0002: jump ££Second Segment
03A4: name thread 'MAIN'
016A: fade  0 ()  0 ms
042C: set total missions to  147
030D: set total mission points to  187
0997:  1339 
01F0: set max wanted level to  6
0111: set wasted busted check to  0 (disabled)
00C0: set current time  8  0
04E4: unknown refresh game renderer at  2488.562 -1666.864
03CB: set camera  2488.562 -1666.864  13.3757
062A: change stat  165 (energy) to  800.0  ; float
0629: change stat  181 (islands unlocked) to  0  ; integer see statdisp.dat
0053: $PLAYER_CHAR = create player #NULL at  2488.562 -1666.864  12.8757
06CF:  0 
0746:  1  8  0 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
01F5: $PLAYER_ACTOR = create emulated actor from player $PLAYER_CHAR
0373: set camera directly behind player
0173: set actor $PLAYER_ACTOR z angle to  262.0
0417: start mission  0   ; Originally: Initial 1
0001: wait  0 ms
0004: $121 =  0  ;; integer values
0213: $669 = create pickup #INFO type  3 at  2027.77 -1420.52  16.49
0005: $166 =  292.33  ;; floating-point values
0180: set on mission flag to $ON_MISSION
04AE: unknown $441 radar icon or model  15
04CE: $31 = create icon marker without sphere  18 at  2447.364 -1974.496  12.5469
02A7: $439 = create icon marker and sphere $441 at $459 $460 $461
0570: $630 = create asset radar marker with icon  36 at $2367 $2368 $2369
04A6: $710 = create asset money pickup at  2508.359 -1676.538  12.579 money  10000 $712
0517: $BUY_ASSET_PICKUP = create unavailable asset pickup 'PROP 4' at $BUY_ASSET_PICKUP_X $BUY_ASSET_PICKUP_Y $BUY_ASSET_PICKUP_Z  ; You cannot buy this property yet.
0107: $2705 = create object #AD FLATDOOR at  1833.36 -1995.45  12.5
01E8: create forbidden for cars cube  2500.0 -1677.0  20.0  2430.0 -1653.0  0.0
014B: $PARKED_RHINO = init parked car generator #RHINO -1 -1  1 alarm  0 door lock  0  0  10000 at  2435.302 -1671.848  12.8007 angle  90.0
014C: set parked car generator $PARKED_RHINO cars to generate to  0
0914: init external script  0 (PLAYER PARACHUTE) 
0929: init external script with object trigger  4 (SLOT MACHINE) object #KB BANDIT U priority  100  6.0  1 
07D3: 'HOUSE' = init external script named handle  23 (BURG BRAINS)
0884: 'DANCER' = init external script named handle  52 (DANCER) 
0928: init external script with actor trigger  19 (DEALER) actor model #BMYDRUG priority  100 
08E8: assign external script handle 'DEALER' to actor model #BMYDRUG 
0776: init objects in object group "CRACK" 
0363: toggle model render at -2166.86 -236.5  40.86 radius  40.0 object #CRACKFACT SFS  1
004F: create thread ££Two Player Thread 
00D7: create thread with wasted busted check ££Fake Thread Does Nothing 1
09BA:  0 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump if false ££MAIN 391
01B6: set weather  1
087B: set player $PLAYER_CHAR clothes "VEST" "VEST"  0 
070D: $PLAYER_CHAR 
0793: (unknown)
0169: set fade color  0  0  0
04BB: select interior  0  
01B4: set player $PLAYER_CHAR frozen state  1 (unfrozen)
01B7: release weather
077E: $ACTIVE_INTERIOR = active interior
0652: $ISLANDS_UNLOCKED = stat  181 (islands unlocked)  ; integer
07D0: $WEEKDAY = weekday
09FB: $154 
0842: $1866 = unknown player $PLAYER_CHAR data
01BD: $5283 = current time in ms
0038:   $672 ==  1  ;; integer values
0084: $5282 = $5283  ;; integer values and handles
0060: $5282 -= $5284  ;; integer values
0028:   $5282 >=  180000  ;; integer values
03B0:   garage 'BODLAWN' door open
0926: $EXTERNAL_SCRIPT_STATUS = external script status  66 (CARMOD1) 
08A9: load external script  66 (CARMOD1) 
08AB:   external script  66 (CARMOD1) loaded
0913: run external script  66 (CARMOD1) 
090F: end external script  66 (CARMOD1) 
0491:   actor $PLAYER_ACTOR has weapon  46 
001A:    10 > $SYNDICATE_MISSIONS_PASSED  ;; integer values
0018:   $CATALINA_MISSIONS_PASSED >  2  ;; integer values
00BF: $TIME_HOURS = current time hours, $TIME_MINS = current time minutes
0008: $89 +=  1  ;; integer values
00EC:   actor $PLAYER_ACTOR  0 ()near point  1812.369 -1929.922 radius  80.0  80.0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near point  1812.369 -1929.922 radius  500.0  500.0
0871: init jump table $VIDEO_GAME total jumps  8  0 ££MAIN 597 jumps  0 ££MAIN 571  1 ££MAIN 574  2 ££MAIN 577  3 ££MAIN 580  4 ££MAIN 583  5 ££MAIN 586  6 ££MAIN 589 
0872: jump table jumps  7 ££MAIN 592 -1 ££MAIN 597 -1 ££MAIN 597 -1 ££MAIN 597 -1 ££MAIN 597 -1 ££MAIN 597 -1 ££MAIN 597 -1 ££MAIN 597 -1 ££MAIN 597 
00BA: text styled 'BEEFY'  1000 ms  2  ; Beefy Baron
0050: gosub ££Fade Back Subroutine
00A3:   actor $PLAYER_ACTOR  0 ()in rectangle  2037.536  2365.372  2117.176  2483.922
04A3:   unknown $1866 ==  1
00FE:   actor $PLAYER_ACTOR  0 ()near point  658.0068 -1866.313  4.4537 radius  15.0  15.0  15.0
001C:   $5344 > $5346  ;; integer values
004E: end thread
00FF:   actor $PLAYER_ACTOR  0 ()near point on foot $459 $460 $461 radius  1.0  1.0  2.0
03EE:   player $PLAYER_CHAR controllable
03E6: remove text box
0956: $47 
00BE: text clear all
00BC: text highpriority 'MTIME3'  1000 ms  1  ; ~s~Come back between 9:00 and 17:00.
03E5: text box 'HELP101'  ; Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
00DF:   actor $PLAYER_ACTOR driving
03C0: $2197 = actor $PLAYER_ACTOR car
096E:   car $2197 lowrider
0164: disable marker $483
0051: return
02A3: toggle widescreen  1 (on)
015F: set camera position  664.9277 -479.6112  16.1668  0.0  0.0  0.0
0160: point camera  665.8948 -479.5685  16.4175  2
0395: clear area  1 at  681.8004 -474.1063  15.5363 range  3.0
05D3: unknown action sequence $PLAYER_ACTOR  681.8004 -474.1063  15.5363  4  3000 
0811: $48 = actor $PLAYER_ACTOR car
08EC: $49 = car $48 type
8038:   NOT   $ACTIVE_INTERIOR ==  0  ;; integer values
07FB: set interior 'GYM1' accessible  1   ; Ganton Gym
09E8: $720 = actor $PLAYER_ACTOR active interior
0A2D:  0 
89BE:   NOT (unknown)
08B4: $390  1 
0602: $PLAYER_ACTOR 
00DD:   actor $PLAYER_ACTOR driving vehicle type #AMBULAN
056C:   actor $PLAYER_ACTOR driving police vehicle
82BF:   NOT   car $63 sunk
8596:   NOT $PLAYER_CHAR
88FE:   NOT (unknown)
00E1:   key pressed  0  19
8256:   NOT   player $PLAYER_CHAR defined
8602:   NOT $PLAYER_ACTOR 
09BE: (unknown)
80DD:   NOT   actor $PLAYER_ACTOR driving vehicle type #AMBULAN
856C:   NOT   actor $PLAYER_ACTOR driving police vehicle
8981:   NOT   train $63 wrecked
03D5: remove text 'TTUTOR'  ; Press ~C~ to toggle taxi missions on or off.
88B4:   NOT $390  1 
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near point $2343 $2344 $2345 radius  3.0  3.0  3.0
0215: destroy pickup $BUY_ASSET_PICKUP
0518: $BUY_ASSET_PICKUP = create available asset pickup 'PROP 3' at $BUY_ASSET_PICKUP_X $BUY_ASSET_PICKUP_Y $BUY_ASSET_PICKUP_Z price $1653  ; Press ~K~ to buy this property.
0214:   pickup $BUY_ASSET_PICKUP picked up
097A: $BUY_ASSET_PICKUP_X $BUY_ASSET_PICKUP_Y $BUY_ASSET_PICKUP_Z  1149 
0A40:  1685.7 -2238.9  14.0  14 $795 
0A41: $795 
058C: $815 = percentage completed
0394: play music  2
030C: set mission points +=  1
002A:    0 >= $359(4)  ;; integer values
032B: $811 = create weapon pickup #M4  15 ammo  60 at  2021.879  1001.467  10.3203
08E1: $801 = tags sprayed
0237: gang weapons  1  24  29  4 
0030:   $815 >=  100.0  ;; floating-point values
0109: player $PLAYER_CHAR money +=  1000000
08E2: $711 = gang turf controlled
0010: $712 *=  50  ;; integer values
094A: $710 $712 
09B4:  345.5621  306.2212  10.0  16384  0 
04F9: interior colors  1  0
057E: make radar grey  1
0860: link actor $PLAYER_ACTOR to interior  6 
00A1: put actor $PLAYER_ACTOR at  345.5621  306.2212  998.4484
02EB: restore camera with jumpcut
04FA: reset interior colors  0
002C:   $883 >= $885  ;; integer values 
03D8: show save screen
83D9:   NOT   save done
016B:   fading
0687: $PLAYER_ACTOR 
0512: permanent text box 'HOSP 1'  ; If your health reaches zero, you will pass out and you will be treated at the local medical center.
