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DEFINE OBJECTS 1DEFINE OBJECT (no object) //unusedDEFINE MISSIONS 0DEFINE EXTERNAL_SCRIPTS 0DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0//-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade 0 () 0 ms042C: set_total_missions_to 1030D: set_total_mission_points_to 101F0: set_max_wanted_level_to 60111: set_wasted_busted_check_to 0 (disabled)00C0: set_current_time 10 0$SpawnX = 0.0$SpawnY = 0.0$SpawnZ = 100.004E4: unknown_refresh_game_renderer_at $SpawnX $SpawnY03CB: set_camera $SpawnX $SpawnY $SpawnZ062A: change_stat 165 (energy) to 999.0 // float062A: change_stat 23 (muscle) to 999.0 // float062A: change_stat 21 (fat) to 0.0 // float062A: change_stat 163 (health) to 999.0 // float062A: change_stat 160 (driving skill) to 999.0 // float062A: change_stat 229 (bike skill) to 999.0 // float062A: change_stat 223 (flying skill) to 999.0 // float062A: change_stat 230 (cicle skill) to 999.0 // float0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat0629: change_stat 68 () to 0 // integer see statdisp.dat0053: $PLAYER_CHAR = create_player #NULL at $SpawnX $SpawnY $SpawnZ07AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0373: set_camera_directly_behind_player0173: set_actor $PLAYER_ACTOR z_angle_to 262.001B6: set_weather 1087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack" 0087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS" 2087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER" 3087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD" 1070D: $PLAYER_CHAR04BB: select_interior 0 // select render area01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)01B7: release_weather016C: restart_if_wasted at $SpawnX $SpawnY $SpawnZ angle 0.0 unknown 00247: request_model #hydra:MAIN_20001: wait 0 ms00D6: if 00248: model #hydra available004D: jump_if_false @MAIN_200A5: $vehicle = create_car #hydra at $SpawnX $SpawnY $SpawnZ036A: put_actor $PLAYER_ACTOR in_car $vehicle016A: fade 1 () 1000 ms0001: wait 100 ms03E6: remove_text_box:MAIN_30001: wait 2500 ms0002: jump @MAIN_3
DEFINE OBJECTS 1DEFINE OBJECT (no object) //unusedDEFINE MISSIONS 0DEFINE EXTERNAL_SCRIPTS 0DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0
062A: change_stat 165 to 999.0 // Changes energy to 999.0.
062A: change_stat 165 (energy) to 999.0
062A: HABABABABIADFBFABIAFBI 165 AFIBFSIFSAIFSA 999.0 AFEVUFAUVkaf
062A: 165 999.00
$ - global variables$ - global string variablev$ - global long string variable@ - label (text directly AFTER used to reference this label in jumps)@ - local variable (number BEFORE denotes variable)@s - local string variable (number BEFORE denotes variable)@v - local long string variable (number BEFORE denotes variable)'...' - string (first 8 bytes after OpCode when compiled)"..." - debug string text# - model identifier (means you can enter the id name of a model rather than the number)
$ - Global Variable$s - Global String@Text - Label (Because Text is just written down behind the @.)
//-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade 0 () 0 ms042C: set_total_missions_to 1030D: set_total_mission_points_to 101F0: set_max_wanted_level_to 60111: set_wasted_busted_check_to 0 (disabled)00C0: set_current_time 10 0$SpawnX = 0.0$SpawnY = 0.0$SpawnZ = 100.004E4: unknown_refresh_game_renderer_at $SpawnX $SpawnY03CB: set_camera $SpawnX $SpawnY $SpawnZ062A: change_stat 165 (energy) to 999.0 // float062A: change_stat 23 (muscle) to 999.0 // float062A: change_stat 21 (fat) to 0.0 // float062A: change_stat 163 (health) to 999.0 // float062A: change_stat 160 (driving skill) to 999.0 // float062A: change_stat 229 (bike skill) to 999.0 // float062A: change_stat 223 (flying skill) to 999.0 // float062A: change_stat 230 (cicle skill) to 999.0 // float0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat0629: change_stat 68 () to 0 // integer see statdisp.dat0053: $PLAYER_CHAR = create_player #NULL at $SpawnX $SpawnY $SpawnZ07AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0373: set_camera_directly_behind_player0173: set_actor $PLAYER_ACTOR z_angle_to 262.001B6: set_weather 1087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack" 0087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS" 