Meat

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meat1

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
// ***********************************Meat Factory Mission 1**********************************
// *************************************"The Bank Manager"************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
SCRIPT_NAME meat1
 
// Mission Start Stuff
 
GOSUB mission_start_meat1
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_failed_meat1
	ENDIF
 
GOSUB mission_cleanup_meat1
 
MISSION_END
 
 
// Variable for mission
 
VAR_INT car_meat1
 
VAR_INT bankmanager_meat1
 
VAR_INT radar_blip_car_meat1
 
VAR_INT radar_blip_ped1_meat1
 
VAR_INT radar_blip_coord3_meat1
 
VAR_INT flag_player_had_car_message_meat1
 
VAR_INT radar_blip_coord2_meat1
 
VAR_INT flag_bankmanager_in_area
 
VAR_INT flag_car_crushed_meat1
 
VAR_INT flag_car_in_area_meat1
 
VAR_INT flag_leave_car_message_meat1
 
VAR_INT flag_dont_do_car_check_meat1
 
VAR_INT flag_player_had_crusher_help_hm5
 
VAR_INT flag_bankman_moved_meat1
 
// ****************************************Mission Start************************************
 
mission_start_meat1:
 
flag_player_on_mission = 1
 
flag_player_on_meat_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_had_car_message_meat1 = 0
 
flag_bankmanager_in_area = 0
 
flag_car_crushed_meat1 = 0
 
flag_car_in_area_meat1 = 0
 
flag_leave_car_message_meat1 = 0
 
flag_dont_do_car_check_meat1 = 0
 
blob_flag = 1
 
flag_player_had_crusher_help_hm5 = 0
 
flag_bankman_moved_meat1 = 0
 
 
// ******************************************START OF CUTSCENE******************************
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_failed_meat1
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( MEA1 ) 15000 2 //"THE CROOK"	 
 
SWITCH_STREAMING OFF
 
//LOAD_SPECIAL_MODEL cut_obj1 PLAYERH
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
*/
 
SET_PED_DENSITY_MULTIPLIER 0.0
 
CLEAR_AREA_OF_CHARS 1164.25 -888.87 10.0 1291.76 -811.71 20.0
 
//LOAD_ALL_MODELS_NOW
 
//WHILE NOT HAS_MODEL_LOADED cut_obj1
//	WAIT 0
 
//ENDWHILE
 
LOAD_CUTSCENE mt_ph1 
SET_CUTSCENE_OFFSET 1223.88 -839.414 13.95
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
//CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
//SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
 
DO_FADE 1500 FADE_IN
 
SWITCH_STREAMING ON
 
START_CUTSCENE
 
// Displays cutscene text
 
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 2000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW ( MEA1_B ) 10000 1 //"The names Marty..." 
 
WHILE cs_time < 4424
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA1_C ) 10000 1  //"I run the..." 
 
WHILE cs_time < 7668
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA1_D ) 10000 1  //"I got money..." 
 
WHILE cs_time < 9604
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA1_E ) 10000 1 //"I'm meeting...." 
 
WHILE cs_time < 12652
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA1_F ) 10000 1 //"He's a crooked..." 
 
WHILE cs_time < 17740
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA1_G ) 10000 1  //Take my car..." 
 
WHILE cs_time < 21290
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA1_H ) 10000 1  //"I've got a..."
 
WHILE cs_time < 24535
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( MEA1_H ) 
 
WHILE cs_time < 25666
	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
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
//MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
// ******************************************END OF CUTSCENE********************************
 
REQUEST_MODEL PED_B_MAN1
 
REQUEST_MODEL CAR_PERENNIAL
 
LOAD_MISSION_AUDIO MF1_A
 
WHILE NOT HAS_MODEL_LOADED PED_B_MAN1
OR NOT HAS_MODEL_LOADED CAR_PERENNIAL
OR NOT HAS_MISSION_AUDIO_LOADED 
 
	WAIT 0
 
ENDWHILE
 
CREATE_CAR CAR_PERENNIAL 1190.0 -796.0 13.8 car_meat1
 
SET_CAR_HEADING car_meat1 300.0
 
ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1
 
// waiting for the player to get into the car
 
WHILE NOT IS_PLAYER_IN_CAR player car_meat1
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_car_meat1
 
PRINT_NOW ( MEA1_B3 ) 7000 1 //"Go and meet the Bank Manager."
 
CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN1 1039.0 -695.0 13.9 bankmanager_meat1
 
CLEAR_CHAR_THREAT_SEARCH bankmanager_meat1
 
TURN_CHAR_TO_FACE_COORD bankmanager_meat1 1042.0 -695.0 -100.0
 
ADD_BLIP_FOR_CHAR bankmanager_meat1 radar_blip_ped1_meat1
 
SET_CHAR_CANT_BE_DRAGGED_OUT bankmanager_meat1 TRUE
 
// waiting for the player and the Bank manager to be in the same area
 
WHILE NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player bankmanager_meat1 8.0 8.0 FALSE
OR NOT IS_PLAYER_IN_CAR player car_meat1
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CHAR_DEAD bankmanager_meat1
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat1
	AND flag_player_had_car_message_meat1 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1
		REMOVE_BLIP radar_blip_ped1_meat1
		flag_player_had_car_message_meat1 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat1
	AND flag_player_had_car_message_meat1 = 1
		REMOVE_BLIP radar_blip_car_meat1
		ADD_BLIP_FOR_CHAR bankmanager_meat1 radar_blip_ped1_meat1
		flag_player_had_car_message_meat1 = 0
		blob_flag = 1
	ENDIF
 
ENDWHILE
 
// player is at the bank manager
 
SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER bankmanager_meat1 car_meat1
 
// waiting for them both to be in the car 
 
WHILE NOT IS_CHAR_IN_CAR bankmanager_meat1 car_meat1
OR NOT IS_PLAYER_IN_CAR player car_meat1
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat1
 
		IF IS_CHAR_DEAD bankmanager_meat1
			PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
			GOTO mission_failed_meat1
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CHAR_DEAD bankmanager_meat1
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player bankmanager_meat1 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA1_4 ) 5000 1 //You have left the Bank Manager behind!"
			GOTO mission_failed_meat1
		ENDIF
 
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat1
	AND flag_player_had_car_message_meat1 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1
		REMOVE_BLIP radar_blip_ped1_meat1
		flag_player_had_car_message_meat1 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat1
	AND flag_player_had_car_message_meat1 = 1
		REMOVE_BLIP radar_blip_car_meat1
	   	ADD_BLIP_FOR_CHAR bankmanager_meat1 radar_blip_ped1_meat1
		flag_player_had_car_message_meat1 = 0
		blob_flag = 1
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_ped1_meat1
 
PLAY_MISSION_AUDIO
 
PRINT_NOW ( MEA1_B4 ) 7000 1 //"Mr. Chonks sent you? Ok, take me to see him."
 
ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat1
 
IF HAS_MISSION_AUDIO_FINISHED 
	CLEAR_THIS_PRINT ( MEA1_B4 )
ENDIF
 
blob_flag = 1
 
//waiting for them to be at the Dogfood factory
 
WHILE NOT LOCATE_STOPPED_CHAR_IN_CAR_3D	bankmanager_meat1 1205.7 -789.2 14.8 4.0 4.0 6.0 blob_flag
OR NOT IS_CHAR_IN_CAR bankmanager_meat1 car_meat1
 
	WAIT 0
 
	IF HAS_MISSION_AUDIO_FINISHED 
		CLEAR_THIS_PRINT ( MEA1_B4 )
	ENDIF
 
	IF IS_CAR_DEAD car_meat1
 
		IF IS_CHAR_DEAD bankmanager_meat1
			CLEAR_MISSION_AUDIO
			PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
			GOTO mission_failed_meat1
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CHAR_DEAD bankmanager_meat1
		CLEAR_MISSION_AUDIO
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player bankmanager_meat1 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA1_4 ) 5000 1 //You have left the Bank Manager behind!"
			GOTO mission_failed_meat1
		ENDIF
 
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat1
	AND flag_player_had_car_message_meat1 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1
		REMOVE_BLIP radar_blip_coord2_meat1
		flag_player_had_car_message_meat1 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat1
	AND flag_player_had_car_message_meat1 = 1
		REMOVE_BLIP radar_blip_car_meat1
		ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat1
		flag_player_had_car_message_meat1 = 0
		blob_flag = 1
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord2_meat1
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
CLEAR_AREA 1201.8 -799.7 13.8 5.0 TRUE
 
