_CHAR_DEAD misty_lm3
		PRINT_NOW ( MISTY1 ) 5000 1 //"Misty's dead!" 
		GOTO mission_luigi3_failed
	ENDIF
 
	difference_in_heading_door1_lm3 = 90.0 - door1_position_lm3
 
		IF difference_in_heading_door1_lm3 < 10.0
			door1_position_lm3 = 90.0
		ELSE
			door1_position_lm3 += 10.0
		ENDIF
 
	SET_OBJECT_HEADING misty_door1 door1_position_lm3
 
ENDWHILE
 
WAIT 0
 
IF IS_CHAR_DEAD misty_lm3
	PRINT_NOW ( MISTY1 ) 5000 1 //"Misty's dead!" 
	GOTO mission_luigi3_failed
ENDIF
 
CLEAR_AREA 944.1 -270.7 4.0 2.0 TRUE 
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT misty_lm3 944.1 -270.7
 
//POINT_CAMERA_AT_CHAR misty_lm3 FIXED JUMP_CUT
 
timerb = 0 
 
WHILE NOT IS_CHAR_OBJECTIVE_PASSED misty_lm3  // Try this one to see if it passes ok
 
	WAIT 0
 
	IF IS_PLAYER_IN_ANY_CAR player
 
		STORE_CAR_PLAYER_IS_IN player car_lm3
 
		IF IS_CAR_DEAD car_lm3
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" 
			GOTO mission_luigi3_failed
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD misty_lm3
		PRINT_NOW ( MISTY1 ) 5000 1 //"Misty's dead!" 
		GOTO mission_luigi3_failed
	ENDIF
 
	IF timerb >= 10000
 
		IF NOT IS_CHAR_OBJECTIVE_PASSED misty_lm3
			SET_CHAR_COORDINATES misty_lm3 944.1 -270.7 3.9
		ENDIF
 
	ENDIF 
 
ENDWHILE
 
CLEAR_AREA 941.0 -264.0 -100.0 4.0 TRUE
 
 
/*
// Close the door
 
WHILE NOT door1_position_lm3 = 0.0
 
	WAIT 0
 
	IF IS_PLAYER_IN_ANY_CAR player
 
		STORE_CAR_PLAYER_IS_IN player car_lm3
 
		IF IS_CAR_DEAD car_lm3
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" 
			GOTO mission_luigi3_failed
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD misty_lm3
		PRINT_NOW ( MISTY1 ) 5000 1  //"Misty's dead!" 
		GOTO mission_luigi3_failed
	ENDIF
 
	difference_in_heading_door1_lm3 = door1_position_lm3
 
	IF difference_in_heading_door1_lm3 < 10.0
		door1_position_lm3 = 0.0
	ELSE
		door1_position_lm3 -= 10.0
	ENDIF
 
	SET_OBJECT_HEADING misty_door1 door1_position_lm3
 
ENDWHILE
 
*/
SET_FIXED_CAMERA_POSITION 934.2 -265.8 5.9 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 934.7 -264.9 5.7 JUMP_CUT
 
SET_OBJECT_HEADING misty_door1 0.0
 
IF NOT IS_CHAR_DEAD misty_lm3
 
	IF NOT IS_AREA_OCCUPIED 934.10 -266.46 2.0 935.08 -268.90 10.0 FALSE TRUE TRUE TRUE TRUE
		CLEAR_AREA 934.79 -267.47 3.9 1.0 TRUE 
		SET_CHAR_COORDINATES misty_lm3 934.79 -267.47 3.9
	ENDIF
 
ENDIF
 
IF IS_PLAYER_IN_ANY_CAR player
 
	STORE_CAR_PLAYER_IS_IN player car_lm3
 
	SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER misty_lm3 car_lm3
 
   //	IF NOT IS_CAR_DEAD car_lm3
   //		LOCK_CAR_DOORS car_lm3 CARLOCK_UNLOCKED
   //	ENDIF					  
 
	IF IS_CAR_DEAD car_lm3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" 
		GOTO mission_luigi3_failed
	ENDIF
 
	// waiting for Misty to get into the car 
 
	WHILE NOT IS_CHAR_IN_CAR misty_lm3 car_lm3
 
		WAIT 0
 
		IF IS_CAR_DEAD car_lm3
 
			IF IS_CHAR_DEAD misty_lm3
				PRINT_NOW ( MISTY1 ) 5000 1 //"Misty's dead!" 
				GOTO mission_luigi3_failed
			ELSE
				PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" 
				GOTO mission_luigi3_failed
			ENDIF
 
		ENDIF
 
		IF IS_CHAR_DEAD misty_lm3
			PRINT_NOW ( MISTY1 ) 5000 1 //"Misty's dead!" 
			GOTO mission_luigi3_failed
		ENDIF
 
	ENDWHILE
 
ELSE
 
	SET_CHAR_OBJ_GOTO_PLAYER_ON_FOOT misty_lm3 player
 
	WHILE NOT IS_CHAR_OBJECTIVE_PASSED misty_lm3
 
		WAIT 0
 
		IF IS_PLAYER_IN_ANY_CAR player
 
			STORE_CAR_PLAYER_IS_IN player car_lm3
 
			IF IS_CAR_DEAD car_lm3
				PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!" 
				GOTO mission_luigi3_failed
			ENDIF
 
		ENDIF
 
		IF IS_CHAR_DEAD misty_lm3
			PRINT_NOW ( MISTY1 ) 5000 1 //"Misty's dead!" 
			GOTO mission_luigi3_failed
		ENDIF
 
	ENDWHILE
 
ENDIF
 
SET_PLAYER_AS_LEADER misty_lm3 player
 
SWITCH_WIDESCREEN OFF
 
RESTORE_CAMERA
 
SET_CHAR_CANT_BE_DRAGGED_OUT script_controlled_player FALSE
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
SET_EVERYONE_IGNORE_PLAYER player OFF
 
PLAY_MISSION_AUDIO
 
PRINT_NOW ( LM3_5 ) 7000 1 //"You working for Luigi regular huh? It's about time he got a driver we can trust!"
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CHAR_DEAD misty_lm3
		PRINT_NOW ( MISTY1 ) 5000 1 //"Misty's dead!" 
		GOTO mission_luigi3_failed
	ENDIF
 
	IF NOT IS_CHAR_IN_PLAYERS_GROUP misty_lm3 player
	AND flag_blip_on_misty_lm3 = 0
		PRINT_NOW ( HEY4 ) 5000 1 //"You have left Misty behind go and get her!"
		ADD_BLIP_FOR_CHAR misty_lm3 radar_blip_ped1_lm3
		//REMOVE_BLIP radar_blip_coord2_lm3
		flag_blip_on_misty_lm3 = 1
		blob_flag = 0
	ENDIF
 
	IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player misty_lm3 8.0 8.0 FALSE
	AND flag_blip_on_misty_lm3 = 1
		SET_PLAYER_AS_LEADER misty_lm3 player
		//PRINT_NOW ( LM3_2 ) 5000 1 //"Take Misty to see Joey Leone."
		REMOVE_BLIP radar_blip_ped1_lm3
	  	//ADD_BLIP_FOR_COORD 1196.0 -874.0 -100.0 radar_blip_coord2_lm3
		flag_blip_on_misty_lm3 = 0
		blob_flag = 1
	ENDIF
 
ENDWHILE
 
CLEAR_THIS_PRINT ( LM3_5 )
 
PRINT_NOW ( LM3_2 ) 5000 1 //"Take Misty to see Joey Leone."
 
ADD_BLIP_FOR_COORD 1196.0 -874.0 -100.0 radar_blip_coord2_lm3
 
blob_flag = 1
 
WHILE NOT LOCATE_STOPPED_PLAYER_ANY_MEANS_2D player 1196.0 -874.0 3.0 4.0 blob_flag
OR NOT LOCATE_STOPPED_CHAR_ANY_MEANS_2D misty_lm3 1196.0 -874.0 3.0 4.0 FALSE
 
	WAIT 0
 
	IF IS_CHAR_DEAD misty_lm3
		PRINT_NOW ( MISTY1 ) 5000 1 //"Misty's dead!" 
		GOTO mission_luigi3_failed
	ENDIF
 
	IF NOT IS_CHAR_IN_PLAYERS_GROUP misty_lm3 player
	AND flag_blip_on_misty_lm3 = 0
		PRINT_NOW ( HEY4 ) 5000 1 //"You have left Misty behind go and get her!"
		ADD_BLIP_FOR_CHAR misty_lm3 radar_blip_ped1_lm3
		REMOVE_BLIP radar_blip_coord2_lm3
		flag_blip_on_misty_lm3 = 1
		blob_flag = 0
	ENDIF
 
	IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player misty_lm3 8.0 8.0 FALSE
	AND flag_blip_on_misty_lm3 = 1
		SET_PLAYER_AS_LEADER misty_lm3 player
		PRINT_NOW ( LM3_2 ) 5000 1 //"Take Misty to see Joey Leone."
		REMOVE_BLIP radar_blip_ped1_lm3
	  	ADD_BLIP_FOR_COORD 1196.0 -874.0 -100.0 radar_blip_coord2_lm3
		flag_blip_on_misty_lm3 = 0
		blob_flag = 1
	ENDIF 
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord2_lm3
 
SET_FIXED_CAMERA_POSITION 1211.85 -882.40 19.42 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 1210.99 -881.90 19.34 JUMP_CUT
 
IF IS_CHAR_DEAD misty_lm3
	PRINT_NOW ( MISTY1 ) 5000 1 //"Misty's dead!" 
	GOTO mission_luigi3_failed
ENDIF
 
LEAVE_GROUP misty_lm3
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
CLEAR_WANTED_LEVEL player
 
CLEAR_AREA 1190.6 -869.1 -100.0 6.0 TRUE // This should get rid of any stuff to block the cut-scene area
 
SET_POLICE_IGNORE_PLAYER player ON
 
GET_PLAYER_CHAR player script_controlled_player
 
IF IS_CHAR_IN_ANY_CAR misty_lm3
	STORE_CAR_CHAR_IS_IN misty_lm3 car_lm3   
	SET_CHAR_OBJ_LEAVE_CAR misty_lm3 car_lm3
ENDIF
 
WHILE IS_CHAR_IN_ANY_CAR misty_lm3
 
	WAIT 0
 
	IF IS_CHAR_DEAD misty_lm3
		PRINT_NOW ( MISTY1 ) 5000 1 //"Misty's dead!" 
		GOTO mission_luigi3_failed
	ENDIF
 
ENDWHILE
 
IF IS_CHAR_IN_ANY_CAR script_controlled_player
	STORE_CAR_CHAR_IS_IN script_controlled_player car_lm3
	SET_CHAR_OBJ_LEAVE_CAR script_controlled_player car_lm3
ENDIF
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT misty_lm3 1193.1 -868.3
 
WHILE IS_CHAR_IN_ANY_CAR script_controlled_player
 
	WAIT 0
 
	IF IS_CHAR_DEAD misty_lm3
		PRINT_NOW ( MISTY1 ) 5000 1 //"Misty's dead!" 
		GOTO mission_luigi3_failed
	ENDIF
 
ENDWHILE
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT script_controlled_player 1193.1 -868.3
 
WAIT 500
 
IF IS_CHAR_DEAD misty_lm3
	PRINT_NOW ( MISTY1 ) 5000 1 //"Misty's dead!" 
	GOTO mission_luigi3_failed
ENDIF
 
MARK_CAR_AS_NO_LONGER_NEEDED car_lm3   
 
// ********************************START OF CUT-SCENE PART TWO******************************
 
GET_GAME_TIMER breakout_timer_start
 
breakout_diff = 0
 
WHILE NOT CAN_PLAYER_START_MISSION Player
AND breakout_diff < 5000	//	if player is not in control after 5 secs do the cutscene anyway
 
	WAIT 0
 
	IF IS_CHAR_DEAD misty_lm3
		PRINT_NOW ( MISTY1 ) 5000 1 //"Misty's dead!" 
		GOTO mission_luigi3_failed
	ENDIF
 
	GET_GAME_TIMER breakout_timer
 
	breakout_diff = breakout_timer - breakout_timer_start
 
ENDWHILE
 
MAKE_PLAYER_SAFE_FOR_CUTSCENE player
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
SWITCH_STREAMING OFF
 
LOAD_SPECIAL_CHARACTER 1 joey
LOAD_SPECIAL_MODEL cut_obj1 JOEDOOR
LOAD_SPECIAL_MODEL cut_obj2 JOEYH
LOAD_SPECIAL_MODEL cut_obj3 PLAYERH
LOAD_SPECIAL_MODEL cut_obj4 MISTYH
REQUEST_MODEL CAR_MAFIA
REQUEST_MODEL CAR_IDAHO
REQUEST_MODEL CAR_STALLION
REQUEST_MODEL jogarageext
REQUEST_MODEL jogarageint
 
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
 
CHAR_SET_IDLE script_controlled_player
 
IF NOT IS_CHAR_DEAD misty_lm3
	CHAR_SET_IDLE misty_lm3
ENDIF
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_MODEL_LOADED CAR_IDAHO
OR NOT HAS_MODEL_LOADED CAR_MAFIA
OR NOT HAS_MODEL_LOADED CAR_STALLION
 
	WAIT 0
 
ENDWHILE
 
WHILE NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED cut_obj4
OR NOT HAS_MODEL_LOADED cut_obj3
OR NOT HAS_MODEL_LOADED jogarageext
OR NOT HAS_MODEL_LOADED jogarageint
 
	WAIT 0
 
ENDWHILE
 
LOAD_CUTSCENE j0_dm2
 
SET_CUTSCENE_OFFSET 1190.079 -869.861 13.977
 
CREATE_CAR CAR_MAFIA 1189.1 -858.8 14.0 cut_car_lm3
 
SET_CAR_HEADING cut_car_lm3 76.0
 
CREATE_CAR CAR_IDAHO 1182.5 -857.0 14.1 cut_car2_lm3
 
SET_CAR_HEADING cut_car2_lm3 291.2
 
CREATE_CAR CAR_STALLION 1192.9 -860.8 14.0 cut_car3_lm3
 
SET_CAR_HEADING cut_car3_lm3 150.0
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_joey
SET_CUTSCENE_ANIM cs_joey joey
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_misty
SET_CUTSCENE_ANIM cs_misty misty
 
CREATE_CUTSCENE_HEAD cs_joey CUT_OBJ2 cs_joeyhead
SET_CUTSCENE_HEAD_ANIM cs_joeyhead joey
 
CREATE_CUTSCENE_HEAD cs_misty CUT_OBJ4 cs_mistyhead
SET_CUTSCENE_HEAD_ANIM cs_mistyhead misty
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ3 cs_playerhead
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CREATE_CUTSCENE_OBJECT cut_obj1 cs_joedoor
SET_CUTSCENE_ANIM cs_joedoor JOEDOOR
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door1 FALSE
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door2 FALSE
 
CLEAR_AREA 1194.0 -872.5 14.0 2.0 TRUE
 
SET_PLAYER_COORDINATES player 1194.0 -872.5 -100.0
 
SET_PLAYER_HEADING player 230.0
 
DELETE_CHAR misty_lm3
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
 
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 10538
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_6 ) 10000 1 //"Joey..."
 
WHILE cs_time < 11896
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( LM3_6 )
 
WHILE cs_time < 14353
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_6A ) 10000 1 //"Am I goin' to play with our big end again?"
 
WHILE cs_time < 16869
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_7 ) 10000 1 //"I'll be with you In a minute spark plug."
 
WHILE cs_time < 20173
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_8 ) 10000 1 //"Hey, I'm Joey."
 
WHILE cs_time < 21116
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_9 ) 10000 1 //"Luigi said you were reliable so come back later,"
 
WHILE cs_time < 23397
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_9A ) 10000 1 //"There might be some work for you."
 
WHILE cs_time < 25088
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM3_9B ) 10000 1 //"Alright."
 