2087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER" 3087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD" 1070D: $PLAYER_CHAR04BB: select_interior 0 // select render area01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)01B7: release_weather016C: restart_if_wasted at $SpawnX $SpawnY $SpawnZ angle 0.0 unknown 00247: request_model #hydra:MAIN_20001: wait 0 ms00D6: if 00248: model #hydra available004D: jump_if_false @MAIN_200A5: $vehicle = create_car #hydra at $SpawnX $SpawnY $SpawnZ036A: put_actor $PLAYER_ACTOR in_car $vehicle016A: fade 1 () 1000 ms0001: wait 100 ms03E6: remove_text_box:MAIN_30001: wait 2500 ms0002: jump @MAIN_3
:MAIN_103A4: name_thread 'MAIN'
03A4: name_thread 'MAIN'
042C: set_total_missions_to 1030D: set_total_mission_points_to 101F0: set_max_wanted_level_to 60111: set_wasted_busted_check_to 0 (disabled)00C0: set_current_time 10 0
0111: set_wasted_busted_check_to 0 (disabled)
00C0: set_current_time 10 0
$SpawnX = 0.0$SpawnY = 0.0$SpawnZ = 100.0
04E4: unknown_refresh_game_renderer_at $SpawnX $SpawnY
03CB: set_camera $SpawnX $SpawnY $SpawnZ
062A: change_stat 165 (energy) to 999.0 // float062A: change_stat 23 (muscle) to 999.0 // float062A: change_stat 21 (fat) to 0.0 // float062A: change_stat 163 (health) to 999.0 // float062A: change_stat 160 (driving skill) to 999.0 // float062A: change_stat 229 (bike skill) to 999.0 // float062A: change_stat 223 (flying skill) to 999.0 // float062A: change_stat 230 (cycle skill) to 999.0 // float0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat0629: change_stat 68 () to 0 // integer see statdisp.dat
0053: $PLAYER_CHAR = create_player #NULL at $SpawnX $SpawnY $SpawnZ07AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0373: set_camera_directly_behind_player0173: set_actor $PLAYER_ACTOR z_angle_to 262.001B6: set_weather 1
087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack" 0087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS" 2087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER" 3087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD" 1
0=torso1=haircut2=legs3=feet13=chains14=watches15=shades16=hats17=special (aka full body)
04BB: select_interior 0 // select render area
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)01B7: release_weather016C: restart_if_wasted at $SpawnX $SpawnY $SpawnZ angle 0.0 unknown 0
0247: request_model #hydra
:MAIN_20001: wait 0 ms00D6: if 00248: model #hydra available004D: jump_if_false @MAIN_200A5: $vehicle = create_car #hydra at $SpawnX $SpawnY $SpawnZ036A: put_actor $PLAYER_ACTOR in_car $vehicle
00D6: if 00248: model #hydra available004D: jump_if_false @MAIN_2
00A5: $vehicle = create_car #hydra at $SpawnX $SpawnY $SpawnZ036A: put_actor $PLAYER_ACTOR in_car $vehicle
016A: fade 1 () 1000 ms
0001: wait 100 ms03E6: remove_text_box
:MAIN_30001: wait 2500 ms0002: jump @MAIN_3
//CJ's Position:Z-Angle: 175.351334Script: 2582.972 -1743.250 23.273//Path #1:Z-Angle: 0.246362Script: 2585.120 -2258.113 1.366//Path #2:Z-Angle: 359.755280Script: 2583.599 -2125.722 0.540//Path #3:Z-Angle: 357.054321Script: 2583.347 -2058.116 15.370//Path #4:Z-Angle: 2.947391Script: 2582.560 -1941.235 16.447//Path #5:Z-Angle: 353.125641Script: 2582.882 -1745.574 23.273
$SpawnX = 2582.972$SpawnY = -1743.250$SpawnZ = 23.273
0173: set_actor $PLAYER_ACTOR z_angle_to 175.351334
0247: request_model #hydra:MAIN_20001: wait 0 ms00D6: if 00248: model #hydra available004D: jump_if_false @MAIN_200A5: $vehicle = create_car #hydra at $SpawnX $SpawnY $SpawnZ036A: put_actor $PLAYER_ACTOR in_car $vehicle
016A: fade 1 () 1000 ms0001: wait 100 ms03E6: remove_text_box
