//-------------Mission 61--------------- // Originally: Ice Cold Killa :SYND4 thread 'SYND4' gosub @SYND4_47 if wasted_or_busted else_jump @SYND4_38 gosub @SYND4_12026 :SYND4_38 gosub @SYND4_12403 end_thread :SYND4_47 $7303 = 0.0 $7304 = 0.0 $7305 = 0.0 $7306 = 0.0 $7307 = 0.0 $7308 = 0.0 $7309 = 0 $7310 = 0 $7311 = 0 $7312 = 0 117@ = 0 97@ = 2 054C: use_GXT_table 'SYN4' 07FB: set_interior 'PDOMES' access 1 // The Pleasure Domes 07FB: set_interior 'PDOMES2' access 0 // The Pleasure Domes 0169: set_fade_color_RGB 0 0 0 fade 0 1000 :SYND4_201 if fading else_jump @SYND4_225 wait 0 jump @SYND4_201 :SYND4_225 select_interior 1 0860: link_actor $PLAYER_ACTOR to_interior 1 Camera.SetAtPos(-2031.0, 149.0, 29.0) 02E4: load_cutscene_data 'SYND_4A' :SYND4_264 if 86B9: not cutscene_data_loaded else_jump @SYND4_288 wait 0 jump @SYND4_264 :SYND4_288 02E7: start_cutscene 0169: set_fade_color_RGB 0 0 0 fade 1 1000 :SYND4_305 if 82E9: not cutscene_reached_end else_jump @SYND4_329 wait 0 jump @SYND4_305 :SYND4_329 0169: set_fade_color_RGB 0 0 0 fade 0 0 :SYND4_343 if fading else_jump @SYND4_367 wait 0 jump @SYND4_343 :SYND4_367 02EA: end_cutscene 0860: link_actor $PLAYER_ACTOR to_interior 0 select_interior 0 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_428 08C7: put_actor $PLAYER_ACTOR at -2031.197 161.1839 27.8516 dont_warp_gang Actor.Angle($PLAYER_ACTOR) = 268.0468 Camera.SetBehindPlayer :SYND4_428 0169: set_fade_color_RGB 0 0 0 Model.Load(#SILENCED) Model.Load(#BMYBOUN) Model.Load(#WMYBOUN) Model.Load(#STRETCH) Model.Load(#MICRO_UZI) Model.Load(#BROADWAY) Model.Load(#STRETCH) Model.Load(#WMYSGRD) 0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 0 0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 25 060A: create_decision_maker_type 0 store_to 55@ // decision\allowed\m_.ped files 060A: create_decision_maker_type 2 store_to 47@ // decision\allowed\m_.ped files 060A: create_decision_maker_type 2 store_to 88@ // decision\allowed\m_.ped files :SYND4_520 if or not Model.Available(#SILENCED) not Model.Available(#BMYBOUN) not Model.Available(#WMYBOUN) not Model.Available(#STRETCH) not Model.Available(#MICRO_UZI) else_jump @SYND4_567 wait 0 jump @SYND4_520 :SYND4_567 if or not Model.Available(#STRETCH) not Model.Available(#BROADWAY) not Model.Available(#WMYSGRD) else_jump @SYND4_603 wait 0 jump @SYND4_567 :SYND4_603 0A0B: set_rendering_origin_at_3D_coord -2031.197 161.1839 27.8359 angle 268.0468 0395: clear_area 1 at -2624.549 1412.131 6.1094 radius 10.0 062F: 52@ = create_group_type 2 06AE: create_group_decision_maker_type 0 store_to 53@ // decision\allowed\mission.grp 06AD: set_group 52@ group_decision_maker_to 53@ if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_739 0615: define_AS_pack_begin 58@ 05D6: clear_scmpath 05D7: add_point_to_scmpath -2643.993 1405.895 905.2734 05D8: AS_assign_scmpath to_actor -1 flags 4 0 05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 0638: AS_actor -1 stay_put 1 05D6: clear_scmpath 0616: define_AS_pack_end 58@ :SYND4_739 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_915 0615: define_AS_pack_begin 120@ 0603: AS_actor -1 goto_point_any_means -2664.286 1420.904 905.2812 mode 4 use_car -1 05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 0616: define_AS_pack_end 120@ 0615: define_AS_pack_begin 121@ 0603: AS_actor -1 goto_point_any_means -2662.241 1418.222 905.277 mode 4 use_car -1 05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 0616: define_AS_pack_end 121@ 0615: define_AS_pack_begin 122@ 0603: AS_actor -1 goto_point_any_means -2671.858 1420.603 905.2812 mode 4 use_car -1 05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 0616: define_AS_pack_end 122@ 0615: define_AS_pack_begin 123@ 0603: AS_actor -1 goto_point_any_means -2667.221 1421.774 905.2812 mode 4 use_car -1 05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 0616: define_AS_pack_end 123@ :SYND4_915 0615: define_AS_pack_begin 72@ 0603: AS_actor -1 goto_point_any_means -2674.171 1394.553 917.3582 mode 4 use_car -1 05D4: AS_actor -1 rotate_angle 94.4524 0643: set_AS_pack 72@ loop 1 0616: define_AS_pack_end 72@ 0615: define_AS_pack_begin 81@ 05D6: clear_scmpath 05D7: add_point_to_scmpath -2666.142 1420.576 905.277 05D7: add_point_to_scmpath -2654.33 1420.092 905.2812 05D8: AS_assign_scmpath to_actor -1 flags 7 0 05D6: clear_scmpath 0616: define_AS_pack_end 81@ 0615: define_AS_pack_begin 73@ 05D6: clear_scmpath 05D7: add_point_to_scmpath -2663.897 1420.509 905.2812 05D7: add_point_to_scmpath -2655.542 1418.905 905.2812 05D7: add_point_to_scmpath -2648.745 1416.988 905.2812 05D7: add_point_to_scmpath -2645.276 1410.547 905.2812 05D8: AS_assign_scmpath to_actor -1 flags 6 0 05D6: clear_scmpath 0616: define_AS_pack_end 73@ 0615: define_AS_pack_begin 67@ 05D6: clear_scmpath 05D7: add_point_to_scmpath -2627.831 1404.959 905.4609 05D7: add_point_to_scmpath -2627.514 1406.607 905.4609 05D7: add_point_to_scmpath -2635.924 1408.306 905.4609 05D8: AS_assign_scmpath to_actor -1 flags 4 0 05D6: clear_scmpath 05B9: AS_actor -1 stay_idle 4000 ms 05D6: clear_scmpath 05D7: add_point_to_scmpath -2629.451 1406.773 905.4609 05D7: add_point_to_scmpath -2626.715 1403.41 905.4609 05D7: add_point_to_scmpath -2629.224 1402.585 905.4598 05D7: add_point_to_scmpath -2639.513 1399.569 911.4133 05D8: AS_assign_scmpath to_actor -1 flags 4 0 05D6: clear_scmpath 0616: define_AS_pack_end 67@ 0615: define_AS_pack_begin 57@ 05D6: clear_scmpath 05D7: add_point_to_scmpath -2663.024 1430.271 911.3984 05D7: add_point_to_scmpath -2677.841 1429.663 911.3921 05D7: add_point_to_scmpath -2688.757 1426.88 905.4531 05D7: add_point_to_scmpath -2686.493 1422.207 905.4531 05D7: add_point_to_scmpath -2677.769 1421.948 905.4531 05D7: add_point_to_scmpath -2664.318 1423.618 905.2734 05D7: add_point_to_scmpath -2651.408 1423.601 905.2734 05D7: add_point_to_scmpath -2642.101 1416.098 905.2812 05D8: AS_assign_scmpath to_actor -1 flags 7 0 05D6: clear_scmpath 05D7: add_point_to_scmpath -2633.106 1415.721 905.4531 05D8: AS_assign_scmpath to_actor -1 flags 7 0 05D6: clear_scmpath 0616: define_AS_pack_end 57@ 0615: define_AS_pack_begin 42@ 05C9: AS_actor -1 on_guard 4000 ms 05B9: AS_actor -1 stay_idle 1000 ms 05C8: AS_actor -1 look_around 0643: set_AS_pack 42@ loop 1 0616: define_AS_pack_end 42@ 0615: define_AS_pack_begin 68@ 0638: AS_actor -1 stay_put 1 074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 0643: set_AS_pack 68@ loop 1 0616: define_AS_pack_end 68@ 62@ = Car.Create(#STRETCH, -2634.061, 1395.498, 6.1186) Car.Angle(62@) = 3.5285 0229: set_car 62@ primary_color_to 0 secondary_color_to 0 053F: set_car 62@ tires_vulnerability 0 Car.Health(62@) = 2000 63@ = Car.Create(#STRETCH, -2613.48, 1416.568, 6.1432) Car.Angle(63@) = 272.3133 0229: set_car 63@ primary_color_to 0 secondary_color_to 0 053F: set_car 63@ tires_vulnerability 0 Car.Health(63@) = 2000 0674: set_car_model #BROADWAY numberplate "HO_2_HO_" 64@ = Car.Create(#BROADWAY, -2611.471, 1409.036, 6.1335) Car.Angle(64@) = 274.4727 0229: set_car 64@ primary_color_to 4 secondary_color_to 4 Car.Health(64@) = 1000 0615: define_AS_pack_begin 124@ 0603: AS_actor -1 goto_point_any_means -2622.981 1413.107 6.1137 mode 4 use_car -1 05D4: AS_actor -1 rotate_angle 196.019 0643: set_AS_pack 124@ loop 1 0616: define_AS_pack_end 124@ 0615: define_AS_pack_begin 125@ 0603: AS_actor -1 goto_point_any_means -2626.409 1411.96 6.1094 mode 4 use_car -1 05D4: AS_actor -1 rotate_angle 190.6977 0643: set_AS_pack 125@ loop 1 0616: define_AS_pack_end 125@ 49@ = Actor.Create(Mission2, #BMYBOUN, -2622.981, 1413.107, 6.1137) Actor.Angle(49@) = 196.019 50@ = Actor.Create(Mission2, #WMYBOUN, -2626.409, 1411.96, 6.1094) Actor.Angle(50@) = 190.6977 Actor.GiveWeaponAndAmmo(49@, MicroUzi, 30000) 01B9: set_actor 49@ armed_weapon_to 28 Actor.WeaponAccuracy(49@) = 90 Actor.GiveWeaponAndAmmo(50@, MicroUzi, 30000) 01B9: set_actor 50@ armed_weapon_to 28 Actor.WeaponAccuracy(50@) = 90 060B: set_actor 49@ decision_maker_to 47@ 060B: set_actor 50@ decision_maker_to 47@ 0618: assign_actor 49@ to_AS_pack 124@ 0618: assign_actor 50@ to_AS_pack 125@ 018A: 59@ = create_checkpoint_at -2623.937 1410.79 6.1152 018A: 60@ = create_checkpoint_at -2636.385 1402.485 905.4609 08DC: create_interior_marker 60@ at -2661.74 1423.483 radius 100.0 018B: set_marker 60@ radar_mode 0 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_2049 Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, Silenced, 200) 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 23 :SYND4_2049 32@ = 0 0169: set_fade_color_RGB 0 0 0 0169: set_fade_color_RGB 0 0 0 fade 1 1000 00BC: show_text_highpriority GXT 'SYN4_20' time 9000 flag 1 // ~s~Go pay Jizzy a visit at the ~y~Pleasure Domes club~s~! :SYND4_2095 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_3486 wait 0 gosub @SYND4_12909 gosub @SYND4_13723 if 0735: is_keyboard_key_pressed 83 else_jump @SYND4_2151 jump @SYND4_12241 :SYND4_2151 if 117@ == 0 else_jump @SYND4_2369 if not Actor.Dead(49@) else_jump @SYND4_2269 if 0457: player $PLAYER_CHAR aiming_at_actor 49@ else_jump @SYND4_2269 if not Actor.Dead(49@) else_jump @SYND4_2233 0792: disembark_instantly_actor $PLAYER_ACTOR 05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR :SYND4_2233 if not Actor.Dead(50@) else_jump @SYND4_2262 0792: disembark_instantly_actor $PLAYER_ACTOR 05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR :SYND4_2262 117@ = 1 :SYND4_2269 if not Actor.Dead(50@) else_jump @SYND4_2369 if 0457: player $PLAYER_CHAR aiming_at_actor 50@ else_jump @SYND4_2369 if not Actor.Dead(49@) else_jump @SYND4_2333 0792: disembark_instantly_actor $PLAYER_ACTOR 05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR :SYND4_2333 if not Actor.Dead(50@) else_jump @SYND4_2362 0792: disembark_instantly_actor $PLAYER_ACTOR 05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR :SYND4_2362 117@ = 1 :SYND4_2369 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_3424 if 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere -2623.937 1410.79 6.1152 radius 1.2 1.2 1.2 on_foot else_jump @SYND4_3424 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_2456 Player.CanMove($PLAYER_CHAR) = False :SYND4_2456 0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 Actor.Angle($PLAYER_ACTOR) = 0.0 Marker.Disable(59@) gosub @SYND4_12777 if and not Actor.Dead(49@) not Actor.Dead(50@) else_jump @SYND4_3185 if and 851A: not actor 49@ damaged_by_actor $PLAYER_ACTOR 851A: not actor 50@ damaged_by_actor $PLAYER_ACTOR else_jump @SYND4_3185 05BF: AS_actor 50@ look_at_actor $PLAYER_ACTOR 6000 ms gosub @SYND4_12777 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_2597 08C7: put_actor $PLAYER_ACTOR at -2624.112 1410.473 6.1149 dont_warp_gang Actor.Angle($PLAYER_ACTOR) = 13.4662 :SYND4_2597 05BF: AS_actor 49@ look_at_actor $PLAYER_ACTOR 6000 ms Camera.SetPosition(-2623.715, 1409.642, 7.7873, 0.0, 0.0, 0.0) Camera.PointAt(-2623.871, 1410.628, 7.7269, 2) wait 1000 0209: $7309 = random_int_in_ranges 0 3 0871: init_jump_table $7309 total_jumps 3 default_jump 0 @SYND4_3117 jumps 0 @SYND4_2736 1 @SYND4_2863 2 @SYND4_2990 -1 @SYND4_3117 -1 @SYND4_3117 -1 @SYND4_3117 -1 @SYND4_3117 :SYND4_2736 040D: unload_wav 1 03CF: load_wav 39411 as 1 :SYND4_2749 if 83D0: not wav 1 loaded else_jump @SYND4_2775 wait 0 jump @SYND4_2749 :SYND4_2775 03D1: play_wav 1 00BC: show_text_highpriority GXT 'SYN4_BA' time 4000 flag 1 // ~z~Sorry, man, private function. 33@ = 0 :SYND4_2802 if 4000 > 33@ else_jump @SYND4_2856 wait 0 if 00E1: player 0 pressed_key 16 else_jump @SYND4_2849 jump @SYND4_3349 :SYND4_2849 jump @SYND4_2802 :SYND4_2856 jump @SYND4_3117 :SYND4_2863 040D: unload_wav 1 03CF: load_wav 39412 as 1 :SYND4_2876 if 83D0: not wav 1 loaded else_jump @SYND4_2902 wait 0 jump @SYND4_2876 :SYND4_2902 03D1: play_wav 1 00BC: show_text_highpriority GXT 'SYN4_BB' time 4000 flag 1 // ~z~Jizzy doesn't want to be disturbed. 33@ = 0 :SYND4_2929 if 4000 > 33@ else_jump @SYND4_2983 wait 0 if 00E1: player 0 pressed_key 16 else_jump @SYND4_2976 jump @SYND4_3349 :SYND4_2976 jump @SYND4_2929 :SYND4_2983 jump @SYND4_3117 :SYND4_2990 040D: unload_wav 1 03CF: load_wav 39413 as 1 :SYND4_3003 if 83D0: not wav 1 loaded else_jump @SYND4_3029 wait 0 jump @SYND4_3003 :SYND4_3029 03D1: play_wav 1 00BC: show_text_highpriority GXT 'SYN4_BC' time 4000 flag 1 // ~z~You ain't getting in! 33@ = 0 :SYND4_3056 if 4000 > 33@ else_jump @SYND4_3110 wait 0 if 00E1: player 0 pressed_key 16 else_jump @SYND4_3103 jump @SYND4_3349 :SYND4_3103 jump @SYND4_3056 :SYND4_3110 jump @SYND4_3117 :SYND4_3117 33@ = 0 :SYND4_3124 if 1000 > 33@ else_jump @SYND4_3185 wait 0 if 00E1: player 0 pressed_key 16 else_jump @SYND4_3178 70@ = 1 jump @SYND4_3349 :SYND4_3178 jump @SYND4_3124 :SYND4_3185 Camera.SetPosition(-2671.127, 1432.594, 25.4663, 0.0, 0.0, 0.0) Camera.PointAt(-2670.43, 1431.881, 25.3871, 2) 00BC: show_text_highpriority GXT 'SYN4_12' time 5000 