0965:   actor $PLAYER_ACTOR in water
03E7: flash hud  10
847A:   NOT $PLAYER_ACTOR
02D8:   actor $PLAYER_ACTOR currentweapon ==  28
03CF: load wav  11805 as  1
83D0:   NOT   wav  1 loaded
03D1: play wav  1
83D2:   NOT   wav  1 ended
0459: end thread named 'INT'
034D:   object $2708 at angle  0.0 then rotate by angle  360.0 flag  0
0792: $PLAYER_ACTOR 
08F8:  1 
0039:   @1 ==  0  ;; integer values
008B: @3 = $16  ;; integer values and handles
000A: @3 +=  3000  ;; integer values
005A: @3 += @1  ;; integer values 
001E:   $16 > @3  ;; integer values
0340: set text draw color  180  180  180  255
033E: text draw  320.0  180.333 'BJ PUSH'  ; Push
0019:   @0 >  0  ;; integer values
045A: text draw 1number  320.0  155.333 'ALLRACE' @0
008A: $3395 = @0  ;; integer values and handles
03E4: set text draw align right  0
0341: unknown text stuff  0
0343: set text linewidth  640.0
0348: set text draw proportional  1
0345: set text draw in box  0
033F: set text draw letter width height  1.3  3.36
0342: set text draw centered  1
081C:  2  0  0  0  255 
0349: text draw style =  3  
0904:  6 $3396 $3397 $3398 $3399 
03CA:   object $2726 exists
0471:   unknown actor $PLAYER_ACTOR near object $2726 radius  50.0  50.0 unknown  0
0006: @0 = -1  ;; integer values
87D6:   NOT @0 $1012 
044B:   actor $PLAYER_ACTOR has objective
8A03:   NOT (unknown)
810F:   NOT   player $PLAYER_CHAR wanted level >  0
018B: show on radar $1629  2
0208: @17 = random float -.2  .2
005B: @4 += @17  ;; floating-point values 
000B: @6 +=  .1  ;; floating-point values
0025:   @3 > @6  ;; floating-point values  
0023:    0.0 > @7  ;; floating-point values
0007: @7 =  0.0  ;; floating-point values
0087: @17 = @3  ;; floating-point values only
0063: @18 -= @6  ;; floating-point values 
0013: @17 *=  9.8  ;; floating-point values 
0073: @18 /= @17  ;; floating-point values 
01FB: @28 = square root @18
006B: @18 *= @28  ;; floating-point values
04D9: object @0 set scripted collision check  1
0382: set object @0 collision detection  1
0550: unknown keep object @0 in memory  1
84DA:   NOT   has object @0 collided
0085: @13 = @12  ;; integer values and handles
0062: @13 -= @11  ;; integer values 
0093: @14 = integer to float @13  
0017: @14 /=  1000.0  ;; floating-point values 
0088: $75 = @17  ;; floating-point values only
005F: $75 += @18  ;; floating-point values 
006D: $73 *= @17  ;; floating-point values
005D: @20 += $73  ;; floating-point values 
0815: @0 @20 @21 @22 
0392: object @0 toggle in moving list  1
0381: throw object @0 distance @23 @24 @25
876F:   NOT (unknown)
0984: @9 @15 
0248:   model @15 available
097B: @0  1011 
02FD: text 2numbers lowpriority 'BB 05' $1926 $1927  5000 ms  1  ; ~b~1 Pointer!~s~ Distance ~1~.~1~m
008F: @17 = integer to float $1926  
8424:   NOT   metric
0425: unknown metric stuff @17 = @17
0628:  2 @17 
01BB: store object @0 position to $73 $74 $75
050A: @17 = distance between $73 $74 $75 and @4 @5 @6 
0065: @20 -= $73  ;; floating-point values 
01BC: put object @0 at $73 $74 $75
0400: create coordinate @20 @21 @22 from object @9 offset @17 @18 @19
80E1:   NOT   key pressed  0  19
03C3: set timer with text to $1923 type  1 text 'BB 19'  ; Time
04F7: status text $1924  0 line  1 'BB 18'  ; Score
018A: @1 = create checkpoint at @14 @15 @16
075C:   marker @1 enabled
0058: $1924 += $1929  ;; integer values
005E: $1923 += @25  ;; integer values 
001B:    3 > @20  ;; integer values
080A: @0  2 @2 @3 @4 
02CE: @16 = ground z @2 @3 @4
0509: @17 = distance between point $73 $74 and point @14 @15
0089: @14 = $73  ;; floating-point values only
008E: @25 = float to integer $68  
006A: @25 *= @29  ;; integer values
0092: @22 = float to integer @17  
0012: @22 *= -1  ;; integer values 
8039:   NOT   @26 ==  0  ;; integer values
01E3: text 1number styled 'BB 15' $1922  5000 ms  1  ; NEW HIGH SCORE!!~n~~w~~1~
0627:  215 $1922 
0151: remove status text $1924
014F: stop timer $1923
00A5: @0 = create car #PONY at  0.0  0.0  0.0
009A: @2 = create actor  4 #MALE01 at  0.0  0.0  0.0
056E: @0 
0119:   car @0 wrecked
8119:   NOT   car @0 wrecked
00AA: store car @0 position to @3 @4 @5
0736:  28 
0803: $48 
07FF: $48  0 
01EB: set car density to  0.0
03DE: set pedestrians density multiplier to  0.0
04ED: load animation "LOWRIDER"
84EE:   NOT   animation "LOWRIDER" loaded
020A: set car @0 door status to  4
0221: set player $PLAYER_CHAR trapped in car  1
02AC: set car @0 immunities  1  1  1  1  1
0615: @15 
0812: unknown action sequence -1 "LRGIRL IDLELOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
0643: @15  1 
0616: @15 
8118:   NOT   actor @2 dead
0A32: @2 
0618: @2 @15 
0137:   car @0 id == #REMINGTN
096D: @0  7 @17 
8A32:   NOT @2 
0953: @17 
04A4: @17  3 
07B1: -1 @20 @21 @22 
09EE:  1 
803B:   NOT   @22 == @25  ;; integer values 
003B:   @18 == @21  ;; integer values 
81AD:   NOT   car @0  0 ()near point @3 @4  3.0  3.0
07D5: @0 @9 @10  0.0  0.0  0.0  0.0 
07F5: @1 $1023 $1024 $1025 $1026 
000C: $1020 -=  1  ;; integer values
803A:   NOT   $1021 == $1020  ;; integer values and handles
061B: @15 
0611: @2 "LRGIRL IDLE TO L0" 
0613: @2 "LRGIRL IDLE TO L0" @26 
8611:   NOT @2 "LRGIRL BDBNCE" 
062E: @2  1560 @17 
0955: (unknown)
04EF: release animation "LOWRIDER"
0209: @17 = random int  0  10
015B:  0  200  255 
005C: @17 += $1029  ;; integer values 
0029:   @17 >=  4  ;; integer values
0494: get joystick data  0 $17 $18 $19 $20
0021:   @26 >  64.0  ;; floating-point values
05A4: @9 @10  0.0 -1.0 @26 
040D: unload wav @3
05AA: s@5 = s$ACTOR_SPEECH_GXT_REFERENCE  
094E: @0  1 
0A09: @0  1 
03D0:   wav @3 loaded
894D:   NOT @0 
0949: @3 @0 
0967: @0  10000 
85AE:   NOT   s@5 == 'DUMMY'  
03D2:   wav @3 ended
056D:   unknown actor @0 dead but valid
0118:   actor @0 dead
094F: @0 
0968: @0 
03F0: text draw toggle  1
0390: 'LD BEAT' 
038F:  1 "CROSS" 
09FA: (unknown)
006F: @6 *= $1040  ;; floating-point values
0086: $73 = $1038  ;; floating-point values only
03E3:  1 
038D:  17 $73 $74 @20 @19  128  128  128  255 
000E: @0 -=  1  ;; integer values
0391: (unknown)
002B:    3000 >= @8  ;; integer values 
001D:   @27 > @33  ;; integer values  
0072: @1 /= @17  ;; integer values 
029B: @27 = init object #NF BLACKBOARD at  0.0  0.0  0.0
09E2: $PARKED_IMPORT_CAR = parked car generator w numberplate #EUROS -1 -1  0 alarm  50 door lock  0  0  10000 plate "IMPEXP  " at  0.0  0.0  0.0 angle  180.0
83CA:   NOT   object @27 exists
0177: set object @27 z angle to  180.0
01C7: remove object from mission cleanup list @27
05A9: s$1167 = 'IE16'  
0108: destroy object $1147
0009: $73 +=  1.741  ;; floating-point values
0519: unknown car @22 flag  1
82CA:   NOT   car @22 bounding sphere visible
00A6: destroy car @22
0798: $2728 @17 @18 @19 
0799: $2728 
073E: -1577.942  52.6333  16.3281  4.0 -1 $48 
01C1:   car $48 stopped
81F3:   NOT   car $48 airborne
803C:   NOT   $48 == @17  ;; integer values 
0441: @6 = car $48 model
003C:   $CAR_MODEL_TO_EXPORT(@4,10i) == @6  ;; integer values 
0431:   car $48 car passenger seat free  0
0376: @18 = create random actor -1576.88  55.26  8.57
0430: @18 $48  0 
0337: unknown actor @18 flag  0
0432: @18 = get actor handle from car $48 passenger  0
009B: destroy actor instantly @18
00BB: text lowpriority 'IE23'  3000 ms  1  ; ~s~This vehicle is not required for export.
0103:   actor $PLAYER_ACTOR stopped near point in car -1577.942  52.6333  16.3281 radius  4.0  4.0  6.0 sphere  0  
0797: $2728  .7 
00A0: store actor $PLAYER_ACTOR position to $73 $74 $75
00AB: put car @22 at -1577.942  52.6333  40.0
0227: @4 = car @22 health
0091: $1188 = integer to float @4  
0015: $1188 /=  1000.0  ;; floating-point values
07E4: @4 $73 $74 $75 @7 @8 @9 
02F6: @14 = cosine  45.0  
02F7: @13 = sinus  45.0 
0175: set car @22 z angle to  315.0
00DB:   actor $PLAYER_ACTOR in car @22
05CD: unknown action sequence -1 @22 
07CC: $PLAYER_CHAR  0 
0581: toggle radar  0 (off)
08D4: 'IE09'  29.0  170.0  180.0  1  1  1  0 $1153   ; Imports
08DB: $1153  0 'DUMMY' 'IE16' 'IE10' 'IE11' 'IE12' 'IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'   ; Saturday
090E: $1153 $1148 
08D7: $1153 $1148 
08DA: $1153 
09E1: $1070(@4,6i) $1119 
0090: $1119 = float to integer @12  
08EE: $1154  1 @4 'DOLLAR' $1119   ; $~1~
010B: @4 = player $PLAYER_CHAR money
8248:   NOT   model $1070($1149,6i) available
0247: request model $1070($1149,6i)
0878: $1118  0.0 
0249: release model $1070($1149,6i)
0229: set car $1118 color to  11  0
0623: add  1 to stats  214
81AF:   NOT   car $1118  0 ()near point -1572.168  63.2853  16.3281 radius  30.0  30.0  5.0
80C2:   NOT   sphere onscreen -1572.168  63.2853  16.3281  5.0
01C3: remove references to car $1118  
03A9: write debug newline
03A7: write debug int $CARS_TO_EXPORT_LIST_COUNTER 
8202:   NOT   actor $PLAYER_ACTOR near car $1189(@4,5i) radius  500.0  500.0 unknown  0
0674: set car model $1070($1149,6i) numberplate "N13 LLF " 
03FE: set actor @1 money  0
01C5: remove actor from mission cleanup list @1
0762: @1 
060B: unknown actor use entity @1  65543 
02A9: set actor @1 immune to nonplayer  1
8104:   NOT   actor $PLAYER_ACTOR near actor @1 radius  67.0  67.0  10.0 sphere  0
0104:   actor $PLAYER_ACTOR near actor @1 radius  15.0  15.0  15.0 sphere  0
051A:   unknown actor @1 hit by actor $PLAYER_ACTOR
077A: @1  4  0 
874F:   NOT @1  36 
04B5: @2  180 
8A2A:   NOT 'AP 0003'   ; You need a higher Flying Skill stat to access the airport. The Pilot School can help you get better.