SET_POLICE_IGNORE_PLAYER player ON
 
SET_CHAR_CANT_BE_DRAGGED_OUT bankmanager_meat1 FALSE
 
SET_CHAR_OBJ_LEAVE_CAR bankmanager_meat1 car_meat1
 
WHILE IS_CHAR_IN_CAR bankmanager_meat1 car_meat1
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat1
 
		IF IS_CHAR_DEAD bankmanager_meat1
			PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
			GOTO mission_failed_meat1
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CHAR_DEAD bankmanager_meat1
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT bankmanager_meat1 1204.2 -801.9
 
SET_FIXED_CAMERA_POSITION 1201.8 -784.7 17.0 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 1204.4 -802.7 15.0 JUMP_CUT
 
CLEAR_AREA 1200.8 -799.3 14.0 10.0 TRUE
 
// Waiting for the blokes to get to the meat grinding area
 
timerb = 0
 
WHILE NOT flag_bankmanager_in_area = 1
 
	WAIT 0
 
	IF IS_CHAR_DEAD bankmanager_meat1
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF flag_bankmanager_in_area = 0
 
		IF LOCATE_CHAR_ON_FOOT_2D bankmanager_meat1 1204.2 -801.9 0.5 0.5 FALSE
			flag_bankmanager_in_area = 1
		ENDIF
 
	ENDIF
 
	IF flag_bankman_moved_meat1 = 0
 
		IF timerb >= 20000
			SET_CHAR_COORDINATES bankmanager_meat1 1204.2 -801.9 13.7 
			flag_bankman_moved_meat1 = 1
		ENDIF
 
	ENDIF
 
ENDWHILE
 
// opens the door
 
WHILE NOT ROTATE_OBJECT doggy_door 135.0 5.0 FALSE
 
	WAIT 0
 
	IF IS_CHAR_DEAD bankmanager_meat1
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT bankmanager_meat1 1205.9 -805.8
 
timerb = 0
 
WHILE NOT LOCATE_CHAR_ON_FOOT_3D bankmanager_meat1 1205.9 -805.8 14.0 1.0 1.0 1.0 FALSE
 
	WAIT 0
 
	IF IS_CHAR_DEAD bankmanager_meat1
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF timerb >= 20000
 
		IF NOT LOCATE_CHAR_ON_FOOT_3D bankmanager_meat1 1205.9 -805.8 14.0 1.0 1.0 1.0 FALSE
			REMOVE_CHAR_ELEGANTLY bankmanager_meat1
			GOTO bloke_got_stuck_meat1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE
 
// Shuts the door
 
bloke_got_stuck_meat1:
 
LOAD_MISSION_AUDIO MF4_A
 
WHILE NOT ROTATE_OBJECT doggy_door 45.0 5.0 FALSE
OR NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CHAR_DEAD bankmanager_meat1
		PRINT_NOW ( MEA1_1 ) 5000 1 //The Bank Managers dead!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE
 
RESTORE_CAMERA_JUMPCUT
 
REMOVE_CHAR_ELEGANTLY bankmanager_meat1
 
PLAY_MISSION_AUDIO
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE	
 
SWITCH_WIDESCREEN OFF
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
PRINT_SOON ( MEA1_B6 ) 5000 1 //"Take the car to the crusher to get rid of evidence, get out of the car and the crane will pick it up."
 
ADD_BLIP_FOR_COORD 1138.0 52.0 -100.0 radar_blip_coord3_meat1
 
// waiting for the car to get to the area to be crushed
 
blob_flag = 1
 
WHILE NOT IS_CAR_STOPPED_IN_AREA_3D car_meat1 1135.8 55.5 -1.0 1149.8 46.3 9.0 blob_flag
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( MEA1_2 ) 5000 1 //" You idiot! The cops will find the evidence in the car."
		GOTO mission_failed_meat1
	ELSE
 
		IF IS_CAR_STOPPED_IN_AREA_3D car_meat1 1135.8 55.5 -1.0 1149.8 46.3 9.0 FALSE
 
			flag_dont_do_car_check_meat1 = 1
 
			IF flag_leave_car_message_meat1 = 0
				PRINT_NOW ( MEA1_3 ) 5000 1 //"Get out of the car!"
				flag_leave_car_message_meat1 = 1
			ENDIF
 
		ELSE
			flag_leave_car_message_meat1 = 0
			flag_dont_do_car_check_meat1 = 0
		ENDIF
 
	ENDIF
 
	IF flag_dont_do_car_check_meat1 = 0
 
		IF NOT IS_PLAYER_IN_CAR player car_meat1
		AND flag_player_had_car_message_meat1 = 0
			PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
			ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1
			REMOVE_BLIP radar_blip_coord3_meat1
			flag_player_had_car_message_meat1 = 1
			blob_flag = 0
		ENDIF
 
		IF IS_PLAYER_IN_CAR player car_meat1
		AND flag_player_had_car_message_meat1 = 1
			REMOVE_BLIP radar_blip_car_meat1
			ADD_BLIP_FOR_COORD 1138.0 52.0 -100.0 radar_blip_coord3_meat1
			flag_player_had_car_message_meat1 = 0
			blob_flag = 1
		ENDIF
 
	ENDIF
 
	IF flag_player_had_crusher_help_hm5 = 0
 
		IF LOCATE_PLAYER_ANY_MEANS_2D player 1140.3 50.1 20.0 20.0 FALSE
		AND IS_PLAYER_IN_CAR player car_meat1
			PRINT_HELP ( CRUSH ) //"To crush the car..."
			flag_player_had_crusher_help_hm5 = 1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE
 
// waiting for the crane to pick up the car
 
blob_flag = 1
 
WHILE NOT IS_CRANE_LIFTING_CAR 1120.0 46.0 car_meat1
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat1
		PRINT_NOW ( MEA1_2 ) 5000 1 //" You idiot! The cops will find the evidence in the car."
		GOTO mission_failed_meat1
	ENDIF
 
	IF IS_CAR_STOPPED_IN_AREA_3D car_meat1 1135.8 55.5 -1.0 1149.8 46.3 20.0 blob_flag
		flag_car_in_area_meat1 = 1
	ELSE
		flag_car_in_area_meat1 = 0
	ENDIF
 
	IF flag_car_in_area_meat1 = 0
 
		IF NOT IS_PLAYER_IN_CAR player car_meat1
		AND flag_player_had_car_message_meat1 = 0
			PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
			ADD_BLIP_FOR_CAR car_meat1 radar_blip_car_meat1
			REMOVE_BLIP radar_blip_coord3_meat1
			flag_player_had_car_message_meat1 = 1
			blob_flag = 0
		ENDIF
 
		IF IS_PLAYER_IN_CAR player car_meat1
		AND flag_player_had_car_message_meat1 = 1
			REMOVE_BLIP radar_blip_car_meat1
			ADD_BLIP_FOR_COORD 1138.0 52.0 -100.0 radar_blip_coord3_meat1
			flag_player_had_car_message_meat1 = 0
			blob_flag = 1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat1
	AND IS_CAR_STOPPED car_meat1
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat1
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord3_meat1
 
 
// waiting for the car to be crushed
 
WHILE flag_car_crushed_meat1 = 0
 
	WAIT 0
 
	IF IS_CAR_CRUSHED car_meat1
		flag_car_crushed_meat1 = 1
		GOTO mission_passed_meat1
	ELSE
 
		IF IS_CAR_DEAD car_meat1
			PRINT_NOW ( MEA1_2 ) 5000 1 //"You idiot! The cops will find the evidence in the car."
			GOTO mission_failed_meat1
		ENDIF
 
	ENDIF
 
ENDWHILE
 
 
 
// Mission Failed
 
mission_failed_meat1:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
RETURN
 
 
 
// Mission Passed
 
mission_passed_meat1:
 
PRINT_WITH_NUMBER_BIG ( m_pass ) 1000 5000 1 //"Mission Passed!"
REGISTER_MISSION_PASSED ( MEA1 )
PLAYER_MADE_PROGRESS 1
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 1000
flag_meat_mission1_passed = 1
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT meat_mission2_loop
RETURN
 