flag 1 // ~s~Use the ~y~Skylight ~s~to get into the club! 0876: unknown_cube_cornera 2682.42 1420.237 28.0 cornerB -2630.365 1411.699 28.0 flag 3 flag 0 33@ = 0 :SYND4_3295 if 5000 > 33@ else_jump @SYND4_3349 wait 0 if 00E1: player 0 pressed_key 16 else_jump @SYND4_3342 jump @SYND4_3349 :SYND4_3342 jump @SYND4_3295 :SYND4_3349 gosub @SYND4_12808 018A: 61@ = create_checkpoint_at -2661.924 1424.278 22.8906 if 70@ == 1 else_jump @SYND4_3410 00BC: show_text_highpriority GXT 'SYN4_12' time 5000 flag 1 // ~s~Use the ~y~Skylight ~s~to get into the club! :SYND4_3410 0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 jump @SYND4_3493 :SYND4_3424 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2660.145 1419.211 22.8906 radius 5.0 5.0 5.0 else_jump @SYND4_3479 jump @SYND4_3493 :SYND4_3479 jump @SYND4_2095 :SYND4_3486 jump @SYND4_12026 :SYND4_3493 Model.Load(#BMYDRUG) Model.Load(#HMYDRUG) Model.Load(#HFYRI) Model.Load(#BFYPRO) Model.Load(#BMYDJ) Model.Load(#MICRO_UZI) Model.Load(#VWFYWAI) Model.Load(#COLT45) 023C: load_special_actor 'JIZZY' as 1 // models 290-299 Model.Load(#VHFYST3) 04ED: load_animation "SWAT" :SYND4_3554 if or not Model.Available(#BMYDRUG) not Model.Available(#HMYDRUG) not Model.Available(#HFYRI) not Model.Available(#BFYPRO) not Model.Available(#BMYDJ) else_jump @SYND4_3596 wait 0 jump @SYND4_3554 :SYND4_3596 if or not Model.Available(#MICRO_UZI) not Model.Available(#VWFYWAI) not Model.Available(#COLT45) 823D: not special_actor 1 loaded 84EE: not animation "SWAT" loaded not Model.Available(#VHFYST3) else_jump @SYND4_3650 wait 0 jump @SYND4_3596 :SYND4_3650 if else_jump @SYND4_3672 wait 0 jump @SYND4_3650 :SYND4_3672 39@ = Actor.Create(Special, #SPECIAL01, -2669.127, 1426.919, 905.4609) 0860: link_actor 39@ to_interior 3 Actor.SetWalkStyle(39@, "GANG1") 0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 0 Actor.Angle(39@) = 238.0256 060F: set_actor 39@ melee_accuracy_to 5.0 060B: set_actor 39@ decision_maker_to 55@ 44@ = Actor.Create(CivFemale, #BFYPRO, -2667.656, 1425.854, 905.4609) 0860: link_actor 44@ to_interior 3 Actor.Angle(44@) = 76.4221 0568: set_actor 44@ untargetable 1 0677: AS_actor 39@ chat_with_actor 44@ lead_speaker_flag 1 unknown_flag 1 0677: AS_actor 44@ chat_with_actor 39@ lead_speaker_flag 0 unknown_flag 1 43@ = Marker.CreateAboveActor(39@) 018B: set_marker 43@ radar_mode 0 0615: define_AS_pack_begin 79@ 06B0: AS_actor -1 sit_down 200000 ms 05C9: AS_actor -1 on_guard 2000 ms 0643: set_AS_pack 79@ loop 1 0616: define_AS_pack_end 79@ 0615: define_AS_pack_begin 80@ 05B9: AS_actor -1 stay_idle 1000 ms 0618: assign_actor -1 to_AS_pack 79@ 0616: define_AS_pack_end 80@ 34@ = Actor.Create(Mission1, #BMYDRUG, -2665.236, 1429.884, 905.4609) Actor.Angle(34@) = 133.1702 0618: assign_actor 34@ to_AS_pack 80@ 35@ = Actor.Create(Mission1, #HMYDRUG, -2667.102, 1430.024, 905.4609) Actor.Angle(35@) = 180.876 0618: assign_actor 35@ to_AS_pack 79@ 36@ = Actor.Create(Mission1, #BMYDRUG, -2665.064, 1428.402, 905.4609) Actor.Angle(36@) = 106.0457 0618: assign_actor 36@ to_AS_pack 79@ 37@ = Actor.Create(Mission1, #BFYPRO, -2668.117, 1429.933, 905.4609) Actor.Angle(37@) = 180.876 0618: assign_actor 37@ to_AS_pack 80@ 0615: define_AS_pack_begin 112@ 0603: AS_actor -1 goto_point_any_means -2655.508 1410.566 905.2734 mode 4 use_car -1 05D4: AS_actor -1 rotate_angle 263.3926 05B9: AS_actor -1 stay_idle 2000 ms 0603: AS_actor -1 goto_point_any_means -2655.892 1406.675 905.2734 mode 4 use_car -1 05D4: AS_actor -1 rotate_angle 181.7338 05B9: AS_actor -1 stay_idle 2000 ms 0643: set_AS_pack 112@ loop 1 0616: define_AS_pack_end 112@ 0615: define_AS_pack_begin 113@ 0603: AS_actor -1 goto_point_any_means -2660.268 1413.959 905.2734 mode 4 use_car -1 05D4: AS_actor -1 rotate_angle 348.451 05B9: AS_actor -1 stay_idle 2000 ms 0603: AS_actor -1 goto_point_any_means -2662.841 1413.732 905.2808 mode 4 use_car -1 05D4: AS_actor -1 rotate_angle 96.5734 05B9: AS_actor -1 stay_idle 2000 ms 0643: set_AS_pack 113@ loop 1 0616: define_AS_pack_end 113@ 102@ = Actor.Create(Mission3, #VWFYWAI, -2655.508, 1410.566, 905.2734) Actor.Angle(102@) = 263.3926 103@ = Actor.Create(Mission3, #VWFYWAI, -2660.268, 1413.959, 905.2734) Actor.Angle(103@) = 348.451 0618: assign_actor 102@ to_AS_pack 112@ 0618: assign_actor 103@ to_AS_pack 113@ 104@ = Actor.Create(Mission3, #BMYDRUG, -2657.269, 1403.575, 905.2812) Actor.Angle(104@) = 271.0479 105@ = Actor.Create(Mission3, #BFYPRO, -2654.617, 1404.656, 905.2812) Actor.Angle(105@) = 87.3589 0677: AS_actor 104@ chat_with_actor 105@ lead_speaker_flag 1 unknown_flag 1 0677: AS_actor 105@ chat_with_actor 104@ lead_speaker_flag 1 unknown_flag 1 40@ = 0 :SYND4_4439 if not Actor.Dead(34@(40@,5i)) else_jump @SYND4_4529 0860: link_actor 34@(40@,5i) to_interior 3 0770: set_actor 34@(40@,5i) target_priority 1 Actor.GiveWeaponAndAmmo(34@(40@,5i), MicroUzi, 30000) 01B9: set_actor 34@(40@,5i) armed_weapon_to 28 Actor.WeaponAccuracy(34@(40@,5i)) = 70 060B: set_actor 34@(40@,5i) decision_maker_to 55@ :SYND4_4529 if not Actor.Dead(102@(40@,10i)) else_jump @SYND4_4560 0860: link_actor 102@(40@,10i) to_interior 3 :SYND4_4560 40@ += 1 40@ >= 4 else_jump @SYND4_4439 $ONMISSION = 1 increment_mission_attempts 018A: 54@ = create_checkpoint_at -2655.075 1431.789 912.4016 08DC: create_interior_marker 54@ at -2661.74 1423.483 radius 100.0 018B: set_marker 54@ radar_mode 0 Camera.SetBehindPlayer 05D6: clear_scmpath 05D7: add_point_to_scmpath -2653.217 1424.867 906.7266 32@ = 0 :SYND4_4665 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_5236 wait 0 if 117@ == 0 else_jump @SYND4_4903 if not Actor.Dead(49@) else_jump @SYND4_4803 if 0457: player $PLAYER_CHAR aiming_at_actor 49@ else_jump @SYND4_4803 if not Actor.Dead(49@) else_jump @SYND4_4767 0792: disembark_instantly_actor $PLAYER_ACTOR 05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR :SYND4_4767 if not Actor.Dead(50@) else_jump @SYND4_4796 0792: disembark_instantly_actor $PLAYER_ACTOR 05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR :SYND4_4796 117@ = 1 :SYND4_4803 if not Actor.Dead(50@) else_jump @SYND4_4903 if 0457: player $PLAYER_CHAR aiming_at_actor 50@ else_jump @SYND4_4903 if not Actor.Dead(49@) else_jump @SYND4_4867 0792: disembark_instantly_actor $PLAYER_ACTOR 05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR :SYND4_4867 if not Actor.Dead(50@) else_jump @SYND4_4896 0792: disembark_instantly_actor $PLAYER_ACTOR 05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR :SYND4_4896 117@ = 1 :SYND4_4903 if 0736: is_keyboard_key_just_pressed 83 else_jump @SYND4_4925 jump @SYND4_12241 :SYND4_4925 gosub @SYND4_12909 gosub @SYND4_13723 if and 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2661.01 1415.384 921.1953 radius 20.0 20.0 20.0 48@ == 0 else_jump @SYND4_5229 07FB: set_interior 'PDOMES' access 0 // The Pleasure Domes if 075C: marker 59@ enabled else_jump @SYND4_5028 Marker.Disable(59@) :SYND4_5028 Marker.Disable(61@) 018A: 45@ = create_checkpoint_at -2667.368 1427.435 905.4609 08DC: create_interior_marker 45@ at -2661.74 1423.483 radius 100.0 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_5124 0792: disembark_instantly_actor $PLAYER_ACTOR 08C7: put_actor $PLAYER_ACTOR at -2661.055 1416.019 921.1953 dont_warp_gang Actor.Angle($PLAYER_ACTOR) = 180.0 :SYND4_5124 48@ = 1 if not Actor.Dead(49@) else_jump @SYND4_5152 Actor.DestroyInstantly(49@) :SYND4_5152 if not Actor.Dead(50@) else_jump @SYND4_5173 Actor.DestroyInstantly(50@) :SYND4_5173 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_5199 Actor.Angle($PLAYER_ACTOR) = 197.6688 :SYND4_5199 00BC: show_text_highpriority GXT 'SYN4_99' time 4000 flag 1 // ~s~Sneak up to ~y~Jizzy~s~, you need to get that number. 03C7: set_sensitivity_to_crime 0.0 jump @SYND4_5243 :SYND4_5229 jump @SYND4_4665 :SYND4_5236 jump @SYND4_12026 :SYND4_5243 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_12019 wait 0 gosub @SYND4_12909 gosub @SYND4_13723 if 46@ == 0 else_jump @SYND4_7633 if 83@ == 1 else_jump @SYND4_5327 115@ = 1 jump @SYND4_12026 :SYND4_5327 40@ = 0 :SYND4_5334 if 051A: actor 34@(40@,5i) damaged_by_actor $PLAYER_ACTOR else_jump @SYND4_5387 00BC: show_text_highpriority GXT 'SYN4_08' time 4000 flag 1 // ~r~You scared Jizzy before he made the call. 83@ = 1 32@ = 0 :SYND4_5387 40@ += 1 40@ >= 4 else_jump @SYND4_5334 if 051A: actor 39@ damaged_by_actor $PLAYER_ACTOR else_jump @SYND4_5457 00BC: show_text_highpriority GXT 'SYN4_06' time 4000 flag 1 // ~r~You killed Jizzy before he made the call. 83@ = 1 32@ = 0 :SYND4_5457 if 051A: actor 44@ damaged_by_actor $PLAYER_ACTOR else_jump @SYND4_5506 00BC: show_text_highpriority GXT 'SYN4_08' time 4000 flag 1 // ~r~You scared Jizzy before he made the call. 83@ = 1 32@ = 0 :SYND4_5506 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2668.716 1421.846 905.277 radius 15.0 15.0 15.0 else_jump @SYND4_7633 07FB: set_interior 'PDOMES2' access 1 // The Pleasure Domes 0169: set_fade_color_RGB 0 0 0 fade 0 500 :SYND4_5582 if fading else_jump @SYND4_5606 wait 0 jump @SYND4_5582 :SYND4_5606 40@ = 0 :SYND4_5613 Actor.DestroyInstantly(34@(40@,5i)) 40@ += 1 40@ >= 4 else_jump @SYND4_5613 if not Actor.Dead(44@) else_jump @SYND4_5664 Actor.DestroyInstantly(44@) :SYND4_5664 if 075C: marker 43@ enabled else_jump @SYND4_5685 Marker.Disable(43@) :SYND4_5685 if not Actor.Dead(39@) else_jump @SYND4_5706 Actor.DestroyInstantly(39@) :SYND4_5706 02E4: load_cutscene_data 'SYND_4B' :SYND4_5717 if 86B9: not cutscene_data_loaded else_jump @SYND4_5741 wait 0 jump @SYND4_5717 :SYND4_5741 02E7: start_cutscene fade 1 1000 :SYND4_5750 if 82E9: not cutscene_reached_end else_jump @SYND4_5774 wait 0 jump @SYND4_5750 :SYND4_5774 02EA: end_cutscene Player.CanMove($PLAYER_CHAR) = False fade 0 0 :SYND4_5789 if fading else_jump @SYND4_5813 wait 0 jump @SYND4_5789 :SYND4_5813 gosub @SYND4_12777 39@ = Actor.Create(Special, #SPECIAL01, -2669.127, 1426.919, 905.4609) 0860: link_actor 39@ to_interior 3 Actor.SetWalkStyle(39@, "GANG1") 0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 0 Actor.Angle(39@) = 238.0256 060F: set_actor 39@ melee_accuracy_to 5.0 060B: set_actor 39@ decision_maker_to 55@ 34@ = Actor.Create(Mission1, #BMYDRUG, -2665.236, 1429.884, 905.4609) Actor.Angle(34@) = 133.1702 0618: assign_actor 34@ to_AS_pack 80@ 35@ = Actor.Create(Mission1, #HMYDRUG, -2667.102, 1430.024, 905.4609) Actor.Angle(35@) = 180.876 0618: assign_actor 35@ to_AS_pack 79@ 36@ = Actor.Create(Mission1, #BMYDRUG, -2665.064, 1428.402, 905.4609) Actor.Angle(36@) = 106.0457 0618: assign_actor 36@ to_AS_pack 79@ 37@ = Actor.Create(Mission1, #BFYPRO, -2668.117, 1429.933, 905.4609) Actor.Angle(37@) = 180.876 0618: assign_actor 37@ to_AS_pack 80@ 43@ = Marker.CreateAboveActor(39@) 018B: set_marker 43@ radar_mode 0 0296: unload_special_actor 1 40@ = 0 :SYND4_6094 0860: link_actor 34@(40@,5i) to_interior 3 Actor.GiveWeaponAndAmmo(34@(40@,5i), MicroUzi, 30000) 01B9: set_actor 34@(40@,5i) armed_weapon_to 28 40@ += 1 40@ >= 4 else_jump @SYND4_6094 if not Actor.Dead(39@) else_jump @SYND4_6208 Camera.SetPosition(-2669.571, 1410.871, 907.8965, 0.0, 0.0, 0.0) Camera.OnPed(39@, 15, 2) :SYND4_6208 87@ = Actor.Create(Mission1, #BMYBOUN, -2667.152, 1421.553, 905.2812) Actor.Angle(87@) = 275.4244 0688: AS_actor 87@ unknown_toggle_ped_threat_scanner 0 0 0 0860: link_actor 87@ to_interior 3 wait 100 fade 1 0 :SYND4_6271 if fading else_jump @SYND4_6295 wait 0 jump @SYND4_6271 :SYND4_6295 00BC: show_text_highpriority GXT 'SYN4_05' time 4000 flag 1 // ~r~Jizzy's ~s~escaping, Hunt him down! if not Actor.Dead(87@) else_jump @SYND4_6335 0618: assign_actor 87@ to_AS_pack 73@ :SYND4_6335 40@ = 0 :SYND4_6342 if not Actor.Dead(102@(40@,10i)) else_jump @SYND4_6382 0792: disembark_instantly_actor 102@(40@,10i) 05C5: AS_actor 102@(40@,10i) cower -2 ms :SYND4_6382 40@ += 1 40@ >= 4 else_jump @SYND4_6342 if not Actor.Dead(39@) else_jump @SYND4_6493 0687: clear_actor 39@ task 08C7: put_actor 39@ at -2664.462 1421.766 905.277 dont_warp_gang Actor.Angle(39@) = 249.6271 0618: assign_actor 39@ to_AS_pack 73@ Actor.AddArmour(39@, 150) Actor.Health(39@) = 300 Actor.SetMaxHealth(39@, 300) 0446: set_actor 39@ dismemberment_possible 0 :SYND4_6493 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_6546 0792: disembark_instantly_actor $PLAYER_ACTOR 08C7: put_actor $PLAYER_ACTOR at -2666.638 1410.305 905.2812 dont_warp_gang Actor.Angle($PLAYER_ACTOR) = 0.0 Camera.SetBehindPlayer :SYND4_6546 wait 1000 33@ = 0 :SYND4_6558 if 3000 > 33@ else_jump @SYND4_6612 wait 0 if 00E1: player 0 pressed_key 16 else_jump @SYND4_6605 jump @SYND4_6612 :SYND4_6605 jump @SYND4_6558 :SYND4_6612 gosub @SYND4_12808 0615: define_AS_pack_begin 128@ 0603: AS_actor -1 goto_point_any_means -2639.277 1409.022 905.4646 mode 4 use_car -1 05D4: AS_actor -1 rotate_angle 63.4408 0616: define_AS_pack_end 128@ 0615: define_AS_pack_begin 126@ 0618: assign_actor -1 to_AS_pack 128@ 