
DEFINE MISSIONS 1              // Total Missions Available
DEFINE MISSION 0 AT @MISSN_13  

DEFINE EXTERNAL_SCRIPTS 0 

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 500

{$VERSION 3.1.0027}
var
 $PLAYER_CHAR: Player
end // var 
//Main thread starts here
03A4: name_thread 'MAIN' 
//Set the screen BLACK immediately
016A: fade 0 time 0           
01F0: set_max_wanted_level_to 6 
0111: toggle_wasted_busted_check 0 
00C0: set_current_time_hours_to 8 minutes_to 0 
//Loads Tenpenny as #SPECIAL01 or 290
023C: load_special_actor 'TENPEN' as 1 
//Create Player at Station
Camera.SetAtPos(-1630.425, 725.9995, 14.0557)
$PLAYER_CHAR = Player.Create(#NULL, -1630.8995, 721.0715, 14.6169)
Player.Build($PLAYER_CHAR)
//Changes the player to ped model 290 Tenpenny
09C7: change_player $PLAYER_CHAR model_to 290 
01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 

01B6: set_weather 1 
0001: wait 0 ms 
01B4: toggle_player $PLAYER_CHAR can_move false //We shut down control for the cameras to work 
04BB: select_interior 0 
0629: change_integer_stat 181 to 4 
016C: restart_if_wasted_at -1630.8995 721.0715 14.6169 angle 90.0 town_number 0 
016D: restart_if_busted_at -1630.8995 721.0715 14.6169 angle 90.0 town_number 0 
// Note: your missions have to use the variable defined here
0180: set_on_mission_flag_to $ONMISSION 
$ONMISSION = 0 
0004: $DEFAULT_WAIT_TIME = 250
03E6: remove_text_box 
// START GAME
//start_mission 0                 //First Mission and Only Mission
$CRASH_MARKER = Marker.CreateIconAndSphere(16, -1635.8995, 721.0715, 14.6169)
016A: fade 1 time 500
wait 1000
01B4: toggle_player $PLAYER_CHAR can_move true
 
:MAIN_LOOP
0001: wait $DEFAULT_WAIT_TIME ms
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
//This code allows restart of mission 
if and
  $ONMISSION == 0               //No current mission and enters the sphere
  00ED: actor $PLAYER_ACTOR 0 near_point -1635.8995 721.0715 radius 1.0 1.0 on_foot 
then
    
    Marker.Disable($CRASH_MARKER)   //Turn off the marker on the map and the red ring
    start_mission 0 
end


0002: jump @MAIN_LOOP 
//Tenpenny can't even get a break for lunch.  Some "Derby Madness" in San Fierro causes him and the boys
//to miss lunch. This car chase makes use of some of the hilly streets of SF and a BF Injection crusing the beach.

:MISSN_13
thread 'MISSN_13' 
$ONMISSION = 1
gosub @MISSN_13_START             // Start Mission
if 
    wasted_or_busted            // Just wasted not busted...
then
    $CRASH_MARKER = Marker.CreateIconAndSphere(16, -1635.8995, 721.0715, 14.6169)
    $7613 = 0
end
gosub @MISSN_13_CLEANUP             // End Mission Destroy All
end_thread 

:MISSN_13_START 
016A: fade 0 time 500 
:MISSN_13_FADEOUT01
wait 0
if
not fading
jf @MISSN_13_FADEOUT01

Player.CanMove($PLAYER_CHAR) = False
$7613 = 180000 

//Load Models 
00C0: set_current_time_hours_to 12 minutes_to 5 
0395: clear_area 1 at -1630.425 725.9995 14.0557 radius 50.0 
023C: load_special_actor 'PULASKI' as 2 
023C: load_special_actor 'HERN' as 3
Model.Load(#HOTKNIFE)
Model.Load(#HUSTLER)                
Model.Load(#COPCARLA)
Model.Load(#DESERT_EAGLE)
Model.Load(#COLT45)
Model.Load(#WMYMECH)
Model.Load(#BFINJECT)
Model.Load(#BANDITO)
Model.Load(#WMYBMX)
Model.Load(#WFYCLOT)
038B: load_requested_models 
//Check for Models Loading
:MISSN_13_110
if or
not Model.Available(#HOTKNIFE)
not Model.Available(#HUSTLER)
not Model.Available(#COPCARLA)
not Model.Available(#DESERT_EAGLE)
not Model.Available(#COLT45)
not Model.Available(#WMYMECH)
not Model.Available(#BFINJECT)
not Model.Available(#BANDITO)
else_jump @MISSN_13_115
wait 0
jump @MISSN_13_110 

:MISSN_13_115
if or
not Model.Available(#WMYBMX)
not Model.Available(#WFYCLOT)
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
else_jump @MISSN_13_120 
wait 0 
jump @MISSN_13_115 