 
// Mission Cleanup
 
mission_cleanup_meat1:
 
flag_player_on_mission = 0
flag_player_on_meat_mission = 0
REMOVE_CHAR_ELEGANTLY bankmanager_meat1
MARK_MODEL_AS_NO_LONGER_NEEDED PED_B_MAN1
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_PERENNIAL
REMOVE_BLIP radar_blip_ped1_meat1
REMOVE_BLIP radar_blip_car_meat1
REMOVE_BLIP radar_blip_coord2_meat1
REMOVE_BLIP radar_blip_coord3_meat1
MISSION_HAS_FINISHED
RETURN

meat2

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
// ***********************************Meat Factory Mission 2**********************************
// *****************************************"The Thieves"*************************************
// *******************************************************************************************
// *******************************************************************************************
 
SCRIPT_NAME meat2
 
// Mission Start Stuff
 
GOSUB mission_start_meat2
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_failed_meat2
	ENDIF
 
GOSUB mission_cleanup_meat2
 
MISSION_END
 
 
// Variable for mission
 
VAR_INT car_meat2
 
VAR_INT victim1_meat2
 
VAR_INT victim2_meat2
 
VAR_INT radar_blip_car_meat2
 
VAR_INT radar_blip_ped1_meat2
 
VAR_INT radar_blip_ped2_meat2
 
VAR_INT flag_player_had_car_message_meat2
 
VAR_INT radar_blip_coord2_meat2
 
VAR_INT flag_victim1_in_area
 
VAR_INT flag_victim2_in_area
 
VAR_INT radar_blip_coord3_meat2
 
VAR_INT flag_car_in_area_meat2
 
VAR_FLOAT doorx
 
VAR_FLOAT doory
 
VAR_FLOAT doorz
 
VAR_INT flag_remove_blip1_meat2
 
VAR_INT flag_remove_blip2_meat2
 
VAR_INT flag_car_in_zone2_meat2
 
VAR_INT radar_blip_coord4_meat2
 
VAR_INT flag_player_had_out_car_message_meat2
 
// ****************************************Mission Start************************************
 
mission_start_meat2:
 
flag_player_on_mission = 1
 
flag_player_on_meat_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_had_car_message_meat2 = 0
 
flag_victim1_in_area = 0
 
flag_victim2_in_area = 0
 
flag_car_in_area_meat2 = 0
 
blob_flag = 1
 
flag_remove_blip1_meat2 = 0
 
flag_remove_blip2_meat2 = 0
 
flag_car_in_zone2_meat2 = 0
 
flag_player_had_out_car_message_meat2 = 0
 
 
 
// *******************************START OF CUTSCENE*****************************************
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_failed_meat2
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( MEA2 ) 15000 2 //"THE THIEVES"
 
SWITCH_STREAMING OFF
 
//LOAD_SPECIAL_MODEL cut_obj1 PLAYERH	 
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
*/
 
 
SET_PED_DENSITY_MULTIPLIER 0.0
 
CLEAR_AREA_OF_CHARS 1164.25 -888.87 10.0 1291.76 -811.71 20.0
 
//LOAD_ALL_MODELS_NOW
 
//WHILE NOT HAS_MODEL_LOADED cut_obj1
 
//	WAIT 0
 
//ENDWHILE
 
LOAD_CUTSCENE mt_ph2 
SET_CUTSCENE_OFFSET 1223.88 -839.414 13.95
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
//CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
//SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
 
DO_FADE 1500 FADE_IN
 
SWITCH_STREAMING ON
 
START_CUTSCENE
 
// Displays cutscene text
 
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 2000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW ( MEA2_A ) 10000 1 //"I hired some..." 
 
WHILE cs_time < 4424
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA2_B ) 10000 1  //"and steal some..." 
 
WHILE cs_time < 8124
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA2_C ) 10000 1  //"The thieveing bastards..." 
 
WHILE cs_time < 10996
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA2_D ) 10000 1 //"IF I don't...." 
 
WHILE cs_time < 12362
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA2_E ) 10000 1 //"Can you believe..." 
 
WHILE cs_time < 13728
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA2_F ) 10000 1  //I've left a car..." 
 
WHILE cs_time < 16082
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA2_G ) 10000 1  //"Use it to..." 
 
WHILE cs_time < 19591
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA2_H ) 10000 1  //"Them bring 'em..."
 
WHILE cs_time < 24155
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( MEA2_H )
 
WHILE cs_time < 25233
	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
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
//MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
// **************************************END OF CUTSCENE************************************
 
 
REQUEST_MODEL PED_CRIMINAL1
 
REQUEST_MODEL PED_CRIMINAL2
 
REQUEST_MODEL CAR_SENTINEL
 
 
WHILE NOT HAS_MODEL_LOADED PED_CRIMINAL1
OR NOT HAS_MODEL_LOADED PED_CRIMINAL2
OR NOT HAS_MODEL_LOADED CAR_SENTINEL
 
	WAIT 0
 
ENDWHILE
 
//PRINT_BIG ( MEA2 ) 15000 2 //"The Thieves"
 
//WAIT 1000
 
CREATE_CAR CAR_SENTINEL 1190.0 -796.0 13.8 car_meat2
 
SET_CAR_HEADING car_meat2 300.0
 
ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2
 
// waiting for the player to get into the car
 
WHILE NOT IS_PLAYER_IN_CAR player car_meat2
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_car_meat2
 
PRINT_NOW ( MEA2_B3 ) 7000 1 //"Go and meet the creditors."
 
CREATE_CHAR PEDTYPE_CIVMALE PED_CRIMINAL1 869.0 -611.0 -100.0 victim1_meat2
 
CLEAR_CHAR_THREAT_SEARCH victim1_meat2
 
TURN_CHAR_TO_FACE_COORD victim1_meat2 869.0 -615.0 -100.0
 
SET_CHAR_CANT_BE_DRAGGED_OUT victim1_meat2 TRUE
 
ADD_BLIP_FOR_CHAR victim1_meat2 radar_blip_ped1_meat2
 
CREATE_CHAR PEDTYPE_CIVMALE PED_CRIMINAL2 871.0 -612.0 -100.0 victim2_meat2
 
CLEAR_CHAR_THREAT_SEARCH victim2_meat2
 
TURN_CHAR_TO_FACE_COORD victim2_meat2 869.0 -615.0 -100.0
 
SET_CHAR_CANT_BE_DRAGGED_OUT victim2_meat2 TRUE
 
ADD_BLIP_FOR_CHAR victim2_meat2 radar_blip_ped2_meat2
 
// waiting for the player to get to the creditors
 
WHILE NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player victim1_meat2 8.0 8.0 FALSE
OR NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player victim2_meat2 8.0 8.0 FALSE 
OR NOT IS_PLAYER_IN_CAR player car_meat2
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CHAR_DEAD victim1_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CHAR_DEAD victim2_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2
		REMOVE_BLIP radar_blip_ped1_meat2
		REMOVE_BLIP radar_blip_ped2_meat2
		flag_player_had_car_message_meat2 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 1
		REMOVE_BLIP radar_blip_car_meat2
		ADD_BLIP_FOR_CHAR victim1_meat2 radar_blip_ped1_meat2
		ADD_BLIP_FOR_CHAR victim2_meat2 radar_blip_ped2_meat2
		flag_player_had_car_message_meat2 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
// tells the two thieves to get into the car
 
SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER victim1_meat2 car_meat2
 
SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER victim2_meat2 car_meat2 
 
WHILE NOT IS_CHAR_IN_CAR victim1_meat2 car_meat2
OR NOT IS_CHAR_IN_CAR victim2_meat2 car_meat2
OR NOT IS_PLAYER_IN_CAR player car_meat2
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
 
		IF IS_CHAR_DEAD victim1_meat2
		OR IS_CHAR_DEAD victim2_meat2
			PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
			GOTO mission_failed_meat2
		ELSE 
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat2
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD victim1_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player victim1_meat2 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA2_4 ) 5000 1 //"You have left a creditor behind!"
			GOTO mission_failed_meat2
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD victim2_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player victim2_meat2 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA2_4 ) 5000 1 //"You have left a creditor behind!"
			GOTO mission_failed_meat2
		ENDIF
 
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2
		REMOVE_BLIP radar_blip_ped1_meat2
		REMOVE_BLIP radar_blip_ped2_meat2
		flag_player_had_car_message_meat2 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 1
		REMOVE_BLIP radar_blip_car_meat2
		ADD_BLIP_FOR_CHAR victim1_meat2 radar_blip_ped1_meat2
		ADD_BLIP_FOR_CHAR victim2_meat2 radar_blip_ped2_meat2
		flag_player_had_car_message_meat2 = 0
		blob_flag = 1
	ENDIF
 