0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 0638: AS_actor -1 stay_put 1 07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 0638: AS_actor -1 stay_put 0 0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 0643: set_AS_pack 126@ loop 1 0616: define_AS_pack_end 126@ 0615: define_AS_pack_begin 127@ 0603: AS_actor -1 goto_point_any_means -2639.352 1402.766 905.4646 mode 4 use_car -1 05D4: AS_actor -1 rotate_angle 73.286 0616: define_AS_pack_end 127@ 0615: define_AS_pack_begin 129@ 0618: assign_actor -1 to_AS_pack 127@ 0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 0638: AS_actor -1 stay_put 1 07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 0638: AS_actor -1 stay_put 0 0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 0643: set_AS_pack 129@ loop 1 0616: define_AS_pack_end 129@ 130@ = Actor.Create(Mission1, #BMYBOUN, -2639.277, 1409.022, 905.4646) 0860: link_actor 130@ to_interior 1 Actor.Angle(130@) = 63.4408 060B: set_actor 130@ decision_maker_to 55@ 0618: assign_actor 130@ to_AS_pack 126@ 131@ = Actor.Create(Mission1, #WMYBOUN, -2639.352, 1402.766, 905.4646) 0860: link_actor 131@ to_interior 1 Actor.Angle(131@) = 73.286 060B: set_actor 131@ decision_maker_to 55@ 0618: assign_actor 131@ to_AS_pack 129@ Actor.GiveWeaponAndAmmo(130@, MicroUzi, 30000) 01B9: set_actor 130@ armed_weapon_to 28 Actor.GiveWeaponAndAmmo(131@, MicroUzi, 30000) 01B9: set_actor 131@ armed_weapon_to 28 if not Actor.Dead(34@) else_jump @SYND4_7331 08C7: put_actor 34@ at -2671.761 1420.303 905.2812 dont_warp_gang Actor.Angle(34@) = 214.6866 :SYND4_7331 if not Actor.Dead(35@) else_jump @SYND4_7377 08C7: put_actor 35@ at -2665.095 1421.339 905.2812 dont_warp_gang Actor.Angle(35@) = 167.6077 :SYND4_7377 if not Actor.Dead(39@) else_jump @SYND4_7456 0792: disembark_instantly_actor 39@ 018B: set_marker 43@ radar_mode 0 08C7: put_actor 39@ at -2621.465 1411.338 905.4609 dont_warp_gang Actor.LockInCurrentPosition(39@) = True Actor.Angle(39@) = 277.734 0860: link_actor 39@ to_interior 0 74@ = 1 :SYND4_7456 if not Actor.Dead(87@) else_jump @SYND4_7514 0792: disembark_instantly_actor 87@ 08C7: put_actor 87@ at -2625.836 1404.75 6.0938 dont_warp_gang Actor.Angle(87@) = 279.9147 0860: link_actor 87@ to_interior 0 :SYND4_7514 0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 40@ = 0 :SYND4_7529 if not Actor.Dead(34@(40@,5i)) else_jump @SYND4_7582 0792: disembark_instantly_actor 34@(40@,5i) 05E2: AS_actor 34@(40@,5i) kill_actor $PLAYER_ACTOR 060B: set_actor 34@(40@,5i) decision_maker_to 47@ :SYND4_7582 40@ += 1 40@ >= 4 else_jump @SYND4_7529 018B: set_marker 60@ radar_mode 3 018B: set_marker 45@ radar_mode 0 Camera.SetBehindPlayer 41@ = 1 46@ = 1 :SYND4_7633 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2640.998 1406.275 905.4609 radius 8.0 8.0 8.0 else_jump @SYND4_7767 if and not Actor.Dead(130@) 98@ == 0 else_jump @SYND4_7724 0792: disembark_instantly_actor 130@ 05E2: AS_actor 130@ kill_actor $PLAYER_ACTOR 98@ = 1 :SYND4_7724 if and not Actor.Dead(131@) 99@ == 0 else_jump @SYND4_7767 0792: disembark_instantly_actor 131@ 05E2: AS_actor 131@ kill_actor $PLAYER_ACTOR 99@ = 1 :SYND4_7767 if 46@ == 1 else_jump @SYND4_11400 if 41@ == 1 else_jump @SYND4_9218 if and Actor.Dead(39@) 85@ == 0 else_jump @SYND4_7854 if 075C: marker 60@ enabled else_jump @SYND4_7847 Marker.Disable(60@) :SYND4_7847 jump @SYND4_12241 :SYND4_7854 if not Actor.Dead(39@) else_jump @SYND4_7997 if and 00FE: actor 39@ sphere 0 in_sphere -2636.385 1402.485 905.4609 radius 2.0 2.0 2.0 74@ == 0 else_jump @SYND4_7997 if not Actor.Dead(39@) else_jump @SYND4_7997 0687: clear_actor 39@ task 018B: set_marker 43@ radar_mode 0 08C7: put_actor 39@ at -2621.465 1411.338 6.1094 dont_warp_gang Actor.Angle(39@) = 277.734 0860: link_actor 39@ to_interior 0 74@ = 1 :SYND4_7997 if or 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2624.8 1411.54 6.1015 radius 4.0 4.0 4.0 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2661.85 1426.39 22.8985 radius 4.0 4.0 4.0 else_jump @SYND4_9218 gosub @SYND4_12843 if not Actor.Dead(39@) else_jump @SYND4_8132 08C7: put_actor 39@ at -2621.465 1411.338 6.1094 dont_warp_gang Actor.LockInCurrentPosition(39@) = False :SYND4_8132 07FB: set_interior 'PDOMES' access 0 // The Pleasure Domes 07FB: set_interior 'PDOMES2' access 0 // The Pleasure Domes 0994: unknown_create_escape_at -2686.415 1235.572 54.4297 0994: unknown_create_escape_at -2671.298 1236.492 54.4297 if Car.Wrecked(64@) else_jump @SYND4_8353 Car.Destroy(64@) 0395: clear_area 1 at -2611.471 1409.036 6.1335 radius 20.0 Model.Load(#PIZZABOY) Model.Load(#WMYPIZZ) :SYND4_8247 if or not Model.Available(#PIZZABOY) not Model.Available(#WMYPIZZ) else_jump @SYND4_8279 wait 0 jump @SYND4_8247 :SYND4_8279 64@ = Car.Create(#PIZZABOY, -2611.471, 1409.036, 6.1335) Car.Angle(64@) = 274.4727 132@ = Actor.CreateAsDriver(CivMale, #WMYPIZZ, 64@) Actor.DestroyInstantly(87@) if not Actor.Dead(39@) else_jump @SYND4_8353 08C6: set_actor 39@ stay_on_bike 3 :SYND4_8353 0615: define_AS_pack_begin 75@ 05CB: AS_actor -1 enter_car 64@ as_driver 5000 ms 05B9: AS_actor -1 stay_idle 1000 ms 05D2: AS_actor -1 run_to_and_hijack_car 64@ max_search_radius 20.0 traffic_behavior 2 0616: define_AS_pack_end 75@ 0615: define_AS_pack_begin 76@ 05CD: AS_actor -1 exit_car 64@ 05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 0616: define_AS_pack_end 76@ 0229: set_car 64@ primary_color_to 4 secondary_color_to 4 0395: clear_area 1 at -2621.81 1398.744 6.086 radius 20.0 Marker.Disable(60@) if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_9218 0860: link_actor $PLAYER_ACTOR to_interior 0 set_weather 9 select_interior 0 Camera.SetBehindPlayer if not Actor.Dead(39@) else_jump @SYND4_8535 08C7: put_actor 39@ at -2624.485 1411.353 6.1015 dont_warp_gang Actor.Angle(39@) = 267.9166 :SYND4_8535 if not Actor.Dead(87@) else_jump @SYND4_8625 0792: disembark_instantly_actor 87@ 08C7: put_actor 87@ at -2620.604 1406.97 6.1016 dont_warp_gang Actor.Angle(87@) = 277.7697 Actor.GiveWeaponAndAmmo(87@, Pistol, 30000) 01B9: set_actor 87@ armed_weapon_to 22 060B: set_actor 87@ decision_maker_to 88@ Actor.WeaponAccuracy(87@) = 30 07DD: set_actor 87@ attack_rate 30 // previously known as temper_to :SYND4_8625 Actor.DestroyInstantly(44@) 40@ = 0 :SYND4_8637 Actor.DestroyInstantly(34@(40@,5i)) 40@ += 1 40@ >= 4 else_jump @SYND4_8637 gosub @SYND4_12777 if and not Actor.Dead(39@) not Car.Wrecked(64@) else_jump @SYND4_8759 Camera.SetPosition(-2626.019, 