:MISSN_13_120
//Race Cars
101@ = Car.Create(#HOTKNIFE, -1876.5288, 729.6099, 44.889)
Car.Angle(101@) = 270.0
Car.Health(101@) = 2000
0129: 111@ = create_actor_pedtype 17 model #WFYCLOT in_car 101@ driverseat 
0446: set_actor 111@ immune_to_headshots 0 
0186: 90@ = create_marker_above_car 101@ 
07E0: set_marker 90@ type_to 0
0165: set_marker 90@ color_to 0 
105@ = 0

102@ = Car.Create(#BANDITO, -1876.5288, 734.1003, 44.889)
Car.Angle(102@) = 270.0
Car.Health(102@) = 2000
0129: 112@ = create_actor_pedtype 17 model #WMYBMX in_car 102@ driverseat 
0446: set_actor 112@ immune_to_headshots 0 
0186: 91@ = create_marker_above_car 102@ 
07E0: set_marker 91@ type_to 0
0165: set_marker 91@ color_to 0 
106@ = 0

103@ = Car.Create(#HUSTLER, -1911.9954, 729.6099, 44.889)
Car.Angle(103@) = 270.0
Car.Health(103@) = 2000
0129: 113@ = create_actor_pedtype 17 model #WMYBMX in_car 103@ driverseat 
0446: set_actor 113@ immune_to_headshots 0 
0186: 92@ = create_marker_above_car 103@ 
07E0: set_marker 92@ type_to 0
0165: set_marker 92@ color_to 0 
107@ = 0

104@ = Car.Create(#BFINJECT, -1911.9954, 734.1003, 44.889)
Car.Angle(104@) = 270.0
Car.Health(104@) = 2000
0129: 114@ = create_actor_pedtype 17 model #WFYCLOT in_car 104@ driverseat 
0446: set_actor 114@ immune_to_headshots 0 
0186: 93@ = create_marker_above_car 104@ 
07E0: set_marker 93@ type_to 0
0165: set_marker 93@ color_to 0 
108@ = 0
//Create CRASH unit 
0674: set_car_model #COPCARLA numberplate "_CRASH_"
15@ = Car.Create(#COPCARLA, -1630.425, 725.9995, 14.0557)
Car.SetImmunities(15@, 0, 1, 0, 0, 0) 
Car.Angle(15@) = 270.0                     
Car.DoorStatus(15@, 0)                   
053F: set_car 15@ tires_vulnerability 0  
01F7: set_player $PLAYER_CHAR ignored_by_cops 1  
//Actors in my car
036A: put_actor $PLAYER_ACTOR in_car 15@ 
01C8: 16@ = create_actor_pedtype 8 model #SPECIAL02 in_car 15@ passenger_seat 0
Actor.Health(16@) = 1500
01C8: 17@ = create_actor_pedtype 8 model #SPECIAL03 in_car 15@ passenger_seat 1 
Actor.Health(17@) = 1500

//Guns Guns Guns
01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 170
01B2: give_actor 16@ weapon 22 ammo 999999
01B2: give_actor 17@ weapon 22 ammo 999999

//Mr. Fix -- fixes everything...
009A: 109@ = create_actor_pedtype 4 model #WMYMECH at -1624.8556 673.6406 -4.9062
Actor.Angle(109@) = 90
01B2: give_actor 109@ weapon 22 ammo 1
06AB: set_actor 109@ all_weapons_hidden 1 
02A3: enable_widescreen true
:MISSN_13_140
//Insert Cutscene
016A: fade 1 time 1000 
:MISSN_13_FADEIN01
wait 0
if
not fading
jf @MISSN_13_FADEIN01
:MISSN_13_150
//Start Mission Play
Player.CanMove($PLAYER_CHAR) = False
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
wait 500
0@ = 0
//08D4: $PANEL = create_panel_with_title 'DUMMY' position 10.0 10.0 width 90.0 columns 1 interactive 1 background 1 alignment 0 
//This is how I debugged my missions I used panel to see the variables.
:MISSN_13_190
wait 0
if  or
    Car.Wrecked(101@)
    Actor.Dead(111@)
then
if 
105@ > 0 
then               
    $7613 += 120000
end
0164: disable_marker 90@
105@ = -1
end

if  or
    Car.Wrecked(102@)
    Actor.Dead(112@)
then
if
106@ > 0 
then               
    $7613 += 120000
end
0164: disable_marker 91@
106@ = -1
end
if  or
    Car.Wrecked(103@)
    Actor.Dead(113@)
then
if
107@ > 0 
then               
    $7613 += 120000
end
0164: disable_marker 92@
107@ = -1
end
if  or
    Car.Wrecked(104@)
    Actor.Dead(114@)
then
if
108@ > 0 
then               
    $7613 += 120000
end
0164: disable_marker 93@
108@ = -1
end
//Check to see if all the cars are out of the mission.
if and
105@ <= -1
106@ <= -1
107@ <= -1
108@ <= -1
then
jump @MISSN_13_400
end