WHILE cs_time < 25723
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( LM3_9B )
 
WHILE cs_time < 26666
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
SWITCH_RUBBISH ON
 
SWITCH_STREAMING ON
 
SET_CAMERA_BEHIND_PLAYER
 
WAIT 500
 
DO_FADE 1500 FADE_IN 
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door1 TRUE
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 1192.23 -867.252 14.124 6.0 joey_door2 TRUE
 
UNLOAD_SPECIAL_CHARACTER 1
UNLOAD_SPECIAL_CHARACTER 2
 
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ4
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_MAFIA
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_IDAHO
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_STALLION
MARK_MODEL_AS_NO_LONGER_NEEDED jogarageext
MARK_MODEL_AS_NO_LONGER_NEEDED jogarageint
 
DELETE_CAR cut_car_lm3
 
DELETE_CAR cut_car2_lm3
 
DELETE_CAR cut_car3_lm3
 
// **********************************END OF CUT-SCENE PART TWO***********************************
 
 
GOTO mission_luigi3_passed
 
 
 
// Mission Luigi1 failed
 
mission_luigi3_failed:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
RETURN
 
// mission Luigi1 passed
 
mission_luigi3_passed:
 
flag_luigi_mission3_passed = 1
REGISTER_MISSION_PASSED ( LM3 )
PLAYER_MADE_PROGRESS 1
PRINT_WITH_NUMBER_BIG ( m_pass ) 1000 5000 1 //"Mission Passed!"
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 1000
CLEAR_WANTED_LEVEL player
ADD_SPRITE_BLIP_FOR_CONTACT_POINT 1191.7 -870.0 -100.0 RADAR_SPRITE_JOEY joey_contact_blip
START_NEW_SCRIPT luigi_mission4_loop
START_NEW_SCRIPT joey_mission1_loop
START_NEW_SCRIPT meat_mission1_loop
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_luigi3:
 
flag_player_on_mission = 0
flag_player_on_luigi_mission = 0
/*
IF NOT IS_CAR_DEAD car_lm3
	LOCK_CAR_DOORS car_lm3 CARLOCK_UNLOCKED
ENDIF
*/
REMOVE_CHAR_ELEGANTLY misty_lm3 
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_MAFIA
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_IDAHO
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_STALLION
REMOVE_BLIP radar_blip_coord1_lm3
REMOVE_BLIP radar_blip_coord2_lm3
MISSION_HAS_FINISHED
RETURN

luigi4

MISSION_START
 
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************Luigi mission 4*********************************
// *****************************************Pump Action Pimp******************************** 
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
 
SCRIPT_NAME luigi4
 
// Mission Start Stuff
 
GOSUB mission_start_luigi4
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_luigi4_failed
	ENDIF
 
GOSUB mission_cleanup_luigi4
 
MISSION_END
 
 
// Variable for mission
 
VAR_INT radar_blip_ped1_lm4
 
VAR_INT radar_blip_coord1_lm4
 
VAR_INT radar_blip_car1_lm4
 
VAR_INT rival_pimp_to_kill
 
VAR_INT car_lm4
 
VAR_INT flag_player_got_message_luigi4
 
VAR_INT car_health_lm4
 
VAR_INT flag_car_dead_lm4
 
VAR_INT flag_pimp_dead_lm4
 
VAR_INT gun_lm4
 
VAR_FLOAT car_lm4_x
 
VAR_FLOAT car_lm4_y
 
VAR_FLOAT car_lm4_z
 
VAR_INT flag_collected_gun_lm4
 
VAR_INT flag_gun_message_lm4
 
VAR_INT flag_pimp2_dead_lm4
 
VAR_INT pimp_lm4
 
VAR_INT flag_pimp_kill_player_luigi4
 
VAR_INT radar_blip_ped2_lm4
 
VAR_INT	flag_ped1_not_in_car
 
VAR_INT flag_ped2_not_in_car
 
VAR_INT flag_player_had_shop_audio_lm4
 
VAR_INT flag_player_had_message1_lm4
 
VAR_INT flag_player_had_message2_lm4
 
VAR_INT flag_blokes_get_out_of_car_lm4
 
VAR_INT flag_car_blip_on_lm4
 
VAR_INT flag_done_camera_lm4
 
VAR_INT flag_set_car_driving_lm4
 
// **********************************************Mission Start******************************
 
mission_start_luigi4:
 
flag_player_on_mission = 1
 
flag_player_on_luigi_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_got_message_luigi4 = 0
 
car_health_lm4 = 0
 
flag_car_dead_lm4 = 0
 
flag_pimp_dead_lm4 = 0
 
car_lm4_x = 0.0
 
car_lm4_y = 0.0
 
car_lm4_z = 0.0
 
flag_collected_gun_lm4 = 0
 
flag_gun_message_lm4 = 0
 
flag_pimp2_dead_lm4 = 0
 
flag_pimp_kill_player_luigi4 = 0
 
flag_ped1_not_in_car = 0
 
flag_ped2_not_in_car = 0
 
flag_player_had_shop_audio_lm4 = 0
 
flag_player_had_message1_lm4 = 0
 
flag_player_had_message2_lm4 = 0
 
flag_blokes_get_out_of_car_lm4 = 0
 
flag_car_blip_on_lm4 = 0
 
flag_done_camera_lm4 = 0
 
flag_set_car_driving_lm4 = 0
 
// ***************************************START OF CUTSCENE*********************************
 
/*
IF CAN_PLAYER_START_MISSION player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE player
ELSE
	GOTO mission_luigi4_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( LM4 ) 15000 2 //"Pump Action Pimp"
 
SWITCH_STREAMING OFF
*/
 
LOAD_SPECIAL_CHARACTER 1 LUIGI
 
LOAD_SPECIAL_MODEL cut_obj1 LUDOOR
 
LOAD_SPECIAL_MODEL cut_obj2 LUIGIH
 
LOAD_SPECIAL_MODEL cut_obj3 PLAYERH
 
REQUEST_MODEL indhibuild3
 
REQUEST_MODEL luigiclubout
 
REQUEST_MODEL luigiineerclub
 
REQUEST_MODEL CAR_DIABLOS
REQUEST_MODEL PED_GANG_DIABLO_A
REQUEST_MODEL PED_PIMP
 
/*
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
*/
 
SET_PED_DENSITY_MULTIPLIER 0.0
 
CLEAR_AREA_OF_CHARS 926.54 -471.72 1.0 830.76 -257.96 25.0
 
LOAD_ALL_MODELS_NOW
 
// Cutscene stuff
 
WHILE NOT HAS_SPECIAL_CHARACTER_LOADED 1
OR NOT HAS_MODEL_LOADED cut_obj1
OR NOT HAS_MODEL_LOADED cut_obj2
OR NOT HAS_MODEL_LOADED cut_obj3
 
	WAIT 0
 
ENDWHILE
 
WHILE NOT HAS_MODEL_LOADED indhibuild3
OR NOT HAS_MODEL_LOADED luigiclubout
OR NOT HAS_MODEL_LOADED luigiineerclub
OR NOT HAS_MODEL_LOADED CAR_DIABLOS
OR NOT HAS_MODEL_LOADED PED_GANG_DIABLO_A
OR NOT HAS_MODEL_LOADED PED_PIMP
 
	WAIT 0
 
ENDWHILE  
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor FALSE	
 
LOAD_CUTSCENE l4_pap
 
SET_CUTSCENE_OFFSET 900.782 -427.523 13.829
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
 
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_luigi
 
SET_CUTSCENE_ANIM cs_luigi luigi
 
CREATE_CUTSCENE_HEAD cs_luigi CUT_OBJ2 cs_luigihead
 
SET_CUTSCENE_HEAD_ANIM cs_luigihead luigi
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ3 cs_playerhead
 
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CREATE_CUTSCENE_OBJECT cut_obj1 cs_ludoor
 
SET_CUTSCENE_ANIM cs_ludoor LUDOOR
 
//CLEAR_AREA 902.2 -425.8 13.9 1.0 TRUE
//SET_PLAYER_COORDINATES player 902.2 -425.8 13.9
 
CLEAR_AREA 896.6 -426.2 13.9 1.0 TRUE
SET_PLAYER_COORDINATES player 896.6 -426.2 13.9
 
SET_PLAYER_HEADING player 270.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
 
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 8775
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM4_A ) 10000 1 //"Some Diablo skumball has been pimping his skuzzy bitches in my backyard."
 
WHILE cs_time < 12872
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM4_B ) 10000 1 //"Go and take care of things for me."
 
WHILE cs_time < 14886
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM4_C ) 10000 1 //"If you need a "piece" go round the back of AmmuNation opposite the subway."
 
WHILE cs_time < 18506
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( LM4_C )
 
WHILE cs_time < 19333
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
SWITCH_RUBBISH ON
 
SWITCH_STREAMING ON
 
LOAD_SCENE 920.3 -425.4 15.0
 
SET_CAMERA_BEHIND_PLAYER
 
WAIT 500
 
DO_FADE 1500 FADE_IN 
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor TRUE
 
UNLOAD_SPECIAL_CHARACTER 1
 
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
 
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
 
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
 
MARK_MODEL_AS_NO_LONGER_NEEDED indhibuild3
 
MARK_MODEL_AS_NO_LONGER_NEEDED luigiclubout
 
MARK_MODEL_AS_NO_LONGER_NEEDED luigiineerclub
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
// ******************************************END OF CUT_SCENE*******************************
 
REQUEST_MODEL CAR_DIABLOS
REQUEST_MODEL PED_GANG_DIABLO_A
REQUEST_MODEL PED_PIMP
 
LOAD_ALL_MODELS_NOW
 
WHILE NOT HAS_MODEL_LOADED CAR_DIABLOS
OR NOT HAS_MODEL_LOADED PED_GANG_DIABLO_A
OR NOT HAS_MODEL_LOADED PED_PIMP
 
	WAIT 0
 
ENDWHILE
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
SET_POLICE_IGNORE_PLAYER player ON
 
SET_EVERYONE_IGNORE_PLAYER player ON
 
CREATE_CAR CAR_DIABLOS 1058.5 -421.0 -100.0 car_lm4
 
LOCK_CAR_DOORS car_lm4 CARLOCK_LOCKOUT_PLAYER_ONLY
 
SET_CAR_HEADING car_lm4 360.0
 
SET_CAR_ONLY_DAMAGED_BY_PLAYER car_lm4 TRUE
 
SET_CAR_WATERTIGHT car_lm4 TRUE 
 
CREATE_CHAR_INSIDE_CAR car_lm4 PEDTYPE_CIVMALE PED_GANG_DIABLO_A rival_pimp_to_kill
 
CLEAR_CHAR_THREAT_SEARCH rival_pimp_to_kill
 
GIVE_WEAPON_TO_CHAR rival_pimp_to_kill WEAPONTYPE_UZI 30000  // sets weapon to infinate ammo
 
CREATE_CHAR_AS_PASSENGER car_lm4 PEDTYPE_CIVMALE PED_PIMP 0 pimp_lm4
 
CLEAR_CHAR_THREAT_SEARCH pimp_lm4
 
GIVE_WEAPON_TO_CHAR pimp_lm4 WEAPONTYPE_SHOTGUN 30000  // sets weapon to infinate ammo
 
SET_CAR_MISSION car_lm4 MISSION_STOP_FOREVER
 
ADD_BLIP_FOR_CAR car_lm4 radar_blip_car1_lm4
 
flag_car_blip_on_lm4 = 1
 
LOAD_SCENE 1065.1 -398.6 14.97
 
SET_FIXED_CAMERA_POSITION 1048.1 -398.3 15.5 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 1049.1 -398.3 15.5 JUMP_CUT
 
CREATE_PICKUP_WITH_AMMO WEAPON_COLT45 pickup_once 45 1080.5 -396.0 14.5 gun_lm4
 
ADD_SPRITE_BLIP_FOR_PICKUP gun_lm4 RADAR_SPRITE_WEAPON radar_blip_coord1_lm4
 
 
timerb = 0
 
WHILE timerb < 8400
 
	WAIT 0
 
 
	IF flag_set_car_driving_lm4 = 0
 
		IF timerb >= 2000
 
			IF NOT IS_CAR_DEAD car_lm4
				SET_CAR_MISSION car_lm4 MISSION_CRUISE
				SET_CAR_CRUISE_SPEED car_lm4 20.0
				flag_set_car_driving_lm4 = 1
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF flag_done_camera_lm4 = 0
 
		IF NOT IS_CAR_DEAD car_lm4
 
			IF LOCATE_CAR_2D car_lm4 1058.5 -398.5 6.0 6.0 FALSE
				POINT_CAMERA_AT_POINT 1048.6 -397.4 15.5 INTERPOLATION
				flag_done_camera_lm4 = 1
			ENDIF
 
		ENDIF
 
	ENDIF
 
	GOSUB car_check_lm4
 
	GOSUB ped_death_check_lm4
 
	GOSUB help_text_check_lm4
 
	IF flag_collected_gun_lm4 = 0
 
		IF HAS_PICKUP_BEEN_COLLECTED gun_lm4
		 	REMOVE_BLIP radar_blip_coord1_lm4
			flag_collected_gun_lm4 = 1
		ENDIF
 
 
		IF flag_player_had_shop_audio_lm4 = 0
 
			IF IS_PLAYER_IN_AREA_3D player 1066.6 -403.5 14.0 1072.8 -394.0 18.0 FALSE
 
				IF camera_ammu1 = 1
 
					GOSUB audio_load_lm4
 
				ENDIF
 
			ENDIF
 
		ENDIF
 
	ENDIF   
 
 
	IF flag_ped2_not_in_car = 1
	AND flag_ped1_not_in_car = 1
		IF flag_car_blip_on_lm4 = 1
			REMOVE_BLIP radar_blip_car1_lm4
			flag_car_blip_on_lm4 = 0
		ENDIF
	ENDIF		 	
 
 
ENDWHILE
 
LOAD_SCENE 920.3 -425.4 15.0
 
RESTORE_CAMERA_JUMPCUT
 
SWITCH_WIDESCREEN OFF
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
SET_EVERYONE_IGNORE_PLAYER player OFF
 
 
WHILE flag_pimp_dead_lm4 = 0
OR flag_pimp2_dead_lm4 = 0
 
	WAIT 0
 
	GOSUB car_check_lm4
 
	GOSUB ped_death_check_lm4
 
	GOSUB help_text_check_lm4 
 
	IF flag_collected_gun_lm4 = 0
 
		IF HAS_PICKUP_BEEN_COLLECTED gun_lm4
		 	REMOVE_BLIP radar_blip_coord1_lm4
			flag_collected_gun_lm4 = 1
		ENDIF
 
 
		IF flag_player_had_shop_audio_lm4 = 0
 
			IF IS_PLAYER_IN_AREA_3D player 1066.6 -403.5 14.0 1072.8 -394.0 18.0 FALSE
				GOSUB audio_load_lm4
			ENDIF
 
		ENDIF
 
	ENDIF   
 
	IF flag_ped2_not_in_car = 1
	AND flag_ped1_not_in_car = 1
		IF flag_car_blip_on_lm4 = 1
			REMOVE_BLIP radar_blip_car1_lm4
			flag_car_blip_on_lm4 = 0
		ENDIF
	ENDIF		 	
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord1_lm4
 
//timera = 0
 
//WHILE timera < 3000
 
//	WAIT 0
 
//ENDWHILE
 
GOTO mission_luigi4_passed
 
 
// Mission Luigi1 failed
 
mission_luigi4_failed:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
IF NOT IS_CHAR_DEAD rival_pimp_to_kill
	REMOVE_CHAR_ELEGANTLY rival_pimp_to_kill
ENDIF
 
IF IS_CHAR_DEAD pimp_lm4 
	REMOVE_CHAR_ELEGANTLY pimp_lm4
ENDIF
 
RETURN
 
 
// mission Luigi1 passed
 
mission_luigi4_passed:
 
flag_luigi_mission4_passed = 1
REGISTER_MISSION_PASSED ( LM4 )
PLAYER_MADE_PROGRESS 1
PRINT_WITH_NUMBER_BIG ( m_pass ) 4000 5000 1 //"Mission Passed!"
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 4000
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT luigi_mission5_loop
 
IF out_of_stock_pistol = 0
	START_NEW_SCRIPT pistol_message
ENDIF
 
RETURN
 
 
 
// mission cleanup
 
mission_cleanup_luigi4:
 
flag_player_on_mission = 0
flag_player_on_luigi_mission = 0
special_ammu_audio = 0
 
IF flag_car_dead_lm4 = 0
 
	IF NOT IS_CAR_DEAD car_lm4
		SET_CAR_ONLY_DAMAGED_BY_PLAYER car_lm4 FALSE
		LOCK_CAR_DOORS car_lm4 CARLOCK_UNLOCKED
		SET_CAR_WATERTIGHT car_lm4 FALSE
	ENDIF
 
ENDIF
 
REMOVE_PICKUP gun_lm4
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_DIABLOS
MARK_MODEL_AS_NO_LONGER_NEEDED PED_GANG_DIABLO_A
MARK_MODEL_AS_NO_LONGER_NEEDED PED_PIMP
IF flag_collected_gun_lm4 = 0
	REMOVE_PICKUP gun_lm4 
ENDIF
GOSUB shite_complier_bit
MISSION_HAS_FINISHED
RETURN
 
 
// *************************PED GOSUB HAS TO GO HERE FOR STUPID COMPILER********************
 
ped_death_check_lm4:
 