1411.502, 9.1763, 0.0, 0.0, 0.0) Camera.PointAt(-2625.059, 1411.35, 8.9421, 2) 0792: disembark_instantly_actor 39@ 0618: assign_actor 39@ to_AS_pack 75@ :SYND4_8759 if not Actor.Dead(87@) else_jump @SYND4_8793 0792: disembark_instantly_actor 87@ 05CA: AS_actor 87@ enter_car 64@ passenger_seat 0 time 5000 :SYND4_8793 gosub @SYND4_12876 33@ = 0 :SYND4_8807 if 4000 > 33@ else_jump @SYND4_8859 wait 0 if and 00E1: player 0 pressed_key 16 Actor.Dead(132@) else_jump @SYND4_8852 :SYND4_8852 jump @SYND4_8807 :SYND4_8859 85@ = 1 gosub @SYND4_12808 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_8919 08C7: put_actor $PLAYER_ACTOR at -2627.1 1410.399 6.1015 dont_warp_gang Actor.Angle($PLAYER_ACTOR) = 279.1925 :SYND4_8919 0615: define_AS_pack_begin 133@ 05B9: AS_actor -1 stay_idle 4000 ms 0713: actor -1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 0 firing_rate 30 0643: set_AS_pack 133@ loop 1 0616: define_AS_pack_end 133@ if not Car.Wrecked(64@) else_jump @SYND4_9172 if and not Actor.Dead(87@) not Actor.Dead(39@) else_jump @SYND4_9063 if not Actor.InCar(87@, 64@) else_jump @SYND4_9044 0430: put_actor 87@ into_car 64@ passenger_seat 0 :SYND4_9044 0688: AS_actor 87@ unknown_toggle_ped_threat_scanner 1 1 1 0618: assign_actor 87@ to_AS_pack 133@ :SYND4_9063 if and not Actor.Dead(39@) not Car.Wrecked(64@) else_jump @SYND4_9172 Actor.GiveWeaponAndAmmo(39@, MicroUzi, 30000) 01B9: set_actor 39@ armed_weapon_to 28 Actor.WeaponAccuracy(39@) = 90 if not Actor.InCar(39@, 64@) else_jump @SYND4_9172 if not Actor.Dead(132@) else_jump @SYND4_9164 if Actor.Driving(132@) else_jump @SYND4_9164 Actor.DestroyInstantly(132@) :SYND4_9164 036A: put_actor 39@ in_car 64@ :SYND4_9172 00BE: text_clear_all 018B: set_marker 43@ radar_mode 3 00BC: show_text_highpriority GXT 'SYN4_02' time 10000 flag 1 // ~r~Jizzy's ~s~escaping with the phone, hunt him down! 32@ = 0 03C7: set_sensitivity_to_crime 1.0 41@ = 2 :SYND4_9218 if not Actor.Dead(39@) else_jump @SYND4_9388 Actor.StorePos(39@, $7304, $7306, $7303) if Actor.Driving(39@) else_jump @SYND4_9272 $TEMPVAR_ACTOR_CAR = Actor.CurrentCar(39@) :SYND4_9272 080E: get_actor 39@ ped_event_to $7313 if 04A3: $7313 == 7 // == constant else_jump @SYND4_9334 0687: clear_actor 39@ task 0751: AS_actor 39@ flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 change_course 1 unknown 3000 1000 away_radius 10.0 :SYND4_9334 if 04A3: $7313 == 17 // == constant else_jump @SYND4_9388 0687: clear_actor 39@ task 0751: AS_actor 39@ flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 change_course 1 unknown 3000 1000 away_radius 10.0 :SYND4_9388 if not Actor.Dead(87@) else_jump @SYND4_9474 080E: get_actor 87@ ped_event_to $7313 if 04A3: $7313 == 17 // == constant else_jump @SYND4_9443 0687: clear_actor 87@ task 05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR :SYND4_9443 if 04A3: $7313 == 7 // == constant else_jump @SYND4_9474 0687: clear_actor 87@ task 05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR :SYND4_9474 if not Car.Wrecked($TEMPVAR_ACTOR_CAR) else_jump @SYND4_9709 90@ = Car.Health($TEMPVAR_ACTOR_CAR) if 200 > 90@ else_jump @SYND4_9590 89@ = 1 if and not Actor.Dead(87@) 93@ == 0 else_jump @SYND4_9583 0615: define_AS_pack_begin 134@ 0622: AS_actor -1 bail_car $TEMPVAR_ACTOR_CAR 05BE: AS_actor -1 die 0616: define_AS_pack_end 134@ 0618: assign_actor 87@ to_AS_pack 134@ 93@ = 1 :SYND4_9583 jump @SYND4_9597 :SYND4_9590 89@ = 0 :SYND4_9597 if and 0495: car $TEMPVAR_ACTOR_CAR burning 94@ == 0 not Actor.Dead(39@) else_jump @SYND4_9709 0615: define_AS_pack_begin 135@ 0622: AS_actor -1 bail_car $TEMPVAR_ACTOR_CAR 0751: AS_actor -1 flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 change_course 1 unknown 3000 1000 away_radius 10.0 0643: set_AS_pack 135@ loop 1 0616: define_AS_pack_end 135@ 060B: set_actor 39@ decision_maker_to 55@ 33@ = 0 0618: assign_actor 39@ to_AS_pack 135@ 94@ = 1 :SYND4_9709 if 41@ == 2 else_jump @SYND4_10228 if and Car.Wrecked(64@) 77@ == 0 else_jump @SYND4_9773 00BC: show_text_highpriority GXT 'SYN4_32' time 5000 flag 1 // ~r~You blew up the phone. jump @SYND4_12026 :SYND4_9773 if and not Car.Wrecked(64@) not Actor.Dead(39@) else_jump @SYND4_9834 if Actor.InCar(39@, 64@) else_jump @SYND4_9827 77@ = 0 jump @SYND4_9834 :SYND4_9827 77@ = 1 :SYND4_9834 if not Actor.Dead(39@) else_jump @SYND4_10117 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere $7304 $7306 $7303 radius 20.0 20.0 20.0 else_jump @SYND4_10008 if and not Car.Wrecked(64@) 86@ == 0 else_jump @SYND4_10001 if 8495: not car 64@ burning else_jump @SYND4_10001 if 89@ == 0 else_jump @SYND4_9975 06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 25.0 traffic_flag 2 jump @SYND4_9994 :SYND4_9975 06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 32.0 traffic_flag 2 :SYND4_9994 86@ = 1 :SYND4_10001 jump @SYND4_10117 :SYND4_10008 if and not Car.Wrecked(64@) 86@ == 1 else_jump @SYND4_10117 if 8495: not car 64@ burning else_jump @SYND4_10117 if 89@ == 0 else_jump @SYND4_10091 06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 23.0 traffic_flag 2 jump @SYND4_10110 :SYND4_10091 06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 28.0 traffic_flag 2 :SYND4_10110 86@ = 0 :SYND4_10117 if not Actor.Dead(39@) else_jump @SYND4_10228 if 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere $7304 $7306 $7303 radius 150.0 150.0 150.0 else_jump @SYND4_10198 00BC: show_text_highpriority GXT 'SYN4_29' time 4000 flag 1 // ~r~You let Jizzy escape with the phone. jump @SYND4_12026 :SYND4_10198 if and not Actor.Driving(39@) 91@ == 0 else_jump @SYND4_10228 91@ = 1 :SYND4_10228 if and not Actor.Dead(39@) not Car.Wrecked(64@) not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_10943 if Actor.Driving($PLAYER_ACTOR) else_jump @SYND4_10943 84@ = Actor.MissionCar($PLAYER_ACTOR) 92@ += 1 if 92@ > 100 else_jump @SYND4_10315 054F: clear_car 64@ damage 92@ = 0 :SYND4_10315 if and not Car.Wrecked(84@) 32@ > 12000 else_jump @SYND4_10943 if 051D: car 64@ damaged_by_car 84@ else_jump @SYND4_10943 if 876F: not text_priority_displayed else_jump @SYND4_10943 100@ += 1 if 100@ == 1 else_jump @SYND4_10427 05AA: 118@s = 'SYN4_AA' // @s = 'short' // ~z~Hey, I thought we was friends! 04AF: 96@ = 39400 // = constant gosub @SYND4_13703 :SYND4_10427 if 100@ == 2 else_jump @SYND4_10476 05AA: 118@s = 'SYN4_AB' // @s = 'short' // ~z~You're blowing your chance to be a playa! 