if and 
$7613 > 0
not Car.Wrecked(15@)
jf @MISSN_13_600

//08EE: set_panel $PANEL column 0 row 0 text_1number GXT 'NUMBER' number 108@  
//Again this is more of that debug I left here to show you.
//This procedure checks see which derby driver is closer, Hernandez and Pulaski open fire.
00AA: store_car 15@ position_to 8@ 9@ 10@
if
00EE:   actor 111@ 0 near_point 8@ 9@ radius 50.0 50.0 in_car
then
0713: actor 16@ driveby_actor 111@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90
0713: actor 17@ driveby_actor 111@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90
end
if
00EE:   actor 112@ 0 near_point 8@ 9@ radius 50.0 50.0 in_car
then
0713: actor 16@ driveby_actor 112@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90  
0713: actor 17@ driveby_actor 112@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90
end
if
00EE:   actor 113@ 0 near_point 8@ 9@ radius 50.0 50.0 in_car
then
0713: actor 16@ driveby_actor 113@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90
0713: actor 17@ driveby_actor 113@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90
end
if
00EE:   actor 114@ 0 near_point 8@ 9@ radius 50.0 50.0 in_car
then
0713: actor 16@ driveby_actor 114@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90   
0713: actor 17@ driveby_actor 114@ car -1 point 0.0 0.0 0.0 radius 50.0 4 1 firing_rate 90
end
//The route taken by "Donuts" the Hotknife driver
if  and 
    105@ == 0
    00EE:   actor 111@ 0 near_point -1876.5288 729.6099 radius 5.0 5.0 in_car 
then
    105@ = 1
    05D1: AS_actor 111@ drive_car 101@ to -1643.0447 732.8342 14.1897 speed 45.0 3 model #HOTKNIFE 2
    if 
    0@ == 0 
    then
    067C: put_camera_on_actor 111@ with_offset 3.0 6.0 2.0 rotation 0.0 0.0 0.0 0.0 2
    0@ = 1
    end 
end
if  and 
    105@ == 1
    00EE:   actor 111@ 0 near_point -1643.0447 732.8342 radius 5.0 5.0 in_car 
then
    105@ = 2
    05D1: AS_actor 111@ drive_car 101@ to -1573.4945 746.089 6.7933 speed 45.0 3 model #HOTKNIFE 2
    if 
    0@ == 1
    then
    02A3: enable_widescreen false
    Player.CanMove($PLAYER_CHAR) = true 
    Camera.Restore_WithJumpCut
    Camera.SetBehindPlayer 
    $7613 = 180000                               
    014E: set_timer_to $7613 type 1 
    0890: enable_sound_when_timer $7613 reach 10 seconds
    0@ = 2
    end
end
if  and 
    105@ == 2 
    00EE:   actor 111@ 0 near_point -1573.4945 746.089 radius 5.0 5.0 in_car 
then
    105@ = 3    
    05D1: AS_actor 111@ drive_car 101@ to -1530.2596 803.3612 6.7824 speed 30.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 3 
    00EE:   actor 111@ 0 near_point -1530.2596 803.3612 radius 5.0 5.0 in_car 
then 
    105@ = 4
    05D1: AS_actor 111@ drive_car 101@ to -1527.8651 954.5278 6.6379 speed 45.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 4 
    00EE:   actor 111@ 0 near_point -1527.8651 954.5278 radius 5.0 5.0 in_car 
then
    105@ = 5
    05D1: AS_actor 111@ drive_car 101@ to -1559.2905 929.6689 6.6335 speed 25.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 5 
    00EE:   actor 111@ 0 near_point -1559.2905 929.6689 radius 5.0 5.0 in_car 
then     
    105@ = 6
    05D1: AS_actor 111@ drive_car 101@ to -1555.6062 739.5186 6.6339 speed 60.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 6 
    00EE:   actor 111@ 0 near_point -1555.6062 739.5186 radius 5.0 5.0 in_car 
then       
    105@ = 7
    05D1: AS_actor 111@ drive_car 101@ to -2252.8503 732.3344 48.8911 speed 80.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 7 
    00EE:   actor 111@ 0 near_point -2252.8503 732.3344 radius 5.0 5.0 in_car 
then       
    105@ = 8
    05D1: AS_actor 111@ drive_car 101@ to -2259.4343 543.6852 34.6876 speed 30.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 8 
    00EE:   actor 111@ 0 near_point -2259.4343 543.6852 radius 5.0 5.0 in_car 
then      
    105@ = 9
    05D1: AS_actor 111@ drive_car 101@ to -2224.7908 509.0241 34.616 speed 40.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 9 
    00EE:   actor 111@ 0 near_point -2224.7908 509.0241 radius 5.0 5.0 in_car 
then  
    105@ = 10
    05D1: AS_actor 111@ drive_car 101@ to -2013.1091 504.0117 34.6894 speed 35.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 10 
    00EE:   actor 111@ 0 near_point -2013.1091 504.0117 radius 5.0 5.0 in_car 
then 
    105@ = 11   
    05D1: AS_actor 111@ drive_car 101@ to -1970.8275 574.1412 34.7658 speed 30.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 11 
    00EE:   actor 111@ 0 near_point -1970.8275 574.1412 radius 5.0 5.0 in_car 
then  
    105@ = 12
    05D1: AS_actor 111@ drive_car 101@ to -1898.0096 618.3755 34.6113 speed 45.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 12 
    00EE:   actor 111@ 0 near_point -1898.0096 618.3755 radius 5.0 5.0 in_car 
then
    105@ = 13
    05D1: AS_actor 111@ drive_car 101@ to -1897.7644 716.1144 44.8926 speed 40.0 3 model #HOTKNIFE 2
end
if  and 
    105@ == 13 
    00EE:   actor 111@ 0 near_point -1897.7644 716.1144 radius 5.0 5.0 in_car 
then 
    105@ = 0
    05D1: AS_actor 111@ drive_car 101@ to -1876.5288 729.6099 44.889 speed 60.0 3 model #HOTKNIFE 2
end