// Checks for the Diablo
 
	IF flag_pimp_dead_lm4 = 0
 
		IF NOT IS_CHAR_DEAD rival_pimp_to_kill
 
			IF flag_blokes_get_out_of_car_lm4 = 1
			OR NOT IS_CHAR_IN_CAR rival_pimp_to_kill car_lm4
 
				IF flag_player_got_message_luigi4 = 0
	 				SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS rival_pimp_to_kill player
					SET_CHAR_THREAT_SEARCH rival_pimp_to_kill THREAT_PLAYER1
					SET_CHAR_PERSONALITY rival_pimp_to_kill PEDSTAT_TOUGH_GUY
					flag_player_got_message_luigi4 = 1
				ENDIF
 
			ENDIF
 
			IF flag_ped1_not_in_car = 0
 
				IF NOT IS_CHAR_IN_CAR rival_pimp_to_kill car_lm4
					ADD_BLIP_FOR_CHAR rival_pimp_to_kill radar_blip_ped1_lm4
					flag_ped1_not_in_car = 1
				ENDIF
 
			ENDIF
 
		ENDIF
 
		IF IS_CHAR_DEAD rival_pimp_to_kill 
			REMOVE_BLIP radar_blip_ped1_lm4
			flag_pimp_dead_lm4 = 1
		ENDIF
 
	ENDIF
 
// Checks for the pimp model
 
	IF flag_pimp2_dead_lm4 = 0
 
		IF NOT IS_CHAR_DEAD pimp_lm4
 
			IF flag_blokes_get_out_of_car_lm4 = 1
			OR NOT IS_CHAR_IN_CAR pimp_lm4 car_lm4
 
				IF flag_pimp_kill_player_luigi4 = 0
	 				SET_CHAR_OBJ_KILL_PLAYER_ANY_MEANS pimp_lm4 player
					SET_CHAR_THREAT_SEARCH pimp_lm4 THREAT_PLAYER1
					SET_CHAR_PERSONALITY pimp_lm4 PEDSTAT_TOUGH_GUY
					flag_pimp_kill_player_luigi4 = 1
				ENDIF
 
			ENDIF
 
			IF flag_ped2_not_in_car = 0
 
				IF NOT IS_CHAR_IN_CAR pimp_lm4 car_lm4
					ADD_BLIP_FOR_CHAR pimp_lm4 radar_blip_ped2_lm4
					flag_ped2_not_in_car = 1
				ENDIF
 
			ENDIF
 
		ENDIF
 
		IF IS_CHAR_DEAD pimp_lm4
			REMOVE_BLIP radar_blip_ped2_lm4
		 	flag_pimp2_dead_lm4 = 1
		ENDIF
 
	ENDIF
 
RETURN
 
 
// **************************************************END OF PED GOSUB******************************
 
audio_load_lm4:
 
 IF IS_PLAYER_IN_AREA_3D player 1066.6 -403.5 14.0 1072.8 -394.0 18.0 FALSE
 
	special_ammu_audio = 1
 
	IF camera_ammu1 = 1
 
 		IF NOT IS_CHAR_DEAD ammu_shop_bloke1
 
			IF flag_player_had_message1_lm4 = 0
				LOAD_MISSION_AUDIO AMMU_A
				flag_player_had_message1_lm4 = 1
			ENDIF
 
			IF flag_player_had_message1_lm4 = 1 
 
 	   			IF HAS_MISSION_AUDIO_LOADED
		  			PLAY_MISSION_AUDIO
 					PRINT_NOW ( AMMU_A ) 5000 1 //"Luigi said..."
					flag_player_had_message1_lm4 = 2
	   			ENDIF
 
			ENDIF
 
			IF flag_player_had_message1_lm4 = 2
 
 				IF HAS_MISSION_AUDIO_FINISHED
 					CLEAR_THIS_PRINT ( AMMU_A )
					flag_player_had_message1_lm4 = 3
				ENDIF
 
			ENDIF
 
			IF flag_player_had_message1_lm4 = 3
			AND flag_player_had_message2_lm4  = 0 
				LOAD_MISSION_AUDIO AMMU_C
				flag_player_had_message2_lm4 = 1
			ENDIF
 
			IF flag_player_had_message2_lm4  = 1
 
 				IF HAS_MISSION_AUDIO_LOADED
 		 			PLAY_MISSION_AUDIO
 					PRINT_NOW ( AMMU_C ) 5000 1 //"Go round the back..."	
 					flag_player_had_message2_lm4  = 2		
				ENDIF
 
 			ENDIF
 
			IF flag_player_had_message2_lm4  = 2
 
 				IF HAS_MISSION_AUDIO_FINISHED
 					CLEAR_THIS_PRINT ( AMMU_C )
 					flag_player_had_shop_audio_lm4 = 1
					special_ammu_audio = 0
					flag_player_had_message2_lm4  = 3
 				ENDIF
 
			ENDIF
 
		ELSE
			CLEAR_MISSION_AUDIO
			special_ammu_audio = 0
		ENDIF
 
	ENDIF
 
ELSE
	CLEAR_MISSION_AUDIO
	special_ammu_audio = 0
ENDIF
 
RETURN
 
 
car_check_lm4:
 
	IF flag_car_dead_lm4 = 0
 
		IF IS_CAR_DEAD car_lm4
 
			IF flag_car_blip_on_lm4 = 1
				REMOVE_BLIP radar_blip_car1_lm4
				flag_car_blip_on_lm4 = 0
			ENDIF
 
			flag_car_dead_lm4 = 1
		ELSE
 
			IF IS_CAR_IN_WATER car_lm4
 
				IF IS_CAR_ON_SCREEN car_lm4
					SET_CAR_WATERTIGHT car_lm4 FALSE
 
				ELSE
					GET_CAR_COORDINATES car_lm4 car_lm4_x car_lm4_y car_lm4_z
					GET_CLOSEST_CAR_NODE car_lm4_x car_lm4_y car_lm4_z car_lm4_x car_lm4_y car_lm4_z
				ENDIF
 
				IF NOT IS_POINT_ON_SCREEN car_lm4_x car_lm4_y car_lm4_z 5.0
					SET_CAR_COORDINATES car_lm4 car_lm4_x car_lm4_y car_lm4_z
				ENDIF
 
			ENDIF
 
			GET_CAR_HEALTH car_lm4 car_health_lm4
 
			IF car_health_lm4 < 999
				flag_blokes_get_out_of_car_lm4 = 1
			ELSE
				flag_blokes_get_out_of_car_lm4 = 0
			ENDIF
 
		ENDIF
 
	ENDIF
 
RETURN
 
 
help_text_check_lm4:
 
IF flag_player_had_gun_message = 0
 
		IF IS_PLAYER_IN_AREA_ON_FOOT_3D player 1075.2 -384.8 14.0 1086.2 -403.3 17.0 FALSE
 
			GET_CONTROLLER_MODE controlmode
 
			IF controlmode = 0
 
				IF flag_gun_message_lm4 = 0 
					PRINT_HELP ( GUN_1A ) //"Use R2 and L2 to cycle through your weapons."
					timerb = 0
					flag_gun_message_lm4 = 1
				ENDIF
 
				IF flag_gun_message_lm4 = 1
 
					IF timerb > 10000
						PRINT_HELP ( GUN_2A ) //"Hold R1 to auto-target, press circle to fire!"
						timerb = 0
						flag_gun_message_lm4 = 2
					ENDIF
 
				ENDIF
 
				IF flag_gun_message_lm4 = 2
 
					IF timerb > 10000
						PRINT_HELP ( GUN_3A ) //"While holding the ~h~R1 button,~w~ press the ~h~L2 button~w~ or the ~h~R2 button to switch target."
						timerb = 0
						flag_gun_message_lm4 = 3
					ENDIF
 
				ENDIF
 
				IF flag_gun_message_lm4 = 3
 
					IF timerb > 10000
						PRINT_HELP ( GUN_4A ) //"While holding the ~h~R1 button~w~ you can walk or run while remaining locked onto a target."
						timerb = 0
						flag_gun_message_lm4 = 4
					ENDIF
 
				ENDIF
 
				IF flag_gun_message_lm4 = 4
 
					IF timerb > 10000
						PRINT_HELP ( GUN_5 ) //"You can practice targeting and shooting on these paper targets, when you are finished resume the mission."
						flag_gun_message_lm4 = 5
						flag_player_had_gun_message = 1
					ENDIF
 
				ENDIF
 
			ENDIF
 
// Control Mode 1
 
			IF controlmode = 1
 
				IF flag_gun_message_lm4 = 0 
					PRINT_HELP ( GUN_1A ) //"Use R2 and L2 to cycle through your weapons."
					timerb = 0
					flag_gun_message_lm4 = 1
				ENDIF
 
				IF flag_gun_message_lm4 = 1
 
					IF timerb > 10000
						PRINT_HELP ( GUN_2A ) //"Hold R1 to auto-target, press circle to fire!"
						timerb = 0
						flag_gun_message_lm4 = 2
					ENDIF
 
				ENDIF
 
				IF flag_gun_message_lm4 = 2
 
					IF timerb > 10000
						PRINT_HELP ( GUN_3A ) //"While holding the ~h~R1 button,~w~ press the ~h~L2 button~w~ or the ~h~R2 button to switch target."
						timerb = 0
						flag_gun_message_lm4 = 3
					ENDIF
 
				ENDIF
 
				IF flag_gun_message_lm4 = 3
 
					IF timerb > 10000
						PRINT_HELP ( GUN_4A ) //"While holding the ~h~R1 button~w~ you can walk or run while remaining locked onto a target."
						timerb = 0
						flag_gun_message_lm4 = 4
					ENDIF
 
				ENDIF
 
				IF flag_gun_message_lm4 = 4
 
					IF timerb > 10000
						PRINT_HELP ( GUN_5 ) //"You can practice targeting and shooting on these paper targets, when you are finished resume the mission."
						flag_gun_message_lm4 = 5
						flag_player_had_gun_message = 1
					ENDIF
 
				ENDIF
 
 
			ENDIF
 
// Control Mode 2
 
			IF controlmode = 2
 
				IF flag_gun_message_lm4 = 0 
					PRINT_HELP ( GUN_1A ) //"Use R2 and L2 to cycle through your weapons."
					timerb = 0
					flag_gun_message_lm4 = 1
				ENDIF
 
				IF flag_gun_message_lm4 = 1
 
					IF timerb > 10000
						PRINT_HELP ( GUN_2C ) //"Hold R1 to auto-target, press circle to fire!"
						timerb = 0
						flag_gun_message_lm4 = 2
					ENDIF
 
				ENDIF
 
				IF flag_gun_message_lm4 = 2
 
					IF timerb > 10000
						PRINT_HELP ( GUN_3A ) //"While holding the ~h~R1 button,~w~ press the ~h~L2 button~w~ or the ~h~R2 button to switch target."
						timerb = 0
						flag_gun_message_lm4 = 3
					ENDIF
 
				ENDIF
 
				IF flag_gun_message_lm4 = 3
 
					IF timerb > 10000
						PRINT_HELP ( GUN_4A ) //"While holding the ~h~R1 button~w~ you can walk or run while remaining locked onto a target."
						timerb = 0
						flag_gun_message_lm4 = 4
					ENDIF
 
				ENDIF
 
				IF flag_gun_message_lm4 = 4
 
					IF timerb > 10000
						PRINT_HELP ( GUN_5 ) //"You can practice targeting and shooting on these paper targets, when you are finished resume the mission."
						flag_gun_message_lm4 = 5
						flag_player_had_gun_message = 1
					ENDIF
 
				ENDIF
 
			ENDIF
 
// Control Mode 3
 
			IF controlmode = 3
 
				IF flag_gun_message_lm4 = 0 
					PRINT_HELP ( GUN_1A ) //"Use R2 and L2 to cycle through your weapons."
					timerb = 0
					flag_gun_message_lm4 = 1
				ENDIF
 
				IF flag_gun_message_lm4 = 1
 
					IF timerb > 10000
						PRINT_HELP ( GUN_2D ) //"Hold R1 to auto-target, press circle to fire!"
						timerb = 0
						flag_gun_message_lm4 = 2
					   //	flag_player_had_gun_message = 1
					ENDIF
 
				ENDIF
 
				IF flag_gun_message_lm4 = 1
 
					IF timerb > 10000
						PRINT_HELP ( GUN_2C ) //"Hold R1 to auto-target, press circle to fire!"
						timerb = 0
						flag_gun_message_lm4 = 2
					ENDIF
 
				ENDIF
 
				IF flag_gun_message_lm4 = 2
 
					IF timerb > 10000
						PRINT_HELP ( GUN_3B ) //"While holding the ~h~R1 button,~w~ press the ~h~L2 button~w~ or the ~h~R2 button to switch target."
						timerb = 0
						flag_gun_message_lm4 = 3
					ENDIF
 
				ENDIF
 
				IF flag_gun_message_lm4 = 3
 
					IF timerb > 10000
						PRINT_HELP ( GUN_4B ) //"While holding the ~h~R1 button~w~ you can walk or run while remaining locked onto a target."
						timerb = 0
						flag_gun_message_lm4 = 4
					ENDIF
 
				ENDIF
 
				IF flag_gun_message_lm4 = 4
 
					IF timerb > 10000
						PRINT_HELP ( GUN_5 ) //"You can practice targeting and shooting on these paper targets, when you are finished resume the mission."
						flag_gun_message_lm4 = 5
						flag_player_had_gun_message = 1
					ENDIF
 
				ENDIF
 
			ENDIF
 
		ENDIF
 
	ENDIF
 
RETURN
 
 
shite_complier_bit:
 
REMOVE_BLIP radar_blip_ped1_lm4
REMOVE_BLIP radar_blip_ped2_lm4
REMOVE_BLIP radar_blip_coord1_lm4
REMOVE_BLIP radar_blip_car1_lm4
 
RETURN

luigi5

MISSION_START
 
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
// *****************************************Luigi mission 5********************************* 
// *****************************************************************************************
// *****************************************************************************************
// *****************************************************************************************
 
SCRIPT_NAME luigi5
 
// Mission Start Stuff
 
GOSUB mission_start_luigi5
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_luigi5_failed
	ENDIF
 