DEFINE OBJECTS 1DEFINE OBJECT (no object) //unusedDEFINE MISSIONS 0DEFINE EXTERNAL_SCRIPTS 0DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0//-------------MAIN--------------- :MAIN_103A4: name_thread 'MAIN'016A: fade 0 () 0 ms042C: set_total_missions_to 1030D: set_total_mission_points_to 101F0: set_max_wanted_level_to 60111: set_wasted_busted_check_to 0 (disabled)00C0: set_current_time 12 0$SpawnX = 2582.972$SpawnY = -1743.250$SpawnZ = 23.27304E4: unknown_refresh_game_renderer_at $SpawnX $SpawnY03CB: set_camera $SpawnX $SpawnY $SpawnZ062A: change_stat 165 (energy) to 999.0 // float062A: change_stat 23 (muscle) to 999.0 // float062A: change_stat 21 (fat) to 0.0 // float062A: change_stat 163 (health) to 999.0 // float062A: change_stat 160 (driving skill) to 999.0 // float062A: change_stat 229 (bike skill) to 999.0 // float062A: change_stat 223 (flying skill) to 999.0 // float062A: change_stat 230 (cicle skill) to 999.0 // float0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat0629: change_stat 68 () to 0 // integer see statdisp.dat0053: $PLAYER_CHAR = create_player #NULL at $SpawnX $SpawnY $SpawnZ07AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0373: set_camera_directly_behind_player0173: set_actor $PLAYER_ACTOR z_angle_to 175.35133401B6: set_weather 1087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack" 0087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS" 2087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER" 3087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD" 1070D: $PLAYER_CHAR04BB: select_interior 0 // select render area01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)01B7: release_weather016C: restart_if_wasted at $SpawnX $SpawnY $SpawnZ angle 0.0 unknown 0016A: fade 1 () 1000 ms0001: wait 100 ms03E6: remove_text_box:MAIN_30001: wait 2500 ms0002: jump @MAIN_3
00D7: create_thread @CAM_001
:CAM_001
:CAM_00103A4: name_thread 'CAMERA'0002: jump @CAM_100:CAM_1000001: wait 2500 ms 0002: jump @CAM_100
:CAM_00103A4: name_thread 'CAMERA':CAM_002015F: set_camera_position 2585.120 -2258.113 1.366 rotation 0.0 0.0 0.00160: set_camera_point_at 2583.599 -2125.722 0.540 mode 2 0001: wait 10000 ms 0002: jump @CAM_100:CAM_1000001: wait 2500 ms 0002: jump @CAM_100
:CAM_002015F: set_camera_position 2585.120 -2258.113 1.366 rotation 0.0 0.0 0.00160: set_camera_point_at 2583.599 -2125.722 0.540 mode 2 0001: wait 10000 ms
01B4: toggle_player $PLAYER_CHAR can_move 0
:CAM_00103A4: name_thread 'CAMERA'01B4: toggle_player $PLAYER_CHAR can_move 0 :CAM_002015F: set_camera_position 2585.120 -2258.113 1.366 rotation 0.0 0.0 0.00160: set_camera_point_at 2583.599 -2125.722 0.540 mode 2 0001: wait 10000 ms:CAM_003015F: set_camera_position 2583.599 -2125.722 0.540 rotation 0.0 0.0 0.00160: set_camera_point_at 2583.347 -2058.116 15.370 mode 1 :CAM_004015F: set_camera_position 2583.347 -2058.116 15.370 rotation 0.0 0.0 0.00160: set_camera_point_at 2582.560 -1941.235 16.447 mode 1 :CAM_005015F: set_camera_position 2582.560 -1941.235 16.447 rotation 0.0 0.0 0.00160: set_camera_point_at 2582.882 -1745.574 23.273 mode 1:CAM_006015F: set_camera_position 2582.882 -1745.574 23.273 rotation 0.0 0.0 0.00160: set_camera_point_at 2582.972 -1743.250 23.273 mode 1 0002: jump @CAM_100:CAM_1000001: wait 2500 ms 0002: jump @CAM_100
0460: set_camera_transverse_delay 0.0 time 10000
:CAM_00103A4: name_thread 'CAMERA'01B4: toggle_player $PLAYER_CHAR can_move 0 :CAM_002015F: set_camera_position 2585.120 -2258.113 1.366 rotation 0.0 0.0 0.00160: set_camera_point_at 2583.599 -2125.722 0.540 mode 2 0460: set_camera_transverse_delay 0.0 time 10000 0001: wait 10000 ms:CAM_003015F: set_camera_position 2583.599 -2125.722 0.540 rotation 0.0 0.0 0.00160: set_camera_point_at 2583.347 -2058.116 15.370 mode 10001: wait 10000 ms :CAM_004015F: set_camera_position 2583.347 -2058.116 15.370 rotation 0.0 0.0 0.00160: set_camera_point_at 2582.560 -1941.235 16.447 mode 10001: wait 10000 ms:CAM_005015F: set_camera_position 2582.560 -1941.235 16.447 rotation 0.0 0.0 0.00160: set_camera_point_at 2582.882 -1745.574 23.273 mode 10001: wait 10000 ms :CAM_006015F: set_camera_position 2582.882 -1745.574 23.273 rotation 0.0 0.0 0.00160: set_camera_point_at 2582.972 -1743.250 23.273 mode 10001: wait 10000 ms 0002: jump @CAM_100:CAM_1000001: wait 2500 ms 0002: jump @CAM_100
02A3: toggle_widescreen 1 //Widescreen on (1 = on | 0 = off) | If on, Radar + HUD = off!0826: toggle_hud 0 //HUD off (0 = off | 1 = on)0581: toggle_radar 0 //Radar off (0 = off | 1 = on)
:CAM_1000001: wait 10000 ms 02A3: toggle_widescreen 0 //Widescreen off0826: toggle_hud 1 //HUD on0581: toggle_radar 1 //Radar on004E: end_thread