//The route taken by "Dangerous" the Bandito driver   
if  and 
    106@ == 0
    00EE:   actor 112@ 0 near_point -1876.5288 734.1003 radius 5.0 5.0 in_car 
then
    106@ = 1
    05D1: AS_actor 112@ drive_car 102@ to -1560.575 731.4399 6.6341 speed 45.0 3 model #BANDITO 2 
end
if  and 
    106@ == 1
    00EE:   actor 112@ 0 near_point -1560.575 731.4399 radius 5.0 5.0 in_car 
then
    106@ = 2
    05D1: AS_actor 112@ drive_car 102@ to -1565.2186 524.0496 6.6406 speed 45.0 3 model #BANDITO 2
end
if  and 
    106@ == 2 
    00EE:   actor 112@ 0 near_point -1565.2186 524.0496 radius 5.0 5.0 in_car 
then
    106@ = 3    
    05D1: AS_actor 112@ drive_car 102@ to -1530.7471 512.3269 6.7739 speed 30.0 3 model #BANDITO 2
end
if  and 
    106@ == 3 
    00EE:   actor 112@ 0 near_point -1530.7471 512.3269 radius 5.0 5.0 in_car 
then 
    106@ = 4
    05D1: AS_actor 112@ drive_car 102@ to -1565.2103 628.3104 6.6559 speed 45.0 3 model #BANDITO 2
end
if  and 
    106@ == 4 
    00EE:   actor 112@ 0 near_point -1565.2103 628.3104 radius 5.0 5.0 in_car 
then
    106@ = 5
    05D1: AS_actor 112@ drive_car 102@ to -1700.006 641.5153 23.9548 speed 25.0 3 model #BANDITO 2
end
if  and 
    106@ == 5 
    00EE:   actor 112@ 0 near_point -1700.006 641.5153 radius 5.0 5.0 in_car 
then     
    106@ = 6
    05D1: AS_actor 112@ drive_car 102@ to -1815.3276 606.1099 34.5424 speed 60.0 3 model #BANDITO 2
end
if  and 
    106@ == 6 
    00EE:   actor 112@ 0 near_point -1815.3276 606.1099 radius 5.0 5.0 in_car 
then       
    106@ = 7
    05D1: AS_actor 112@ drive_car 102@ to -1973.1564 582.7813 34.888 speed 80.0 3 model #BANDITO 2
end
if  and 
    106@ == 7 
    00EE:   actor 112@ 0 near_point -1973.1564 582.7813 radius 5.0 5.0 in_car 
then       
    106@ = 8
    05D1: AS_actor 112@ drive_car 102@ to -2513.4531 564.0639 14.0589 speed 30.0 3 model #BANDITO 2
end
if  and 
    106@ == 8 
    00EE:   actor 112@ 0 near_point -2513.4531 564.0639 radius 5.0 5.0 in_car 
then      
    106@ = 9
    05D1: AS_actor 112@ drive_car 102@ to -2525.9475 599.9716 20.6522 speed 40.0 3 model #BANDITO 2
end
if  and 
    106@ == 9 
    00EE:   actor 112@ 0 near_point -2525.9475 599.9716 radius 5.0 5.0 in_car 
then  
    106@ = 10
    05D1: AS_actor 112@ drive_car 102@ to -2517.3933 1106.3431 55.1737 speed 90.0 3 model #BANDITO 2
end
if  and 
    106@ == 10 
    00EE:   actor 112@ 0 near_point -2517.3933 1106.3431 radius 5.0 5.0 in_car 
then 
    106@ = 11   
    05D1: AS_actor 112@ drive_car 102@ to -2277.7314 1054.433 55.1767 speed 30.0 3 model #BANDITO 2
end
if  and 
    106@ == 11 
    00EE:   actor 112@ 0 near_point -2277.7314 1054.433 radius 5.0 5.0 in_car 
then  
    106@ = 12
    05D1: AS_actor 112@ drive_car 102@ to -1929.2831 1051.6831 50.5025 speed 45.0 3 model #BANDITO 2
end
if  and 
    106@ == 12 
    00EE:   actor 112@ 0 near_point -1929.2831 1051.6831 radius 5.0 5.0 in_car 
then
    106@ = 13
    05D1: AS_actor 112@ drive_car 102@ to -1887.4852 1022.8636 41.2631 speed 40.0 3 model #BANDITO 2
end
if  and 
    106@ == 13 
    00EE:   actor 112@ 0 near_point -1887.4852 1022.8636 radius 5.0 5.0 in_car 
then 
    106@ = 14
    05D1: AS_actor 112@ drive_car 102@ to -1894.8376 844.7553 34.6122 speed 60.0 3 model #BANDITO 2
end
if  and 
    106@ == 14 
    00EE:   actor 112@ 0 near_point -1894.8376 844.7553 radius 5.0 5.0 in_car 
then 
    106@ = 0
    05D1: AS_actor 112@ drive_car 102@ to -1876.5288 734.1003 44.889 speed 60.0 3 model #BANDITO 2
end
     