    IF IS_CHAR_IN_CAR victim1_meat2 car_meat2
	AND flag_remove_blip1_meat2 = 0
	   REMOVE_BLIP radar_blip_ped1_meat2
	   flag_remove_blip1_meat2 = 1
	ENDIF
 
	IF IS_CHAR_IN_CAR victim2_meat2 car_meat2
	AND flag_remove_blip2_meat2 = 0
	   REMOVE_BLIP radar_blip_ped2_meat2
	   flag_remove_blip2_meat2 = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF 
 
ENDWHILE
 
REMOVE_BLIP radar_blip_ped1_meat2
 
REMOVE_BLIP radar_blip_ped2_meat2
 
PRINT_NOW ( MEA2_B4 ) 7000 1 //"Take us to the Bitch'n Dog Food Factory"
 
ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat2
 
blob_flag = 1
 
WHILE NOT LOCATE_STOPPED_CHAR_IN_CAR_3D	victim1_meat2 1205.7 -789.2 13.9 4.0 4.0 6.0 blob_flag
OR NOT LOCATE_STOPPED_CHAR_IN_CAR_3D victim2_meat2 1205.7 -789.2 13.9 4.0 4.0 6.0 FALSE
OR NOT IS_CHAR_IN_CAR victim1_meat2 car_meat2
OR NOT IS_CHAR_IN_CAR victim2_meat2 car_meat2
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
 
		IF IS_CHAR_DEAD victim1_meat2
		OR IS_CHAR_DEAD victim2_meat2
			PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
			GOTO mission_failed_meat2
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat2
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD victim1_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player victim1_meat2 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA2_4 ) 5000 1 //"You have left a creditor behind!"
			GOTO mission_failed_meat2
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD victim2_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player victim2_meat2 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA2_4 ) 5000 1 //"You have left a creditor behind!"
			GOTO mission_failed_meat2
		ENDIF
 
	ENDIF
 
   	IF NOT IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2
		REMOVE_BLIP radar_blip_coord2_meat2
		flag_player_had_car_message_meat2 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 1
		REMOVE_BLIP radar_blip_car_meat2
		ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat2
		flag_player_had_car_message_meat2 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord2_meat2
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
SET_POLICE_IGNORE_PLAYER player ON
 
SET_CHAR_CANT_BE_DRAGGED_OUT victim1_meat2 FALSE
 
SET_CHAR_OBJ_LEAVE_CAR victim1_meat2 car_meat2
 
SET_CHAR_CANT_BE_DRAGGED_OUT victim2_meat2 FALSE
 
SET_CHAR_OBJ_LEAVE_CAR victim2_meat2 car_meat2
 
WHILE IS_CHAR_IN_CAR victim1_meat2 car_meat2
AND IS_CHAR_IN_CAR victim2_meat2 car_meat2 
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
 
		IF IS_CHAR_DEAD victim1_meat2
		OR IS_CHAR_DEAD victim2_meat2
			PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
			GOTO mission_failed_meat2
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat2
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD victim1_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CHAR_DEAD victim2_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT victim1_meat2 1203.3 -801.7
 
WAIT 500
 
IF IS_CHAR_DEAD victim2_meat2
	PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
	GOTO mission_failed_meat2
ENDIF
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT victim2_meat2 1202.4 -800.0
 
SET_FIXED_CAMERA_POSITION 1201.8 -784.7 17.0 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 1204.4 -802.7 15.0 JUMP_CUT
 
CLEAR_AREA 1201.8 -799.7 13.8 10.0 TRUE
 
timerb = 0
 
// Waiting for the blokes to get to the meat grinding area
 
WHILE NOT flag_victim1_in_area = 2
OR NOT flag_victim2_in_area = 2
 
	WAIT 0
 
	IF NOT ROTATE_OBJECT doggy_door 135.0 5.0 FALSE					   				   
		GET_OBJECT_COORDINATES doggy_door doorx doory doorz					   						 
	ENDIF
 
	IF IS_CAR_DEAD car_meat2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CHAR_DEAD victim1_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CHAR_DEAD victim2_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
   	IF flag_victim1_in_area = 0
 
		IF LOCATE_CHAR_ON_FOOT_2D victim1_meat2 1203.3 -801.7 0.5 0.5 FALSE
			flag_victim1_in_area = 1
			SET_CHAR_OBJ_GOTO_COORD_ON_FOOT victim1_meat2 1209.4 -807.2
		ENDIF
 
	ENDIF
 
	IF flag_victim1_in_area = 1
 
		IF LOCATE_CHAR_ON_FOOT_3D victim1_meat2 1209.4 -807.2 14.0 4.0 4.0 4.0 FALSE
			flag_victim1_in_area = 2
		ENDIF
 
	ENDIF
 
 
	IF flag_victim2_in_area = 0
 
		IF LOCATE_CHAR_ON_FOOT_2D victim2_meat2 1202.4 -800.0 0.5 0.5 FALSE
			flag_victim2_in_area = 1
			SET_CHAR_OBJ_GOTO_COORD_ON_FOOT victim2_meat2 1209.4 -807.2
		ENDIF
 
	ENDIF
 
	IF flag_victim2_in_area = 1
 
		IF LOCATE_CHAR_ON_FOOT_3D victim2_meat2 1209.4 -807.2 14.0 4.0 4.0 4.0 FALSE
			flag_victim2_in_area = 2
		ENDIF
 
	ENDIF
 
	IF timerb >= 30000
 
		IF NOT flag_victim1_in_area = 2
		OR NOT flag_victim2_in_area = 2
			REMOVE_CHAR_ELEGANTLY victim1_meat2
			REMOVE_CHAR_ELEGANTLY victim2_meat2
			GOTO mission_bloke_stuck 
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
mission_bloke_stuck:
 
LOAD_MISSION_AUDIO MF4_B
 
// Shuts the door
 
WHILE NOT ROTATE_OBJECT doggy_door 45.0 5.0 FALSE
OR NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CHAR_DEAD victim1_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CHAR_DEAD victim2_meat2
		PRINT_NOW ( MEA2_2 ) 5000 1 //"A creditor's dead!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
RESTORE_CAMERA_JUMPCUT
 
REMOVE_CHAR_ELEGANTLY victim1_meat2
 
REMOVE_CHAR_ELEGANTLY victim2_meat2
 
PLAY_MISSION_AUDIO
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED 
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
SWITCH_WIDESCREEN OFF
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
PRINT_SOON ( MEA2_B6 ) 5000 1 //"Take the car to the crusher to get rid of evidence, get out of the car and the crane will pick it up."
 
ADD_SPRITE_BLIP_FOR_COORD 924.0 -361.0 10.0 RADAR_SPRITE_SPRAY radar_blip_coord3_meat2 
 
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_meat2
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_meat2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2
		REMOVE_BLIP radar_blip_coord3_meat2
		flag_player_had_car_message_meat2 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat2
	AND flag_player_had_car_message_meat2 = 1
		REMOVE_BLIP radar_blip_car_meat2
		ADD_SPRITE_BLIP_FOR_COORD 924.0 -361.0 10.0 RADAR_SPRITE_SPRAY radar_blip_coord3_meat2
		flag_player_had_car_message_meat2 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord3_meat2
 
PRINT_NOW ( MEA2_3 ) 5000 1 //"Dump the car by the road bridge in Chinatown."
 