:CAM_00103A4: name_thread 'CAMERA'01B4: toggle_player $PLAYER_CHAR can_move 002A3: toggle_widescreen 1 //Widescreen on (1 = on | 0 = off) | If on, Radar + HUD = off!0826: toggle_hud 0 //HUD off (0 = off | 1 = on)0581: toggle_radar 0 //Radar off (0 = off | 1 = on):CAM_002015F: set_camera_position 2585.120 -2258.113 1.366 rotation 0.0 0.0 0.00160: set_camera_point_at 2583.599 -2125.722 0.540 mode 2 0460: set_camera_transverse_delay 0.0 time 10000 0001: wait 10000 ms:CAM_003015F: set_camera_position 2583.599 -2125.722 0.540 rotation 0.0 0.0 0.00160: set_camera_point_at 2583.347 -2058.116 15.370 mode 10001: wait 10000 ms :CAM_004015F: set_camera_position 2583.347 -2058.116 15.370 rotation 0.0 0.0 0.00160: set_camera_point_at 2582.560 -1941.235 16.447 mode 10001: wait 10000 ms:CAM_005015F: set_camera_position 2582.560 -1941.235 16.447 rotation 0.0 0.0 0.00160: set_camera_point_at 2582.882 -1745.574 23.273 mode 10001: wait 10000 ms :CAM_006015F: set_camera_position 2582.882 -1745.574 23.273 rotation 0.0 0.0 0.00160: set_camera_point_at 2582.972 -1743.250 23.273 mode 10001: wait 10000 ms :CAM_1000001: wait 10000 ms 02A3: toggle_widescreen 0 //Widescreen off0826: toggle_hud 1 //HUD on0581: toggle_radar 1 //Radar on004E: end_thread
DEFINE OBJECTS 1DEFINE OBJECT (no object) //unusedDEFINE MISSIONS 0DEFINE EXTERNAL_SCRIPTS 0DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0//-------------MAIN--------------- :MAIN_103A4: name_thread 'MAIN'016A: fade 0 () 0 ms042C: set_total_missions_to 1030D: set_total_mission_points_to 101F0: set_max_wanted_level_to 60111: set_wasted_busted_check_to 0 (disabled)00C0: set_current_time 12 0$SpawnX = 2582.972$SpawnY = -1743.250$SpawnZ = 23.27304E4: unknown_refresh_game_renderer_at $SpawnX $SpawnY03CB: set_camera $SpawnX $SpawnY $SpawnZ062A: change_stat 165 (energy) to 999.0 // float062A: change_stat 23 (muscle) to 999.0 // float062A: change_stat 21 (fat) to 0.0 // float062A: change_stat 163 (health) to 999.0 // float062A: change_stat 160 (driving skill) to 999.0 // float062A: change_stat 229 (bike skill) to 999.0 // float062A: change_stat 223 (flying skill) to 999.0 // float062A: change_stat 230 (cicle skill) to 999.0 // float0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat0629: change_stat 68 () to 0 // integer see statdisp.dat0053: $PLAYER_CHAR = create_player #NULL at $SpawnX $SpawnY $SpawnZ07AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0373: set_camera_directly_behind_player0173: set_actor $PLAYER_ACTOR z_angle_to 175.35133401B6: set_weather 1087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack" 0087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS" 2087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER" 3087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD" 1070D: rebuild_player $PLAYER_CHAR 04BB: select_interior 0 // select render area01B4: toggle_player $PLAYER_CHAR can_move 1 01B7: release_weather016C: restart_if_wasted at $SpawnX $SpawnY $SpawnZ angle 0.0 unknown 0016A: fade 1 () 1000 ms0001: wait 100 ms03E6: remove_text_box00D7: create_thread @CAM_001:MAIN_30001: wait 2500 ms0002: jump @MAIN_3:CAM_00103A4: name_thread 'CAMERA'01B4: toggle_player $PLAYER_CHAR can_move 002A3: toggle_widescreen 1 //Widescreen on (1 = on | 0 = off) | If on, Radar + HUD = off!0826: toggle_hud 0 //HUD off (0 = off | 1 = on)0581: toggle_radar 0 //Radar off (0 = off | 1 = on):CAM_002015F: set_camera_position 2585.120 -2258.113 1.366 rotation 0.0 0.0 0.00160: set_camera_point_at 2583.599 -2125.722 0.540 mode 2 0460: set_camera_transverse_delay 0.0 time 10000 0001: wait 10000 ms:CAM_003015F: set_camera_position 2583.599 -2125.722 0.540 rotation 0.0 0.0 0.00160: set_camera_point_at 2583.347 -2058.116 15.370 mode 10001: wait 10000 ms :CAM_004015F: set_camera_position 2583.347 -2058.116 15.370 rotation 0.0 0.0 0.00160: set_camera_point_at 2582.560 -1941.235 16.447 mode 10001: wait 10000 ms:CAM_005015F: set_camera_position 2582.560 -1941.235 16.447 rotation 0.0 0.0 0.00160: set_camera_point_at 2582.882 -1745.574 23.273 mode 10001: wait 10000 ms :CAM_006015F: set_camera_position 2582.882 -1745.574 23.273 rotation 0.0 0.0 0.00160: set_camera_point_at 2582.972 -1743.250 23.273 mode 10001: wait 10000 ms :CAM_1000001: wait 10000 ms 02A3: toggle_widescreen 0 //Widescreen off0826: toggle_hud 1 //HUD on0581: toggle_radar 1 //Radar on004E: end_thread