//The route taken by "Pro" the Hustler driver          
if  and 
    107@ == 0
    00EE:   actor 113@ 0 near_point -1911.9954 729.6099 radius 5.0 5.0 in_car 
then
    107@ = 1
    05D1: AS_actor 113@ drive_car 103@ to -1572.2338 732.1025 6.6874 speed 45.0 3 model #HUSTLER 5
    //067C: put_camera_on_actor 113@ with_offset 0.0 -12.0 2.0 rotation 0.0 0.0 0.0 0.0 2 
end
if  and 
    107@ == 1
    00EE:   actor 113@ 0 near_point -1572.2338 732.1025 radius 5.0 5.0 in_car 
then
    107@ = 2
    05D1: AS_actor 113@ drive_car 103@ to -1517.1074 717.6541 6.7802 speed 45.0 3 model #HUSTLER 5
end
if  and 
    107@ == 2 
    00EE:   actor 113@ 0 near_point -1517.1074 717.6541 radius 5.0 5.0 in_car 
then
    107@ = 3    
    05D1: AS_actor 113@ drive_car 103@ to -1527.3855 731.3843 6.7823 speed 45.0 3 model #HUSTLER 5
end
if  and 
    107@ == 3 
    00EE:   actor 113@ 0 near_point -1527.3855 731.3843 radius 5.0 5.0 in_car 
then 
    107@ = 4
    05D1: AS_actor 113@ drive_car 103@ to -1885.0167 736.4655 44.8927 speed 45.0 3 model #HUSTLER 5
end
if  and 
    107@ == 4 
    00EE:   actor 113@ 0 near_point -1885.0167 736.4655 radius 5.0 5.0 in_car 
then
    107@ = 5
    05D1: AS_actor 113@ drive_car 103@ to -1901.6123 772.2904 42.6673 speed 55.0 3 model #HUSTLER 5
end
if  and 
    107@ == 5 
    00EE:   actor 113@ 0 near_point -1901.6123 772.2904 radius 5.0 5.0 in_car 
then     
    107@ = 6
    05D1: AS_actor 113@ drive_car 103@ to -1902.1887 920.2514 34.6172 speed 30.0 3 model #HUSTLER 5
end
if  and 
    107@ == 6 
    00EE:   actor 113@ 0 near_point -1902.1887 920.2514 radius 5.0 5.0 in_car 
then       
    107@ = 7
    05D1: AS_actor 113@ drive_car 103@ to -2016.6355 925.4031 44.9727 speed 50.0 3 model #HUSTLER 5
end
if  and 
    107@ == 7 
    00EE:   actor 113@ 0 near_point -2016.6355 925.4031 radius 5.0 5.0 in_car 
then       
    107@ = 8
    05D1: AS_actor 113@ drive_car 103@ to -2036.5781 945.5 49.1005 speed 20.0 2 model #HUSTLER 5
end
if  and 
    107@ == 8 
    00EE:   actor 113@ 0 near_point -2036.5781 945.5 radius 5.0 5.0 in_car 
then      
    107@ = 9
    05D1: AS_actor 113@ drive_car 103@ to -2046.6855 913.5 53.6433 speed 20.0 2 model #HUSTLER 5
end
if  and 
    107@ == 9 
    00EE:   actor 113@ 0 near_point -2046.6855 913.5 radius 5.0 5.0 in_car 
then  
    107@ = 10
    05D1: AS_actor 113@ drive_car 103@ to -2065.2205 945.5 59.8487 speed 20.0 2 model #HUSTLER 5
end
if  and 
    107@ == 10 