ADD_BLIP_FOR_COORD 1195.6 -805.0 13.7 radar_blip_coord4_meat2
 
blob_flag = 1
 
WHILE NOT LOCATE_STOPPED_CAR_3D car_meat2 1195.6 -805.0 13.7 4.0 4.0 4.0 blob_flag
OR IS_PLAYER_IN_CAR player car_meat2
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat2
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat2
	ENDIF
 
	IF LOCATE_STOPPED_CAR_3D car_meat2 1195.6 -805.0 13.7 4.0 4.0 4.0 FALSE
 
		IF flag_player_had_out_car_message_meat2 = 0
			PRINT_NOW ( OUT_VEH ) 5000 1 //"Get out of the vehicle!"
			flag_player_had_out_car_message_meat2 = 1
		ENDIF
		flag_car_in_zone2_meat2 = 1
	ELSE
		flag_car_in_zone2_meat2 = 0
		flag_player_had_out_car_message_meat2 = 0
	ENDIF
 
	IF flag_car_in_zone2_meat2 = 0
 
		IF NOT IS_PLAYER_IN_CAR player car_meat2
		AND flag_player_had_car_message_meat2 = 0
			PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
			ADD_BLIP_FOR_CAR car_meat2 radar_blip_car_meat2
			REMOVE_BLIP radar_blip_coord4_meat2
			flag_player_had_car_message_meat2 = 1
			blob_flag = 0
		ENDIF
 
		IF IS_PLAYER_IN_CAR player car_meat2
		AND flag_player_had_car_message_meat2 = 1
			REMOVE_BLIP radar_blip_car_meat2
			ADD_BLIP_FOR_COORD 1195.6 -805.0 13.7 radar_blip_coord4_meat2
			flag_player_had_car_message_meat2 = 0
			blob_flag = 1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat2
	AND IS_CAR_STOPPED car_meat2
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat2
	ENDIF
 
ENDWHILE
 
IF NOT IS_CAR_DEAD car_meat2
	CHANGE_CAR_LOCK car_meat2 CARLOCK_LOCKED
ENDIF
 
REMOVE_BLIP radar_blip_coord4_meat2
 
 
GOTO mission_passed_meat2
 
// Mission Failed
 
mission_failed_meat2:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
RETURN
 
 
 
// Mission Passed
 
mission_passed_meat2:
 
PRINT_WITH_NUMBER_BIG ( m_pass ) 3000 5000 1 //"Mission Passed!"
REGISTER_MISSION_PASSED ( MEA2 )
PLAYER_MADE_PROGRESS 1
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 2000
flag_meat_mission2_passed = 1
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT meat_mission3_loop
RETURN
 
 
// Mission Cleanup
 
mission_cleanup_meat2:
 
flag_player_on_mission = 0
flag_player_on_meat_mission = 0
REMOVE_CHAR_ELEGANTLY victim1_meat2
REMOVE_CHAR_ELEGANTLY victim2_meat2
MARK_MODEL_AS_NO_LONGER_NEEDED PED_CRIMINAL1
MARK_MODEL_AS_NO_LONGER_NEEDED PED_CRIMINAL2
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_SENTINEL
REMOVE_BLIP radar_blip_ped1_meat2
REMOVE_BLIP radar_blip_ped2_meat2
REMOVE_BLIP radar_blip_car_meat2
REMOVE_BLIP radar_blip_coord2_meat2
REMOVE_BLIP radar_blip_coord3_meat2
REMOVE_BLIP radar_blip_coord4_meat2
MISSION_HAS_FINISHED
RETURN

meat3

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
// ***********************************Meat Factory Mission 3**********************************
// *****************************************"The Wife"****************************************
// *******************************************************************************************
// *******************************************************************************************
 
SCRIPT_NAME meat3
 
// Mission Start Stuff
 
GOSUB mission_start_meat3
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_failed_meat3
	ENDIF
 
GOSUB mission_cleanup_meat3
 
MISSION_END
 
 
// Variable for mission
 
VAR_INT car_meat3
 
VAR_INT wife_meat3
 
VAR_INT radar_blip_car_meat3
 
VAR_INT radar_blip_ped1_meat3
 
VAR_INT flag_player_had_car_message_meat3
 
VAR_INT radar_blip_coord2_meat3
 
VAR_INT flag_wife_in_area
 
// ****************************************Mission Start************************************
 
mission_start_meat3:
 
flag_player_on_mission = 1
 
flag_player_on_meat_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_had_car_message_meat3 = 0
 
flag_wife_in_area = 0
 
blob_flag = 1
 
 
 
// *****************************************START OF CUTSCENE*******************************
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_failed_meat3
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( MEA3 ) 15000 2 //"THE WIFE"	
 
SWITCH_STREAMING OFF
 
//LOAD_SPECIAL_MODEL cut_obj1 PLAYERH 
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
*/
 
 
SET_PED_DENSITY_MULTIPLIER 0.0
 
CLEAR_AREA_OF_CHARS 1164.25 -888.87 10.0 1291.76 -811.71 20.0
 
//LOAD_ALL_MODELS_NOW
 
//WHILE NOT HAS_MODEL_LOADED cut_obj1
 
//	WAIT 0
 
//ENDWHILE
 
LOAD_CUTSCENE mt_ph3 
SET_CUTSCENE_OFFSET 1223.88 -839.414 13.95
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
//CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
//SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
 
DO_FADE 1500 FADE_IN
 
SWITCH_STREAMING ON
 
START_CUTSCENE
 
// Displays cutscene text
 
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 2000
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW ( MEA3_A ) 10000 1 //"The business..." 
 
WHILE cs_time < 6470
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA3_B ) 10000 1  //"My wife has..." 
 
WHILE cs_time < 11321
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA3_C ) 10000 1  //"I've left a car..." 
 
WHILE cs_time < 13506
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA3_D ) 10000 1 //"Go and pick her...."
 
WHILE cs_time < 17471
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( MEA3_D ) 
 
WHILE cs_time < 18333
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
DO_FADE 1500 FADE_OUT
 
WHILE NOT HAS_CUTSCENE_FINISHED
	WAIT 0
 
ENDWHILE
 
CLEAR_PRINTS
 
WHILE GET_FADING_STATUS
	WAIT 0
ENDWHILE
 
CLEAR_CUTSCENE
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
//MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
// *****************************************END OF CUTSCENE*********************************
 
REQUEST_MODEL PED_FEMALE2
 
REQUEST_MODEL CAR_ESPERANTO
 
LOAD_MISSION_AUDIO MF2_A
 
WHILE NOT HAS_MODEL_LOADED PED_FEMALE2
OR NOT HAS_MODEL_LOADED CAR_ESPERANTO
OR NOT HAS_MISSION_AUDIO_LOADED 
 
	WAIT 0
 
ENDWHILE
 
CREATE_CAR CAR_ESPERANTO 1190.0 -796.0 13.8 car_meat3
 
SET_CAR_HEADING car_meat3 300.0
 
ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3
 
// waiting for the player to get into the car
 
WHILE NOT IS_PLAYER_IN_CAR player car_meat3
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_car_meat3
 
PRINT_NOW ( MEA3_B3 ) 7000 1 //"Get the wife, press the horn to get her into the car!"
 
CREATE_CHAR PEDTYPE_CIVFEMALE PED_FEMALE2 1064.0 -378.0 13.9 wife_meat3
 
CLEAR_CHAR_THREAT_SEARCH wife_meat3
 
TURN_CHAR_TO_FACE_COORD wife_meat3 1059.0 -378.0 100.0
 
ADD_BLIP_FOR_CHAR wife_meat3 radar_blip_ped1_meat3
 
SET_CHAR_CANT_BE_DRAGGED_OUT wife_meat3 TRUE
 
// Waiting for the player to be in the area
 
WHILE NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player wife_meat3 8.0 8.0 FALSE
OR NOT IS_PLAYER_IN_CAR player car_meat3
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ENDIF
 
   	IF NOT IS_PLAYER_IN_CAR player car_meat3
	AND flag_player_had_car_message_meat3 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3
		REMOVE_BLIP radar_blip_ped1_meat3
		flag_player_had_car_message_meat3 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat3
	AND flag_player_had_car_message_meat3 = 1
		REMOVE_BLIP radar_blip_car_meat3
		ADD_BLIP_FOR_CHAR wife_meat3 radar_blip_ped1_meat3
		flag_player_had_car_message_meat3 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
// tells the wife to get into players car
 
SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER wife_meat3 car_meat3
 
WHILE NOT IS_CHAR_IN_CAR wife_meat3 car_meat3
OR NOT IS_PLAYER_IN_CAR player car_meat3
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
 
		IF IS_CHAR_DEAD wife_meat3
			PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
			GOTO mission_failed_meat3
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat3
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player wife_meat3 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA3_3 ) 5000 1 //"You have left his wife behind"
			GOTO mission_failed_meat3
		ENDIF
 
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat3
	AND flag_player_had_car_message_meat3 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3
		REMOVE_BLIP radar_blip_ped1_meat3
		flag_player_had_car_message_meat3 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat3
	AND flag_player_had_car_message_meat3 = 1
		REMOVE_BLIP radar_blip_car_meat3
		ADD_BLIP_FOR_CHAR wife_meat3 radar_blip_ped1_meat3
		flag_player_had_car_message_meat3 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE 
 
REMOVE_BLIP radar_blip_ped1_meat3
 
PLAY_MISSION_AUDIO
 
PRINT_NOW ( MEA3_B4 ) 7000 1 //"Marty wants to see me? Well it better be quick because I have a slot booked at the gym, and a hair appointment after that."
 
ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat3
 
IF HAS_MISSION_AUDIO_FINISHED
	CLEAR_THIS_PRINT ( MEA3_B4 )
ENDIF
 
blob_flag = 1
 
// waiting for the wife to be at the factory
 
WHILE NOT LOCATE_STOPPED_CHAR_IN_CAR_3D	wife_meat3 1205.7 -789.2 13.9 4.0 4.0 6.0 blob_flag
OR NOT IS_CHAR_IN_CAR wife_meat3 car_meat3
 
	WAIT 0
 
	IF HAS_MISSION_AUDIO_FINISHED
		CLEAR_THIS_PRINT ( MEA3_B4 )
	ENDIF
 
	IF IS_CAR_DEAD car_meat3
 
		IF IS_CHAR_DEAD wife_meat3
			PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
			GOTO mission_failed_meat3
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat3
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player wife_meat3 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA3_3 ) 5000 1 //"You have left his wife behind"
			GOTO mission_failed_meat3
		ENDIF
 
	ENDIF	
 
	IF NOT IS_PLAYER_IN_CAR player car_meat3
	AND flag_player_had_car_message_meat3 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3
		REMOVE_BLIP radar_blip_coord2_meat3
		flag_player_had_car_message_meat3 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat3
	AND flag_player_had_car_message_meat3 = 1
		REMOVE_BLIP radar_blip_car_meat3
		ADD_BLIP_FOR_COORD 1205.7 -789.2 -100.0 radar_blip_coord2_meat3
		flag_player_had_car_message_meat3 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord2_meat3
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
SET_POLICE_IGNORE_PLAYER player ON
 
SET_CHAR_CANT_BE_DRAGGED_OUT wife_meat3 FALSE
 
SET_CHAR_OBJ_LEAVE_CAR wife_meat3 car_meat3
 
WHILE IS_CHAR_IN_CAR wife_meat3 car_meat3
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
 
		IF IS_CHAR_DEAD wife_meat3
			PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
			GOTO mission_failed_meat3
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat3
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT wife_meat3 1204.2 -801.9
 
SET_FIXED_CAMERA_POSITION 1201.8 -784.7 17.0 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 1204.4 -802.7 15.0 JUMP_CUT
 
CLEAR_AREA 1200.8 -799.3 14.0 10.0 TRUE
 
timerb = 0
 
// Waiting for the wifes to get to the meat grinding area
 
WHILE NOT flag_wife_in_area = 1
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF flag_wife_in_area = 0
 
		IF LOCATE_CHAR_ON_FOOT_2D wife_meat3 1204.2 -801.9 0.5 0.5 FALSE
			flag_wife_in_area = 1
		ENDIF
 
	ENDIF
 
	IF timerb >= 25000
 
		IF NOT flag_wife_in_area = 1
			SET_CHAR_COORDINATES wife_meat3 1204.2 -801.9 13.7
			GOTO wife_stuck1
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF 
 
ENDWHILE
 
wife_stuck1:
 
// opens the door
 
WHILE NOT ROTATE_OBJECT doggy_door 135.0 5.0 FALSE
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT wife_meat3 1205.9 -805.8
 
timerb = 0
 
WHILE NOT LOCATE_CHAR_ON_FOOT_3D wife_meat3 1205.9 -805.8 14.0 1.0 1.0 1.0 FALSE
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF timerb >= 25000
 
		IF NOT LOCATE_CHAR_ON_FOOT_3D wife_meat3 1205.9 -805.8 14.0 1.0 1.0 1.0 FALSE
			REMOVE_CHAR_ELEGANTLY wife_meat3
			GOTO mission_bloke_stuck_meat3
		ENDIF
 
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
// Shuts the door
 
mission_bloke_stuck_meat3:
 
LOAD_MISSION_AUDIO MF4_C
 
WHILE NOT ROTATE_OBJECT doggy_door 45.0 5.0 FALSE
OR NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CHAR_DEAD wife_meat3
		PRINT_NOW ( MEA3_1 ) 5000 1 //"The wife's dead!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
RESTORE_CAMERA_JUMPCUT	
 
REMOVE_CHAR_ELEGANTLY wife_meat3
 
PLAY_MISSION_AUDIO
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat3
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat3
	AND IS_CAR_STOPPED car_meat3
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat3
	ENDIF
 
ENDWHILE
 
SWITCH_WIDESCREEN OFF
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
PRINT_NOW ( MEA3_B6 ) 5000 1 //"Take the car and dump it into the sea, this will get rid of any evidence."
 
IF IS_CAR_DEAD car_meat3
	PRINT_NOW ( MEA3_2 ) 5000 1 //"You were told to dump the vehicle in the sea!"
	GOTO mission_failed_meat3
ENDIF
 
IF IS_CAR_UPSIDEDOWN car_meat3
AND IS_CAR_STOPPED car_meat3
	PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
	GOTO mission_failed_meat3
ENDIF
 
// waiting for the car to be dumped in the water
 
WHILE NOT IS_CAR_IN_WATER car_meat3
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat3
 
		IF NOT IS_CAR_IN_WATER car_meat3 
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat3
		ENDIF
 
	ELSE
 
		IF NOT IS_PLAYER_IN_CAR player car_meat3
		AND flag_player_had_car_message_meat3 = 0
			ADD_BLIP_FOR_CAR car_meat3 radar_blip_car_meat3
			flag_player_had_car_message_meat3 = 1
		ENDIF
 
		IF IS_PLAYER_IN_CAR player car_meat3
		AND flag_player_had_car_message_meat3 = 1
			REMOVE_BLIP radar_blip_car_meat3
			PRINT_NOW ( MEA3_B6 ) 5000 1 //"Dump the vehicle in the sea!"
			flag_player_had_car_message_meat3 = 0
		ENDIF
 
	ENDIF
 
ENDWHILE
 
 
GOTO mission_passed_meat3
 
 
 
// Mission Failed
 
mission_failed_meat3:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
RETURN
 
 
 
// Mission Passed
 
mission_passed_meat3:
 
PRINT_WITH_NUMBER_BIG ( m_pass ) 2000 5000 1 //"Mission Passed!"
REGISTER_MISSION_PASSED ( MEA3 )
PLAYER_MADE_PROGRESS 1
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 3000
flag_meat_mission3_passed = 1
CLEAR_WANTED_LEVEL player
START_NEW_SCRIPT meat_mission4_loop
RETURN
 
 
// Mission Cleanup
 
mission_cleanup_meat3:
 
flag_player_on_mission = 0
flag_player_on_meat_mission = 0
REMOVE_CHAR_ELEGANTLY wife_meat3 
MARK_MODEL_AS_NO_LONGER_NEEDED PED_FEMALE2
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_ESPERANTO
REMOVE_BLIP radar_blip_ped1_meat3
REMOVE_BLIP radar_blip_car_meat3
REMOVE_BLIP radar_blip_coord2_meat3
MISSION_HAS_FINISHED
RETURN

meat4

MISSION_START
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
// ***********************************Meat Factory Mission 4**********************************
// **************************************"The Loan Shark"*************************************
// *******************************************************************************************
// *******************************************************************************************
// *******************************************************************************************
 
SCRIPT_NAME meat4
 
// Mission Start Stuff
 
GOSUB mission_start_meat4
 
	IF HAS_DEATHARREST_BEEN_EXECUTED
		GOSUB mission_failed_meat4
	ENDIF
 
GOSUB mission_cleanup_meat4
 
MISSION_END
 
 
// Variable for mission
 
VAR_INT car_meat4
 
VAR_INT loanshark_meat4
 
VAR_INT owner_meat4
 
VAR_INT radar_blip_car_meat4
 
VAR_INT radar_blip_ped1_meat4
 
VAR_INT flag_player_had_car_message_meat4
 
VAR_INT radar_blip_coord2_meat4
 
VAR_INT flag_owner_dead_meat4
 
VAR_INT flag_loanshark_in_area
 
// ****************************************Mission Start************************************
 
mission_start_meat4:
 
flag_player_on_mission = 1
 
flag_player_on_meat_mission = 1
 
REGISTER_MISSION_GIVEN
 
WAIT 0
 
flag_player_had_car_message_meat4 = 0
 
flag_loanshark_in_area = 0
 
flag_owner_dead_meat4 = 0
 
blob_flag = 1
 
 
// ********************************START OF CUTSCENE****************************************
 
/*
IF CAN_PLAYER_START_MISSION Player
	MAKE_PLAYER_SAFE_FOR_CUTSCENE Player
ELSE
	GOTO mission_failed_meat4
ENDIF
 