GOSUB mission_cleanup_luigi5
 
MISSION_END
 
// Vehicles for mission
 
VAR_INT vehicle_lm5
 
// radar_blips
 
VAR_INT flag_blip_on_prossie1_lm5
 
VAR_INT flag_blip_on_prossie2_lm5
 
VAR_INT flag_blip_on_prossie3_lm5
 
VAR_INT flag_blip_on_prossie4_lm5
 
VAR_INT flag_blip_on_prossie5_lm5
 
VAR_INT flag_blip_on_prossie6_lm5
 
VAR_INT flag_blip_on_prossie7_lm5
 
VAR_INT flag_blip_on_prossie8_lm5
 
 
VAR_INT radar_blip_coord1_lm5  //location of the fuzz ball
 
VAR_INT radarped_prossie1_lm5 //blip for real char
 
VAR_INT	radarped_prossie2_lm5 //blip for real char
 
VAR_INT radarped_prossie3_lm5 //blip for real char
 
VAR_INT	radarped_prossie4_lm5 //blip for real char
 
VAR_INT radarped_prossie5_lm5 //blip for real char
 
VAR_INT	radarped_prossie6_lm5 //blip for real char
 
VAR_INT radarped_prossie7_lm5 //blip for real char
 
VAR_INT	radarped_prossie8_lm5 //blip for real char
 
// timers
 
VAR_INT timer_lm5
 
// Characters for mission
 
VAR_INT prossie1_lm5
 
VAR_INT prossie2_lm5
 
VAR_INT prossie3_lm5
 
VAR_INT prossie4_lm5
 
VAR_INT prossie5_lm5
 
VAR_INT prossie6_lm5
 
VAR_INT prossie7_lm5
 
VAR_INT prossie8_lm5
 
 
//Character created and at ball flags
 
VAR_INT flag_prossie1_at_ball
 
VAR_INT flag_prossie2_at_ball
 
VAR_INT flag_prossie3_at_ball
 
VAR_INT flag_prossie4_at_ball
 
VAR_INT flag_prossie5_at_ball
 
VAR_INT flag_prossie6_at_ball
 
VAR_INT flag_prossie7_at_ball
 
VAR_INT flag_prossie8_at_ball
 
 
// girls in car flag
 
VAR_INT flag_prossie1_lm5_in_car
 
VAR_INT flag_prossie2_lm5_in_car
 
VAR_INT flag_prossie3_lm5_in_car
 
VAR_INT flag_prossie4_lm5_in_car
 
VAR_INT flag_prossie5_lm5_in_car
 
VAR_INT flag_prossie6_lm5_in_car
 
VAR_INT flag_prossie7_lm5_in_car
 
VAR_INT flag_prossie8_lm5_in_car
 
 
// no of passenger stuff
 
VAR_INT max_no_of_passengers_lm5
 
VAR_INT room_left_in_car_lm5
 
VAR_INT no_of_passengers_lm5
 
VAR_INT flag_had_room_message_lm5
 
 
// Scoreing stuff
 
VAR_INT counter_no_of_girls_at_the_ball
 
VAR_INT score_lm5
 
 
// PEds in to the building stuff
 
VAR_INT flag_prossie2_in_car_park
 
VAR_INT flag_prossie2_told_to_go_into_ball
 
VAR_INT flag_prossie1_in_car_park
 
VAR_INT flag_prossie1_told_to_go_into_ball
 
VAR_INT flag_prossie3_in_car_park
 
VAR_INT flag_prossie3_told_to_go_into_ball
 
VAR_INT flag_prossie4_in_car_park
 
VAR_INT flag_prossie4_told_to_go_into_ball
 
VAR_INT flag_prossie5_in_car_park
 
VAR_INT flag_prossie5_told_to_go_into_ball
 
VAR_INT flag_prossie6_in_car_park
 
VAR_INT flag_prossie6_told_to_go_into_ball
 
VAR_INT flag_prossie7_in_car_park
 
VAR_INT flag_prossie7_told_to_go_into_ball
 
VAR_INT flag_prossie8_in_car_park
 
VAR_INT flag_prossie8_told_to_go_into_ball
 
VAR_INT fuzzball_sign
 
VAR_INT number_of_dead_prossies
 
VAR_INT ball_sounds
 
// Door Stuff
 
VAR_INT flag_moved_door1_lm5
 
VAR_INT flag_moved_door2_lm5
 
// Message from girl to tell player to get a car
 
VAR_INT flag_had_car_message1_lm5
 
VAR_INT flag_had_car_message2_lm5
 
VAR_INT flag_had_car_message3_lm5
 
VAR_INT flag_had_car_message4_lm5
 
VAR_INT flag_had_car_message5_lm5
 
VAR_INT flag_had_car_message6_lm5
 
VAR_INT flag_had_car_message7_lm5
 
VAR_INT flag_had_car_message8_lm5
 
VAR_INT sphere_lm5
 
VAR_INT cop_car1_lm5
 
VAR_INT cop_car2_lm5
 
VAR_INT counter_girls_trying_to_get_to_ball
 
VAR_INT flag_timer_prossie1_lm5 // If the girls get stuck
 
VAR_INT flag_timer_prossie2_lm5 // If the girls get stuck
 
VAR_INT flag_timer_prossie3_lm5 // If the girls get stuck
 
VAR_INT flag_timer_prossie4_lm5	// If the girls get stuck
 
VAR_INT flag_timer_prossie5_lm5 // If the girls get stuck
 
VAR_INT flag_timer_prossie6_lm5 // If the girls get stuck
 
VAR_INT flag_timer_prossie7_lm5	// If the girls get stuck
 
VAR_INT flag_timer_prossie8_lm5	// If the girls get stuck
 
 
// ******************************************Mission Start**********************************
 
mission_start_luigi5:
 
flag_player_on_mission = 1
 
flag_player_on_luigi_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
max_no_of_passengers_lm5 = 0
 
flag_prossie1_at_ball = 0
 
flag_prossie2_at_ball = 0
 
flag_prossie3_at_ball = 0
 
flag_prossie4_at_ball = 0
 
flag_prossie5_at_ball = 0
 
flag_prossie6_at_ball = 0
 
flag_prossie7_at_ball = 0
 
flag_prossie8_at_ball = 0
 
room_left_in_car_lm5 = 0
 
no_of_passengers_lm5 = 0
 
flag_had_room_message_lm5 = 0
 
counter_no_of_girls_at_the_ball = 0
 
score_lm5 = 0
 
flag_prossie2_in_car_park = 0
 
flag_prossie2_told_to_go_into_ball = 0
 
flag_prossie1_in_car_park = 0
 
flag_prossie1_told_to_go_into_ball = 0
 
timer_lm5 = 301000  // 5 mins
 
flag_blip_on_prossie1_lm5 = 0
 
flag_blip_on_prossie2_lm5 = 0
 
flag_blip_on_prossie3_lm5 = 0
 
flag_blip_on_prossie4_lm5 = 0
 
flag_blip_on_prossie5_lm5 = 0
 
flag_blip_on_prossie6_lm5 = 0
 
flag_blip_on_prossie7_lm5 = 0
 
flag_blip_on_prossie8_lm5 = 0
 
flag_prossie1_lm5_in_car = 0
 
flag_prossie2_lm5_in_car = 0
 
flag_prossie3_lm5_in_car = 0
 
flag_prossie4_lm5_in_car = 0
 
flag_prossie5_lm5_in_car = 0
 
flag_prossie6_lm5_in_car = 0
 
flag_prossie7_lm5_in_car = 0
 
flag_prossie8_lm5_in_car = 0
 
flag_prossie3_in_car_park = 0
 
flag_prossie3_told_to_go_into_ball = 0
 
flag_prossie4_in_car_park = 0
 
flag_prossie4_told_to_go_into_ball = 0
 
flag_prossie5_in_car_park = 0
 
flag_prossie5_told_to_go_into_ball = 0
 
flag_prossie6_in_car_park = 0
 
flag_prossie6_told_to_go_into_ball = 0
 
flag_prossie7_in_car_park = 0
 
flag_prossie7_told_to_go_into_ball = 0
 
flag_prossie8_in_car_park = 0
 
flag_prossie8_told_to_go_into_ball = 0
 
number_of_dead_prossies = 0
 
flag_moved_door1_lm5 = 0
 
flag_moved_door2_lm5 = 0
 
flag_had_car_message1_lm5 = 0
 
flag_had_car_message2_lm5 = 0
 
flag_had_car_message3_lm5 = 0
 
flag_had_car_message4_lm5 = 0
 
flag_had_car_message5_lm5 = 0
 
flag_had_car_message6_lm5 = 0
 
flag_had_car_message7_lm5 = 0
 
flag_had_car_message8_lm5 = 0
 
counter_girls_trying_to_get_to_ball = 0
 
flag_timer_prossie1_lm5 = 0  // If the girls get stuck
 
flag_timer_prossie2_lm5 = 0 // If the girls get stuck
 
flag_timer_prossie3_lm5 = 0 // If the girls get stuck
 
flag_timer_prossie4_lm5 = 0	// If the girls get stuck
 
flag_timer_prossie5_lm5 = 0 // If the girls get stuck
 
flag_timer_prossie6_lm5 = 0 // If the girls get stuck
 
flag_timer_prossie7_lm5 = 0	// If the girls get stuck
 
flag_timer_prossie8_lm5 = 0	// If the girls get stuck
 
 
// *****************************************START OF CUTSCENE*******************************
 
 
/*
IF CAN_PLAYER_START_MISSION player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE player
ELSE
	GOTO mission_luigi5_failed
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( LM5 ) 15000 2 //"Fuzz Ball"
 
SWITCH_STREAMING OFF
*/
 
LOAD_SPECIAL_CHARACTER 1 LUIGI
LOAD_SPECIAL_CHARACTER 2 MICKY
 
LOAD_SPECIAL_MODEL cut_obj1 LUDOOR
LOAD_SPECIAL_MODEL cut_obj2 LUIGIH
LOAD_SPECIAL_MODEL cut_obj3 PLAYERH
LOAD_SPECIAL_MODEL cut_obj4 MICKYH
REQUEST_MODEL indhibuild3
REQUEST_MODEL luigiclubout
REQUEST_MODEL luigiineerclub
 
/*
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
*/
 
SET_PED_DENSITY_MULTIPLIER 0.0
 
CLEAR_AREA_OF_CHARS 926.54 -471.72 1.0 830.76 -257.96 25.0
 
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 cut_obj2
OR NOT HAS_MODEL_LOADED cut_obj3
OR NOT HAS_MODEL_LOADED cut_obj4
 
	WAIT 0
 
ENDWHILE
 
WHILE NOT HAS_MODEL_LOADED indhibuild3
OR NOT HAS_MODEL_LOADED luigiclubout
OR NOT HAS_MODEL_LOADED	luigiineerclub
 
	WAIT 0
 
ENDWHILE
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor FALSE	
 
LOAD_CUTSCENE l5_tfb
 
SET_CUTSCENE_OFFSET 900.782 -427.523 13.829
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
 
SET_CUTSCENE_ANIM cs_player player
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL1 cs_luigi
 
SET_CUTSCENE_ANIM cs_luigi luigi
 
CREATE_CUTSCENE_OBJECT PED_SPECIAL2 cs_micky
 
SET_CUTSCENE_ANIM cs_micky micky
 
CREATE_CUTSCENE_HEAD cs_luigi CUT_OBJ2 cs_luigihead
 
SET_CUTSCENE_HEAD_ANIM cs_luigihead luigi
 
CREATE_CUTSCENE_HEAD cs_player CUT_OBJ3 cs_playerhead
 
SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
CREATE_CUTSCENE_HEAD cs_micky CUT_OBJ4 cs_mickyhead
 
SET_CUTSCENE_HEAD_ANIM cs_mickyhead micky
 
CREATE_CUTSCENE_OBJECT cut_obj1 cs_ludoor
 
SET_CUTSCENE_ANIM cs_ludoor LUDOOR
 
//CLEAR_AREA 902.2 -425.8 13.9 1.0 TRUE
//SET_PLAYER_COORDINATES player 902.2 -425.8 13.9
 
CLEAR_AREA 896.6 -426.2 13.9 1.0 TRUE
SET_PLAYER_COORDINATES player 896.6 -426.2 13.9
 
SET_PLAYER_HEADING player 270.0
 
DO_FADE 1500 FADE_IN
 
SWITCH_RUBBISH OFF
 
START_CUTSCENE
 
// Displays cutscene text
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 11950
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM5_A ) 10000 1 //"The Policeman's Ball is being held at the old school hall near the Callahan Bridge"
 
WHILE cs_time < 15702
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM5_B ) 10000 1 //"and they'll be looking for some "old school action."
 
WHILE cs_time < 17617
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM5_C ) 10000 1 //"Now I got girls all over town walking the streets."
 
WHILE cs_time < 20281
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM5_D ) 10000 1 //"Get 'em to the ball they'll make a bundle"
 
WHILE cs_time < 22295
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( LM5_E ) 10000 1 //"Get as many of them there as you can before those cops have drunk away their green."
 
WHILE cs_time < 25606
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( LM5_E )
 
WHILE cs_time < 26000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
SWITCH_RUBBISH ON
 
SWITCH_STREAMING ON
 
LOAD_SCENE 920.3 -425.4 15.0
 
SET_CAMERA_BEHIND_PLAYER
 
WAIT 500
 
DO_FADE 1500 FADE_IN 
 
SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE 890.9 -416.9 15.0 6.0 backdoor TRUE
 
UNLOAD_SPECIAL_CHARACTER 1
UNLOAD_SPECIAL_CHARACTER 2
 
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
 
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ2
 
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ3
 
MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ4
 
MARK_MODEL_AS_NO_LONGER_NEEDED indhibuild3
 
MARK_MODEL_AS_NO_LONGER_NEEDED luigiclubout
 
MARK_MODEL_AS_NO_LONGER_NEEDED luigiineerclub
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
// *****************************************END OF CUTSCENE*********************************
SWITCH_CAR_GENERATOR gen_car28 0
 
ADD_SPHERE 999.9 -879.3 14.0 4.0 sphere_lm5
 
REQUEST_MODEL PED_PROSTITUTE
 
REQUEST_MODEL PED_PROSTITUTE2
 
WHILE NOT HAS_MODEL_LOADED PED_PROSTITUTE
OR NOT HAS_MODEL_LOADED PED_PROSTITUTE2
 
	WAIT 0
 
ENDWHILE
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
 
CREATE_CAR CAR_POLICE 1027.7 -873.1 13.9 cop_car1_lm5
 
SET_CAR_HEADING cop_car1_lm5 90.0
 
LOCK_CAR_DOORS cop_car1_lm5 CARLOCK_UNLOCKED
 
CREATE_CAR CAR_POLICE 998.68 -860.80 14.5 cop_car2_lm5
 
SET_CAR_HEADING cop_car2_lm5 90.0
 
LOCK_CAR_DOORS cop_car2_lm5 CARLOCK_UNLOCKED
 
CREATE_OBJECT_NO_OFFSET policeballsigns 1010.74 -896.46 24.161 fuzzball_sign
 
ADD_CONTINUOUS_SOUND 999.9 -892.4 16.0 SOUND_POLICE_BALL_LOOP_L ball_sounds
 
SET_OBJECT_HEADING fuzz_door1 270.0
 
SET_OBJECT_HEADING fuzz_door2 270.0 
 
DISPLAY_ONSCREEN_TIMER timer_lm5
 
ADD_BLIP_FOR_COORD 999.9 -879.3 -100.0 radar_blip_coord1_lm5
 
// creates prossie 1
 
CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE2 870.0 -482.0 -100.0 prossie1_lm5
 
SET_CHAR_HEADING prossie1_lm5 180.0
 
CLEAR_CHAR_THREAT_SEARCH prossie1_lm5
 
ADD_BLIP_FOR_CHAR prossie1_lm5 radarped_prossie1_lm5
 
flag_blip_on_prossie1_lm5 = 1
 
SET_CHAR_RUNNING prossie1_lm5 TRUE
 
 
// creates prossie 2
 
CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE 916.0 -90.0 -100.0 prossie2_lm5
 
SET_CHAR_HEADING prossie2_lm5 180.0 
 
CLEAR_CHAR_THREAT_SEARCH prossie2_lm5
 
ADD_BLIP_FOR_CHAR prossie2_lm5 radarped_prossie2_lm5
 
flag_blip_on_prossie2_lm5 = 1
 
SET_CHAR_RUNNING prossie2_lm5 TRUE
 
// creates prossie 3
 
CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE2 1203.0 23.0 -100.0 prossie3_lm5
 
CLEAR_CHAR_THREAT_SEARCH prossie3_lm5
 
ADD_BLIP_FOR_CHAR prossie3_lm5 radarped_prossie3_lm5
 
flag_blip_on_prossie3_lm5 = 1
 
SET_CHAR_RUNNING prossie3_lm5 TRUE
 
// creates prossie 4
 
CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE 1240.0 -336.0 -100.0 prossie4_lm5
 
SET_CHAR_HEADING prossie4_lm5 180.0 
 
CLEAR_CHAR_THREAT_SEARCH prossie4_lm5
 
ADD_BLIP_FOR_CHAR prossie4_lm5 radarped_prossie4_lm5
 
flag_blip_on_prossie4_lm5 = 1
 
SET_CHAR_RUNNING prossie4_lm5 TRUE
 
// creates prossie 5
 
CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE2 1231.0 -511.0 -100.0 prossie5_lm5
 
CLEAR_CHAR_THREAT_SEARCH prossie5_lm5
 
ADD_BLIP_FOR_CHAR prossie5_lm5 radarped_prossie5_lm5
 
flag_blip_on_prossie5_lm5 = 1
 
SET_CHAR_RUNNING prossie5_lm5 TRUE
 
// creates prossie 6
 
CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE 1360.0 -798.0 -100.0 prossie6_lm5
 
CLEAR_CHAR_THREAT_SEARCH prossie6_lm5
 
ADD_BLIP_FOR_CHAR prossie6_lm5 radarped_prossie6_lm5
 
flag_blip_on_prossie6_lm5 = 1
 
SET_CHAR_RUNNING prossie6_lm5 TRUE
 
// creates prossie 7
 
CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE2 1093.0 -973.0 -100.0 prossie7_lm5
 
CLEAR_CHAR_THREAT_SEARCH prossie7_lm5
 
ADD_BLIP_FOR_CHAR prossie7_lm5 radarped_prossie7_lm5
 
flag_blip_on_prossie7_lm5 = 1
 
SET_CHAR_RUNNING prossie7_lm5 TRUE
 
// creates prossie 8
 
CREATE_CHAR PEDTYPE_PROSTITUTE PED_PROSTITUTE 975.0 -754.0 -100.0 prossie8_lm5
 
SET_CHAR_HEADING prossie8_lm5 180.0
 
CLEAR_CHAR_THREAT_SEARCH prossie8_lm5
 
ADD_BLIP_FOR_CHAR prossie8_lm5 radarped_prossie8_lm5
 
flag_blip_on_prossie8_lm5 = 1
 
SET_CHAR_RUNNING prossie8_lm5 TRUE
 
IF timer_help_message_displayed = 0
	PRINT_HELP ( TIMER ) //"This is a timed mission, you must complete it before the timer runs out."
	timer_help_message_displayed = 1
ENDIF
 
PRINT_NOW ( LM5_7 ) 7000 1 //"You need to get a minimum of four girls to the ball!"
 