0247: load_model #GREENWOO //Car: Greenwood0247: load_model #TAHOMA //Car: Tahoma0247: load_model #ENFORCER //Car: Enforcer0247: load_model #COPCARLA //Car: Copcar (LSPD)0247: load_model #FAM1 //PED: Grove_10247: load_model #FAM2 //PED: Grove_20247: load_model #FAM3 //PED: Grove_30247: load_model #BALLAS1 //PED: Balla_10247: load_model #BALLAS2 //PED: Balla_20247: load_model #BALLAS3 //PED: Balla_3 0247: load_model #LAPD1 //PED: Policemen0247: load_model #SWAT //PED: SWAT0247: load_model #TEC9 //GUN: Tec90247: load_model #COLT45 //GUN: Pistol0247: load_model #MP5LNG //GUN: AK-470247: load_model #AK47 //GUN: MP5 0247: load_model #MICRO_UZI //GUN: UZI 0247: load_model #SNIPER //GUN: Sniper Rifle 0247: load_model #M4 //GUN: M4A1 0247: load_model #CELLPHONE //OBJECT: Mobile038B: load_request_models
:SCENE_00103A4: name_thread 'SCENE1'01B4: toggle_player $PLAYER_CHAR can_move 002A3: toggle_widescreen 0 //Widescreen off (1 = on | 0 = off)0826: toggle_hud 0 //HUD off (1 = on | 0 = off)0581: toggle_radar 0 //Radar off (1 = on | 0 = off) :SCENE_0020247: load_model #GREENWOO //Car: Greenwood0247: load_model #TAHOMA //Car: Tahoma0247: load_model #ENFORCER //Car: Enforcer0247: load_model #COPCARLA //Car: Copcar (LSPD)0247: load_model #FAM1 //PED: Grove_10247: load_model #FAM2 //PED: Grove_20247: load_model #FAM3 //PED: Grove_30247: load_model #BALLAS1 //PED: Balla_10247: load_model #BALLAS2 //PED: Balla_20247: load_model #BALLAS3 //PED: Balla_3 0247: load_model #LAPD1 //PED: Policemen0247: load_model #SWAT //PED: SWAT0247: load_model #TEC9 //GUN: Tec90247: load_model #COLT45 //GUN: Pistol0247: load_model #MP5LNG //GUN: AK-470247: load_model #AK47 //GUN: MP5 0247: load_model #MICRO_UZI //GUN: UZI 0247: load_model #SNIPER //GUN: Sniper Rifle 0247: load_model #M4 //GUN: M4A1 0247: load_model #CELLPHONE //OBJECT: Mobile038B: load_request_models:SCENE_9990249: release_model #GREENWOO //Car: Greenwood0249: release_model #TAHOMA //Car: Tahoma0249: release_model #ENFORCER //Car: Enforcer0249: release_model #COPCARLA //Car: Copcar (LSPD)0249: release_model #FAM1 //PED: Grove_10249: release_model #FAM2 //PED: Grove_20249: release_model #FAM3 //PED: Grove_30249: release_model #BALLAS1 //PED: Balla_10249: release_model #BALLAS2 //PED: Balla_20249: release_model #BALLAS3 //PED: Balla_3 0249: release_model #LAPD1 //PED: Policemen0249: release_model #SWAT //PED: SWAT0249: release_model #TEC9 //GUN: Tec90249: release_model #COLT45 //GUN: Pistol0249: release_model #MP5LNG //GUN: AK-470249: release_model #AK47 //GUN: MP5 0249: release_model #MICRO_UZI //GUN: UZI 0249: release_model #SNIPER //GUN: Sniper Rifle 0249: release_model #M4 //GUN: M4A1 0249: release_model #CELLPHONE //OBJECT: Mobileend_thread
00A5: 0@ = create_car #GREENWOO at 2483.499 -1667.010 13.344 00A5: 1@ = create_car #TAHOMA at 2290.188 -1661.210 14.5190175: set_car 0@ Z_angle_to 280.0 0175: set_car 1@ Z_angle_to 267.3634030674: set_car_model 0@ numberplate "GROVE4L_" 0674: set_car_model 1@ numberplate "BALLAS__"
009A: 11@ = create_actor_pedtype 8 model #FAM1 at 2481.606 -1700.239 13.524 009A: 12@ = create_actor_pedtype 8 model #FAM3 at 2480.171 -1704.558 13.532009A: 13@ = create_actor_pedtype 8 model #FAM2 at 2459.221 -1687.116 13.543 009A: 14@ = create_actor_pedtype 8 model #FAM3 at 2463.329 -1684.491 13.5340173: set_actor 11@ Z_angle_to 7.6445670173: set_actor 12@ Z_angle_to 271.260498 0173: set_actor 13@ Z_angle_to 275.3200990173: set_actor 14@ Z_angle_to 150.583267
0=player11=player22=player_network3=player_unused4=civmale5=civfemale6=cop7=gang18=gang29=gang310=gang411=gang512=gang613=gang714=gang815=gang916=gang1017=dealer18=medic19=fireman18=criminal19=bum20=prostitute21=special)
009A: 15@ = create_actor_pedtype 7 model #BALLAS1 at 0.0 0.0 0.0 009A: 16@ = create_actor_pedtype 7 model #BALLAS2 at 0.0 0.0 0.0 009A: 17@ = create_actor_pedtype 7 model #BALLAS3 at 0.0 0.0 0.0 009A: 18@ = create_actor_pedtype 7 model #BALLAS1 at 0.0 0.0 0.0 0173: set_actor 15@ Z_angle_to 0.00173: set_actor 16@ Z_angle_to 0.00173: set_actor 17@ Z_angle_to 0.00173: set_actor 18@ Z_angle_to 0.0
0631: put_actor 11@ in_group $PLAYER_GROUP0631: put_actor 12@ in_group $PLAYER_GROUP0631: put_actor 13@ in_group $PLAYER_GROUP0631: put_actor 14@ in_group $PLAYER_GROUP