034E: unknown move object @0 to @1 @2 @3 unknown angle @13 @16 @19  1
04E6:   unknown object @0 near point @1 @2 @3 radius  .1  .1  .1 unknown  0
8471:   NOT   unknown actor $PLAYER_ACTOR near object @0 radius  20.0  20.0 unknown  0
0176: @13 = object @0 z angle
08BA: $377  1 
07F7: $1242  0 
09CA: $1242  1  1  1  1  1 
06D1: v$1225 = "NIL"  
08C0: $391  31 
08B5: $406 $389 
08BB: $1210 $389 
08C1: $1210 $389 
0101:   actor $PLAYER_ACTOR stopped near point @10 @11 @12 radius  5.0  5.0  3.0 sphere  0
08B6: $383($389,6i) @3 
08C2: $383($389,6i) @3 
003A:   $393 == $389  ;; integer values and handles
0632: release group $PLAYER_GROUP 
07B4: $PLAYER_CHAR  0 
0A43: (unknown)
08BC: $390 @3 
875C:   NOT   marker $398($389,6i) enabled
02FA: garage 'MICHDR' change to type  5
093A: 'MICHDR'  1 
0750: $1248  0 
08E0: -1379.843  2635.74  54.4315  1500.0  170.6194 
08DE:  0 
08DF: -2570.511  1139.582  54.8547  1500.0  160.0 
08DD:  0 
0625:  184  1 
0064: @3 -= $1204($389,6i)  ;; integer values 
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in cube -1790.7  1209.0  23.0 -1784.0  1221.5  27.5
0361: close garage 'MICHDR'
07D6: @8 $389 
8043:   NOT   @10 ==  0.0  ;; floating-point values
0016: @4 /=  2  ;; integer values 
00C1: @3 = minutes to current time @5 @6
88B5:   NOT $406 $393 
01B2: give actor @2 weapon  28 ammo  60  
01B9: set actor @2 armed weapon to  0
02E2: set actor @2 weapon accuracy to  75
0978: unknown fill/merge entity  65540 $1230 
0709: unknown set entity item $1230  36  1022  0.0  100.0  0.0  0.0  1  0 
0350: unknown actor @2 not scared flag  1
0446: (unknown) @2  0 
0568: @2  1
02AB: set actor @2 immunities  0  0  1  1  0
0223: set actor @2 health to  500
05BA: unknown action sequence @2 -1 
065C: unknown create def entity $1230  ; unknown destroy
01C2: remove references to actor @2  
034F: destroy actor with fade @2  
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
0095: make @9 absolute integer  
001F:   @9 > $359  ;; integer values
091A: v$1221 
8846:   NOT v$1221 
08F9:   v$1225 == v$1221  
091B: (unknown)
0662: write debug message "I                          I" 
0663: write debug intvar "IGFIDX" $389 
07E5: unknown copy entity  65543 $1256 
094B: $PLAYER_ACTOR v$1252 
01C0: $1259 = player $PLAYER_CHAR wanted level
07B0: s$706 
038B: load requested models
89F2:   NOT $1256 
0708: unknown add entity item $1256  27 
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  56
010E: set player $PLAYER_CHAR minimum wanted level to  2
002F:   @1 >= $1264($1288,2i)  ;; integer values
0445:   improved handling cheat used
09AE: $PLAYER_ACTOR 
04C8: $PLAYER_ACTOR 
04A7: $PLAYER_ACTOR 
89E7:   NOT $PLAYER_CHAR 
04FC: store stunt data $PLAYER_CHAR two wheels: $1319 $1323 wheelie: $1326 $1330 stoppie: $1333 $1337
0020:   $1323 >  0.0  ;; floating-point values
0014: $1319 /=  1000  ;; integer values
008C: $1320 = float to integer $1323
008D: $1324 = integer to float $1320
0061: $1341 -= $1324  ;; floating-point values
0011: $1341 *=  100.0  ;; floating-point values
0424:   metric
0302: text 4numbers 'WHEEL01' $1289 $1320 $1321 $1319  3000 ms  1  ; TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
02FF: text 3numbers 'WHEEL02' $1289 $1322 $1319 time  3000 ms  1  ; TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds
01F3:   car $1290 airborne
0174: $1315 = car $1290 z angle
80DF:   NOT   actor $PLAYER_ACTOR driving
820D:   NOT   car $1290 flipped
020D:   car $1290 flipped
0022:   -180.0 > $1316  ;; floating-point values
0059: $1316 += $1317  ;; floating-point values
0024:   $1307 > $1304  ;; floating-point values only
09AB: $1290  37 
0068: $1302 *= $1294  ;; integer values
01E4: text 1number lowpriority 'HJ IS' $1302  2000 ms  1  ; INSANE STUNT BONUS: $~1~
0308: text 6numbers 'HJSTAT' $1299 $1298 $1292 $1297 $1296 $1300  5000 ms  5  ; Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~|
042D: $1299 = metric to imperial $1299
0653: $1485 = stat  21 (fat)  ; float
000D: $71 -=  .5  ;; floating-point values
076C: 'ELCO1'  2  40 
08DC: $582  2026.603  1007.735  20.0 
0299: activate garage 'VECMOD'  
810A:   NOT   player $PLAYER_CHAR money > -499
03BF: set player $PLAYER_CHAR ignored by everyone to  1 (true)
0489: unknown actor $PLAYER_ACTOR flag  1
0729: unknown action sequence $PLAYER_ACTOR  1 
04AD: $PLAYER_ACTOR
02E0:   actor $PLAYER_ACTOR aggressive
844B:   NOT   actor $PLAYER_ACTOR has objective
0A03: (unknown)
0A0C: $PLAYER_CHAR 
82E0:   NOT   actor $PLAYER_ACTOR aggressive
06C8:  0 
02B9: deactivate garage 'BEACSV'  
016C: restart if wasted at  2027.77 -1420.52  15.99 angle  137.0 unknown  0 
016D: restart if busted at  1550.68 -1675.49  14.51 angle  90.0 unknown  0 
0814: define unique jump  1939.136 -1968.052  17.6649  2.5  2.728  3.17  1989.958 -1971.951  28.7249  11.134  5.398  7.23  1960.545 -1963.571  25.3229  500 
0566: object $2702 set interior  1
0827: $2721 $2724 
0453: object $2728 set rotation  15.0  0.0 $72
0A17: $2785  1 
04F8: unknown path  3  2435.2 -1741.0  2454.9 -1723.4  2481.0 -1707.0  2480.0 -1732.0  2481.0 -1707.0  2480.0 -1732.0
08CA: (unknown)
0767: 'MARKST'  14   ; Market Station
0874: 'CHC1A'  9 
076A: 'CHC1A'  4 
09B7: 'GAN1'  1 
0959: $2881 = create horseshoe at  1224.0  2617.0  11.0 
0958: $2931 = create photo at -2511.28 -672.99  195.75 
095A: $2981 = create oyster at  979.0 -2210.0 -3.0 
0112:   wasted or busted
054C: use GXT table 'INTRO1'
03E0:  0 
02E4: load cutscene data 'PROLOG1'
86B9:   NOT   cutscene data loaded
02E7: start cutscene
82E9:   NOT cutscene reached end
02EA: end cutscene
056A: (unknown)
0A0B:  2493.362 -1734.295  12.3828  258.7583 
023C: load special actor  1 'TENPEN'
07C0:  706 
87C1:   NOT  706 
823D:   NOT   special actor  1 loaded
0952:  10 
09C8: (unknown)
06D7:  0 
067F: @35  2 
0129: @41 = create actor  23 #SPECIAL02 in car @35 driverseat
01C8: @40 = create actor  23 #SPECIAL01 in car @35 passenger seat  0
022B: create forbidden for peds cube  2380.682 -1274.528  22.0  2375.945 -1239.356  26.0
860E:   NOT @35 
05EB: @35  706 
0954: (unknown)
06D8: @36 = create train at  2285.152 -1257.5  23.0 track  13 unknown  1 
06DC: set train @36 acc  0.0 
06DD: set train @36 speed  0.0 
0707: unknown bunnyjump £INTRO 391 
060E: @35 
099A: @35  0 
0622: AS unknown remove actor $PLAYER_ACTOR from car @35 
0701: (unknown)
06D9: (unknown)
0296: unload special actor  1
0925: (unknown)
092F:  1 
0930:  1 
0936:  2358.656 -1246.348  28.7884  2358.656 -1246.348  28.7884  7000  1 
0920:  2359.521 -1246.843  28.7047  2359.276 -1247.128  28.7047  7000  1 
09B2:  1 @150 @151 
0560: @148 @149
05D1: unknown action sequence @149 @148 @152 @153 @154  15.0  0  0  0 
04AF: @157 = unknown wav reference  11800 
099C:  1  20000.0  3.0 
015A: restore camera
0362: remove actor $PLAYER_ACTOR from car and place at  2239.367 -1261.939  22.9375
091E:  2380.682 -1274.528  22.0  2375.945 -1239.356  26.0 
041D: set camera near clip  .1 
02A8: $439 = create marker $441 at $459 $460 $461
0330: set player $PLAYER_CHAR infinite run to  0 (false)
048F: $PLAYER_ACTOR
8019:   NOT   @32 >  1000  ;; integer values
0186: $61 = create marker above car $60
07E0: $61  1 
80DB:   NOT   actor $PLAYER_ACTOR in car $60
00D8: mission cleanup
060D:  0  0  0  0  255 
0317: increment mission attempts
09F5:  1 
038E:  320.0  224.0  640.0  448.0  0  0  0  255 
0079: @351 += unknown inaccurate float timer -2.65  ;; floating-point 
0656: @351 @351 
007F: @421 -= unknown inaccurate float timer  2.0  ;; floating-point 
074B:  20 @428 @429 @430 @431 $72  220  220  220 @404 
0067: $73 -= @593(@227,10f)  ;; floating-point values
0604: $73 $74 $72 
0026:   $73 > @513(@227,10f)  ;; floating-point values 
0027:   @513(@227,10f) > $74  ;; floating-point values only
05A5: @489(@228,10f) @499(@228,10f)  12.0  12.0 @573(@227,10f) @583(@227,10f) @613 @613 
85A5:   NOT @668(@227,10f) @678(@227,10f)  8.0  8.0  320.0  224.0  640.0  448.0 
05AD:   $5364(@227,10s) == s@142  
000F: @692 -=  8.0  ;; floating-point values
0937: @62 @74 @86 @98 'DUMMY'  0   ; (text not found)
0069: $75 *= $68  ;; floating-point values
0077: @50 /= $75  ;; floating-point values
0043:   @301 ==  .2  ;; floating-point values
05AE:   @377(@40,10s) == s@108  
043C: unknown set game sounds  0
04D7: lock actor $PLAYER_ACTOR in current position  1
0080: $5587 -= unknown inaccurate float timer $5588  ;; floating-point 
0032:    8.0 >= $5924  ;; floating-point values
0071: $5940 /= $5941  ;; floating-point values