DISPLAY_ONSCREEN_COUNTER_WITH_STRING counter_no_of_girls_at_the_ball COUNTER_DISPLAY_NUMBER ( LM5_9 )
 
// checking to see how many girls the player get to the ball
 
prossie_checks:
 
WHILE timer_lm5 > 0
 
	WAIT 0
 
	CLEAR_AREA 1000.4 -886.7 14.4 6.0 FALSE // This should clear the area
 
	GOSUB check_for_dead_prossies
 
	IF number_of_dead_prossies > 0
		PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
		GOTO mission_luigi5_failed
	ENDIF
 
	IF counter_no_of_girls_at_the_ball = 8
		GOTO mission_luigi5_passed
	ENDIF
 
	IF IS_PLAYER_IN_ANY_CAR player
		STORE_CAR_PLAYER_IS_IN player vehicle_lm5
		GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
		GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5 
	ENDIF
 
	room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
 
//starts checking for prossie1
 
IF flag_prossie1_at_ball = 0
 
	IF flag_prossie1_lm5_in_car = 0
 
		IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie1_lm5 8.0 8.0 2.0 FALSE
		AND flag_had_car_message1_lm5 = 0
			PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
			flag_had_car_message1_lm5 = 1
		ENDIF
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie1_lm5 8.0 8.0 2.0 FALSE
			flag_had_car_message1_lm5 = 0
		ENDIF
 
		IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie1_lm5 8.0 8.0 2.0 FALSE
 
			IF flag_prossie1_lm5_in_car = 0
				TURN_CHAR_TO_FACE_PLAYER prossie1_lm5 player
			ENDIF
 
			IF IS_PLAYER_STOPPED player
 
				IF IS_PLAYER_IN_ANY_CAR player
					STORE_CAR_PLAYER_IS_IN player vehicle_lm5
					GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
					GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5
					room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5 
				ENDIF
 
				IF room_left_in_car_lm5 > 0
 
					SET_PLAYER_AS_LEADER prossie1_lm5 player
					REMOVE_BLIP radarped_prossie1_lm5
					flag_blip_on_prossie1_lm5 = 0
 
						WHILE NOT IS_CHAR_IN_CAR prossie1_lm5 vehicle_lm5
 
							WAIT 0
 
							GOSUB check_for_dead_prossies
 
							IF number_of_dead_prossies > 0
								PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
								GOTO mission_luigi5_failed
							ENDIF
 
							IF IS_CAR_DEAD vehicle_lm5
								PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle is wrecked!"
								GOTO mission_luigi5_failed
							ENDIF
 
							IF flag_prossie1_at_ball = 0 
 
								IF IS_CHAR_DEAD prossie1_lm5
									PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
									GOTO mission_luigi5_failed
								ELSE
 
									IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie1_lm5 player
									AND flag_blip_on_prossie1_lm5 = 0
										PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
										ADD_BLIP_FOR_CHAR prossie1_lm5 radarped_prossie1_lm5
										flag_blip_on_prossie1_lm5 = 1
										GOTO prossie_checks 
									ENDIF
 
									IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie1_lm5 8.0 8.0 FALSE
									AND flag_blip_on_prossie1_lm5 = 1
										SET_PLAYER_AS_LEADER prossie1_lm5 player
										REMOVE_BLIP radarped_prossie1_lm5 
										flag_blip_on_prossie1_lm5 = 0
									ENDIF
 
								ENDIF	
 
							ENDIF
 
						ENDWHILE
					   	flag_prossie1_lm5_in_car = 1
		 				SET_CHAR_RUNNING prossie1_lm5 FALSE
 
				ELSE
					IF flag_had_room_message_lm5 = 0
						PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
						flag_had_room_message_lm5 = 1
					ENDIF //room message
				ENDIF //room left in car
			ENDIF  //stopped
		ELSE
			flag_had_room_message_lm5 = 0
		ENDIF  // locate
	ENDIF
 
 
		IF flag_prossie1_lm5_in_car = 1
 
			IF flag_prossie1_in_car_park = 0
 
				IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie1_lm5 player
				AND flag_blip_on_prossie1_lm5 = 0
					PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
					ADD_BLIP_FOR_CHAR prossie1_lm5 radarped_prossie1_lm5
					flag_blip_on_prossie1_lm5 = 1
					flag_prossie1_lm5_in_car = 0
				ENDIF
 
				IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie1_lm5 8.0 8.0 FALSE
				AND flag_blip_on_prossie1_lm5 = 1
					SET_PLAYER_AS_LEADER prossie1_lm5 player
					REMOVE_BLIP radarped_prossie1_lm5 
					flag_blip_on_prossie1_lm5 = 0
				ENDIF
 
			ENDIF
 
			IF IS_CHAR_STOPPED_IN_AREA_3D prossie1_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
			AND flag_prossie1_at_ball = 0
			AND flag_prossie1_in_car_park = 0
				WAIT 0
 
					IF flag_prossie1_at_ball = 0 
 
						IF IS_CHAR_DEAD prossie1_lm5
							PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
							GOTO mission_luigi5_failed
						ENDIF
 
					ENDIF
 
				LEAVE_GROUP prossie1_lm5
 
				IF IS_CHAR_IN_ANY_CAR prossie1_lm5
					STORE_CAR_CHAR_IS_IN prossie1_lm5 vehicle_lm5
					SET_CHAR_OBJ_LEAVE_CAR prossie1_lm5 vehicle_lm5
				ENDIF
				flag_prossie1_in_car_park = 1				
			ENDIF
 
		ENDIF
 
		IF flag_prossie1_in_car_park = 1
 
			IF NOT IS_CHAR_IN_ANY_CAR prossie1_lm5
			AND flag_prossie1_told_to_go_into_ball = 0
				WAIT 0
 
				IF flag_prossie1_at_ball = 0 
 
					IF IS_CHAR_DEAD prossie1_lm5
						PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
						GOTO mission_luigi5_failed
					ENDIF
 
				ENDIF
 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie1_lm5 999.0 -891.0
				++ counter_no_of_girls_at_the_ball
				ADD_ONE_OFF_SOUND 999.9 -879.3 15.0 SOUND_PART_MISSION_COMPLETE
				//PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				CLEAR_WANTED_LEVEL player
				flag_prossie1_told_to_go_into_ball = 1
 
			ENDIF
 
			IF LOCATE_CHAR_ON_FOOT_2D prossie1_lm5 999.0 -891.0 1.0 1.0 FALSE
				CHAR_SET_IDLE prossie1_lm5
				REMOVE_CHAR_ELEGANTLY prossie1_lm5
				//++ counter_no_of_girls_at_the_ball
				//PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				flag_prossie1_at_ball = 1
			ENDIF
 
			IF flag_prossie1_told_to_go_into_ball = 1
 
				IF flag_prossie1_at_ball = 0
 
					IF flag_timer_prossie1_lm5 = 0
						timerb = 0
						flag_timer_prossie1_lm5 = 1
					ENDIF
 
					IF timerb > 20000
						SET_CHAR_COORDINATES prossie1_lm5 999.0 -891.0 14.3
					ENDIF
 
				ENDIF
 
			ENDIF
 
		ENDIF
 
ENDIF
 
 
 
//starts checking for prossie2
 
IF flag_prossie2_at_ball = 0
 
		IF IS_CHAR_DEAD prossie2_lm5
			PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
			GOTO mission_luigi5_failed
		ENDIF
 
	IF flag_prossie2_lm5_in_car = 0
 
		IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie2_lm5 8.0 8.0 2.0 FALSE
		AND flag_had_car_message2_lm5 = 0
			PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
			flag_had_car_message2_lm5 = 1
		ENDIF
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie2_lm5 8.0 8.0 2.0 FALSE
			flag_had_car_message2_lm5 = 0
		ENDIF	
 
		IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie2_lm5 8.0 8.0 2.0 FALSE
 
			IF flag_prossie2_lm5_in_car = 0
				TURN_CHAR_TO_FACE_PLAYER prossie2_lm5 player
			ENDIF
 
			IF IS_PLAYER_STOPPED player
 
				IF IS_PLAYER_IN_ANY_CAR player
					STORE_CAR_PLAYER_IS_IN player vehicle_lm5
					GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
					GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5
					room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5 
				ENDIF
 
				IF room_left_in_car_lm5 > 0
 
						SET_PLAYER_AS_LEADER prossie2_lm5 player
						REMOVE_BLIP radarped_prossie2_lm5
						flag_blip_on_prossie2_lm5 = 0
 
						WHILE NOT IS_CHAR_IN_CAR prossie2_lm5 vehicle_lm5
 
							WAIT 0
 
							GOSUB check_for_dead_prossies
 
							IF number_of_dead_prossies > 0
								PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
								GOTO mission_luigi5_failed
							ENDIF
 
							IF IS_CAR_DEAD vehicle_lm5
								PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle is wrecked!"
								GOTO mission_luigi5_failed
							ENDIF
 
 
							IF flag_prossie2_at_ball = 0
 
								IF IS_CHAR_DEAD prossie2_lm5
									PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
									GOTO mission_luigi5_failed
								ELSE
 
									IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie2_lm5 player
									AND flag_blip_on_prossie2_lm5 = 0
										PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
										ADD_BLIP_FOR_CHAR prossie2_lm5 radarped_prossie2_lm5
										flag_blip_on_prossie2_lm5 = 1
										GOTO prossie_checks
									ENDIF
 
									IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie2_lm5 8.0 8.0 FALSE
									AND flag_blip_on_prossie2_lm5 = 1
										SET_PLAYER_AS_LEADER prossie2_lm5 player
										REMOVE_BLIP radarped_prossie2_lm5 
										flag_blip_on_prossie2_lm5 = 0
									ENDIF
 
								ENDIF
 
							ENDIF
 
						ENDWHILE
						flag_prossie2_lm5_in_car = 1
						SET_CHAR_RUNNING prossie2_lm5 FALSE
				ELSE
					IF flag_had_room_message_lm5 = 0
						PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
						flag_had_room_message_lm5 = 1
					ENDIF //room message
				ENDIF //room left in car
			ENDIF  //stopped
		ELSE
			flag_had_room_message_lm5 = 0
		ENDIF  // locate
	ENDIF
 
 
 
 
		IF flag_prossie2_lm5_in_car = 1
 
			IF flag_prossie2_in_car_park = 0
 
				IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie2_lm5 player
				AND flag_blip_on_prossie2_lm5 = 0
					PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
					ADD_BLIP_FOR_CHAR prossie2_lm5 radarped_prossie2_lm5
					flag_blip_on_prossie2_lm5 = 1
					flag_prossie2_lm5_in_car = 0
				ENDIF
 
				IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie2_lm5 8.0 8.0 FALSE
				AND flag_blip_on_prossie2_lm5 = 1
					SET_PLAYER_AS_LEADER prossie2_lm5 player
					REMOVE_BLIP radarped_prossie2_lm5 
					flag_blip_on_prossie2_lm5 = 0
				ENDIF
 
			ENDIF
 
			IF IS_CHAR_STOPPED_IN_AREA_3D prossie2_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
			AND flag_prossie2_at_ball = 0
			AND flag_prossie2_in_car_park = 0
				WAIT 0
 
					IF flag_prossie2_at_ball = 0 
 
						IF IS_CHAR_DEAD prossie2_lm5
							PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
							GOTO mission_luigi5_failed
						ENDIF
 
					ENDIF
 
				LEAVE_GROUP prossie2_lm5
 
				IF IS_CHAR_IN_ANY_CAR prossie2_lm5
					STORE_CAR_CHAR_IS_IN prossie2_lm5 vehicle_lm5
					SET_CHAR_OBJ_LEAVE_CAR prossie2_lm5 vehicle_lm5
				ENDIF
				flag_prossie2_in_car_park = 1				
			ENDIF
 
		ENDIF
 
		IF flag_prossie2_in_car_park = 1
 
			IF NOT IS_CHAR_IN_ANY_CAR prossie2_lm5
			AND flag_prossie2_told_to_go_into_ball = 0
				WAIT 0
 
				IF flag_prossie2_at_ball = 0 
 
					IF IS_CHAR_DEAD prossie2_lm5
						PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
						GOTO mission_luigi5_failed
					ENDIF
 
				ENDIF
 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie2_lm5 999.0 -891.0
				++ counter_no_of_girls_at_the_ball
				ADD_ONE_OFF_SOUND 999.9 -879.3 15.0 SOUND_PART_MISSION_COMPLETE
			   	//PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				CLEAR_WANTED_LEVEL player
				flag_prossie2_told_to_go_into_ball = 1
			ENDIF
 
			IF LOCATE_CHAR_ON_FOOT_2D prossie2_lm5 999.0 -891.0 1.0 1.0 FALSE
				CHAR_SET_IDLE prossie2_lm5
				REMOVE_CHAR_ELEGANTLY prossie2_lm5
				//++ counter_no_of_girls_at_the_ball
			   //	PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				flag_prossie2_at_ball = 1
			ENDIF
 
			IF flag_prossie2_told_to_go_into_ball = 1
 
				IF flag_prossie2_at_ball = 0
 
					IF flag_timer_prossie2_lm5 = 0
						timerb = 0
						flag_timer_prossie2_lm5 = 1
					ENDIF
 
					IF timerb > 20000
						SET_CHAR_COORDINATES prossie2_lm5 999.0 -891.0 14.3
					ENDIF
 
				ENDIF
 
			ENDIF
 
		ENDIF
 
ENDIF
 
 
 
// starts check for prossie 3
 
IF flag_prossie3_at_ball = 0
 
		IF IS_CHAR_DEAD prossie3_lm5
			PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
			GOTO mission_luigi5_failed
		ENDIF
 
	IF flag_prossie3_lm5_in_car = 0
 
		IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie3_lm5 8.0 8.0 2.0 FALSE
		AND flag_had_car_message3_lm5 = 0
			PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
			flag_had_car_message3_lm5 = 1
		ENDIF
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie3_lm5 8.0 8.0 2.0 FALSE
			flag_had_car_message3_lm5 = 0
		ENDIF
 
		IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie3_lm5 8.0 8.0 2.0 FALSE
 
			IF flag_prossie3_lm5_in_car = 0
				TURN_CHAR_TO_FACE_PLAYER prossie3_lm5 player
			ENDIF
 
			IF IS_PLAYER_STOPPED player
 
				IF IS_PLAYER_IN_ANY_CAR player
					STORE_CAR_PLAYER_IS_IN player vehicle_lm5
					GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
					GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5 
					room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
				ENDIF
 
				IF room_left_in_car_lm5 > 0
 
						SET_PLAYER_AS_LEADER prossie3_lm5 player
						REMOVE_BLIP radarped_prossie3_lm5
						flag_blip_on_prossie3_lm5 = 0 
 
						WHILE NOT IS_CHAR_IN_CAR prossie3_lm5 vehicle_lm5
 
							WAIT 0
 
							IF IS_CAR_DEAD vehicle_lm5
								PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle has been wrecked!"
								GOTO mission_luigi5_failed
							ENDIF
 
							GOSUB check_for_dead_prossies
 
							IF number_of_dead_prossies > 0
								PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
								GOTO mission_luigi5_failed
							ENDIF
 
 
							IF flag_prossie3_at_ball = 0
 
								IF IS_CHAR_DEAD prossie3_lm5
									PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
									GOTO mission_luigi5_failed
								ELSE
 
									IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie3_lm5 player
									AND flag_blip_on_prossie3_lm5 = 0
										PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
										ADD_BLIP_FOR_CHAR prossie3_lm5 radarped_prossie3_lm5
										flag_blip_on_prossie3_lm5 = 1
										GOTO prossie_checks
									ENDIF
 
									IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie3_lm5 8.0 8.0 FALSE
									AND flag_blip_on_prossie3_lm5 = 1
										SET_PLAYER_AS_LEADER prossie3_lm5 player
										REMOVE_BLIP radarped_prossie3_lm5 
										flag_blip_on_prossie3_lm5 = 0
									ENDIF
 
								ENDIF
 
							ENDIF
 
	  					ENDWHILE
						flag_prossie3_lm5_in_car = 1
						SET_CHAR_RUNNING prossie3_lm5 FALSE
				ELSE
					IF flag_had_room_message_lm5 = 0
						PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
						flag_had_room_message_lm5 = 1
					ENDIF //room message
				ENDIF //room left in car
			ENDIF  //stopped
		ELSE
			flag_had_room_message_lm5 = 0
		ENDIF  // locate
	ENDIF
 
 
		IF flag_prossie3_lm5_in_car = 1
 
			IF flag_prossie3_in_car_park = 0
 
 
				IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie3_lm5 player
				AND flag_blip_on_prossie3_lm5 = 0
					PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
					ADD_BLIP_FOR_CHAR prossie3_lm5 radarped_prossie3_lm5
					flag_blip_on_prossie3_lm5 = 1
					flag_prossie3_lm5_in_car = 0
				ENDIF
 
				IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie3_lm5 8.0 8.0 FALSE
				AND flag_blip_on_prossie3_lm5 = 1
					SET_PLAYER_AS_LEADER prossie3_lm5 player
					REMOVE_BLIP radarped_prossie3_lm5 
					flag_blip_on_prossie3_lm5 = 0
				ENDIF
 
			ENDIF
 
			IF IS_CHAR_STOPPED_IN_AREA_3D prossie3_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
			AND flag_prossie3_at_ball = 0
			AND flag_prossie3_in_car_park = 0
				WAIT 0
 
					IF flag_prossie3_at_ball = 0 
 
						IF IS_CHAR_DEAD prossie3_lm5
							PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
							GOTO mission_luigi5_failed
						ENDIF
 
					ENDIF
 
				LEAVE_GROUP prossie3_lm5
 
				IF IS_CHAR_IN_ANY_CAR prossie3_lm5
					STORE_CAR_CHAR_IS_IN prossie3_lm5 vehicle_lm5
					SET_CHAR_OBJ_LEAVE_CAR prossie3_lm5 vehicle_lm5
				ENDIF
				flag_prossie3_in_car_park = 1				
			ENDIF
 
		ENDIF
 
		IF flag_prossie3_in_car_park = 1
 
			IF NOT IS_CHAR_IN_ANY_CAR prossie3_lm5
			AND flag_prossie3_told_to_go_into_ball = 0
				WAIT 0
 
				IF flag_prossie3_at_ball = 0 
 
					IF IS_CHAR_DEAD prossie3_lm5
						PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
						GOTO mission_luigi5_failed
					ENDIF
 
				ENDIF
 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie3_lm5 999.0 -891.0
				++ counter_no_of_girls_at_the_ball
				ADD_ONE_OFF_SOUND 999.9 -879.3 15.0 SOUND_PART_MISSION_COMPLETE
				//PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				CLEAR_WANTED_LEVEL player
				flag_prossie3_told_to_go_into_ball = 1
			ENDIF
 
			IF LOCATE_CHAR_ON_FOOT_2D prossie3_lm5 999.0 -891.0 1.0 1.0 FALSE
				CHAR_SET_IDLE prossie3_lm5
				REMOVE_CHAR_ELEGANTLY prossie3_lm5
				//++ counter_no_of_girls_at_the_ball
				//PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				flag_prossie3_at_ball = 1
			ENDIF
 
			IF flag_prossie3_told_to_go_into_ball = 1
 
				IF flag_prossie3_at_ball = 0
 
					IF flag_timer_prossie3_lm5 = 0
						timerb = 0
						flag_timer_prossie3_lm5 = 1
					ENDIF
 
					IF timerb > 20000
						SET_CHAR_COORDINATES prossie3_lm5 999.0 -891.0 14.3
					ENDIF
 
				ENDIF
 
			ENDIF
 
		ENDIF
 
ENDIF
 
 
 
// checks for prossie 4
 
IF flag_prossie4_at_ball = 0
 
		IF IS_CHAR_DEAD prossie4_lm5
			PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
			GOTO mission_luigi5_failed
		ENDIF
 
	IF flag_prossie4_lm5_in_car = 0
 
		IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie4_lm5 8.0 8.0 2.0 FALSE
		AND flag_had_car_message4_lm5 = 0
			PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
			flag_had_car_message4_lm5 = 1
		ENDIF
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie4_lm5 8.0 8.0 2.0 FALSE
			flag_had_car_message4_lm5 = 0
		ENDIF
 
		IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie4_lm5 8.0 8.0 2.0 FALSE
 
			IF flag_prossie4_lm5_in_car = 0
				TURN_CHAR_TO_FACE_PLAYER prossie4_lm5 player
			ENDIF
 
			IF IS_PLAYER_STOPPED player
 
				IF IS_PLAYER_IN_ANY_CAR player
					STORE_CAR_PLAYER_IS_IN player vehicle_lm5
					GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
					GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5 
					room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
				ENDIF
 
				IF room_left_in_car_lm5 > 0
 
						SET_PLAYER_AS_LEADER prossie4_lm5 player
						REMOVE_BLIP radarped_prossie4_lm5
						flag_blip_on_prossie4_lm5 = 0
 
						WHILE NOT IS_CHAR_IN_CAR prossie4_lm5 vehicle_lm5
 
							WAIT 0
 
							GOSUB check_for_dead_prossies
 
							IF number_of_dead_prossies > 0
								PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
								GOTO mission_luigi5_failed
							ENDIF
 
 
							IF IS_CAR_DEAD vehicle_lm5
								PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle is wrecked!"
								GOTO mission_luigi5_failed
							ENDIF
 
 
							IF flag_prossie4_at_ball = 0
 
								IF IS_CHAR_DEAD prossie4_lm5
									PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
									GOTO mission_luigi5_failed
								ELSE
 
									IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie4_lm5 player
									AND flag_blip_on_prossie4_lm5 = 0
										PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
										ADD_BLIP_FOR_CHAR prossie4_lm5 radarped_prossie4_lm5
										flag_blip_on_prossie4_lm5 = 1
										GOTO prossie_checks
									ENDIF
 
									IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie4_lm5 8.0 8.0 FALSE
									AND flag_blip_on_prossie4_lm5 = 1
										SET_PLAYER_AS_LEADER prossie4_lm5 player
										REMOVE_BLIP radarped_prossie4_lm5 
										flag_blip_on_prossie4_lm5 = 0
									ENDIF
 
								ENDIF
 
							ENDIF
 
 
						ENDWHILE
						flag_prossie4_lm5_in_car = 1
						SET_CHAR_RUNNING prossie4_lm5 FALSE
				ELSE
					IF flag_had_room_message_lm5 = 0
						PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
						flag_had_room_message_lm5 = 1
					ENDIF //room message
				ENDIF //room left in car
			ENDIF  //stopped
		ELSE
			flag_had_room_message_lm5 = 0
		ENDIF  // locate
	ENDIF
 
 
 
		IF flag_prossie4_lm5_in_car = 1
 
			IF flag_prossie4_in_car_park = 0
 
				IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie4_lm5 player
				AND flag_blip_on_prossie4_lm5 = 0
					PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
					ADD_BLIP_FOR_CHAR prossie4_lm5 radarped_prossie4_lm5
					flag_blip_on_prossie4_lm5 = 1
					flag_prossie4_lm5_in_car = 0
				ENDIF
 
				IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie4_lm5 8.0 8.0 FALSE
				AND flag_blip_on_prossie4_lm5 = 1
					SET_PLAYER_AS_LEADER prossie4_lm5 player
					REMOVE_BLIP radarped_prossie4_lm5 
					flag_blip_on_prossie4_lm5 = 0
				ENDIF
 
			ENDIF
 
			IF IS_CHAR_STOPPED_IN_AREA_3D prossie4_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
			AND flag_prossie4_at_ball = 0
			AND flag_prossie4_in_car_park = 0
				WAIT 0
 
					IF flag_prossie4_at_ball = 0 
 
						IF IS_CHAR_DEAD prossie4_lm5
							PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
							GOTO mission_luigi5_failed
						ENDIF
 
					ENDIF
 
				LEAVE_GROUP prossie4_lm5
 
				IF IS_CHAR_IN_ANY_CAR prossie4_lm5
					STORE_CAR_CHAR_IS_IN prossie4_lm5 vehicle_lm5
					SET_CHAR_OBJ_LEAVE_CAR prossie4_lm5 vehicle_lm5
				ENDIF
				flag_prossie4_in_car_park = 1				
			ENDIF
 
		ENDIF
 
		IF flag_prossie4_in_car_park = 1
 
			IF NOT IS_CHAR_IN_ANY_CAR prossie4_lm5
			AND flag_prossie4_told_to_go_into_ball = 0
				WAIT 0
 
				IF flag_prossie4_at_ball = 0 
 
					IF IS_CHAR_DEAD prossie4_lm5
						PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
						GOTO mission_luigi5_failed
					ENDIF
 
				ENDIF
 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie4_lm5 999.0 -891.0
				++ counter_no_of_girls_at_the_ball
				ADD_ONE_OFF_SOUND 999.9 -879.3 15.0 SOUND_PART_MISSION_COMPLETE
			   //	PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				CLEAR_WANTED_LEVEL player
				flag_prossie4_told_to_go_into_ball = 1
			ENDIF
 
			IF LOCATE_CHAR_ON_FOOT_2D prossie4_lm5 999.0 -891.0 1.0 1.0 FALSE
				CHAR_SET_IDLE prossie4_lm5
				REMOVE_CHAR_ELEGANTLY prossie4_lm5
				//++ counter_no_of_girls_at_the_ball
				//PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				flag_prossie4_at_ball = 1
			ENDIF
 
			IF flag_prossie4_told_to_go_into_ball = 1
 
				IF flag_prossie4_at_ball = 0
 
					IF flag_timer_prossie4_lm5 = 0
						timerb = 0
						flag_timer_prossie4_lm5 = 1
					ENDIF
 
					IF timerb > 20000
						SET_CHAR_COORDINATES prossie4_lm5 999.0 -891.0 14.3
					ENDIF
 
				ENDIF
 
			ENDIF
 
		ENDIF
 
ENDIF
 
 
 
 
// checks for prossie 5
 
IF flag_prossie5_at_ball = 0
 
		IF IS_CHAR_DEAD prossie5_lm5
			PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
			GOTO mission_luigi5_failed
		ENDIF
 
	IF flag_prossie5_lm5_in_car = 0
 
		IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie5_lm5 8.0 8.0 2.0 FALSE
		AND flag_had_car_message5_lm5 = 0
			PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
			flag_had_car_message5_lm5 = 1
		ENDIF
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie5_lm5 8.0 8.0 2.0 FALSE
			flag_had_car_message5_lm5 = 0
		ENDIF
 
		IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie5_lm5 8.0 8.0 2.0 FALSE
 
			IF flag_prossie5_lm5_in_car = 0
				TURN_CHAR_TO_FACE_PLAYER prossie5_lm5 player
			ENDIF
 
			IF IS_PLAYER_STOPPED player
 
				IF IS_PLAYER_IN_ANY_CAR player
					STORE_CAR_PLAYER_IS_IN player vehicle_lm5
					GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
					GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5 
					room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
				ENDIF
 
				IF room_left_in_car_lm5 > 0
 
						SET_PLAYER_AS_LEADER prossie5_lm5 player
						REMOVE_BLIP radarped_prossie5_lm5
						flag_blip_on_prossie5_lm5 = 0
 
						WHILE NOT IS_CHAR_IN_CAR prossie5_lm5 vehicle_lm5
 
							WAIT 0
 
							GOSUB check_for_dead_prossies
 
							IF number_of_dead_prossies > 0
								PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
								GOTO mission_luigi5_failed
							ENDIF
 
							IF IS_CAR_DEAD vehicle_lm5
								PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle is wrecked!"
								GOTO mission_luigi5_failed
							ENDIF
 
						   	IF flag_prossie5_at_ball = 0
 
								IF IS_CHAR_DEAD prossie5_lm5
									PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
									GOTO mission_luigi5_failed
								ELSE
 
									IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie5_lm5 player
									AND flag_blip_on_prossie5_lm5 = 0
										PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
										ADD_BLIP_FOR_CHAR prossie5_lm5 radarped_prossie5_lm5
										flag_blip_on_prossie5_lm5 = 1
										GOTO prossie_checks
									ENDIF
 
									IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie5_lm5 8.0 8.0 FALSE
									AND flag_blip_on_prossie5_lm5 = 1
										SET_PLAYER_AS_LEADER prossie5_lm5 player
										REMOVE_BLIP radarped_prossie5_lm5 
										flag_blip_on_prossie5_lm5 = 0
									ENDIF
 
								ENDIF
 
							ENDIF
 
 
						ENDWHILE
						flag_prossie5_lm5_in_car = 1
						SET_CHAR_RUNNING prossie5_lm5 FALSE
				ELSE
					IF flag_had_room_message_lm5 = 0
						PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
						flag_had_room_message_lm5 = 1
					ENDIF //room message
				ENDIF //room left in car
			ENDIF  //stopped
		ELSE
			flag_had_room_message_lm5 = 0
		ENDIF  // locate
	ENDIF
 
 
 
		IF flag_prossie5_lm5_in_car = 1
 
			IF flag_prossie5_in_car_park = 0
 
				IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie5_lm5 player
				AND flag_blip_on_prossie5_lm5 = 0
					PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
					ADD_BLIP_FOR_CHAR prossie5_lm5 radarped_prossie5_lm5
					flag_blip_on_prossie5_lm5 = 1
					flag_prossie5_lm5_in_car = 0
				ENDIF
 
				IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie5_lm5 8.0 8.0 FALSE
				AND flag_blip_on_prossie5_lm5 = 1
					SET_PLAYER_AS_LEADER prossie5_lm5 player
					REMOVE_BLIP radarped_prossie5_lm5 
					flag_blip_on_prossie5_lm5 = 0
				ENDIF
 
			ENDIF
 
			IF IS_CHAR_STOPPED_IN_AREA_3D prossie5_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
			AND flag_prossie5_at_ball = 0
			AND flag_prossie5_in_car_park = 0
				WAIT 0
 
					IF flag_prossie5_at_ball = 0 
 
						IF IS_CHAR_DEAD prossie5_lm5
							PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
							GOTO mission_luigi5_failed
						ENDIF
 
					ENDIF
 
				LEAVE_GROUP prossie5_lm5
 
				IF IS_CHAR_IN_ANY_CAR prossie5_lm5
					STORE_CAR_CHAR_IS_IN prossie5_lm5 vehicle_lm5
					SET_CHAR_OBJ_LEAVE_CAR prossie5_lm5 vehicle_lm5
				ENDIF
				flag_prossie5_in_car_park = 1				
			ENDIF
 
		ENDIF
 
		IF flag_prossie5_in_car_park = 1
 
			IF NOT IS_CHAR_IN_ANY_CAR prossie5_lm5
			AND flag_prossie5_told_to_go_into_ball = 0
				WAIT 0
 
				IF flag_prossie5_at_ball = 0 
 
					IF IS_CHAR_DEAD prossie5_lm5
						PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
						GOTO mission_luigi5_failed
					ENDIF
 
				ENDIF
 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie5_lm5 999.0 -891.0
				++ counter_no_of_girls_at_the_ball
			   //	PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				CLEAR_WANTED_LEVEL player
				flag_prossie5_told_to_go_into_ball = 1
			ENDIF
 
			IF LOCATE_CHAR_ON_FOOT_2D prossie5_lm5 999.0 -891.0 1.0 1.0 FALSE
				CHAR_SET_IDLE prossie5_lm5
				REMOVE_CHAR_ELEGANTLY prossie5_lm5
				//++ counter_no_of_girls_at_the_ball
				//PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				flag_prossie5_at_ball = 1
			ENDIF
 
			IF flag_prossie5_told_to_go_into_ball = 1
 
				IF flag_prossie5_at_ball = 0
 
					IF flag_timer_prossie5_lm5 = 0
						timerb = 0
						flag_timer_prossie5_lm5 = 1
					ENDIF
 
					IF timerb > 20000
						SET_CHAR_COORDINATES prossie5_lm5 999.0 -891.0 14.3
					ENDIF
 
				ENDIF
 
			ENDIF
 
		ENDIF
 
ENDIF
 
 
// checks for prossie 6
 
IF flag_prossie6_at_ball = 0
 
		IF IS_CHAR_DEAD prossie6_lm5
			PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
			GOTO mission_luigi5_failed
		ENDIF
 
	IF flag_prossie6_lm5_in_car = 0
 
		IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie6_lm5 8.0 8.0 2.0 FALSE
		AND flag_had_car_message6_lm5 = 0
			PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
			flag_had_car_message6_lm5 = 1
		ENDIF
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie6_lm5 8.0 8.0 2.0 FALSE
			flag_had_car_message6_lm5 = 0
		ENDIF
 
		IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie6_lm5 8.0 8.0 2.0 FALSE
 
			IF flag_prossie6_lm5_in_car = 0
				TURN_CHAR_TO_FACE_PLAYER prossie6_lm5 player
			ENDIF
 
			IF IS_PLAYER_STOPPED player
 
				IF IS_PLAYER_IN_ANY_CAR player
					STORE_CAR_PLAYER_IS_IN player vehicle_lm5
					GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
					GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5 
					room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
				ENDIF
 
				IF room_left_in_car_lm5 > 0
 
						SET_PLAYER_AS_LEADER prossie6_lm5 player
						REMOVE_BLIP radarped_prossie6_lm5
						flag_blip_on_prossie6_lm5 = 0
 