072A: put_actor 15@ into_car 1@ driverseat 072B: put_actor 16@ into_car 1@ passengerseat -1072B: put_actor 17@ into_car 1@ passengerseat -1072B: put_actor 18@ into_car 1@ passengerseat -1
01B2: give_actor 11@ weapon 32 ammo 9999 //TEC901B2: give_actor 12@ weapon 29 ammo 9999 //MP501B2: give_actor 13@ weapon 22 ammo 9999 //PISTOL01B2: give_actor 14@ weapon 29 ammo 9999 //MP501B9: set_actor 11@ armed_weapon_to 32 01B9: set_actor 12@ armed_weapon_to 2901B9: set_actor 13@ armed_weapon_to 2201B9: set_actor 14@ armed_weapon_to 2901B2: give_actor 15@ weapon 30 ammo 9999 //AK-4701B2: give_actor 16@ weapon 28 ammo 9999 //UZI01B2: give_actor 17@ weapon 28 ammo 9999 //UZI01B2: give_actor 18@ weapon 22 ammo 9999 //PISTOL01B9: set_actor 15@ armed_weapon_to 30 01B9: set_actor 16@ armed_weapon_to 2801B9: set_actor 17@ armed_weapon_to 2801B9: set_actor 18@ armed_weapon_to 22
02AB: set_actor 11@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 12@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 13@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 14@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 15@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 16@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 17@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 18@ immunities BP 1 FP 0 EP 0 DP 0 SP 002AC: set_car 0@ immunities BP 1 FP 0 EP 0 DP 0 SP 002AC: set_car 1@ immunities BP 1 FP 0 EP 0 DP 0 SP 0
02E2: set_actor 11@ weapon_accuracy_to 100 02E2: set_actor 12@ weapon_accuracy_to 100 02E2: set_actor 13@ weapon_accuracy_to 100 02E2: set_actor 14@ weapon_accuracy_to 100 02E2: set_actor 15@ weapon_accuracy_to 100 02E2: set_actor 16@ weapon_accuracy_to 100 02E2: set_actor 17@ weapon_accuracy_to 100 02E2: set_actor 18@ weapon_accuracy_to 100
:SCENE_004015F: set_camera_position 2287.091 -1664.189 14.930 rotation 0.0 0.0 0.00160: set_camera_point_at 2341.206 -1659.069 13.077 mode 2
05D6: clear_scmpath05D7: add_point_to_scmpath 2290.188 -1661.210 14.51905D7: add_point_to_scmpath 2341.206 -1659.069 13.07705D7: add_point_to_scmpath 2476.207 -1659.009 13.024
0460: set_camera_transverse_delay 0.0 time 100000001: wait 10000 ms
:SCENE_00506BB: set_actor 15@ drive_car 1@ speed 10.0 along_SCM_path
015F: set_camera_position 2290.188 -1661.210 34.519 rotation 0.0 0.0 0.00160: set_camera_point_at 2341.206 -1659.069 13.077 mode 10001: wait 10000 ms 015F: set_camera_position 2476.207 -1656.009 13.024 rotation 0.0 0.0 0.00160: set_camera_point_at 2470.207 -1659.009 14.024 mode 10001: wait 13500 ms
05CF: AS_actor 15@ exit_car 1@ when_at 2476.207 -1659.009 13.024 05CF: AS_actor 16@ exit_car 1@ when_at 2476.207 -1659.009 13.024 05CF: AS_actor 17@ exit_car 1@ when_at 2476.207 -1659.009 13.024 05CF: AS_actor 18@ exit_car 1@ when_at 2476.207 -1659.009 13.024
05D6: clear_scmpath05D7: add_point_to_scmpath 2483.308 -1670.123 13.33605D7: add_point_to_scmpath 2482.613 -1682.936 13.33005D8: AS_assign_scmpath to_actor 11@ flags 6 1 05D8: AS_assign_scmpath to_actor 12@ flags 6 105D8: AS_assign_scmpath to_actor 13@ flags 6 105D8: AS_assign_scmpath to_actor 14@ flags 6 1
0460: set_camera_transverse_delay 0.0 time 5000015F: set_camera_position 2497.089 -1667.746 21.968 rotation 0.0 0.0 0.00160: set_camera_point_at 2476.207 -1659.009 13.024 mode 10001: wait 7000 ms015F: set_camera_position 2482.613 -1682.936 13.330 rotation 0.0 0.0 0.00160: set_camera_point_at 2476.207 -1659.009 13.024 mode 10001: wait 7000 ms 015F: set_camera_position 2464.332 -1673.342 19.127 rotation 0.0 0.0 0.00160: set_camera_point_at 2476.207 -1659.009 13.024 mode 10001: wait 7000 ms015F: set_camera_position 2482.581 -1647.620 18.931 rotation 0.0 0.0 0.00160: set_camera_point_at 2483.499 -1667.010 13.344 mode 10001: wait 10000 ms
:SCENE_007016A: fade 0 time 5000001: wait 500 ms
:SCENE_008009A: 21@ = create_actor_pedtype 8 model #FAM2 at 2515.713 -1680.229 13.466 0173: set_actor 21@ Z_angle_to 255.938110 01B2: give_actor 21@ weapon 29 ammo 9999 //MP502E2: set_actor 21@ weapon_accuracy_to 100 02AB: set_actor 21@ immunities BP 1 FP 0 EP 0 DP 0 SP 0015F: set_camera_position 2516.765 -1680.873 13.456 rotation 0.0 0.0 0.0 0160: set_camera_point_at 2515.713 -1680.229 13.966 mode 2
0729: AS_actor 21@ hold_cellphone 10967: actor 21@ move_mouth 100 ms