    00EE:   actor 113@ 0 near_point -2065.2205 945.5 radius 5.0 5.0 in_car 
then 
    107@ = 11   
    05D1: AS_actor 113@ drive_car 103@ to -2076.4075 913.5 64.5502 speed 20.0 2 model #HUSTLER 5
end
if  and 
    107@ == 11 
    00EE:   actor 113@ 0 near_point -2076.4075 913.5 radius 5.0 5.0 in_car 
then  
    107@ = 12
    05D1: AS_actor 113@ drive_car 103@ to -2096.0 945.5 70.6359 speed 20.0 2 model #HUSTLER 5
end
if  and 
    107@ == 12 
    00EE:   actor 113@ 0 near_point -2096.0 945.5 radius 5.0 5.0 in_car 
then
    107@ = 13
    05D1: AS_actor 113@ drive_car 103@ to -2100.5549 913.5 76.2899 speed 20.0 2 model #HUSTLER 5
end
if  and 
    107@ == 13 
    00EE:   actor 113@ 0 near_point -2100.5549 913.5 radius 5.0 5.0 in_car 
then 
    107@ = 14
    05D1: AS_actor 113@ drive_car 103@ to -2252.5012 917.6755 66.0935 speed 40.0 3 model #HUSTLER 5
end
if  and 
    107@ == 14 
    00EE:   actor 113@ 0 near_point -2252.5012 917.6755 radius 5.0 5.0 in_car 
then 
    107@ = 15
    05D1: AS_actor 113@ drive_car 103@ to -2259.4343 543.6852 34.6876 speed 60.0 3 model #HUSTLER 5
end
if  and 
    107@ == 15
    00EE:   actor 113@ 0 near_point -2259.4343 543.6852 radius 5.0 5.0 in_car 
then
    107@ = 16
    05D1: AS_actor 113@ drive_car 103@ to -2224.7908 509.0241 34.616 speed 65.0 3 model #HUSTLER 5
end
if  and 
    107@ == 16
    00EE:   actor 113@ 0 near_point -2224.7908 509.0241 radius 5.0 5.0 in_car 
then
    107@ = 17
    05D1: AS_actor 113@ drive_car 103@ to -2013.1091 504.0117 34.6894 speed 75.0 3 model #HUSTLER 5
end
if  and 
    107@ == 17 
    00EE:   actor 113@ 0 near_point -2013.1091 504.0117 radius 5.0 5.0 in_car 
then
    107@ = 18   
    05D1: AS_actor 113@ drive_car 103@ to -1970.8275 574.1412 34.7658 speed 80.0 3 model #HUSTLER 5
end
if  and 
    107@ == 18 
    00EE:   actor 113@ 0 near_point -1970.8275 574.1412 radius 5.0 5.0 in_car 
then 
    107@ = 19
    05D1: AS_actor 113@ drive_car 103@ to -1898.0096 618.3755 34.6113 speed 85.0 3 model #HUSTLER 5
end
if  and 
    107@ == 19 
    00EE:   actor 113@ 0 near_point -1898.0096 618.3755 radius 5.0 5.0 in_car 
then
    107@ = 20
    05D1: AS_actor 113@ drive_car 103@ to -1897.7644 716.1144 44.8926 speed 95.0 3 model #HUSTLER 5
end
if  and 
    107@ == 20 
    00EE:   actor 113@ 0 near_point -1897.7644 716.1144 radius 5.0 5.0 in_car 
then     
    107@ = 0
    05D1: AS_actor 113@ drive_car 103@ to -1911.9954 729.6099 44.889 speed 100.0 3 model #HUSTLER 5
end