						WHILE NOT IS_CHAR_IN_CAR prossie6_lm5 vehicle_lm5
 
							WAIT 0
 
							GOSUB check_for_dead_prossies
 
							IF number_of_dead_prossies > 0
								PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
								GOTO mission_luigi5_failed
							ENDIF
 
							IF IS_CAR_DEAD vehicle_lm5
								PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle is wrecked!"
								GOTO mission_luigi5_failed
							ENDIF
 
 
							IF flag_prossie6_at_ball = 0
 
								IF IS_CHAR_DEAD prossie6_lm5
									PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
									GOTO mission_luigi5_failed
								ELSE
 
									IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie6_lm5 player
									AND flag_blip_on_prossie6_lm5 = 0
										PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
										ADD_BLIP_FOR_CHAR prossie6_lm5 radarped_prossie6_lm5
										flag_blip_on_prossie6_lm5 = 1
										GOTO prossie_checks
									ENDIF
 
									IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie6_lm5 8.0 8.0 FALSE
									AND flag_blip_on_prossie6_lm5 = 1
										SET_PLAYER_AS_LEADER prossie6_lm5 player
										REMOVE_BLIP radarped_prossie6_lm5 
										flag_blip_on_prossie6_lm5 = 0
									ENDIF
 
								ENDIF
 
							ENDIF
 
 
						ENDWHILE
 
						flag_prossie6_lm5_in_car = 1
 
						SET_CHAR_RUNNING prossie6_lm5 FALSE
				ELSE
					IF flag_had_room_message_lm5 = 0
						PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
						flag_had_room_message_lm5 = 1
					ENDIF //room message
				ENDIF //room left in car
			ENDIF  //stopped
		ELSE
			flag_had_room_message_lm5 = 0
		ENDIF  // locate
	ENDIF
 
 
 
		IF flag_prossie6_lm5_in_car = 1
 
			IF flag_prossie6_in_car_park = 0
 
 
				IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie6_lm5 player
				AND flag_blip_on_prossie6_lm5 = 0
					PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
					ADD_BLIP_FOR_CHAR prossie6_lm5 radarped_prossie6_lm5
					flag_blip_on_prossie6_lm5 = 1
					flag_prossie6_lm5_in_car = 0
				ENDIF
 
				IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie6_lm5 8.0 8.0 FALSE
				AND flag_blip_on_prossie6_lm5 = 1
					SET_PLAYER_AS_LEADER prossie6_lm5 player
					REMOVE_BLIP radarped_prossie6_lm5 
					flag_blip_on_prossie6_lm5 = 0
				ENDIF
 
			ENDIF
 
			IF IS_CHAR_STOPPED_IN_AREA_3D prossie6_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
			AND flag_prossie6_at_ball = 0
			AND flag_prossie6_in_car_park = 0
				WAIT 0
 
					IF flag_prossie6_at_ball = 0 
 
						IF IS_CHAR_DEAD prossie6_lm5
							PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
							GOTO mission_luigi5_failed
						ENDIF
 
					ENDIF
 
				LEAVE_GROUP prossie6_lm5
 
				IF IS_CHAR_IN_ANY_CAR prossie6_lm5
					STORE_CAR_CHAR_IS_IN prossie6_lm5 vehicle_lm5
					SET_CHAR_OBJ_LEAVE_CAR prossie6_lm5 vehicle_lm5
				ENDIF
				flag_prossie6_in_car_park = 1				
			ENDIF
 
		ENDIF
 
		IF flag_prossie6_in_car_park = 1
 
			IF NOT IS_CHAR_IN_ANY_CAR prossie6_lm5
			AND flag_prossie6_told_to_go_into_ball = 0
				WAIT 0
 
				IF flag_prossie6_at_ball = 0 
 
					IF IS_CHAR_DEAD prossie6_lm5
						PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
						GOTO mission_luigi5_failed
					ENDIF
 
				ENDIF
 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie6_lm5 999.0 -891.0
				++ counter_no_of_girls_at_the_ball
				ADD_ONE_OFF_SOUND 999.9 -879.3 15.0 SOUND_PART_MISSION_COMPLETE
			   //	PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				CLEAR_WANTED_LEVEL player
				flag_prossie6_told_to_go_into_ball = 1
			ENDIF
 
			IF LOCATE_CHAR_ON_FOOT_2D prossie6_lm5 999.0 -891.0 1.0 1.0 FALSE
				CHAR_SET_IDLE prossie6_lm5
				REMOVE_CHAR_ELEGANTLY prossie6_lm5
				//++ counter_no_of_girls_at_the_ball
				//PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				flag_prossie6_at_ball = 1
			ENDIF
 
			IF flag_prossie6_told_to_go_into_ball = 1
 
				IF flag_prossie6_at_ball = 0
 
					IF flag_timer_prossie6_lm5 = 0
						timerb = 0
						flag_timer_prossie6_lm5 = 1
					ENDIF
 
					IF timerb > 20000
						SET_CHAR_COORDINATES prossie6_lm5 999.0 -891.0 14.3
					ENDIF
 
				ENDIF
 
			ENDIF
 
		ENDIF
 
ENDIF
 
 
// checks for prossie 7
 
IF flag_prossie7_at_ball = 0
 
		IF IS_CHAR_DEAD prossie7_lm5
			PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
			GOTO mission_luigi5_failed
		ENDIF
 
	IF flag_prossie7_lm5_in_car = 0
 
		IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie7_lm5 8.0 8.0 2.0 FALSE
		AND flag_had_car_message7_lm5 = 0
			PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
			flag_had_car_message7_lm5 = 1
		ENDIF
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie7_lm5 8.0 8.0 2.0 FALSE
			flag_had_car_message7_lm5 = 0
		ENDIF
 
		IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie7_lm5 8.0 8.0 2.0 FALSE
 
			IF flag_prossie7_lm5_in_car = 0
				TURN_CHAR_TO_FACE_PLAYER prossie7_lm5 player
			ENDIF
 
			IF IS_PLAYER_STOPPED player
 
				IF IS_PLAYER_IN_ANY_CAR player
					STORE_CAR_PLAYER_IS_IN player vehicle_lm5
					GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
					GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5 
					room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
				ENDIF
 
				IF room_left_in_car_lm5 > 0
 
						SET_PLAYER_AS_LEADER prossie7_lm5 player
						REMOVE_BLIP radarped_prossie7_lm5
						flag_blip_on_prossie7_lm5 = 0
 
						WHILE NOT IS_CHAR_IN_CAR prossie7_lm5 vehicle_lm5
 
							WAIT 0
 
							GOSUB check_for_dead_prossies
 
							IF number_of_dead_prossies > 0
								PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
								GOTO mission_luigi5_failed
							ENDIF
 
							IF IS_CAR_DEAD vehicle_lm5
								PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle is wrecked!"
								GOTO mission_luigi5_failed
							ENDIF
 
							IF flag_prossie7_at_ball = 0
 
								IF IS_CHAR_DEAD prossie7_lm5
									PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
									GOTO mission_luigi5_failed
								ELSE
 
									IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie7_lm5 player
									AND flag_blip_on_prossie7_lm5 = 0
										PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
										ADD_BLIP_FOR_CHAR prossie7_lm5 radarped_prossie7_lm5
										flag_blip_on_prossie7_lm5 = 1
										GOTO prossie_checks
									ENDIF
 
									IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie7_lm5 8.0 8.0 FALSE
									AND flag_blip_on_prossie7_lm5 = 1
										SET_PLAYER_AS_LEADER prossie7_lm5 player
										REMOVE_BLIP radarped_prossie7_lm5 
										flag_blip_on_prossie7_lm5 = 0
									ENDIF
 
								ENDIF
 
							ENDIF
 
 
						ENDWHILE
						flag_prossie7_lm5_in_car = 1
						SET_CHAR_RUNNING prossie7_lm5 FALSE
				ELSE
					IF flag_had_room_message_lm5 = 0
						PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
						flag_had_room_message_lm5 = 1
					ENDIF //room message
				ENDIF //room left in car
			ENDIF  //stopped
		ELSE
			flag_had_room_message_lm5 = 0
		ENDIF  // locate
	ENDIF
 
 
 
		IF flag_prossie7_lm5_in_car = 1
 
			IF flag_prossie7_in_car_park = 0
 
 
				IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie7_lm5 player
				AND flag_blip_on_prossie7_lm5 = 0
					PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
					ADD_BLIP_FOR_CHAR prossie7_lm5 radarped_prossie7_lm5
					flag_blip_on_prossie7_lm5 = 1
					flag_prossie7_lm5_in_car = 0
				ENDIF
 
				IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie7_lm5 8.0 8.0 FALSE
				AND flag_blip_on_prossie7_lm5 = 1
					SET_PLAYER_AS_LEADER prossie7_lm5 player
					REMOVE_BLIP radarped_prossie7_lm5 
					flag_blip_on_prossie7_lm5 = 0
				ENDIF
 
			ENDIF
 
			IF IS_CHAR_STOPPED_IN_AREA_3D prossie7_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
			AND flag_prossie7_at_ball = 0
			AND flag_prossie7_in_car_park = 0
				WAIT 0
 
					IF flag_prossie7_at_ball = 0 
 
						IF IS_CHAR_DEAD prossie7_lm5
							PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
							GOTO mission_luigi5_failed
						ENDIF
 
					ENDIF
 
				LEAVE_GROUP prossie7_lm5
 
				IF IS_CHAR_IN_ANY_CAR prossie7_lm5
					STORE_CAR_CHAR_IS_IN prossie7_lm5 vehicle_lm5
					SET_CHAR_OBJ_LEAVE_CAR prossie7_lm5 vehicle_lm5
				ENDIF
				flag_prossie7_in_car_park = 1				
			ENDIF
 
		ENDIF
 
		IF flag_prossie7_in_car_park = 1
 
			IF NOT IS_CHAR_IN_ANY_CAR prossie7_lm5
			AND flag_prossie7_told_to_go_into_ball = 0
				WAIT 0
 
				IF flag_prossie7_at_ball = 0 
 
					IF IS_CHAR_DEAD prossie7_lm5
						PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
						GOTO mission_luigi5_failed
					ENDIF
 
				ENDIF
 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie7_lm5 999.0 -891.0
				++ counter_no_of_girls_at_the_ball
				ADD_ONE_OFF_SOUND 999.9 -879.3 15.0 SOUND_PART_MISSION_COMPLETE
			   //	PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				CLEAR_WANTED_LEVEL player
				flag_prossie7_told_to_go_into_ball = 1
			ENDIF
 
			IF LOCATE_CHAR_ON_FOOT_2D prossie7_lm5 999.0 -891.0 1.0 1.0 FALSE
				CHAR_SET_IDLE prossie7_lm5
				REMOVE_CHAR_ELEGANTLY prossie7_lm5
				//++ counter_no_of_girls_at_the_ball
				//PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				flag_prossie7_at_ball = 1
			ENDIF
 
			IF flag_prossie7_told_to_go_into_ball = 1
 
				IF flag_prossie7_at_ball = 0
 
					IF flag_timer_prossie7_lm5 = 0
						timerb = 0
						flag_timer_prossie7_lm5 = 1
					ENDIF
 
					IF timerb > 20000
						SET_CHAR_COORDINATES prossie7_lm5 999.0 -891.0 14.3
					ENDIF
 
				ENDIF
 
			ENDIF
 
		ENDIF
 
ENDIF
 
 
// checks for prossie 8
 
IF flag_prossie8_at_ball = 0
 
		IF IS_CHAR_DEAD prossie8_lm5
			PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
			GOTO mission_luigi5_failed
		ENDIF
 
	IF flag_prossie8_lm5_in_car = 0
 
		IF LOCATE_PLAYER_ON_FOOT_CHAR_3D player prossie8_lm5 8.0 8.0 2.0 FALSE
		AND flag_had_car_message8_lm5 = 0
			PRINT_NOW ( LM5_3 ) 5000 1 //"You need a car!"
			flag_had_car_message8_lm5 = 1
		ENDIF
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player prossie8_lm5 8.0 8.0 2.0 FALSE
			flag_had_car_message8_lm5 = 0
		ENDIF
 
		IF LOCATE_PLAYER_IN_CAR_CHAR_3D player prossie8_lm5 8.0 8.0 2.0 FALSE
 
			IF flag_prossie8_lm5_in_car = 0
				TURN_CHAR_TO_FACE_PLAYER prossie8_lm5 player
			ENDIF
 
			IF IS_PLAYER_STOPPED player
 
				IF IS_PLAYER_IN_ANY_CAR player
					STORE_CAR_PLAYER_IS_IN player vehicle_lm5
					GET_MAXIMUM_NUMBER_OF_PASSENGERS vehicle_lm5 max_no_of_passengers_lm5
					GET_NUMBER_OF_PASSENGERS vehicle_lm5 no_of_passengers_lm5 
					room_left_in_car_lm5 = max_no_of_passengers_lm5 - no_of_passengers_lm5
				ENDIF
 
				IF room_left_in_car_lm5 > 0
 
						SET_PLAYER_AS_LEADER prossie8_lm5 player
						REMOVE_BLIP radarped_prossie8_lm5
						flag_blip_on_prossie8_lm5 = 0
 
						WHILE NOT IS_CHAR_IN_CAR prossie8_lm5 vehicle_lm5
 
							WAIT 0
 
							GOSUB check_for_dead_prossies
 
							IF number_of_dead_prossies > 0
								PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
								GOTO mission_luigi5_failed
							ENDIF
 
							IF IS_CAR_DEAD vehicle_lm5
								PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle is wrecked!"
								GOTO mission_luigi5_failed
							ENDIF
 
							IF flag_prossie8_at_ball = 0
 
								IF IS_CHAR_DEAD prossie8_lm5
									PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
									GOTO mission_luigi5_failed
								ELSE
 
									IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie8_lm5 player
									AND flag_blip_on_prossie8_lm5 = 0
										PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
										ADD_BLIP_FOR_CHAR prossie8_lm5 radarped_prossie8_lm5
										flag_blip_on_prossie8_lm5 = 1
										GOTO prossie_checks
									ENDIF
 
									IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie8_lm5 8.0 8.0 FALSE
									AND flag_blip_on_prossie8_lm5 = 1
										SET_PLAYER_AS_LEADER prossie8_lm5 player
										REMOVE_BLIP radarped_prossie8_lm5 
										flag_blip_on_prossie8_lm5 = 0
									ENDIF
 
								ENDIF
 
							ENDIF
 
						ENDWHILE
						flag_prossie8_lm5_in_car = 1
						SET_CHAR_RUNNING prossie8_lm5 FALSE
				ELSE
					IF flag_had_room_message_lm5 = 0
						PRINT_NOW ( LM5_1 ) 7000 1 //"Get a bigger car!"
						flag_had_room_message_lm5 = 1
					ENDIF //room message
				ENDIF //room left in car
			ENDIF  //stopped
		ELSE
			flag_had_room_message_lm5 = 0
		ENDIF  // locate
	ENDIF
 
 
 
		IF flag_prossie8_lm5_in_car = 1
 
			IF flag_prossie8_in_car_park = 0
 
 
				IF NOT IS_CHAR_IN_PLAYERS_GROUP prossie8_lm5 player
				AND flag_blip_on_prossie8_lm5 = 0
					PRINT_NOW ( HEY5 ) 5000 1 //"You have left one of the girls behind go and get her!"
					ADD_BLIP_FOR_CHAR prossie8_lm5 radarped_prossie8_lm5
					flag_blip_on_prossie8_lm5 = 1
					flag_prossie8_lm5_in_car = 0
				ENDIF
 
				IF LOCATE_PLAYER_ANY_MEANS_CHAR_2D player prossie8_lm5 8.0 8.0 FALSE
				AND flag_blip_on_prossie8_lm5 = 1
					SET_PLAYER_AS_LEADER prossie8_lm5 player
					REMOVE_BLIP radarped_prossie8_lm5 
					flag_blip_on_prossie8_lm5 = 0
				ENDIF
 
			ENDIF
 
			IF IS_CHAR_STOPPED_IN_AREA_3D prossie8_lm5 1003.5 -883.0 13.9 996.8 -876.4 18.0 FALSE
			AND flag_prossie8_at_ball = 0
			AND flag_prossie8_in_car_park = 0
				WAIT 0
 
					IF flag_prossie8_at_ball = 0 
 
						IF IS_CHAR_DEAD prossie8_lm5
							PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
							GOTO mission_luigi5_failed
						ENDIF
 