0001: wait 500 ms 016A: fade 1 time 5000001: wait 10000 ms0729: AS_actor 21@ hold_cellphone 0
05D3: AS_actor 21@ goto_point 2483.308 -1670.123 13.336 mode 6 7500 ms 0001: wait 100 ms 01B9: set_actor 21@ armed_weapon_to 29 0001: wait 900 ms 015F: set_camera_position 2464.332 -1673.342 19.127 rotation 0.0 0.0 0.00160: set_camera_point_at 2483.499 -1667.010 13.344 mode 10001: wait 10000 ms
:SCENE_009016A: fade 0 time 5000001: wait 500 ms009A: 5@ = create_actor_pedtype 7 model #BALLAS1 at 2481.807 -1719.387 13.546009A: 6@ = create_actor_pedtype 7 model #BALLAS2 at 2481.184 -1722.680 13.555009A: 7@ = create_actor_pedtype 7 model #BALLAS3 at 2482.469 -1715.928 13.543009A: 8@ = create_actor_pedtype 7 model #BALLAS1 at 2479.322 -1712.078 13.537009A: 22@ = create_actor_pedtype 8 model #FAM1 at 2510.481 -1696.526 13.480009A: 23@ = create_actor_pedtype 8 model #FAM3 at 2502.140 -1643.145 13.783009A: 24@ = create_actor_pedtype 8 model #FAM2 at 2528.099 -1690.698 13.658009A: 25@ = create_actor_pedtype 8 model #FAM3 at 2527.253 -1686.881 13.80801B2: give_actor 22@ weapon 32 ammo 9999 //TEC901B2: give_actor 23@ weapon 29 ammo 9999 //MP501B2: give_actor 24@ weapon 22 ammo 9999 //PISTOL01B2: give_actor 25@ weapon 29 ammo 9999 //MP501B9: set_actor 22@ armed_weapon_to 32 01B9: set_actor 23@ armed_weapon_to 2901B9: set_actor 24@ armed_weapon_to 2201B9: set_actor 25@ armed_weapon_to 2901B2: give_actor 5@ weapon 30 ammo 9999 //AK-4701B2: give_actor 6@ weapon 28 ammo 9999 //UZI01B2: give_actor 7@ weapon 28 ammo 9999 //UZI01B2: give_actor 8@ weapon 22 ammo 9999 //PISTOL01B9: set_actor 5@ armed_weapon_to 30 01B9: set_actor 6@ armed_weapon_to 2801B9: set_actor 7@ armed_weapon_to 2801B9: set_actor 8@ armed_weapon_to 2202AB: set_actor 22@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 23@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 24@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 25@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 5@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 6@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 7@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 8@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02E2: set_actor 22@ weapon_accuracy_to 100 02E2: set_actor 23@ weapon_accuracy_to 100 02E2: set_actor 24@ weapon_accuracy_to 100 02E2: set_actor 25@ weapon_accuracy_to 100 02E2: set_actor 5@ weapon_accuracy_to 100 02E2: set_actor 6@ weapon_accuracy_to 100 02E2: set_actor 7@ weapon_accuracy_to 100 02E2: set_actor 8@ weapon_accuracy_to 100
:SCENE_010 0460: set_camera_transverse_delay 0.0 time 7000015F: set_camera_position 2482.613 -1682.936 13.330 rotation 0.0 0.0 0.00160: set_camera_point_at 2482.613 -1685.936 13.330 mode 2016A: fade 1 time 5000001: wait 700 ms
02AB: set_actor 11@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 12@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 13@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 14@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 15@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 16@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 17@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 18@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 05D6: clear_scmpath05D7: add_point_to_scmpath 2483.797 -1685.592 13.50805D7: add_point_to_scmpath 2490.620 -1671.115 13.33605D8: AS_assign_scmpath to_actor 5@ flags 6 1 05D8: AS_assign_scmpath to_actor 6@ flags 6 105D8: AS_assign_scmpath to_actor 7@ flags 6 105D8: AS_assign_scmpath to_actor 8@ flags 6 1015F: set_camera_position 2476.207 -1659.009 23.024 rotation 0.0 0.0 0.00160: set_camera_point_at 2483.499 -1667.010 13.344 mode 1 0160: set_camera_point_at 2515.713 -1680.229 13.466 mode 1
:SCENE_01105D6: clear_scmpath05D7: add_point_to_scmpath 2490.620 -1671.115 13.33605D8: AS_assign_scmpath to_actor 22@ flags 6 1 05D8: AS_assign_scmpath to_actor 23@ flags 6 105D8: AS_assign_scmpath to_actor 24@ flags 6 105D8: AS_assign_scmpath to_actor 25@ flags 6 10001: wait 7000 ms
:SCENE_012015F: set_camera_position 2513.292 -1666.519 13.570 rotation 0.0 0.0 0.00160: set_camera_point_at 2490.620 -1671.115 13.336 mode 20001: wait 10000 ms016A: fade 0 time 5000001: wait 500 ms