007A: $5674($5656,16f) += unknown inaccurate float timer $5590  ;; floating-point 
0735:  30 
045B: text draw 2numbers  320.0  390.0 'TIME' $TIME_MINS $6227  ; ~1~:~1~
8023:   NOT    .1 > @471(@678,101f)  ;; floating-point values
8024:   NOT   $6439 > $6201  ;; floating-point values only
09FD: 'XSELECT' @455   ; ~x~ Select
018C: play sound  1052 at  0.0  0.0  0.0
010A:   player $PLAYER_CHAR money > @461
007B: @489(@460,5f) += unknown inaccurate float timer @514(@460,5f)  ;; floating-point 
0081: @549 -= unknown inaccurate float timer @551  ;; floating-point 
0619: @164  0 
060A: unknown create entity  0 @203 
08F5: (unknown)
0052: @98 @100 $75 @99 @100 $75 
03A8: write debug float @204 
086A: (unknown)
065D: $6442 "M STAGE" 
065E: $6450 "CUE BALL SPEED" 
0826:  1 
0830: @98 @100 $75 @99 @101 $75 
070B: @164  0 
06A9: unknown action sequence -1 $73 $74 $75  999999 
0A3F:  0 
02F2: unknown actor @164 flag  66
0989:  200 
09D8:  1 
0647: unknown action sequence @164 
06AB: @209  1 
04C4: create coordinate $73 $74 $75 from actor @211 offset  1.0  3.0  1.0
0159: camera on ped @211  15  2
0418: (unknown) @234  1 
84A4:   NOT @39  7 
0614: @211 "POOL SHORT SHOT" @243 
0393: @211 "POOL SHORT SHOT" @244 
0031:   @42 >=  .05  ;; floating-point values 
0033:   -.05 >= @42  ;; floating-point values 
0655: unknown action sequence @210 @82  10000 
0075: $73 /= @611  ;; floating-point values 
05A2: @82 $74  0.0 $73 
0172: $72 = actor @211 z angle
05A8: @82 @48 
05A6: @82 @49 @50 @51 
059F: @82(@39,16i) $73 $74 $75 
08FF: @82(@39,16i)  54 
05A7: @82 @249 @250  0.0 
0900: @82(@39,16i) 
0226: $6458 = actor @164 health
01C4: remove references to object @82(@39,16i)  
08D2: @343(@39,10i)  .3 
8737:   NOT @354 @355 
070A: unknown action sequence @354 @355  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 
0837: @355 "POOL XLONG SHOT O" 
083A: @355 "POOL XLONG SHOT O" @42 
075A: @355 "POOL XLONG SHOT O" "POOL"  10000.0  0  1 
0836: @355 "POOL XLONG SHOT O"  0.0 
05B0: @483 @484 @479 @480 @98 @100 @98 @101 @501 @502 
0A08: 'COMMA' @39 @41   ; ~1~,
0909: @82 @641 
0908: @82(@39,16i) @641 
0110: clear player $PLAYER_CHAR wanted level
08F6: (unknown)
05B9: unknown action sequence -1  1 
0454: $73 $74 $75 
0463: $73 $74 $75 
0732:  567 
042B: clear peds from cube  1721.117 -1967.489  11.0  1904.391 -1838.315  15.0
0917: 'LOWRIDE'  1   ; (text not found)
03A2: (unknown) @69  3 
02AA: set car @69 immune to nonplayer  1
036A: put actor @93 in car @70
01AF:   car @74  0 ()near point @143 @150 @157 radius  .2  .2  1.0
0605: unknown action sequence -1 "M SMKLEAN LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0677: unknown action sequence -1 @80  1  1 
0639: unknown action sequence -1 @86 
051C: @69(@43,7i) $PLAYER_ACTOR 
0100:   actor $PLAYER_ACTOR near point in car  1793.068 -1904.254  12.3989 radius  4.0  4.0  4.0 sphere  1
002D:   @43 >= @271  ;; integer values 
06C7: unknown action sequence $PLAYER_ACTOR $48  6  2000000 
00D9: @68 = actor $PLAYER_ACTOR car
01E5: text 1number highpriority 'LOW 38' @271  5000 ms  1  ; ~s~You need $~1~ to compete.
09FE: @68 
856E:   NOT @68 
8431:   NOT   car $48 car passenger seat free  0
0464: put actor @99 into turret on car @68 at car offset @266 @267 @268 unknown  0 angle  0.0 with weapon  0
068D: $73 $74 $75 
068E: $73 $74 $75 
0733:  567 
0A0E:  1 
0297: $PLAYER_CHAR 
09B9:  0 
08E7:  1 
0587: @35  0
0657: @35  4 
01F7: set player $PLAYER_CHAR ignored by cops state to  1 (true)
0508: @35
08AD: $PLAYER_ACTOR -2240.854  129.3346  1.5 
046E: put player $PLAYER_CHAR in RC mode at @40 @41 @42 angle  40.09 RC model #RCBARON
0484: @34 = player $PLAYER_CHAR rc car
04D6: enable rc car detonation  0  ; or opcode 048Ah
048A: enable rc car detonation  0  ; or opcode 04D6h
0224: set car @34 health to  1000
0158: camera on vehicle @34  18  2
032A: unknown  1
03C4: set status text to $6473  0 (number) 'ZER2 43'  ; Score ~1~
09BF:  459 
0918: @34  0 
01EC: make car @34 very heavy  1
04DB: exit rc mode  ; on foot version
0241:   player $PLAYER_CHAR in remote mode
020C: create explosion with radius  0 at @72 @73 @74
00AD: set car @36 max speed to  10.0
0298: $PLAYER_CHAR  459 $6473 
04BA: set car @34 speed instantly  0.0
09D2:  0 
0245: set actor $130 walk style to "FATMAN"
07A1:  4 
05CA: unknown action sequence $130 @41  10000  0 
05CB: unknown action sequence $PLAYER_ACTOR @41  10000 
041E: set radio station  3 
03EF: player $PLAYER_CHAR make safe
07DD: @50  30 
053F: set car @37 tires vulnerable  0
04E0: car @76 abandon path radius  30
03F5: unknown prepare car @41 for explosion flag  1
039E: (unknown) @65  1 
0526: unknown actor @65  1
08C6: @65  1 
0187: @39 = create marker above actor @67
07C1:  201 
0713: unknown action sequence @52 -1 -1  952.92 -1102.99  22.85  100.0  4  1  90 
05C0: unknown action sequence @66 @51  4000 
0673: unknown action sequence @66  1.0 -3.0  1000 
04EB: unknown action sequence @65  1 
05E2: unknown action sequence @65 @50 
0634: unknown action sequence @67 @50  4  2000  100 
070C: @41 
0555: remove weapon  22 from actor @65 
05EC: @51 
0873:  201 
0574: @51  1
06E1: unknown action sequence @50 @51 @69  29  30.0  2 
02C1: set @119 @120 @121 to car path coords closest to @116 @117 @118
039F: car @51 race to @116 @117
0633: unknown action sequence @50 
02BF:   car @51 sunk
0575: @67  0 
047A: $PLAYER_ACTOR
05D2: unknown action sequence @50 @51  20.0  2 
06FD: @77  1.0 
05BF: unknown action sequence @66 $PLAYER_ACTOR  30000 
0318: set latest mission passed 'INTRO 1'  ; Big Smoke
0998: add respect  3 
022A: remove forbidden for peds cube  1782.802 -1203.497  0.0  1788.272 -1236.15  20.0
00F2:   actor @67 near actor $PLAYER_ACTOR radius  20.0  20.0  0
0603: unknown action sequence @65(@48,3i)  2493.82 -1669.91  12.8  7 -1 
0852: $137  0 
08AF: $132  500 
09F6: $132  0 
8448:   NOT   actor $PLAYER_ACTOR in car $137
89D0:   NOT $137 
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near point on foot  2072.11 -1793.8  12.56 radius  10.0  10.0  3.0
04F1:   unknown car check $137
068A: $137  2 
0669: "EXHALE" $132 @90 @91 @92  1 @55 
0883: @55 $132  5 
8102:   NOT   actor $PLAYER_ACTOR stopped near point on foot $678 $679 $680 radius  1.0  1.0  3.0 sphere  0
8184:   NOT   actor $10022 health >=  99
064E: @55 
064B: "PUKE" @90 @91 @92  1 @62 
0947: $PLAYER_ACTOR  348 $2563 
09F1: $PLAYER_ACTOR  1169 
064C: @62 
0668: unknown action sequence @35  374.2905 -125.681  1001.308  2000 
05D6: clear scmpath
05D7: add point to scmpath  372.0 -120.1  1000.5 
05D8: AS assign scmpath to actor $PLAYER_ACTOR flags  6  0 
087C: (unknown)
0448:   actor $132 in car $137
069A: @39 @46  0.0  0.0  0.0  0.0  0.0  0.0 
0703: @88 @89 @90 @91  0 
0702: @88 @89 @90 @91 $27 
8491:   NOT   actor $PLAYER_ACTOR has weapon  41 
07A6:  2100.84 -1648.71  12.42 @78 @79 @80 
0646: $131 @64 
0165: set marker @42 color to  1
00ED:   actor $PLAYER_ACTOR  0 ()near point on foot  2043.68 -1635.73 radius  4.0  4.0
06A8: unknown action sequence -1 $PLAYER_ACTOR -1  .5  90.0 
8205:   NOT   actor $PLAYER_ACTOR near car $136 radius  30.0  30.0  10.0 unknown  0
072A: $131 $136 
054A: unknown actor $131 flag  0
09F7: $136  1147 
05DE: unknown action sequence @54 
0631: put actor $132 in group $PLAYER_GROUP 
07CB: $132  0 
0A20: $PLAYER_CHAR  1 
0864:  2165.72 -1673.14  10.0  1 
09DD:  1 
09B5: $132  0 
05C9: unknown action sequence -1  2000 
0184:   actor @35 health >=  119
087E: @35  0 
03BA: clear cars from cube  2288.28 -1648.13  14.0  2274.92 -1641.33  14.31
06C9: $132 
09A8: @35 
052C: set player $PLAYER_CHAR drunk visuals  100
084D:  0 
0829: unknown action sequence @49 "CRCKDETH3" "CRACK"  4.0  0 
01E7: remove forbidden for cars cube  2272.922 -1649.556  14.3311  2266.101 -1633.219  14.3505
8185:   NOT   car $136 health >=  250
05DD: unknown action sequence $130 $PLAYER_ACTOR  100.0  10000 
03AF: set streaming  0 (disabled)
05BE: unknown action sequence @54 
01B5: force weather  1
081A: $130  1 
08F4:  0 
041A: @41 = actor $PLAYER_ACTOR weapon  22 ammo
035D: toggle object $1754 targetable  1 
0458: $PLAYER_CHAR $1754 
0366:   object $1754 blown up
017B: set actor $PLAYER_ACTOR weapon  22 ammo to  10  
0723: $1754  1 
05D4: unknown action sequence -1 unknown angle  77.0 
04E1: open and freeze trunk of car @524
0638: unknown action sequence @429  1 
010D: set player $PLAYER_CHAR wanted level to  0
062F: @192 = create group type  0
0630: put actor @423 in group @192 as leader 
0672: unknown action sequence -1 @543 