04AF: 96@ = 39401 // = constant gosub @SYND4_13703 :SYND4_10476 if 100@ == 3 else_jump @SYND4_10525 05AA: 118@s = 'SYN4_AC' // @s = 'short' // ~z~We can talk about this, homie! 04AF: 96@ = 39402 // = constant gosub @SYND4_13703 :SYND4_10525 if 100@ == 4 else_jump @SYND4_10574 05AA: 118@s = 'SYN4_AD' // @s = 'short' // ~z~You're wrecking my ride! 04AF: 96@ = 39403 // = constant gosub @SYND4_13703 :SYND4_10574 if 100@ == 5 else_jump @SYND4_10623 05AA: 118@s = 'SYN4_AE' // @s = 'short' // ~z~CJ, brother, you're gonna have to reconsider your position! 04AF: 96@ = 39404 // = constant gosub @SYND4_13703 :SYND4_10623 if 100@ == 6 else_jump @SYND4_10672 05AA: 118@s = 'SYN4_AF' // @s = 'short' // ~z~I can fix anything for you in this town, anything! 04AF: 96@ = 39405 // = constant gosub @SYND4_13703 :SYND4_10672 if 100@ == 7 else_jump @SYND4_10721 05AA: 118@s = 'SYN4_AG' // @s = 'short' // ~z~CJ, you're a fool, A FOOL! 04AF: 96@ = 39406 // = constant gosub @SYND4_13703 :SYND4_10721 if 100@ == 8 else_jump @SYND4_10770 05AA: 118@s = 'SYN4_AH' // @s = 'short' // ~z~I won't forget this, CJ, you hear me? 04AF: 96@ = 39407 // = constant gosub @SYND4_13703 :SYND4_10770 if 100@ == 9 else_jump @SYND4_10819 05AA: 118@s = 'SYN4_AJ' // @s = 'short' // ~z~You realize how much this paint job cost? 04AF: 96@ = 39408 // = constant gosub @SYND4_13703 :SYND4_10819 if 100@ == 10 else_jump @SYND4_10868 05AA: 118@s = 'SYN4_AK' // @s = 'short' // ~z~Back off, fool! 04AF: 96@ = 39409 // = constant gosub @SYND4_13703 :SYND4_10868 if 100@ == 11 else_jump @SYND4_10924 05AA: 118@s = 'SYN4_AL' // @s = 'short' // ~z~I got money - always! 04AF: 96@ = 39410 // = constant gosub @SYND4_13703 100@ = 0 :SYND4_10924 32@ = 0 92@ = 0 054F: clear_car 64@ damage :SYND4_10943 if and Actor.Dead(39@) 56@ == 0 else_jump @SYND4_11091 if 075C: marker 43@ enabled else_jump @SYND4_10987 Marker.Disable(43@) :SYND4_10987 Model.Load(#MOBILE1993B) :SYND4_10992 if not Model.Available(#MOBILE1993B) else_jump @SYND4_11019 wait 0 jump @SYND4_10992 :SYND4_11019 02CE: 136@ = ground_z_at $7304 $7306 $7303 136@ += 0.5 78@ = Object.Init(#MOBILE1993B, $7304, $7306, 136@) 69@ = Marker.CreateAboveObject(78@) 00BC: show_text_highpriority GXT 'SYN4_33' time 4000 flag 1 // ~s~Now collect the ~g~phone~s~. 56@ = 1 :SYND4_11091 if 56@ == 1 else_jump @SYND4_11138 024F: create_corona_with_radius 0.2 type 9 lensflares 0 with_color 200 200 200 at $7304 $7306 136@ :SYND4_11138 if and 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere $7304 $7306 $7303 radius 1.2 1.2 2.0 56@ == 1 not Actor.Driving($PLAYER_ACTOR) else_jump @SYND4_11271 00BE: text_clear_all Object.Destroy(78@) if 075C: marker 69@ enabled else_jump @SYND4_11220 Marker.Disable(69@) :SYND4_11220 if 075C: marker 43@ enabled else_jump @SYND4_11241 Marker.Disable(43@) :SYND4_11241 00BC: show_text_highpriority GXT 'SYN4_11' time 2000 flag 1 // Phone collected! 33@ = 0 56@ = 2 :SYND4_11271 if and 56@ == 2 33@ > 2000 895D: not actor $PLAYER_ACTOR stuck_under_car else_jump @SYND4_11400 gosub @SYND4_12777 :SYND4_11309 Model.Load(#CELLPHONE) :SYND4_11314 if not Model.Available(#CELLPHONE) else_jump @SYND4_11341 wait 0 jump @SYND4_11314 :SYND4_11341 Player.ClearWantedLevel($PLAYER_CHAR) if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_11374 0687: clear_actor $PLAYER_ACTOR task 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 :SYND4_11374 wait 2000 gosub @SYND4_12808 46@ = 2 33@ = 0 :SYND4_11400 if 46@ == 2 else_jump @SYND4_12012 if 00E1: player 0 pressed_key 15 else_jump @SYND4_11449 95@ = 6 95@ = 6 :SYND4_11449 if and 97@ == 2 95@ == 0 else_jump @SYND4_11534 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_11498 0967: actor $PLAYER_ACTOR move_mouth 10000 ms :SYND4_11498 05AA: 118@s = 'MCES11A' // @s = 'short' // ~z~Eh Cesar! 04AF: 96@ = 25314 // = constant gosub @SYND4_13703 95@ = 1 :SYND4_11534 if and 97@ == 2 95@ == 1 else_jump @SYND4_11616 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_11580 0968: actor $PLAYER_ACTOR stop_mouth :SYND4_11580 05AA: 118@s = 'MCES11B' // @s = 'short' // ~z~Hey, dude, whassup? 04AF: 96@ = 25315 // = constant gosub @SYND4_13703 95@ = 2 :SYND4_11616 if and 97@ == 2 95@ == 2 else_jump @SYND4_11701 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_11665 0967: actor $PLAYER_ACTOR move_mouth 10000 ms :SYND4_11665 05AA: 118@s = 'MCES11C' // @s = 'short' // ~z~I need you to meet me at Pier 69. 04AF: 96@ = 25316 // = constant gosub @SYND4_13703 95@ = 3 :SYND4_11701 if and 97@ == 2 95@ == 3 else_jump @SYND4_11783 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_11747 0968: actor $PLAYER_ACTOR stop_mouth :SYND4_11747 05AA: 118@s = 'MCES11D' // @s = 'short' // ~z~We're going to take down the Loco Syndicate. 04AF: 96@ = 25317 // = constant gosub @SYND4_13703 95@ = 4 :SYND4_11783 if and 97@ == 2 95@ == 4 else_jump @SYND4_11844 05AA: 118@s = 'MCES11E' // @s = 'short' // ~z~OK, holmes. You need some backup? 04AF: 96@ = 25318 // = constant gosub @SYND4_13703 95@ = 5 :SYND4_11844 if and 97@ == 2 95@ == 5 else_jump @SYND4_11929 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_11893 0967: actor $PLAYER_ACTOR move_mouth 10000 ms :SYND4_11893 05AA: 118@s = 'MCES11F' // @s = 'short' // ~z~No, man, I got it covered! 04AF: 96@ = 25319 // = constant gosub @SYND4_13703 95@ = 6 :SYND4_11929 if and 97@ == 2 95@ == 6 else_jump @SYND4_12012 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_11975 0968: actor $PLAYER_ACTOR stop_mouth :SYND4_11975 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_11998 0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 :SYND4_11998 gosub @SYND4_12808 jump @SYND4_12241 :SYND4_12012 jump @SYND4_5243 :SYND4_12019 jump @SYND4_12026 :SYND4_12026 if 075C: marker 43@ enabled else_jump @SYND4_12047 Marker.Disable(43@) :SYND4_12047 if 075C: marker 45@ enabled else_jump @SYND4_12068 Marker.Disable(45@) :SYND4_12068 if 075C: marker 54@ enabled else_jump @SYND4_12089 Marker.Disable(54@) :SYND4_12089 00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1 // ~r~MISSION FAILED! if or 41@ == 1 115@ == 1 else_jump @SYND4_12237 gosub @SYND4_12843 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_12230 41@ = 1 select_interior 0 04E4: refresh_game_renderer_at -2623.805 1409.816 0860: link_actor $PLAYER_ACTOR to_interior 0 08C7: put_actor $PLAYER_ACTOR at -2624.461 1410.706 6.1015 dont_warp_gang Actor.Angle($PLAYER_ACTOR) = 176.884 Camera.SetAtPos(-2624.461, 1410.706, 6.1015) :SYND4_12230 gosub @SYND4_12876 :SYND4_12237 