SET_FADING_COLOUR 0 0 0
 
DO_FADE 1500 FADE_OUT
 
PRINT_BIG ( MEA4 ) 15000 2 //"HER LOVER"
 
SWITCH_STREAMING OFF
 
//LOAD_SPECIAL_MODEL cut_obj1 PLAYERH	 
 
WHILE GET_FADING_STATUS
 
	WAIT 0
 
ENDWHILE
*/
 
 
SET_PED_DENSITY_MULTIPLIER 0.0
 
CLEAR_AREA_OF_CHARS 1164.25 -888.87 10.0 1291.76 -811.71 20.0
 
//LOAD_ALL_MODELS_NOW
 
//WHILE NOT HAS_MODEL_LOADED cut_obj1
 
//	WAIT 0
 
//ENDWHILE
 
LOAD_CUTSCENE mt_ph4 
SET_CUTSCENE_OFFSET 1223.88 -839.414 13.95
 
CREATE_CUTSCENE_OBJECT PED_PLAYER cs_player
SET_CUTSCENE_ANIM cs_player player
 
//CREATE_CUTSCENE_HEAD cs_player CUT_OBJ1 cs_playerhead
//SET_CUTSCENE_HEAD_ANIM cs_playerhead player
 
 
DO_FADE 1500 FADE_IN
 
SWITCH_STREAMING ON
 
START_CUTSCENE
 
// Displays cutscene text
 
 
GET_CUTSCENE_TIME cs_time
 
WHILE cs_time < 2096
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
PRINT_NOW ( MEA4_A ) 10000 1 //"Damn I'm in trouble..." 
 
WHILE cs_time < 3885
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA4_B ) 10000 1  //"Turns out my wife..." 
 
WHILE cs_time < 7252
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA4_C ) 10000 1  //"He's got real..." 
 
WHILE cs_time < 10502
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA4_D ) 10000 1 //"I've agreed to see him...." 
 
WHILE cs_time < 11844
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA4_E ) 10000 1 //"He thinks that..." 
 
WHILE cs_time < 13374
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA4_F ) 10000 1  //but my guess..." 
 
WHILE cs_time < 14622
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
PRINT_NOW ( MEA4_G ) 10000 1  //"Liberty's dogs..."
 
WHILE cs_time < 17623
	WAIT 0
	GET_CUTSCENE_TIME cs_time
ENDWHILE
 
CLEAR_THIS_PRINT ( MEA4_G ) 
 
WHILE cs_time < 18233
	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
 
WAIT 500
 
DO_FADE 1500 FADE_IN
 
//MARK_MODEL_AS_NO_LONGER_NEEDED CUT_OBJ1
 
SET_PED_DENSITY_MULTIPLIER 1.0
 
// ********************************END OF CUTSCENE******************************************
 
REQUEST_MODEL PED_FAN_MAN2
 
REQUEST_MODEL PED_B_MAN2
 
REQUEST_MODEL CAR_STALLION
 
LOAD_MISSION_AUDIO MF3_A
 
WHILE NOT HAS_MODEL_LOADED PED_FAN_MAN2
OR NOT HAS_MODEL_LOADED PED_B_MAN2
OR NOT HAS_MODEL_LOADED CAR_STALLION
OR NOT HAS_MISSION_AUDIO_LOADED 
 
	WAIT 0
 
ENDWHILE
 
 
CREATE_CAR CAR_STALLION 1190.0 -796.0 13.8 car_meat4
 
SET_CAR_HEADING car_meat4 300.0
 
ADD_BLIP_FOR_CAR car_meat4 radar_blip_car_meat4
 
// waiting for the player to get into the car
 
WHILE NOT IS_PLAYER_IN_CAR player car_meat4
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat4
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat4
	AND IS_CAR_STOPPED car_meat4
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_car_meat4
 
PRINT_NOW ( MEA4_B3 ) 7000 1 //"Pick up the Loan Shark, press the horn to get him into the car!"
 
CREATE_CHAR PEDTYPE_CIVMALE PED_FAN_MAN2 897.0 -476.0 14.6 loanshark_meat4
 
SET_CHAR_PERSONALITY loanshark_meat4 PEDSTAT_TOUGH_GUY
 
CLEAR_CHAR_THREAT_SEARCH loanshark_meat4
 
TURN_CHAR_TO_FACE_COORD loanshark_meat4 895.0 -486.0 -100.0
 
ADD_BLIP_FOR_CHAR loanshark_meat4 radar_blip_ped1_meat4
 
SET_CHAR_CANT_BE_DRAGGED_OUT loanshark_meat4 TRUE
 
// player is in area
 
WHILE NOT LOCATE_PLAYER_IN_CAR_CHAR_2D player loanshark_meat4 8.0 8.0 FALSE
OR NOT IS_PLAYER_IN_CAR player car_meat4
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat4
		PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat4
	AND flag_player_had_car_message_meat4 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat4 radar_blip_car_meat4
		REMOVE_BLIP radar_blip_ped1_meat4
		flag_player_had_car_message_meat4 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat4
	AND flag_player_had_car_message_meat4 = 1
		REMOVE_BLIP radar_blip_car_meat4
		ADD_BLIP_FOR_CHAR loanshark_meat4 radar_blip_ped1_meat4
		flag_player_had_car_message_meat4 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat4
	AND IS_CAR_STOPPED car_meat4
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
// tells the bloke to get into the players car
 
SET_CHAR_OBJ_ENTER_CAR_AS_PASSENGER loanshark_meat4 car_meat4
 
WHILE NOT IS_CHAR_IN_CAR loanshark_meat4 car_meat4
OR NOT IS_PLAYER_IN_CAR player car_meat4
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat4
 
		IF IS_CHAR_DEAD loanshark_meat4
			PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
			GOTO mission_failed_meat4
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat4
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player loanshark_meat4 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA4_3 ) 5000 1 //"You left the Loan Shark behind"
			GOTO mission_failed_meat4
		ENDIF
 
	ENDIF
 
 
	IF NOT IS_PLAYER_IN_CAR player car_meat4
	AND flag_player_had_car_message_meat4 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat4 radar_blip_car_meat4
		REMOVE_BLIP radar_blip_ped1_meat4
		flag_player_had_car_message_meat4 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat4
	AND flag_player_had_car_message_meat4 = 1
		REMOVE_BLIP radar_blip_car_meat4
		ADD_BLIP_FOR_CHAR loanshark_meat4 radar_blip_ped1_meat4
		flag_player_had_car_message_meat4 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat4
	AND IS_CAR_STOPPED car_meat4
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_ped1_meat4
 
PLAY_MISSION_AUDIO 
 
PRINT_NOW ( MEA4_B4 ) 10000 1 //"This little "Spank" junkie better have my money, get me to the factory"
 
IF HAS_MISSION_AUDIO_FINISHED
	CLEAR_THIS_PRINT ( MEA4_B4 )
ENDIF
 
ADD_BLIP_FOR_COORD 1217.0 -794.0 -100.0 radar_blip_coord2_meat4
 
CREATE_CHAR PEDTYPE_CIVMALE PED_B_MAN2 1208.0 -789.0 13.9 owner_meat4
 
CLEAR_CHAR_THREAT_SEARCH owner_meat4
 
TURN_CHAR_TO_FACE_COORD owner_meat4 1210.0 -791.0 -100.0
 
blob_flag = 1
 
WHILE NOT LOCATE_STOPPED_CHAR_IN_CAR_3D	loanshark_meat4 1217.0 -794.0 13.9 4.0 4.0 6.0 blob_flag
OR NOT IS_CHAR_IN_CAR loanshark_meat4 car_meat4
 
	WAIT 0
 
	IF HAS_MISSION_AUDIO_FINISHED
		CLEAR_THIS_PRINT ( MEA4_B4 )
	ENDIF
 
	IF IS_CAR_DEAD car_meat4
 
		IF IS_CHAR_DEAD loanshark_meat4
			PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
			GOTO mission_failed_meat4
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat4
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ELSE
 
		IF NOT LOCATE_PLAYER_ANY_MEANS_CHAR_3D player loanshark_meat4 30.0 30.0 30.0 FALSE
			PRINT_NOW ( MEA4_3 ) 5000 1 //"You left the Loan Shark behind"
			GOTO mission_failed_meat4
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF NOT IS_PLAYER_IN_CAR player car_meat4
	AND flag_player_had_car_message_meat4 = 0
		PRINT_NOW ( IN_VEH ) 5000 1 //"Get back into the vehicle and get on with the mission!"
		ADD_BLIP_FOR_CAR car_meat4 radar_blip_car_meat4
		REMOVE_BLIP radar_blip_coord2_meat4
		flag_player_had_car_message_meat4 = 1
		blob_flag = 0
	ENDIF
 