0637: unknown action sequence -1  2075.15 -1363.85  23.85  6  .5  5.0 $PLAYER_ACTOR 
06E3: unknown action sequence -1  1 
05DB: unknown action sequence -1 $PLAYER_ACTOR  50.0 -1 
08EA:  0 
050F: @53 
099E:  0 
072C:  0 
03C7: unknown maby cops density  .7
8203:   NOT   actor @394 near car on foot @543 radius  8.0  8.0 unknown  0
0697: @543  4  1 
0407: create coordinate @120 @130 @140 from car @543 offset -.337  1.566  .657
0698: @543  4 
8495:   NOT   unknown car check @543
81C1:   NOT   car @543 stopped
0335: set free paynspray to  1 (true)
0676: unknown action sequence -1 @543 
801B:   NOT    17 > @389  ;; integer values
03DC: @167 = create marker above pickup @50
08D0: (unknown)
08FB: @48  2 
074D: unknown action sequence -1 @37 -2 
816B:   NOT   fading
0066: $6680 -= @171  ;; integer values 
0816: @37(@36,6i)  1 
0770: @37  1 
00A4:   actor $PLAYER_ACTOR  0 ()in cube  2782.693 -1921.125  11.7984  2746.098 -1993.905  16.9599
8818:   NOT $PLAYER_ACTOR 
89DE:   NOT $PLAYER_ACTOR 
091D:  2793.814 -1987.934  15.3045  2754.324 -1900.369  9.8752 
01EA: @60 = car @59 max passengers
073B: @62  1 
00AF: set car @62 driver behaviour to  5
088B: @62  .1 
06C5: @62 
0207:   actor $PLAYER_ACTOR near car in car @62 radius  20.0  20.0  10.0 unknown  0  
86EE:   NOT   actor @75 in group $PLAYER_GROUP 
04D3: unknown race stuff $69 $70 $71  2 @88 @89 @90
8101:   NOT   actor $PLAYER_ACTOR stopped near point @88 @89 @90 radius  10.0  10.0  10.0 sphere  0
81F4:   NOT   car @63 flipped
0338: @59  0 
0972: $PLAYER_ACTOR  2509.892 -1672.469  13.5032 
05F5: unknown action sequence @43  2516.686 -1675.86  13.1227  4  5500 
02E3: @188 = car @59 speed
0097: make @196 absolute float  
077B: $PLAYER_ACTOR  4  24 
06D0:  1 
09D0: $48 
02A0:   actor $PLAYER_ACTOR stopped  
00AE: unknown set car @71 to ignore traffic lights  3
02C2: car @71 drive to point  2644.462 -2016.282  12.5547
01B0:   car @71 stopped  0 ()near point  2644.462 -2017.282  12.5547 radius  4.0  4.0  4.0
05ED: @71 
05EE: @71 
03C8: rotate player-180-degrees
01E9: @43 = car @71 num passengers
076D: 'GAN1'  1 @35   ; (text not found)
0940: @260  1 
03D7: set wav  3 location  884.9761 -1079.983  23.3133
07F6: get group info @260 @262 @261 
0495:   unknown car check @78
06EE:   actor @263 in group @260 
078F: unknown action sequence -1  1 
035F: set actor @98 armour to  100
0856: @98  0 
0667: unknown action sequence -1  969.3931 -1098.341  22.877  120000 
087F: @263  1 
085B: unknown action sequence -1  1 
0477: set car @77 animation  3  6000 ms
80F2:   NOT   actor $131 near actor @98 radius  40.0  40.0  0
0688: unknown action sequence -1  0  0  0 
0648: @109  150.0 
0168: show on radar @45  2
0983:  1 
08AC:  1 
08B3: 'GLN1'   ; (text not found)
08A3:  1 
0879:  1 
8583:   NOT   unknown player $PLAYER_CHAR unknown zone check 'GLN1'
0844: s$706 
887A:   NOT (unknown)
0326: @138 = create actor @94 fire
02CF: create fire at  0.0  0.0  0.0  0  1 @142(@213,21i) 
0828:  1 
02EE:   projectile in cube @289 @291 @293 @290 @292 @294  
0786: @289 @291 @293 @290 @292 @294 @214 
8366:   NOT   object @106 blown up
02D1: unknown remove fire @138
88B7:   NOT @54  3 
8214:   NOT   pickup @135 picked up
08B7: @54  5 
02D0:   fire @163 extinguished
08A6: @98  0  0.0 
0003: shake camera  40
08BD: @54  10 
03F4:  0 (clear) cars can be damaged
0804: unknown action sequence @95  2351.97 -1170.26  27.013  0.0  .2 "GRLFRD KISS 03" "BD FIRE"  4.0  0  0  0  0 -1 
0850: @95 $PLAYER_ACTOR 
0986: (unknown)
08C3: @54  11 
05D9: unknown action sequence @87(@216,5i) $PLAYER_ACTOR  5000  3.0 
0188: @123(@214,5i) = create marker above object @109(@214,5i)
071F: @109(@214,5i)  1 
801D:   NOT   @45 > @208  ;; integer values  
00A7: car @99 drive to @252 @253 @254
01AD:   car @99  0 ()near point @252 @253  6.0  6.0
031A: remove all fires
0973: @163(@213,4i) 
0650: @177 
064F: @167 
06C3: @282 @283 @284  1.2 @215 
82D0:   NOT   fire @142(@213,21i) extinguished
06F5: @142(@213,21i) @290 @292 @294 
0839: @119(@214,3i) "BD FIRE1" @295 
085A:  407  2340.637 -1152.722  25.9686 
02E1: @136(@212,2i) = create cash pickup  500 at  2338.55 -1186.939  1027.976 unknown  1 
08BF: @54 @49 
03EB: clear small messages only
8736:   NOT  13 
06AF: $PLAYER_CHAR  0 
08FD:  0 
075B:  0 
093E: $PLAYER_ACTOR  .3 
09A6:  1 
0950:  2263.378 -2226.33  12.4  47.416 
0951: (unknown)
0449:   actor $PLAYER_ACTOR in a car
0875: @51  1 
0681: attach object @71 to car @60 offset  .5  .3  .3   0.0  0.0  0.0 
00F0:   actor @87 stopped  0 ()near point on foot  2175.29 -2259.22 radius  3.0  3.0
0474: $PLAYER_ACTOR @51  15.0  15.0  4.0  0 
8474:   NOT $PLAYER_ACTOR @51  5.0  5.0  4.0  0 
05F6: $PLAYER_ACTOR  2198.686 -2180.832  2116.212 -2263.317  82.0  0 
068C: $PLAYER_CHAR 
02CA:   car @61 bounding sphere visible
01AE: @61  2195.84 -2251.522  3.0  3.0  0 
085E: @60  347 
0A1B: @62 $PLAYER_ACTOR 
018D: @76 = create sound  65535 at  2181.127 -2251.999  14.036
0946: @101  1 
05FC: $PLAYER_ACTOR  2136.48 -2266.78  28.0  2145.55 -2275.04  18.0 -20.0  0 
071E: @102 @103 
038C: object @102 scatter  0.0  0.0 -2.0
0457:   player $PLAYER_CHAR aiming at actor @101
82CB:   NOT   actor @101 bounding sphere visible
8449:   NOT   actor @101 in a car
00A9: set car @54 to normal driver
0705: @54  342 
07A5: unknown action sequence -1 $PLAYER_ACTOR  1500 
0784: $PLAYER_CHAR  0  0  17 
06AE: unknown group creator  0 @42 
06AD: unknown group use entity $PLAYER_GROUP @42 
0749: unknown group add item @42  54 
0396:  0 (clear) useless flag
03D6: remove big text 'BOXBURG'  ; Boxville
8500:   NOT   player $PLAYER_CHAR skin == "BALACLAVA"  17 
076F: (unknown)
0A31: $PLAYER_CHAR  1 
05C2: unknown action sequence @98 
08E9: @117(@34,7i)  1 
0985:  2816.857 -1169.075  1028.172  4.0 -152  0 @99 
059C: $6704  0 
07E7: AS assign scmpath to actor -1 in car @102 speed  25.0 flags  1  0  1 
0855: -1 @160 @161 @162 @166 
05C8: unknown action sequence -1 
04E7:   object @117(@34,7i) in water
0475: $PLAYER_ACTOR @117(@34,7i)  1.5  1.5  1.5  0 
0737: $PLAYER_ACTOR @117(@34,7i) 
0397: car @103 siren =  1 (on)  
0635: unknown action sequence -1 $PLAYER_ACTOR  2000 
83B1:   NOT   garage 'BURG LK' door closed
83B0:   NOT   garage 'BURG LK' door open
0360: open garage 'BURG LK'
010F:   player $PLAYER_CHAR wanted level >  0
00EE:   actor $PLAYER_ACTOR  0 ()near point in car  2067.4 -1831.2 radius  15.0  15.0
0506: vehicle model #PICADOR set next variation  4  4
06DE: @163 = car handle from train handle @129 
06BA: unknown action sequence $PLAYER_ACTOR  2313.414 -1150.093  25.7997 
068B: @150 
0960: $PLAYER_CHAR  0 
077C: $132  4 
0858: $PLAYER_CHAR  225.0  225.0 
09A3:  1 
06A2: @163 $73 $74 $75 
031D:   actor $132 hit by weapon  51
0467: unknown actor $132
04DA:   has object @110(@176,10i) collided
8179:   NOT   actor $132 picked up object @110(@176,10i)  
0465: remove actor $PLAYER_ACTOR from turret mode
01F4:   car @108 flipped
0706: @108  1.0 
04EE:   animation "GANGS" loaded
0957: @95  0 
0906: @62(@42,25i)  1000.0 
060F: @102(@42,9i)  100.0 
0689: @95  1  0 
0206:   actor $PLAYER_ACTOR near car on foot @95 radius  5.0  5.0  3.0 unknown  0  
09B0: @95  0 
03AB: (unknown) @95  1 
04EA:   unknown object @62(@42,25i) in cube  2774.308 -2405.28  12.6803  2801.607 -2430.073  15.3896 unknown  0
09AD:  3 
0423: car @96 improve handling  2.0
072F: @96  1.0  2000  1  1  1 -1 
802B:   NOT    99 >= @194  ;; integer values 
09B8: $73 $74 $75 @207 @208 @209  20 $132 
06BE: @95 @274 
0897: @96 @282(@42,10i) 
838A:   NOT   car in cube @207 @208 @209  5.0  5.0  5.0
84E7:   NOT   object @62(@42,25i) in water
0364: @102(@42,9i) $PLAYER_ACTOR 
0105:   actor $PLAYER_ACTOR near actor on foot @102(@42,9i) radius  5.0  5.0  2.0 sphere  0  
07BC: unknown action sequence -1 @236 
0685: @62(@42,25i) 
87FD:   NOT   group @239 alive
8685:   NOT @62(@42,25i) 
07C3: @281 @332 @333 @334 @335 
02F8: unknown car @95 unknown cosine @294
02F9: unknown car @95 unknown sinus @295
07C4: @281 @332 @333 @334 @335 
050E: @281 @95
024F: create corona  .2  2  0 with color  255  0  0 at point $73 $74 $75
074A: unknown group set item params @146  54  1513  100.0  100.0  100.0  100.0  1  1 
0294: unknown car @37 flag  0
06DB: (unknown)
0A36: (unknown)
09E0:  1526.9 -1654.5  12.1  180.0 @37 
0A35:  2453.8 -1305.0  22.5  0.0 @37 
03A1: unknown clear point  2468.8 -1278.2  29.1 radius  1.2
0102:   actor $PLAYER_ACTOR stopped near point on foot  2468.8 -1278.2  29.1 radius  1.2  1.2  3.0 sphere  1
07EE: @35  1 
087D: assign sequence $PLAYER_GROUP to group @147 