//The route taken by "Intox" the BF Injection driver
if  
    108@ == 0 
then
    108@ = 1
    05D1: AS_actor 114@ drive_car 104@ to -1571.7915 732.0112 6.7028 speed 90.0 3 model #BFINJECT 5
    //067C: put_camera_on_actor 114@ with_offset 0.0 -12.0 2.0 rotation 0.0 0.0 0.0 0.0 2 
end
if  and 
    108@ == 1
    00EE:   actor 114@ 0 near_point -1571.7915 732.0112 radius 5.0 5.0 in_car 
then
    108@ = 2
    05D1: AS_actor 114@ drive_car 104@ to -1505.4663 819.6904 6.812 speed 90.0 3 model #BFINJECT 5
end
if  and 
    108@ == 2 
    00EE:   actor 114@ 0 near_point -1505.4663 819.6904 radius 5.0 5.0 in_car 
then
    108@ = 3    
    05D1: AS_actor 114@ drive_car 104@ to -1503.3589 956.7382 6.812 speed 90.0 3 model #BFINJECT 5
end
if  and 
    108@ == 3 
    00EE:   actor 114@ 0 near_point -1503.3589 956.7382 radius 5.0 5.0 in_car 
then 
    108@ = 4
    05D1: AS_actor 114@ drive_car 104@ to -1576.6689 1028.1532 6.708 speed 90.0 3 model #BFINJECT 5
end
if  and 
    108@ == 4 
    00EE:   actor 114@ 0 near_point -1576.6689 1028.1532 radius 5.0 5.0 in_car 
then
    108@ = 5
    05D1: AS_actor 114@ drive_car 104@ to -1792.9341 1389.0493 6.8451 speed 95.0 3 model #BFINJECT 5
end
if  and 
    108@ == 5 
    00EE:   actor 114@ 0 near_point -1792.9341 1389.0493 radius 5.0 5.0 in_car 
then     
    108@ = 6
    05D1: AS_actor 114@ drive_car 104@ to -2132.9153 1340.4254 6.7741 speed 90.0 3 model #BFINJECT 5
end
if  and 
    108@ == 6 
    00EE:   actor 114@ 0 near_point -2132.9153 1340.4254 radius 5.0 5.0 in_car 
then       
    108@ = 7
    05D1: AS_actor 114@ drive_car 104@ to -2573.2083 1383.0286 6.7886 speed 90.0 3 model #BFINJECT 5
end
if  and 
    108@ == 7 
    00EE:   actor 114@ 0 near_point -2573.2083 1383.0286 radius 5.0 5.0 in_car 
then       
    108@ = 8
    05D1: AS_actor 114@ drive_car 104@ to -2820.2129 1279.1144 5.0811 speed 90.0 3 model #BFINJECT 5
end
if  and 
    108@ == 8 
    00EE:   actor 114@ 0 near_point -2820.2129 1279.1144 radius 5.0 5.0 in_car 
then      
    108@ = 9
    05D1: AS_actor 114@ drive_car 104@ to -2827.0715 947.8137 43.5526 speed 80.0 3 model #BFINJECT 5
end
if  and 
    108@ == 9 
    00EE:   actor 114@ 0 near_point -2827.0715 947.8137 radius 5.0 5.0 in_car 
then  
    108@ = 10
    05D1: AS_actor 114@ drive_car 104@ to -2868.5015 747.8549 30.5874 speed 70.0 3 model #BFINJECT 5
end
if  and 
    108@ == 10 
    00EE:   actor 114@ 0 near_point -2868.5015 747.8549 radius 5.0 5.0 in_car 
then 
    108@ = 11   
    05D1: AS_actor 114@ drive_car 104@ to -2899.2466 464.2876 4.5386 speed 60.0 3 model #BFINJECT 5
end
if  and 
    108@ == 11 
    00EE:   actor 114@ 0 near_point -2899.2466 464.2876 radius 5.0 5.0 in_car 
then  
    108@ = 12
    05D1: AS_actor 114@ drive_car 104@ to -2817.5317 368.9806 4.1345 speed 50.0 3 model #BFINJECT 5
end
if  and 
    108@ == 12 
    00EE:   actor 114@ 0 near_point -2817.5317 368.9806 radius 5.0 5.0 in_car 
then
    108@ = 13
    05D1: AS_actor 114@ drive_car 104@ to -2879.241 346.349 12.1307 speed 20.0 2 model #BFINJECT 5
end
if  and 
    108@ == 13 
    00EE:   actor 114@ 0 near_point -2879.241 346.349 radius 5.0 5.0 in_car 
then 
    108@ = 14
    05D1: AS_actor 114@ drive_car 104@ to -2899.53 151.0114 4.8961 speed 40.0 2 model #BFINJECT 5
end
if  and 
    108@ == 14 
    00EE:   actor 114@ 0 near_point -2899.53 151.0114 radius 5.0 5.0 in_car 
then 
    108@ = 15
    05D1: AS_actor 114@ drive_car 104@ to -2921.0945 -647.8335 4.5706 speed 60.0 2 model #BFINJECT 5
end
if  and 
    108@ == 15
    00EE:   actor 114@ 0 near_point -2921.0945 -647.8335 radius 5.0 5.0 in_car 
then
    108@ = 16
    05D1: AS_actor 114@ drive_car 104@ to -2907.406 -737.2327 13.2617 speed 65.0 2 model #BFINJECT 5
end
if  and 
    108@ == 16
    00EE:   actor 114@ 0 near_point -2907.406 -737.2327 radius 5.0 5.0 in_car 
then
    108@ = 17
    05D1: AS_actor 114@ drive_car 104@ to -2799.4712 -214.0114 6.648 speed 75.0 3 model #BFINJECT 5
end
if  and 
    108@ == 17 
    00EE:   actor 114@ 0 near_point -2799.4712 -214.0114 radius 5.0 5.0 in_car 
then
    108@ = 18   
    05D1: AS_actor 114@ drive_car 104@ to -2445.9644 -206.9274 34.1027 speed 80.0 3 model #BFINJECT 5
end
if  and 
    108@ == 18 
    00EE:   actor 114@ 0 near_point -2445.9644 -206.9274 radius 5.0 5.0 in_car 
then 
    108@ = 19
    05D1: AS_actor 114@ drive_car 104@ to -2182.8965 -188.6415 34.8022 speed 85.0 2 model #BFINJECT 5
end
if  and 
    108@ == 19 
    00EE:   actor 114@ 0 near_point -2182.8965 -188.6415 radius 5.0 5.0 in_car 
then
    108@ = 20
    05D1: AS_actor 114@ drive_car 104@ to -2142.1526 872.3486 77.2987 speed 95.0 3 model #BFINJECT 5
end
if  and 
    108@ == 20 
    00EE:   actor 114@ 0 near_point -2142.1526 872.3486 radius 5.0 5.0 in_car 
then     
    108@ = 1
    05D1: AS_actor 114@ drive_car 104@ to -1571.7915 732.0112 6.7028 speed 100.0 3 model #BFINJECT 5
end
//Repeat the loop
jump @MISSN_13_190