	IF IS_PLAYER_IN_CAR player car_meat4
	AND flag_player_had_car_message_meat4 = 1
		REMOVE_BLIP radar_blip_car_meat4
		ADD_BLIP_FOR_COORD 1217.0 -794.0 -100.0 radar_blip_coord2_meat4
		flag_player_had_car_message_meat4 = 0
		blob_flag = 1
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat4
	AND IS_CAR_STOPPED car_meat4
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
REMOVE_BLIP radar_blip_coord2_meat4
 
SWITCH_WIDESCREEN ON
 
SET_PLAYER_CONTROL player OFF
 
SET_POLICE_IGNORE_PLAYER player ON
 
LEAVE_GROUP loanshark_meat4
 
SET_CHAR_CANT_BE_DRAGGED_OUT loanshark_meat4 FALSE
 
SET_CHAR_OBJ_LEAVE_CAR loanshark_meat4 car_meat4
 
WHILE IS_CHAR_IN_CAR loanshark_meat4 car_meat4
 
	WAIT 0
 
	IF IS_CAR_DEAD car_meat4
 
		IF IS_CHAR_DEAD loanshark_meat4
			PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
			GOTO mission_failed_meat4
		ELSE
			PRINT_NOW ( WRECKED ) 5000 1 //"The vehicle's wrecked!"
			GOTO mission_failed_meat4
		ENDIF
 
	ENDIF
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CAR_UPSIDEDOWN car_meat4
	AND IS_CAR_STOPPED car_meat4
		PRINT_NOW ( UPSIDE ) 5000 1 //"The vehicle's upsidedown!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
SET_CHAR_OBJ_GOTO_COORD_ON_FOOT loanshark_meat4 1209.6 -791.0
 
SET_FIXED_CAMERA_POSITION 1218.1 -795.0 16.0 0.0 0.0 0.0
 
POINT_CAMERA_AT_POINT 1204.6 -785.7 13.9 JUMP_CUT
 
CLEAR_AREA 1212.0 -792.0 14.0 10.0 TRUE
 
LOAD_MISSION_AUDIO MF3_B
 
// Waiting for the blokes to get to the meat grinding area
 
timerb = 0
 
WHILE NOT flag_loanshark_in_area = 1
OR NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF flag_loanshark_in_area = 0
 
		IF LOCATE_CHAR_ON_FOOT_2D loanshark_meat4 1209.6 -791.0 0.5 0.5 FALSE
			flag_loanshark_in_area = 1
		ENDIF
 
	ENDIF
 
	IF timerb >= 25000
 
		IF NOT flag_loanshark_in_area = 1
			SET_CHAR_COORDINATES loanshark_meat4 1209.6 -791.0 13.7  
			GOTO loanshark_got_stuck
		ENDIF
 
	ENDIF
 
ENDWHILE
 
loanshark_got_stuck:
 
CHAR_SET_IDLE loanshark_meat4
 
TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4  	
 
PLAY_MISSION_AUDIO
 
PRINT_NOW ( MEA4_B5 ) 10000 1 //"Emm hi, I need more time to get the money."
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
CLEAR_THIS_PRINT ( MEA4_B5 )
 
LOAD_MISSION_AUDIO MF3_B1
 
TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4
 
WHILE NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4
 
PLAY_MISSION_AUDIO
 
PRINT_NOW ( MEA4_B7 ) 20000 1 //"But if you just step into my office I could..."
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4
 
CLEAR_THIS_PRINT ( MEA4_B7 )
 
LOAD_MISSION_AUDIO MF3_C
 
WHILE NOT HAS_MISSION_AUDIO_LOADED
 
	WAIT 0
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
TURN_CHAR_TO_FACE_CHAR loanshark_meat4 owner_meat4
 
PLAY_MISSION_AUDIO
 
PRINT_NOW ( MEA4_B6 ) 10000 1 //"I warned you about defaulting on a payment!"
 
WHILE NOT HAS_MISSION_AUDIO_FINISHED
 
	WAIT 0
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		PRINT_NOW ( MEA4_2 ) 5000 1 //"The factory owners dead!"
		GOTO mission_failed_meat4
	ENDIF
 
ENDWHILE
 
CLEAR_THIS_PRINT ( MEA4_B6 )
 
GIVE_WEAPON_TO_CHAR loanshark_meat4 WEAPONTYPE_SHOTGUN 2
 
SET_CHAR_OBJ_KILL_CHAR_ON_FOOT loanshark_meat4 owner_meat4
 
// Waiting for the owner to be killed
 
timera = 0
 
WHILE NOT flag_owner_dead_meat4 = 1
 
	WAIT 0
 
	IF HAS_MISSION_AUDIO_FINISHED
		CLEAR_THIS_PRINT ( MEA4_B6 )
	ENDIF
 
	IF IS_CHAR_DEAD owner_meat4
		flag_owner_dead_meat4 = 1
	ENDIF
 
	IF IS_CHAR_DEAD loanshark_meat4
		PRINT_NOW ( MEA4_1 ) 5000 1 //"The Loan Sharks dead!"
		GOTO mission_failed_meat4
	ENDIF
 
	IF timera > 10000
 
		IF NOT IS_CHAR_DEAD owner_meat4
			flag_owner_dead_meat4 = 1
		ENDIF
 
	ENDIF	
 
ENDWHILE
 
IF HAS_MISSION_AUDIO_FINISHED
	CLEAR_THIS_PRINT ( MEA4_B6 )
ENDIF
 
SWITCH_WIDESCREEN OFF
 
SET_PLAYER_CONTROL player ON
 
SET_POLICE_IGNORE_PLAYER player OFF
 
RESTORE_CAMERA_JUMPCUT
 
 
 
GOTO mission_passed_meat4
 
 
 
// Mission Failed
 
mission_failed_meat4:
 
PRINT_BIG ( M_FAIL ) 5000 1 //"Mission Failed!"
 
IF NOT IS_CHAR_DEAD owner_meat4
	REMOVE_CHAR_ELEGANTLY owner_meat4
ENDIF
 
IF NOT IS_CHAR_DEAD loanshark_meat4
	REMOVE_CHAR_ELEGANTLY loanshark_meat4
ENDIF
 
RETURN
 
 
 
// Mission Passed
 
mission_passed_meat4:
 
PRINT_WITH_NUMBER_BIG ( m_pass ) 4000 5000 1 //"Mission Passed!"
REGISTER_MISSION_PASSED ( MEA4 )
PLAYER_MADE_PROGRESS 1
PLAY_MISSION_PASSED_TUNE 1
ADD_SCORE player 4000
flag_meat_mission4_passed = 1
CLEAR_WANTED_LEVEL player
RETURN
 
 
// Mission Cleanup
 
mission_cleanup_meat4:
 
flag_player_on_mission = 0
flag_player_on_meat_mission = 0
MARK_MODEL_AS_NO_LONGER_NEEDED PED_FAN_MAN2
MARK_MODEL_AS_NO_LONGER_NEEDED PED_B_MAN2
MARK_MODEL_AS_NO_LONGER_NEEDED CAR_STALLION
REMOVE_BLIP radar_blip_ped1_meat4
REMOVE_BLIP radar_blip_car_meat4
REMOVE_BLIP radar_blip_coord2_meat4
MISSION_HAS_FINISHED
RETURN
п · о · р
GTA III Grand Theft Auto III
Форматы файлов.b.a3d.anm.col.cfg.dff.dat.gxt.ide.ifp.img/.dir.ipl.raw/.sdt.rep.sc.scm.set.txd.zon
Документацияcarcols.datCHASE.DATCULLZONE.DATcuts.imgdefault.datfistfite.datflight.datgta3.exegta3.dat
gta3.imggta3.zonhandling.cfgmain.scmmap.datmap.zonobject.datparticle.cfgped.datpedgrp.dat
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GXT EditorGTA3 Limit AdjusterGTA3 Mission BuilderGTA3 PatcherIMG ToolKam's Max ScriptsMap Editor
Mod GeneratorMod InstallerMoo MapperPS2 TXD ModPS2 TXD ViewerResourse HackerRotation Calculator
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