Camera.SetBehindPlayer return :SYND4_12241 00BE: text_clear_all if 075C: marker 43@ enabled else_jump @SYND4_12264 Marker.Disable(43@) :SYND4_12264 if 075C: marker 45@ enabled else_jump @SYND4_12285 Marker.Disable(45@) :SYND4_12285 if 075C: marker 54@ enabled else_jump @SYND4_12306 Marker.Disable(54@) :SYND4_12306 $SYNDICATE_TOTAL_PASSED_MISSIONS += 1 01E3: show_text_1number_styled GXT 'M_PASSS' number 12000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT + Player.Money($PLAYER_CHAR) += 12000 Marker.Disable($526) 0998: add_respect 30 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) 0318: set_latest_mission_passed 'SYND_4' // Ice Cold Killa 030C: progress_made = 1 Marker.Disable($MARKER_TRIADS_SF_GARAGE) $MARKER_TRIADS_SF_GARAGE = Marker.CreateIconAndSphere($ICON_TRIADS, -1717.05, 1280.91, 6.23) return :SYND4_12403 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_12424 0968: actor $PLAYER_ACTOR stop_mouth :SYND4_12424 if not Actor.Dead(39@) else_jump @SYND4_12445 Actor.DestroyWithFade(39@) :SYND4_12445 07FB: set_interior 'PDOMES' access 0 // The Pleasure Domes 07FB: set_interior 'PDOMES2' access 0 // The Pleasure Domes 03C7: set_sensitivity_to_crime 1.0 0995: unknown_remove_escapes if 075C: marker 69@ enabled else_jump @SYND4_12501 Marker.Disable(69@) :SYND4_12501 if 075C: marker 59@ enabled else_jump @SYND4_12522 Marker.Disable(59@) :SYND4_12522 if 075C: marker 43@ enabled else_jump @SYND4_12543 Marker.Disable(43@) :SYND4_12543 if 075C: marker 45@ enabled else_jump @SYND4_12564 Marker.Disable(45@) :SYND4_12564 if 075C: marker 54@ enabled else_jump @SYND4_12585 Marker.Disable(54@) :SYND4_12585 if 075C: marker 60@ enabled else_jump @SYND4_12606 Marker.Disable(60@) :SYND4_12606 if 075C: marker 61@ enabled else_jump @SYND4_12627 Marker.Disable(61@) :SYND4_12627 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Model.Destroy(#SILENCED) Model.Destroy(#BMYDRUG) Model.Destroy(#HMYDRUG) Model.Destroy(#BFYPRO) Model.Destroy(#HFYRI) Model.Destroy(#CELLPHONE) Model.Destroy(#MICRO_UZI) Model.Destroy(#MOBILE1993B) Model.Destroy(#WAREHOUSE_DOOR2B) Model.Destroy(#STRETCH) Model.Destroy(#BMYDJ) Model.Destroy(#STRETCH) Model.Destroy(#BROADWAY) Model.Destroy(#BMYBOUN) Model.Destroy(#WMYBOUN) Model.Destroy(#WMYSGRD) Model.Destroy(#VWFYWAI) Model.Destroy(#COLT45) Model.Destroy(#PIZZABOY) Model.Destroy(#WMYPIZZ) Model.Destroy(#VHFYST3) if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_12752 Player.ClearWantedLevel($PLAYER_CHAR) :SYND4_12752 04EF: release_animation "SWAT" 0296: unload_special_actor 1 $ONMISSION = 0 01B7: release_weather mission_cleanup return :SYND4_12777 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_12806 00BE: text_clear_all 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False :SYND4_12806 return :SYND4_12808 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_12841 00BE: text_clear_all Camera.SetBehindPlayer 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut :SYND4_12841 return :SYND4_12843 fade 0 500 :SYND4_12850 if fading else_jump @SYND4_12874 wait 0 jump @SYND4_12850 :SYND4_12874 return :SYND4_12876 fade 1 500 :SYND4_12883 if fading else_jump @SYND4_12907 wait 0 jump @SYND4_12883 :SYND4_12907 return :SYND4_12909 if 0736: is_keyboard_key_just_pressed 65 else_jump @SYND4_12970 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_12970 08C7: put_actor $PLAYER_ACTOR at -2623.977 1404.812 6.111 dont_warp_gang Actor.Angle($PLAYER_ACTOR) = 352.628 :SYND4_12970 if 0736: is_keyboard_key_just_pressed 81 else_jump @SYND4_13008 if not Car.Wrecked(64@) else_jump @SYND4_13008 Car.LockInCurrentPosition(64@) = True :SYND4_13008 if 0736: is_keyboard_key_just_pressed 68 else_jump @SYND4_13044 077E: get_active_interior_to $7314 065D: NOP $7314 "AREA_NAME" :SYND4_13044 if 0736: is_keyboard_key_just_pressed 70 else_jump @SYND4_13095 0876: unknown_cube_cornera -2616.109 1408.629 6.5 cornerB -2618.498 1415.866 6.5 flag 3 flag 0 :SYND4_13095 if 0736: is_keyboard_key_just_pressed 71 else_jump @SYND4_13158 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_13158 08C7: put_actor $PLAYER_ACTOR at -2661.192 1426.128 22.8906 dont_warp_gang Actor.Angle($PLAYER_ACTOR) = 188.7666 Camera.SetBehindPlayer :SYND4_13158 if 0736: is_keyboard_key_just_pressed 69 else_jump @SYND4_13221 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_13221 08C7: put_actor $PLAYER_ACTOR at -2661.493 1403.067 905.277 dont_warp_gang Actor.Angle($PLAYER_ACTOR) = 85.1708 Camera.SetBehindPlayer :SYND4_13221 if 0736: is_keyboard_key_just_pressed 75 else_jump @SYND4_13265 if not Actor.Dead($PLAYER_ACTOR) else_jump @SYND4_13265 065D: NOP $7311 "HEALTH" :SYND4_13265 if 0736: is_keyboard_key_just_pressed 90 else_jump @SYND4_13287 jump @SYND4_11309 :SYND4_13287 if 0736: is_keyboard_key_just_pressed 87 else_jump @SYND4_13326 if not Car.Wrecked(64@) else_jump @SYND4_13326 Car.Health(64@) = 200 :SYND4_13326 if 0736: is_keyboard_key_just_pressed 66 else_jump @SYND4_13701 if not Actor.Dead(39@) else_jump @SYND4_13364 Actor.Health(39@) = 1 :SYND4_13364 gosub @SYND4_12777 08C7: put_actor 39@ at -2659.382 1530.248 53.9453 dont_warp_gang Actor.Angle(39@) = 0.0 Camera.SetPosition(-2655.093, 1543.846, 55.7815, 0.0, 0.0, 0.0) Camera.PointAt(-2655.445, 1542.918, 55.652, 2) if not Actor.Dead(39@) else_jump @SYND4_13480 0792: disembark_instantly_actor 39@ 05BC: AS_actor 39@ jump 0 :SYND4_13480 wait 1000 015D: set_gamespeed 0.4 if not Actor.Dead(39@) else_jump @SYND4_13549 Camera.SetPosition(-2630.056, 1557.202, 18.3729, 0.0, 0.0, 0.0) Camera.OnPed(39@, 15, 2) :SYND4_13549 33@ = 0 :SYND4_13556 if 750 > 33@ else_jump @SYND4_13610 wait 0 if 00E1: player 0 pressed_key 16 else_jump @SYND4_13603 jump @SYND4_13678 :SYND4_13603 jump @SYND4_13556 :SYND4_13610 015D: set_gamespeed 1.0 33@ = 0 :SYND4_13624 if 1500 > 33@ else_jump @SYND4_13678 wait 0 if 00E1: player 0 pressed_key 16 else_jump @SYND4_13671 jump @SYND4_13678 :SYND4_13671 jump @SYND4_13624 :SYND4_13678 gosub @SYND4_12808 00BC: show_text_highpriority GXT 'SYN4_29' time 4000 flag 1 // ~r~You let Jizzy escape with the phone. :SYND4_13701 return :SYND4_13703 040D: unload_wav 1 03CF: load_wav 96@ as 1 97@ = 0 return :SYND4_13723 if and 03D0: wav 1 loaded 97@ == 0 else_jump @SYND4_13766 03D1: play_wav 1 00BC: show_text_highpriority GXT 118@s time 10000 flag 1 97@ = 1 :SYND4_13766 if and 03D2: wav 1 ended 97@ == 1 else_jump @SYND4_13804 040D: unload_wav 1 03D5: remove_text 118@s 97@ = 2 :SYND4_13804 return