072B: $134 @36 -1 
0563: set player $PLAYER_CHAR driveby ammo to  78
09F4: $134  1 
0470: @76 = actor $PLAYER_ACTOR armed weapon unknown
02C0: set @137 @138 @139 to ped path coords closest to @141 @142 @143
07A4: @41 @119 @120 
046C: @125 = car @42 driver
07A0: @41 @114  0  3 
092E: @195 @196  0 @200 
078A: @43 = create carriage on train @40 position  1 
09CF: set train @40 flag  0 
0A45:  .3 
07C7: put train @40 at  1880.06 -1953.67  12.44 
06F0: $PLAYER_GROUP  30.0 
09EF:  468  1.0  1.0  .12 
0202:   actor $PLAYER_ACTOR near car @40 radius  45.0  45.0 unknown  0
07BD: destroy train @41 
05C5: unknown action sequence @34 -1 
04F4: align actor @37 with scripted file path object @52 offset  2.85 -.7  5.9  0  360.0  0
051D:   cars @57 and @40 collided
020B: explode car @57
07BE: release train @40 
0944: $130 
82CC:   NOT   unknown object @53 bounding sphere visible
02CB:   actor $130 bounding sphere visible
05BC: unknown action sequence -1  1 
06DA: (unknown)
09F0: (unknown)
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in rectangle  1744.2 -1686.68  1698.34 -1616.4
0321: kill actor $130
0961: @42  1 
80EF:   NOT   actor $PLAYER_ACTOR stopped  0 ()near point  1724.626 -1640.693 radius  1.5  1.5  
0460: set camera pointing time  0.0  3000
09C4: @188  0 
007E: $75 -= unknown inaccurate float timer  .02  ;; floating-point values
08FE: (unknown)
07DB: @189  3.5  7.3999  8.1003 
0679: @161  0.0 -2.0 $688  0.0  0.0 @204  0.0  2 
0683: @208 @188  0.0 -4.6  .65  15.0  0.0  0.0 
0078: $688 += unknown inaccurate float timer  .008  ;; floating-point values
015D: set gamespeed  .9
08EB:  1580.85 -1752.32  12.91  0.0  0.0  1.0  60 
0684: @208  20.0  180.0  0.0  0 
86AA:   NOT @188 
07F0:  2631.852 -1482.75  18.109  10.0 -170 
06E9: request car component #WHEEL OR1 
86EA:   NOT   car component available #WHEEL OR1 
88AB:   NOT   external script  35 (DANCE) loaded
0A25:  .031 -2.152 
071A: @55 s@287 
08ED: @55 
095E: @47  4  1 -1.0 
074F: @55  31 
06E7: @276 = add car component #WHEEL OR1 to car @47 
06EB: release car component #WHEEL OR1 
0717: @55 
0A18: s@281 s@283 s@285 @291 @292 @293 
0A3C: s@285 @297 
0719: (unknown)
8247:   NOT request model #WBDYG2
0992: $PLAYER_CHAR  0 
0597: $PLAYER_ACTOR 
0754: (unknown)
0755:  1289.988 -766.581  1084.063 "NONE" "NONE" 
0817: @38  4  3 
074E: @40  5.0  1 
06AC: $PLAYER_ACTOR $73 
06B0: unknown action sequence @41  400000 
04BD: unknown car @72  1
0994:  76.6 -1527.6  4.1 
0205:   actor $PLAYER_ACTOR near car @73 radius  25.0  25.0  25.0 unknown  0
03CD: car @73 remove from stuck car check
03C9:   car @73 damaged
0185:   car @73 health >=  700
83C9:   NOT   car @73 damaged
07F8: @74 @72  27.0 
0982: @102  1 
00B1:   car @73  0 ()in cube  855.6 -2067.9  5.0  812.6 -2085.9  20.0
05CF: @102 @73  2316.4 -1519.2  24.3 
0A21: @72  0 
0995: (unknown)
0588: @65  1
06E4: @55(@141,9i) $PLAYER_ACTOR 
09E5: @225 @226 @227  255  255  255  200.0 
8204:   NOT   actor $PLAYER_ACTOR near car in car @72 radius  15.0  15.0 unknown  0  
856A:   NOT (unknown)
07B3: @147  2 
08C7: $PLAYER_ACTOR  2469.7 -1657.0  12.3 
099F: unknown action sequence -1  1 
06D5: @205 $73 $74 $75 $73 $74 $75  6.0 @449 
081E: @716(@253,16i) 
0840: link car @379(@253,16i) to interior @221 
02DB: set boat @379(@253,16i) speed to  50.0
0820: @716(@253,16i) 
081F: @716(@253,16i) 
039C: (unknown) @379(@253,16i)  1 
03ED: (unknown) @379(@253,16i)  1 
09FF: $73 $74 $75 
0912:  1  355  370 
84A3:   NOT   unknown $154 ==  0
09AC:  1 
0915: (unknown)
881E:   NOT @716(@253,16i) 
881F:   NOT @716(@253,16i) 
8820:   NOT @716(@253,16i) 
04D8: @395(@253,16i)  0
06D6: @449 
09C1:  0 
042E:  212 @448
04A9: @395(@253,16i) 
04A2: heli @379(@253,16i) fly to @331(@253,16f) @347(@253,16f) @363(@253,16f) speed  0.0 @363(@253,16f)
04AB: @395(@253,16i) 
04D2: unknown RC car @379(@253,16i) race to @331(@253,16f) @347(@253,16f) @363(@253,16f)  0.0 @363(@253,16f) 
84AD:   NOT @395(@253,16i)
0582: @175($352,30i) @450
06FC: @125 
8100:   NOT   actor @123 near point in car @53 @54 @55 radius  20.0  20.0  20.0 sphere  0
0825: @40 
06C1: @40  0.0  1.0 -.5  2228.36 -1171.48  25.82  5.0  .4 @58 
06B4: @58  2228.36 -1171.48  25.82  2215.41 -1142.51  25.5  .5 
0503: unknown gas smoke  27  285  2223.56 -1168.05  32.28 @47 
06B2: @58 
0332: set actor @66 bleeding to  1 (true)
088A: @34 "RAIL FALL" "SWAT"  8.0  0  0  0  1 -1  0  1 
851A:   NOT   unknown actor @83 hit by actor $PLAYER_ACTOR
097C:  3 @85 
00EF:   actor @72 stopped  0 ()near point  2196.239 -1191.459 radius  2.0  2.0  
06BC:  2193.268 -1165.441  1031.124 $69 $70 $71  1 
058A: unknown  2193.268 -1165.441  1031.124 $69 $70 $71
06B6: @58 $131  .2 
0853: @40  3 
06B3: @58 
0726: @40 $PLAYER_ACTOR -1  20.0 
082A: $PLAYER_CHAR  0 
0941: @58  1 
0834: -2.2  1.7 
0851: $PLAYER_ACTOR  10  1 
0881: $PLAYER_CHAR  0 
0861: $PLAYER_CHAR 
0887: $PLAYER_ACTOR  0  60.0 
0547: @234 $136 
054E: @219
09CB: $136 @274 
07DA: @46  0.0 -.35  .2 
05C4: unknown action sequence $PLAYER_ACTOR  15000 
05DA: @133  1646.332 -1053.721  23.385  100.0  15000 
023D:   special actor  1 loaded
073C: @280  0 
0730: @280  1 
04FE: deflate tire  2 on car @280
0777: destroy objects in object group "BARRIERS1" 
02D6: $PLAYER_ACTOR -2774.03 -1572.78 -2837.13 -1468.24  0 
0339:   objects in cube @227 @228 @229 @230 @231 @232  0  0  1  0  0
86BD:   NOT @67 @68 @69 @287 @288 @289  1  0  0  0  0 
06BD: @67 @68 @69 @287 @288 @289  1  0  0  0  0 
04C5:   actor @284 photographed
856D:   NOT   unknown actor @284 dead but valid
0888: @284 @285 
0889: @75 $73 $74 $75 
03CC: car @79 add to stuck car check  2.0 =  2000
0772: unknown action sequence -1 @79(@43,4i)  60000  5.0 
04A5: unknown store dead actor @72(@43,4i) position to $73 $74 $75
09D1: @95(@43,3i) 
065B: @95(@43,3i) $73 $74 $75 
00B0:   car @79(@163,4i)  0 ()in rectangle  1940.82  72.1365  2145.438  140.5141
03CE:   car @79(@163,4i) stuck
088D:  2312.578 -7.4347  25.75  4.5 -198  0 
0612: @66 "SHP HANDSUP SCR"  0 
018E: stop sound @82
05DC: unknown action sequence @94  2336.399 -18.3093  25.4766  30.0  8000 
0356:   explosion type -1 in cube @107 @108 @109 @110 @111 @112  
07AB:   car @334 attached to car @327 
0161: tie marker @341 to car @340  0  1
06F8: @62 @63 @64  1 @342 @343 @344 @345 
87AB:   NOT   car @334 attached to car @327 
8356:   NOT   explosion type  0 in cube  819.55  8.09  1003.4  822.27  10.98  1005.72  
0A01: @42 
04E2: $PLAYER_CHAR  1
06ED: @34  0 
0716: -1062.1 -1631.7  75.3  1.0 -203  0  1 
03FD: set player $PLAYER_CHAR handling responsiveness @145
0778: "TRUTHSFARM" 
0763: @34 
0743: @37 -2244.48  129.14  34.56  0.0  0.0 
0919: @36  1 
0122:   player $PLAYER_CHAR pressing horn
0154:   actor $PLAYER_ACTOR in zone 'EASB'
8105:   NOT   actor @93 near actor on foot $PLAYER_ACTOR radius  300.0  300.0  300.0 sphere  0  
03B6: replace model at -2049.171  250.3193  34.477 radius  20.0 from #HUBHOLE1 SFSE to #HUBHOLE2 SFSE
0179:   actor $PLAYER_ACTOR picked up object @72  
07C6: @89 -.0448  .0178  1.003 -.0611 
066C: "CEMENT" @89  0.0 -4.4  0.0  0.0 -1.0  0.0  1 @178 
08A4: @89 @46 
014E: set timer to $7233 type  1
8137:   NOT   car @89 id == #DOZER
06A3: @89 @46 
0987: $1867 $10741 
03F3: get car $1867 color @90 @91
05C1: unknown action sequence -1  229 
0810: -1760.178  972.2405  16.1633 -1679.605  1064.293  24.8629 $73 $74 $75 
03B1:   garage 'HBGDSFS' door closed
021B: set garage 'HBGDSFS' to accept car $1867
06C2: unknown action sequence -1 -1762.369  951.1278  23.7487  4  1.0  1.0 @37  0.0  0.0  0.0 
01A7:   actor $PLAYER_ACTOR  0 ()in cube in car -2042.943  167.5841  26.759 -2055.202  180.1328  32.3919  
8154:   NOT   actor $PLAYER_ACTOR in zone 'SF'
054F: @87 
0216: set car @87 taxi available light to  0 (off)
07CD: unknown action sequence @80  362.2674 -2035.844  6.836  270.0  4.0 
05BB: unknown action sequence -1  0  500 
09D5: @35  340  1  0  0 @256 
08CB: @99  0  0  0 
05C3: @35 
0A15: @34 
055E: set player $PLAYER_CHAR max health +=  100
0204:   actor @66 near car in car @34 radius  15.0  15.0 unknown  0  
8735:   NOT  20 
06B1:  0.0  0.0  0.0  0.0  0.0  0.0  0.0  0.0 @383($7256,6i) 
08A8:  1 
0934: (unknown)
05FD: $PLAYER_ACTOR -1611.833  1334.313  .8012 -1615.812  1329.394 -7.9862  2.0  0 
85FD:   NOT $PLAYER_ACTOR -1558.932  1338.285 -5.0 -1563.078  1329.29  5.0  10.0  0 
06C4: @383 @407 
0966: $PLAYER_ACTOR @285 
0323: unknown car @290 flag  1
02D3: boat @290($7256,2i) drive to @343(@366,6f) @349(@367,4f)  0.0