					ENDIF
 
				LEAVE_GROUP prossie8_lm5
 
				IF IS_CHAR_IN_ANY_CAR prossie8_lm5
					STORE_CAR_CHAR_IS_IN prossie8_lm5 vehicle_lm5
					SET_CHAR_OBJ_LEAVE_CAR prossie8_lm5 vehicle_lm5
				ENDIF
				flag_prossie8_in_car_park = 1				
			ENDIF
 
		ENDIF
 
		IF flag_prossie8_in_car_park = 1
 
			IF NOT IS_CHAR_IN_ANY_CAR prossie8_lm5
			AND flag_prossie8_told_to_go_into_ball = 0
				WAIT 0
 
				IF flag_prossie8_at_ball = 0 
 
					IF IS_CHAR_DEAD prossie8_lm5
						PRINT_NOW ( LM5_2 ) 5000 1 //"A girl has died!"
						GOTO mission_luigi5_failed
					ENDIF
 
				ENDIF
 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie8_lm5 999.0 -891.0
				++ counter_no_of_girls_at_the_ball
				ADD_ONE_OFF_SOUND 999.9 -879.3 15.0 SOUND_PART_MISSION_COMPLETE
			   //	PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				CLEAR_WANTED_LEVEL player
				flag_prossie8_told_to_go_into_ball = 1
			ENDIF
 
			IF LOCATE_CHAR_ON_FOOT_2D prossie8_lm5 999.0 -891.0 1.0 1.0 FALSE
				CHAR_SET_IDLE prossie8_lm5
				REMOVE_CHAR_ELEGANTLY prossie8_lm5
				//++ counter_no_of_girls_at_the_ball
				//PRINT_WITH_NUMBER_NOW ( LM5_8 ) counter_no_of_girls_at_the_ball 5000 1 // Girls at ball
				flag_prossie8_at_ball = 1
			ENDIF
 
			IF flag_prossie8_told_to_go_into_ball = 1
 
				IF flag_prossie8_at_ball = 0
 
					IF flag_timer_prossie8_lm5 = 0
						timerb = 0
						flag_timer_prossie8_lm5 = 1
					ENDIF
 
					IF timerb > 20000
						SET_CHAR_COORDINATES prossie8_lm5 999.0 -891.0 14.3
					ENDIF
 
				ENDIF
 
			ENDIF  
 
		ENDIF
 
ENDIF
 
 
ENDWHILE
 
// pass or fail checks
 
IF  counter_no_of_girls_at_the_ball < 4
	PRINT_NOW ( OUTTIME ) 5000 1 //"You ran out of time!"
	GOTO mission_luigi5_failed
ELSE
	GOTO mission_luigi5_passed
ENDIF
 
 
 
// Mission Luigi1 failed
 
mission_luigi5_failed:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
RETURN
 
 
// mission Luigi1 passed
 
mission_luigi5_passed:
 
FREEZE_ONSCREEN_TIMER TRUE
 
GOSUB mission_end_cutscene
 
IF counter_girls_trying_to_get_to_ball > 0
	REMOVE_SPHERE sphere_lm5
	SWITCH_WIDESCREEN ON
	SET_PLAYER_CONTROL player OFF
	SET_POLICE_IGNORE_PLAYER player ON
	SET_EVERYONE_IGNORE_PLAYER player ON
	CLEAR_AREA 1006.845 -885.5 14.7 2.0 TRUE 
	SET_FIXED_CAMERA_POSITION 1006.845 -885.5 14.7 0.0 0.0 0.0
	POINT_CAMERA_AT_POINT 1005.9 -885.0 14.6 JUMP_CUT
	GOSUB mission_end_cutscene2
	SWITCH_WIDESCREEN OFF
	RESTORE_CAMERA_JUMPCUT
	SET_PLAYER_CONTROL player ON
	SET_POLICE_IGNORE_PLAYER player OFF
	SET_EVERYONE_IGNORE_PLAYER player OFF
ENDIF 
 
flag_luigi_mission5_passed = 1
flag_all_luigi_missions_passed = 1
REGISTER_MISSION_PASSED ( LM5 )
PLAYER_MADE_PROGRESS 1
PLAY_MISSION_PASSED_TUNE 1												 
score_lm5 = counter_no_of_girls_at_the_ball * 500
PRINT_WITH_NUMBER_BIG ( M_PASS ) score_lm5 10000 1 //"Mission Passed!"
ADD_SCORE player score_lm5
CLEAR_WANTED_LEVEL player
IF counter_no_of_girls_at_the_ball = 8
	PRINT_WITH_NUMBER_NOW ( BONUS ) 2000 5000 1 //"Bonus of $2000!" 
	ADD_SCORE player 2000
ENDIF
REMOVE_BLIP luigi_contact_blip
RETURN		
 
 
 
// mission cleanup
 
mission_cleanup_luigi5:
 
flag_player_on_mission = 0
flag_player_on_luigi_mission = 0
SWITCH_CAR_GENERATOR gen_car28 101
REMOVE_SOUND ball_sounds
REMOVE_SPHERE sphere_lm5
MARK_OBJECT_AS_NO_LONGER_NEEDED fuzzball_sign 
MARK_MODEL_AS_NO_LONGER_NEEDED PED_PROSTITUTE
MARK_MODEL_AS_NO_LONGER_NEEDED PED_PROSTITUTE2
CLEAR_ONSCREEN_TIMER timer_lm5
FREEZE_ONSCREEN_TIMER FALSE
CLEAR_ONSCREEN_COUNTER counter_no_of_girls_at_the_ball 
REMOVE_BLIP radar_blip_coord1_lm5
REMOVE_BLIP radarped_prossie1_lm5
REMOVE_BLIP radarped_prossie2_lm5
REMOVE_BLIP radarped_prossie3_lm5
REMOVE_BLIP radarped_prossie4_lm5
REMOVE_BLIP radarped_prossie5_lm5
REMOVE_BLIP radarped_prossie6_lm5
REMOVE_BLIP radarped_prossie7_lm5
REMOVE_BLIP radarped_prossie8_lm5
MISSION_HAS_FINISHED
 
 
START_NEW_SCRIPT close_fuzz_doors	
 
RETURN
 
check_for_dead_prossies:
 
 
number_of_dead_prossies = 0
 
	IF flag_prossie1_at_ball = 0 
		IF IS_CHAR_DEAD prossie1_lm5
			number_of_dead_prossies++
		ENDIF
	ENDIF
 
	IF flag_prossie2_at_ball = 0
		IF IS_CHAR_DEAD prossie2_lm5
			number_of_dead_prossies++
		ENDIF
	ENDIF
 
	IF flag_prossie3_at_ball = 0
		IF IS_CHAR_DEAD prossie3_lm5
			number_of_dead_prossies++
		ENDIF
	ENDIF
 
	IF flag_prossie4_at_ball = 0
		IF IS_CHAR_DEAD prossie4_lm5
			number_of_dead_prossies++
		ENDIF
	ENDIF
 
 
	IF flag_prossie5_at_ball = 0
		IF IS_CHAR_DEAD prossie5_lm5
			number_of_dead_prossies++
		ENDIF
	ENDIF
 
	IF flag_prossie6_at_ball = 0
		IF IS_CHAR_DEAD prossie6_lm5
			number_of_dead_prossies++
		ENDIF
	ENDIF
 
	IF flag_prossie7_at_ball = 0
		IF IS_CHAR_DEAD prossie7_lm5
			number_of_dead_prossies++
		ENDIF
	ENDIF
 
	IF flag_prossie8_at_ball = 0
		IF IS_CHAR_DEAD prossie8_lm5
			number_of_dead_prossies++
		ENDIF
	ENDIF
 
RETURN
 
 
mission_end_cutscene:
 
	IF flag_prossie1_at_ball = 0
 
		IF flag_prossie1_in_car_park = 1
 
			IF NOT IS_CHAR_DEAD prossie1_lm5 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie1_lm5 999.0 -891.0
				++ counter_girls_trying_to_get_to_ball
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF flag_prossie2_at_ball = 0
 
		 IF flag_prossie2_in_car_park = 1
 
			IF NOT IS_CHAR_DEAD prossie2_lm5 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie2_lm5 999.0 -891.0
				++ counter_girls_trying_to_get_to_ball
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF flag_prossie3_at_ball = 0
 
		IF flag_prossie3_in_car_park = 1
 
			IF NOT IS_CHAR_DEAD prossie3_lm5 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie3_lm5 999.0 -891.0
				++ counter_girls_trying_to_get_to_ball
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF flag_prossie4_at_ball = 0
 
		IF flag_prossie4_in_car_park = 1
 
			IF NOT IS_CHAR_DEAD prossie4_lm5 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie4_lm5 999.0 -891.0
				++ counter_girls_trying_to_get_to_ball
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF flag_prossie5_at_ball = 0
 
		IF flag_prossie5_in_car_park = 1
 
			IF NOT IS_CHAR_DEAD prossie5_lm5 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie5_lm5 999.0 -891.0
				++ counter_girls_trying_to_get_to_ball
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF flag_prossie6_at_ball = 0
 
		IF flag_prossie6_in_car_park = 1
 
			IF NOT IS_CHAR_DEAD prossie6_lm5 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie6_lm5 999.0 -891.0
				++ counter_girls_trying_to_get_to_ball
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF flag_prossie7_at_ball = 0
 
		IF flag_prossie7_in_car_park = 1
 
			IF NOT IS_CHAR_DEAD prossie7_lm5 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie7_lm5 999.0 -891.0
				++ counter_girls_trying_to_get_to_ball
			ENDIF
 
		ENDIF
 
	ENDIF
 
	IF flag_prossie8_at_ball = 0
 
		IF flag_prossie8_in_car_park = 1
 
			IF NOT IS_CHAR_DEAD prossie8_lm5 
				SET_CHAR_OBJ_GOTO_COORD_ON_FOOT prossie8_lm5 999.0 -891.0
				++ counter_girls_trying_to_get_to_ball
			ENDIF
 
		ENDIF
 
	ENDIF
 
 
RETURN
 
 
mission_end_cutscene2:
 
timerb = 0
 
WHILE counter_girls_trying_to_get_to_ball > 0
 
	WAIT 0
 
	CLEAR_AREA 1000.4 -886.7 14.4 6.0 FALSE // This should clear the area
 
	IF flag_prossie1_at_ball = 0
 
			IF NOT IS_CHAR_DEAD prossie1_lm5
 
				IF timerb > 20000
					SET_CHAR_COORDINATES prossie1_lm5 999.0 -891.0 14.3
				ENDIF   
 
				IF LOCATE_CHAR_ON_FOOT_2D prossie1_lm5 999.0 -891.0 1.0 1.0 FALSE
					CHAR_SET_IDLE prossie1_lm5
					REMOVE_CHAR_ELEGANTLY prossie1_lm5
					-- counter_girls_trying_to_get_to_ball
					flag_prossie1_at_ball = 1
				ENDIF
 
			ELSE
				-- counter_girls_trying_to_get_to_ball
				flag_prossie1_at_ball = 1
			ENDIF
 
		ENDIF
 
		IF flag_prossie2_at_ball = 0
 
			IF NOT IS_CHAR_DEAD prossie2_lm5
 
				IF timerb > 20000
					SET_CHAR_COORDINATES prossie2_lm5 999.0 -891.0 14.3
				ENDIF 
 
				IF LOCATE_CHAR_ON_FOOT_2D prossie2_lm5 999.0 -891.0 1.0 1.0 FALSE
					CHAR_SET_IDLE prossie2_lm5
					REMOVE_CHAR_ELEGANTLY prossie2_lm5
					-- counter_girls_trying_to_get_to_ball
					flag_prossie2_at_ball = 1
				ENDIF
 
			ELSE
				-- counter_girls_trying_to_get_to_ball
				flag_prossie2_at_ball = 1
			ENDIF
 
		ENDIF
 
		IF flag_prossie3_at_ball = 0
 
			IF NOT IS_CHAR_DEAD prossie3_lm5
 
				IF timerb > 20000
					SET_CHAR_COORDINATES prossie3_lm5 999.0 -891.0 14.3
				ENDIF 
 
				IF LOCATE_CHAR_ON_FOOT_2D prossie3_lm5 999.0 -891.0 1.0 1.0 FALSE
					CHAR_SET_IDLE prossie3_lm5
					REMOVE_CHAR_ELEGANTLY prossie3_lm5
					-- counter_girls_trying_to_get_to_ball
					flag_prossie3_at_ball = 1
				ENDIF
 
			ELSE
				-- counter_girls_trying_to_get_to_ball
				flag_prossie3_at_ball = 1
			ENDIF
 
		ENDIF
 
		IF flag_prossie4_at_ball = 0
 
			IF NOT IS_CHAR_DEAD prossie4_lm5
 
				IF timerb > 20000
					SET_CHAR_COORDINATES prossie4_lm5 999.0 -891.0 14.3
				ENDIF 
 
				IF LOCATE_CHAR_ON_FOOT_2D prossie4_lm5 999.0 -891.0 1.0 1.0 FALSE
					CHAR_SET_IDLE prossie4_lm5
					REMOVE_CHAR_ELEGANTLY prossie4_lm5
					-- counter_girls_trying_to_get_to_ball
					flag_prossie4_at_ball = 1
				ENDIF
 
			ELSE
				-- counter_girls_trying_to_get_to_ball
				flag_prossie4_at_ball = 1
			ENDIF
 
		ENDIF
 
		IF flag_prossie5_at_ball = 0
 
			IF NOT IS_CHAR_DEAD prossie5_lm5
 
				IF timerb > 20000
					SET_CHAR_COORDINATES prossie5_lm5 999.0 -891.0 14.3
				ENDIF 
 
				IF LOCATE_CHAR_ON_FOOT_2D prossie5_lm5 999.0 -891.0 1.0 1.0 FALSE
					CHAR_SET_IDLE prossie5_lm5
					REMOVE_CHAR_ELEGANTLY prossie5_lm5
					-- counter_girls_trying_to_get_to_ball
					flag_prossie5_at_ball = 1
				ENDIF
 
			ELSE
				-- counter_girls_trying_to_get_to_ball
				flag_prossie5_at_ball = 1
			ENDIF
 
		ENDIF
 
		IF flag_prossie6_at_ball = 0
 
			IF NOT IS_CHAR_DEAD prossie6_lm5
 
				IF timerb > 20000
					SET_CHAR_COORDINATES prossie6_lm5 999.0 -891.0 14.3
				ENDIF 
 
				IF LOCATE_CHAR_ON_FOOT_2D prossie6_lm5 999.0 -891.0 1.0 1.0 FALSE
					CHAR_SET_IDLE prossie6_lm5
					REMOVE_CHAR_ELEGANTLY prossie6_lm5
					-- counter_girls_trying_to_get_to_ball
					flag_prossie6_at_ball = 1
				ENDIF
 
			ELSE
				-- counter_girls_trying_to_get_to_ball
				flag_prossie6_at_ball = 1
			ENDIF
 
		ENDIF
 
		IF flag_prossie7_at_ball = 0
 
			IF NOT IS_CHAR_DEAD prossie7_lm5
 
				IF timerb > 20000
					SET_CHAR_COORDINATES prossie7_lm5 999.0 -891.0 14.3
				ENDIF 
 
				IF LOCATE_CHAR_ON_FOOT_2D prossie7_lm5 999.0 -891.0 1.0 1.0 FALSE
					CHAR_SET_IDLE prossie7_lm5
					REMOVE_CHAR_ELEGANTLY prossie7_lm5
					-- counter_girls_trying_to_get_to_ball
					flag_prossie7_at_ball = 1
				ENDIF
 
			ELSE
				-- counter_girls_trying_to_get_to_ball
				flag_prossie7_at_ball = 1
			ENDIF
 
		ENDIF
 
		IF flag_prossie8_at_ball = 0
 
			IF NOT IS_CHAR_DEAD prossie8_lm5
 
				IF timerb > 20000
					SET_CHAR_COORDINATES prossie8_lm5 999.0 -891.0 14.3
				ENDIF 
 
				IF LOCATE_CHAR_ON_FOOT_2D prossie8_lm5 999.0 -891.0 1.0 1.0 FALSE
					CHAR_SET_IDLE prossie8_lm5
					REMOVE_CHAR_ELEGANTLY prossie8_lm5
					-- counter_girls_trying_to_get_to_ball
					flag_prossie8_at_ball = 1
				ENDIF
 
			ELSE
				-- counter_girls_trying_to_get_to_ball
				flag_prossie8_at_ball = 1
			ENDIF
 
		ENDIF
 
ENDWHILE
 
RETURN
п · о · р
GTA III Grand Theft Auto III
Форматы файлов.a3d.anm.col.cfg.cut.dff.dat.gxt.ide.ifp.img/.dir.ipl.raw/.sdt.rep.sc.scm.set.txd.xml.zon
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Источник — «http://gtamodding.ru/wiki/Luigi»