:MISSN_13_400
00BE: text_clear_all 
03E6: remove_text_box 
$7613 = 0
gosub @MISSN_13_800  //Sucess!
  
0925: restore_camera_to_user_defined 
Camera.SetBehindPlayer
02A3: enable_widescreen 0 
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut

return   //End Thread

//You're a LOSER! 
:MISSN_13_600
$7613 = 0
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
//This is point to return to the station and retry the mission.
$CRASH_MARKER = Marker.CreateIconAndSphere(16, -1635.8995, 721.0715, 14.6169)
return

:MISSN_13_800
fade 0 2000
:MISSN_13_810
wait 0
if
not fading
jf @MISSN_13_810
03CB: set_rendering_origin_at -1639.4326 673.3194 -5.6704 
00A1: put_actor $PLAYER_ACTOR at -1639.4326 673.3194 -5.6704 
068B: set_car 15@ all_disembark 
015F: set_camera_position -1635.0 694.0 -2.5 rotation 0.0 0.0 0.0
0160: set_camera_point_at -1639.4326 673.3194 -5.6704 mode 2 
02A3: enable_widescreen true 
fade 1 2000  
:MISSN_13_820
wait 0
if
not fading
jf @MISSN_13_820               
07CD: AS_actor 109@ walk_to -1636.596 674.0245 -5.2422 stop_with_angle 180.0 within_radius 2.0
0605: actor 109@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
wait 8000
015F: set_camera_position -1632.0 674.75 -5.0 rotation 0.0 0.0 0.0
0160: set_camera_point_at -1639.4326 673.3194 -5.6704 mode 2 
0605: actor 109@ perform_animation_sequence "IDLE_TIRED" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
wait 6000
015F: set_camera_position -1640.1562 674.7242 -4.2422 rotation 0.0 0.0 0.0
0160: set_camera_point_at -1635.4326 673.3194 -5.2422 mode 2 
0605: actor 109@ perform_animation_sequence "IDLE_CHAT" IFP_file "PED" 4.0 loop 0 0 0 0 time -1
wait 3000
015F: set_camera_position -1630.2467 690.5403 -4.2422 rotation 0.0 0.0 0.0
0160: set_camera_point_at -1635.4326 673.3194 -5.2422 mode 2 
07CD: AS_actor 109@ walk_to -1630.2467 695.5403 -5.2422 stop_with_angle 155.0 within_radius 4.0
07CD: AS_actor $PLAYER_ACTOR walk_to -1630.2467 690.5403 -5.2422 stop_with_angle 180.0 within_radius 4.0 
07CD: AS_actor 16@ walk_to -1629.5 692.5403 -5.2422 stop_with_angle 270.0 within_radius 4.0 
07CD: AS_actor 17@ walk_to -1630.0 694.5403 -5.2422 stop_with_angle 270.0 within_radius 4.0 
:MISSN_13_880
wait 0
if
00ED:   actor $PLAYER_ACTOR 0 near_point -1630.2467 695.5403 radius 5.0 5.0 on_foot 
jf @MISSN_13_880
06AB: set_actor 109@ all_weapons_hidden 0 
0667: AS_actor 109@ aim_at -1639.4326 673.3194 -5.6704 1200 ms 
0668: AS_actor 109@ rotate_and_shoot_at -1639.4326 673.3194 -5.6704 2000 ms
067C: put_camera_on_actor 109@ with_offset 0.5 3.0 -0.5 rotation 0.0 0.0 0.0 0.0 2 
wait 1000
015F: set_camera_position -1630.2467 690.5403 -4.2422 rotation 0.0 0.0 0.0
0160: set_camera_point_at -1635.4326 673.3194 -5.2422 mode 2 
wait 500 
020B: explode_car 15@

:MISSN_13_890
$CRASH_TOTAL_PASSED_MISSIONS += 1 
030C: progress_made += 1 
0394: play_music 1 
Player.ClearWantedLevel($PLAYER_CHAR)
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 1
wait 5000
02A3: enable_widescreen false 
 
return 

:MISSN_13_CLEANUP
$ONMISSION = 0 
Actor.DestroyWithFade(16@)
Actor.DestroyWithFade(17@)
Actor.DestroyWithFade(109@)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker 90@
0164: disable_marker 91@
0164: disable_marker 92@
0164: disable_marker 93@
Model.Destroy(#HOTKNIFE)
Model.Destroy(#HUSTLER)
Model.Destroy(#COPCARLA)
Model.Destroy(#DESERT_EAGLE)
Model.Destroy(#COLT45)
Model.Destroy(#WMYMECH)
Model.Destroy(#BFINJECT)
Model.Destroy(#BANDITO)
Model.Destroy(#WMYBMX)
Model.Destroy(#WFYCLOT)
mission_cleanup 
return 