02D4: unknown turn off car @290($7256,2i) engine
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near point on foot @370 @371 radius  2.5  2.5
04B8: get weapon data player $PLAYER_ACTOR weapon group  2 weapon @380 ammo @381 model @381
06CA: @383 @389 @395 @401  0.0  1.181  .768 
87A9:   NOT $PLAYER_ACTOR @424 
07BF: @443($7256,8i)  1 
0564: @34
095C: @144 @145 @146 @147 @148 @149 @150 @151 @152 @153 @154 @155 
8A29:   NOT $PLAYER_CHAR 
06A7: $PLAYER_ACTOR @386 -.2  .5  0.0  1  110.0  70.0  43 
0801: @146 
0751: unknown action sequence @71 $PLAYER_ACTOR  100000.0  999999  1  3000  5000  50.0 
0106:   actor $PLAYER_ACTOR near actor in car @71 radius  15.0  15.0  15.0  0  
0A16:  3 @59 
06AA: @244 
0752: @244 
0190: unknown car @244
018F:   unknown car check @244
08F2: @36  0 
080E: @251(@97,6i) @96 
0876:  2682.42  1420.237  28.0 -2630.365  1411.699  28.0  3  0 
895D:   NOT $PLAYER_ACTOR 
084E: @149  1 
0741: $PLAYER_ACTOR 
016E: override restart at -1605.792  716.8598  11.0241  355.2978
048C:   unknown pickup exists at -2182.652 -247.3813  36.4
0823: $132 @35  .5  5 
04D0: heli @58 turn to angle  270.0
07E1: $132 @191 @192 @193 
0A28: $132  2.3 
08E3: @38(@119,4i) @104 @105 @106 @107  3.0  0 
0035:   @98 >= @50(@119,4f)  ;; floating-point values 
0682: @38(@119,4i)  0.0  0.0  0.0  0 
06E2: @54(@119,4i) @38(@119,4i) -1  1.0 
05A3: @38(@119,4i) 
80EE:   NOT   actor @54(@119,4i)  0 ()near point in car @75 @76 radius  400.0  400.0
04E5:   unknown object @38(@119,4i) near point @90 @91 radius  20.0  7.0 unknown  0
05F2: @36 @35 
05F1: @37 @35 
00A8: set car @44 to psycho driver
0714: @38  1 
0466: unknown car @39 flag  1
09E9: @34 
0734: (unknown)
0898:  0  0  0 
0939: @84 @106  0.0  0.0 -.8  0.0  0.0  180.0 
85A3:   NOT @105 
023B: has actor collided with object @70(@43,6i) @105  
04F0:   unknown actor check $PLAYER_ACTOR
8686:   NOT @84 
0796: $2728 $10486 
0496:   tire  2 on car @34 deflated
0A2C:  0 
0699: @34  2 
05F8: $PLAYER_ACTOR @79 @81 @80 @82  1.0  0 
8496:   NOT   tire  2 on car @38 deflated
09C0: @79 @81 @80 @82  1.0 -1 @37 
0A14:  1 
80B0:   NOT   car $198  0 ()in rectangle -2042.0 -126.0 -2058.0 -220.0
08F3: $198  0 
0624:  160  40.0 
09EC:  0 
0890: $253  3 
0A39: @60 
0042:   $279 ==  0.0  ;; floating-point values
035C: place object $201(7) relative to car $198 offset -7.0  74.0 -.5
0745: @35(@328,10i) 
0742: @35(@328,10i) -.8 
0114: set actor $PLAYER_ACTOR car weapon  38 ammo to  200000
031E:   vehicle @35(@328,10i) hit by weapon  38
0561: unknown create actor handle @51(@129,5i) from car @46(@129,5i) passenger  0
07EF: @83 @84 @85 @58 
0253: save current time
0715: put player $PLAYER_CHAR in RC mode in car @70  ; on foot version
07DF: -963.0789  1006.746 -1152.824  1105.155 
0980: -973.759  1077.152  1350.399  200.0 
09FC: @77(@125,10i) 
0468: @68
89FC:   NOT @142 
04DF: @71  0
0254: restore current time
0293: @38 = current controls
08D9: @206 @34  0 
08EF: @206  2 @34 'DES1 66' @48 @49   ; ~1~:0~1~
0606: -1695.1  587.6 -1771.3 -1310.0 
0893: put trailer @37 on cab @34 
05FE: $PLAYER_ACTOR @111 @112 @113 @114 @115 @116  3.0  0 
09C9: $133 @36 
0607: (unknown)
88A7:   NOT @34  2 
07AC: @37 @34 
053E: @38 = get random car with actors -1 in area @120 @121 @122 @123
84A9:   NOT $PLAYER_ACTOR 
84AB:   NOT $PLAYER_ACTOR 
0931:  1 
0922:  70.0  100.0  10000  1 
066D: "SMOKE FLARE" @94  0.0  0.0  .1  1 @100 
051E: @196 
0A1C: @77  1 
096A:  0 
07BB: @75  10 
0780: @75 $PLAYER_ACTOR -1  15.0  170.0 
0819: $PLAYER_ACTOR @162 
0A24:  1 
00C2:   sphere onscreen @159 @160 @161  5.0
070E: @126(@48,2i) $PLAYER_CHAR  10.0 
0923:  0 
088C: @34 $73 @75 $75 
07C9: unknown action sequence -1 @52 
0A27: @44  1 
05E9: @35  152 
0A3A: $PLAYER_CHAR -260 
0A3B: $PLAYER_CHAR 
09D9: (unknown)
083C: $PLAYER_ACTOR  0.0  0.0  0.0 
067C: $PLAYER_ACTOR  0.0  2.0 -2.0  0.0  0.0  0.0  0.0  2 
067A: @186  15.0  15.0  10.0 @34  15.0  2 
0565: create temporary explosion fire $73 $74 $75  7
0970: (unknown)
083D: $PLAYER_ACTOR $73 $74 $75 
05A1: @225(@224,15i)  0.0 @151  0.0 
8029:   NOT   @415(@414,20i) >=  8  ;; integer values
09D7: $PLAYER_CHAR  1 
0A02: @35(@165,7i)  0 
06B7: @35(@165,7i) $PLAYER_ACTOR 
09EB: $PLAYER_CHAR  0 
07A8:  0 
07A7: $PLAYER_ACTOR 
04D5: create corona at $73 $74 $75 radius @110 type  2 flare  2 RGB  0  255  0
077D: @35 $7512 
091F: @35 @151 
08E6: @35  1 
01AC:   car @35 stopped  1 (in-sphere)in cube  288.0 @45  16.0  328.0 @47  18.0  
01AB:   car @35 stopped  0 ()in rectangle @44 @45 @46 @47  
06BB: AS assign scmpath to actor -1 in car @64 speed  10.0 
083F: @35 $7521 
067E: @70  0.0 -5.0  4.0 @70  0.0  2 
0541: fire guns on vehicle @35
81AC:   NOT   car @35 stopped  0 ()in cube  288.0 @45  16.0  328.0 @47  18.0  
81B0:   NOT   car @35 stopped  1 (in-sphere)near point @56 @57 @58 radius  26.31  26.31  26.31
8031:   NOT   @40 >=  260.0  ;; floating-point values 
8033:   NOT    280.0 >= @40  ;; floating-point values 
08D6: @144  0  1 
09DB: @144  0  192 
0822:  0 
09BB: @322  0 
834E:   NOT unknown move object $2657 to  1903.383  967.62  15.438 unknown angle  0.0  0.0  .05  0
06A5: @324  10000 
0948: $73 $74 $75  11  5.0 
09ED: @71 $PLAYER_ACTOR 
0594: @289  0
8106:   NOT   actor $PLAYER_ACTOR near actor in car @72 radius  10.0  10.0  5.0  0  
066A: "PETROLCAN" @71  0.0  .116  .048 @95 @96 @97  1 @137 
05BD: unknown action sequence @71  60000 
84C8:   NOT $PLAYER_ACTOR 
801A:   NOT    0 > $1285  ;; integer values
0A12: @314 @237 @238 
0A30: @314 
8032:   NOT    1010.031 >= $75  ;; floating-point values
061D: unknown sequences packs  950.9462  2114.972  1011.5  180.0  15.0 @206 @205 
0680: unknown sequences packs @205  24 
074C: unknown action sequence -1 unknown sequences pack @205 
0642:   unknown sequences packs @39 @205 
061E: unknown sequences packs @205 
0036:   $73 >= @181(@217,8f)  ;; floating-point values 
0037:   @189(@217,8f) >= $74  ;; floating-point values 
0A11: @314 @237 @238 
08B9: @239 @216 
0974: (unknown)
07F3: @48 @59 @60 @61 
070F: @38  180.0  200.0  200.0 
0731: @34 @73 
8A0C:   NOT $PLAYER_CHAR 
0818: $PLAYER_ACTOR 
09AF:  2097.009  1728.284  9.8203  169.1748 
0A19: 'MARKS'   ; Saint Mark's
84F1:   NOT   unknown car check @161
01A6:   actor $PLAYER_ACTOR  0 ()in cube on foot -777.827  510.0  1369.0 -797.0  494.0  1373.0  
8018:   NOT   $1513 >  0  ;; integer values
002E:   $1422 >= @131  ;; integer values 
03D3: point $73 $74 $75 get nearby vector $73 $74 $75 $72
8457:   NOT   player $PLAYER_CHAR aiming at actor @80(@91,10i)
0924:  1 -1 
02E8: $129 = cutscenetime
0905: @111  1 
0907: @116 @118 
0833: @107 
89A8:   NOT @56 
05C7: unknown action sequence -1 
0788: enable heli @34 magnet  1 
80B1:   NOT   car $7930  0 ()in cube  2497.387  2858.018  8.0  2676.413  2683.661  60.0
0841: @114  1 
0724: @114 $PLAYER_CHAR  50.0 
03BC: @149 = create sphere  2596.589  2758.158  22.862  1.0
03BD: destroy sphere @149
078B: @126 = car on heli @34 magnet unknown @127 @128 
08A5: @122  0 
0789: unknown drop car from magnet @34 
8117:   NOT   player $PLAYER_CHAR wasted
0A46:  1  0 
0976: @139 
899D:   NOT (unknown)
098D: @46 $7935 
8020:   NOT   $7936 >  1005.4  ;; floating-point values
848C:   NOT   unknown pickup exists at  2146.487  1622.805  993.0
89D1:   NOT @214 
08B1:  0 
0727: @377 $PLAYER_ACTOR -1  20.0 
0794: (unknown)
0901: $PLAYER_CHAR  0 
09E4:  0 
0710: @146(@50,3i) $PLAYER_ACTOR -1  70.0 
08A2: @146(@48,3i) $PLAYER_CHAR  30.0 
0480:   unknown actor @131(@52,6i) pedgroup  25
0583:   unknown player $PLAYER_CHAR unknown zone check 'GAN1'
0771:  424  2 
0971: (unknown)
00F4:   actor @34 near actor in car $PLAYER_ACTOR radius  6.0  6.0  0  
090C: 'GLN1'   ; (text not found)
090D: (unknown)
069B: @88 @38  0.0  .5 -1.0  0.0  0.0  0.0 
098A:  15.0 
04C0: create police roadblock at  2336.63 -1548.68  23.99  2347.01 -1548.37  23.68  1 
04C1: (unknown)
04E3: unknown player $PLAYER_CHAR  7  360000
093B: $130  1 
08B2:  0 
84ED:   NOT load animation "FINALE"
8934:   NOT (unknown)
095F: @152  6 @161 
066B: "PRT SPARK" @152 -1.69  3.607 -.271  1 @280 
0434: show credits
0933: (unknown)
0435: end credits
8436:   NOT   reached end of credits
07FE: @39  5  6 
840C:   NOT   is german game
0384: text 1string s@98 s@100  15000 ms  1
0595: (unknown)
0A10:  161  1 
0916: @92  0 
0686: @89 
0654: @114(@50,7i)  1 
8973:   NOT @153(@51,18i) 
0303: text 4numbers highpriority 'QUAR P6' @208 @209 @210 @211  10000 ms  1    ; ~s~Your set a new best time - ~1~m ~1~s. The quarry missions have now been completed in ~1~m ~1~s.
0501: unknown pizza mission command player $PLAYER_CHAR flag  0
85F8:   NOT $PLAYER_ACTOR @198 @199 @195 @196 -30.0  0 
07FC:  145.0  275.0 'BOAT 7' @238  2   ; Finish Time:
87F1:   NOT $PLAYER_CHAR 
87F2:   NOT $PLAYER_CHAR 
07F1: $PLAYER_CHAR 
02DD: set actor @88 creation zone 'SAN AND'  1  0  1
0665: @88 @94 
0A1A: unknown action sequence @88 "HIKER POSE L" "MISC"  4.0  0  0  0  1 -1 
0074: $8199 /= @51  ;; integer values 
036D: text 2numbers styled 'TX SEQ' $8197 @115  5000 ms  5  ; ~1~ IN A ROW bonus! $~1~
0572: set taxi boost jump  1
07E8:  4 @99  0 
0747:  4 @99  0 
038A:   car in cube @176 @177 @177  25.0  25.0  10.0
006E: @44 *= $8210  ;; integer values
0A1F:  24 @196 
80F4:   NOT   actor $PLAYER_ACTOR near actor in car @77 radius  20.0  20.0  0  
0325: @49 = create car @35 fire
0843: @146 @147 @148 s$8215 
04B9: unknown stuff @153 @154 @145  10.0  500.0 @153 @154 @155 @157 @158 @159 @160
85AD:   NOT   s$8217 == s$8215  
055D: make player $PLAYER_CHAR fireproof  1
07E6: unknown copy group -1 @268 
87DE:   NOT @271 
0099: $8223 = random integer 0-to-65535
048B: unknown car @35 timer $8223
0428: unknown car @35 flag  1
03AA: play suspect last seen at @116 @117 $75
046D: @55 = unknown actor @36 car car seats
07FD:   group @274 alive
06EF:   group leader @37 @274 
055F: set player $PLAYER_CHAR max armour +=  50
0327: $48 = create random car with actors -1 in area $111 $112 $114 $115
0661: write debug error "GOSUB PED IS DEAD" 
0433: (unknown) @50  1 
09E6:  1 
09E7: $PLAYER_CHAR 
0867:  0 
094C: $PLAYER_ACTOR @69 @70 @71 @72 
0045:   @85 == @69  ;; floating-point values 
0866: @63 @64 @65  5.0 @49 
09E3: $48 
0981:   train $48 wrecked
089F: @35(@37,2i) @519 
83A3:   NOT (unknown) @35(@37,2i) 
0A3D:  1 
0A37:  1 
0414: (unknown) $PLAYER_CHAR  1 
03AD: set rubbish  0 (invisible)
01F6: cancel override restart
0167: @149(@256,33i) = create marker at @50(@256,33f) @50(@256,33f) @50(@256,33f)  0  2
8112:   NOT   wasted or busted
851B:   NOT @914(@759,12i) @902(@941,12i) 
802D:   NOT   @927(@759,12i) >= @828  ;; integer values 
0A2E: @914(@759,12i) @854(@759,12f) @866(@759,12f) @878(@759,12f)  7 -2  8.0 
0996: @102(@56,20i) @60(@56,20f) 
016F: create particle  2  0.0  1.0  150  0  0  0 at @127(@56,20f) @147(@56,20f) @167(@56,20f) 
09C7: $155  63 
06F3:  0 
06E0:  2 
06FA:  0 
06F1:  20.0 
01F9: init rampage 'DUMMY'  29 @266 @267 -1 -1 -1 -1  0  ; (text not found)
09C2: (unknown)
01FA: @283 = rampage status
09F8: (unknown)
831D:   NOT   actor $PLAYER_ACTOR hit by weapon  41
8844:   NOT s$706 
0A0F: (unknown)
075F: $9533 
09BD:  1 
8044:   NOT   $2754 == $689  ;; floating-point values 
08D8: $2419 $9628 
078C: $9543 s$9536 
0761: $9543 $9532 
0782: $9543 $9542 
0781: $9543 $9544 
0790: $9543 
04DD: $9585 = actor $PLAYER_ACTOR armour
0945: $PLAYER_CHAR $9586 
0760: $9588 $9543 
0977: @0 
09CC:   object @0 model is #CJ COIN OP 2 
08F7: $PLAYER_CHAR  1 $2542 $2543 
0783: $9724  0 $9726 
09C5: @0 
03A3: (unknown) @0 
0621: unknown sequences packs  5  172 @6  1466 @10 
08E5: @12 @13 @14  50.0 @0 
091C: @14 @15 @16 @6  0 "BARGUY" @8 
8339:   NOT   objects in cube @2 @3 @4 @5 @6 @7  0  1  0  0  0
0A44:  1 
84EA:   NOT   unknown object @1 in cube @2 @3 @4 @5 @6 @7 unknown  0
007D: $73 += unknown inaccurate float timer @2  ;; floating-point 
0704: @17 $3928(@26,85f) $4013(@26,85f) $4098(@26,85f) 
066E: "COKE TRAIL" @22  0.0 -.2 -.1  0.0  0.0 -1.0  1 @20 
0A0A: @0  1 
09D6: @1  30450  1  1  0 
0A2A: 'SGPUNT'   ; ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
059D:  6 
059E: $9139 
0A2F:  0 
872D:   NOT @16 @17 @19 @20  7.0  0 
092B: @8 = group $PLAYER_GROUP member @6 
0A1D: @8 $PLAYER_ACTOR 
0A1E:  1 
84A7:   NOT $PLAYER_ACTOR 
8969:   NOT $10421 
8975:   NOT $10421 
896F:   NOT $10421 
896E:   NOT   car $10421 lowrider
0A26: (unknown)
09B3: $10421 $10438 
075E: "CARMOD1" 
075D: "CARMODS" 
096F: $10421 
0988: $10421 $10075 
096B: (unknown)
096C: (unknown)
0A13: (unknown)
06EA:   car component available $10405 
0A22: $10416 $10421  1 $10430 
09D4: (unknown)
0964: 'CARM1'  29.0  145.0  25.7  8  1  1  1 $10416   ; Colors
06EC: $10421 $10436 
097D: $10421 $10074 
06E6: $10178 $10179 
06E5: $10421 $10439($2515,16i) $10455($2515,16i) 
03C5: create random car for carpark  2077.872  2398.657  9.8203  89.6383
0806: $PLAYER_CHAR @0 
09A9: "TSHIRTLOCGREY" $10021 
08C8: $10021  15 
0942: $45 
0A23: $2423 $2515  0 
079E: (unknown)
07FA: (unknown)
079F: (unknown)
079D: (unknown)
07F9: (unknown)
0083: $2738 -= unknown inaccurate float timer @8  ;; floating-point 
0991:  1 
061A: $PLAYER_ACTOR v$5298 @12 
82F2:   NOT unknown actor @5 flag  195
08A0: @0  100.0  0  0.0  0.0  0.0 "DANCER" 
08F1: @3 @4 @5 s$9450 
09A4: 'DEAL1' 'DEAL2' 'DEAL3'  191  77  78   ; Fuck you man!
09AA: 'DEAL2'  79   ; Take it easy man.
0A47: (unknown)
089E: @3 @4 @5  5.0 @11 
089B: @0 
089C: @0  1 
09B6: @0  0 
09A7: @11  1 
871A:   NOT @0 'DEAL2' 
889B:   NOT @0 
076B: s@17 @16 
06FF: @0  2.2 
895B:   NOT @0 
0472:   unknown actor $PLAYER_ACTOR near pizza @0 radius  8.0  8.0 unknown  0
08D3: @26 
06B9:   cutscene data loaded
0244: set cutscene pos @4 @7 @10
02E9: cutscene reached end
093D:  1 
098E: 'FDPIZA'  512  1   ; Pizza Stack
08F0: 'GANGRL3' 'GFRIEND' 
067B: $1238 -1.5  1.5  1.5 $1237  6.0  2 
0664: write debug floatvar "FTEMP1 SPEED" @14 
88B6:   NOT $406 @0 
00F3:   actor $PLAYER_ACTOR near actor on foot @15 radius  2.0  2.0  0
8977:   NOT @0 
0835: $5344 $5345 
8028:   NOT   $8737 >=  999999  ;; integer values
0626:  21  1.0 
09A0: $PLAYER_ACTOR @26  0.0  0.0  0.0  5  16 "NULL" "NULL" -1 
09A1: $PLAYER_ACTOR  0 
0859: @0 $PLAYER_ACTOR 
0A33: @0 @1 
0203:   actor $PLAYER_ACTOR near car on foot @1 radius  12.0  12.0 unknown  0
8042:   NOT   $10612($1865,4f) ==  0.0  ;; floating-point values
09C3:  1554.32 -1632.669  13.9475  1535.271 -1620.762  11.8805 
07A3: $10506(@12,8i) $PLAYER_ACTOR  5.0  10.0 
09BC: $PLAYER_ACTOR $678 $679 $680 
083E: @8 @26  0.0 @27 
0034:   $8275 >= $8277  ;; floating-point values 
088E: (unknown)
0A48:  1 
8800:   NOT (unknown)
09A2: @17 
073F: @6 @7 @8  2.0  1  1  1 @11 
0A2B: (unknown)
0044:   $3498 == $3506($8548,151f)  ;; floating-point values 
0513: 'SLOT 02' @14   ; ~t~ Use Slot Machine $~1~
0A3E: $73 $74 $75  .6  .6  1.0 @17 
09DA: @6 @7 @8 
06D2: v@28 = "LAPDAN1"  
0A06: $9523 
0A07: $9523 
0094: make $10927 absolute integer  
081D: $10924  1 
095D: $1874(@6,3i) 
0096: make $10745 absolute float  
8022:   NOT    10.0 > $10745  ;; floating-point values
0975: $1882 
08C9: $45 
02CC:   unknown object @0 bounding sphere visible