:SCENE_01305D6: clear_scmpath05D7: add_point_to_scmpath 2528.646 -1667.925 15.16905D7: add_point_to_scmpath 2523.344 -1669.096 14.97805D7: add_point_to_scmpath 2490.620 -1671.115 13.336015F: set_camera_position 2524.079 -1666.532 15.059 rotation 0.0 0.0 0.00160: set_camera_point_at 2523.344 -1669.096 14.978 mode 2009A: 9@ = create_actor_pedtype 7 model #BALLAS2 at 2528.646 -1667.925 15.16901B2: give_actor 9@ weapon 34 ammo 9999 //SNIPER02E2: set_actor 9@ weapon_accuracy_to 100 02AB: set_actor 9@ immunities BP 1 FP 0 EP 0 DP 0 SP 001B9: set_actor 9@ armed_weapon_to 34
:SCENE_01405D8: AS_assign_scmpath to_actor 9@ flags 4 1 016A: fade 1 time 5000001: wait 10000 ms
:SCENE_015016A: fade 0 time 5000001: wait 1000 ms016A: fade 1 time 5000001: wait 500 ms 015F: set_camera_position 2494.763 -1690.037 21.657 rotation 0.0 0.0 0.00160: set_camera_point_at 2513.430 -1670.087 13.513 mode 20001: wait 7500 ms :SCENE_0160460: set_camera_transverse_delay 0.0 time 250000160: set_camera_point_at 2467.655 -1671.798 13.489 mode 10001: wait 25000 ms
0460: set_camera_transverse_delay 0.0 time 7000015F: set_camera_position 2490.620 -1671.115 17.336 rotation 0.0 0.0 0.00160: set_camera_point_at 2483.797 -1685.592 13.508 mode 10001: wait 10000 ms
:SCENE_01700A5: 3@ = create_car #ENFORCER at 2342.256 -1655.591 12.988 00A5: 2@ = create_car #COPCARLA at 2345.657 -1660.752 13.045009A: 26@ = create_actor_pedtype 9 model #LAPD1 at 0.0 0.0 0.0 009A: 27@ = create_actor_pedtype 9 model #LAPD1 at 0.0 0.0 0.0009A: 28@ = create_actor_pedtype 9 model #SWAT at 0.0 0.0 0.0009A: 29@ = create_actor_pedtype 9 model #SWAT at 0.0 0.0 0.0009A: 30@ = create_actor_pedtype 9 model #SWAT at 0.0 0.0 0.0009A: 31@ = create_actor_pedtype 9 model #SWAT at 0.0 0.0 0.001B2: give_actor 26@ weapon 22 ammo 9999 //PISTOL01B2: give_actor 27@ weapon 22 ammo 9999 //PISTOL01B9: set_actor 26@ armed_weapon_to 22 01B9: set_actor 27@ armed_weapon_to 2201B2: give_actor 28@ weapon 28 ammo 9999 //UZI01B2: give_actor 29@ weapon 28 ammo 9999 //UZI01B2: give_actor 30@ weapon 28 ammo 9999 //UZI01B2: give_actor 31@ weapon 28 ammo 9999 //UZI01B9: set_actor 28@ armed_weapon_to 28 01B9: set_actor 29@ armed_weapon_to 2801B9: set_actor 30@ armed_weapon_to 2801B9: set_actor 31@ armed_weapon_to 2802AB: set_actor 26@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 27@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 28@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 29@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 30@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 31@ immunities BP 1 FP 0 EP 0 DP 0 SP 002AC: set_car 2@ immunities BP 1 FP 0 EP 0 DP 0 SP 002AC: set_car 3@ immunities BP 1 FP 0 EP 0 DP 0 SP 0072A: put_actor 26@ into_car 2@ driverseat 072B: put_actor 27@ into_car 2@ passengerseat -1072A: put_actor 28@ into_car 3@ driverseat 072B: put_actor 29@ into_car 3@ passengerseat -1072B: put_actor 30@ into_car 3@ passengerseat -1 072B: put_actor 31@ into_car 3@ passengerseat -1
:SCENE_01805D6: clear_scmpath05D7: add_point_to_scmpath 2342.256 -1655.591 12.98805D7: add_point_to_scmpath 2460.311 -1656.473 12.91405D7: add_point_to_scmpath 2476.071 -1653.240 13.05906BB: set_actor 28@ drive_car 3@ speed 20.0 along_SCM_path 0001: wait 500 ms 05D6: clear_scmpath05D7: add_point_to_scmpath 2345.657 -1660.752 13.04505D7: add_point_to_scmpath 2463.326 -1661.198 12.91205D7: add_point_to_scmpath 2473.702 -1673.519 12.93606BB: set_actor 26@ drive_car 2@ speed 20.0 along_SCM_path 0160: set_camera_point_at 2470.207 -1659.009 14.024 mode 10001: wait 12500 ms
0397: toggle_car 2@ siren 10397: toggle_car 3@ siren 1
:SCENE_01905CF: AS_actor 26@ exit_car 2@ when_at 2473.702 -1673.519 12.936 05CF: AS_actor 27@ exit_car 2@ when_at 2473.702 -1673.519 12.93605CF: AS_actor 28@ exit_car 3@ when_at 2476.071 -1653.240 13.05905CF: AS_actor 29@ exit_car 3@ when_at 2476.071 -1653.240 13.05905CF: AS_actor 30@ exit_car 3@ when_at 2476.071 -1653.240 13.05905CF: AS_actor 31@ exit_car 3@ when_at 2476.071 -1653.240 13.059 015F: set_camera_position 2519.357 -1674.796 21.089 rotation 0.0 0.0 0.00160: set_camera_point_at 2470.207 -1659.009 14.024 mode 105D6: clear_scmpath05D7: add_point_to_scmpath 2490.620 -1671.115 13.33605D8: AS_assign_scmpath to_actor 26@ flags 6 1 05D8: AS_assign_scmpath to_actor 27@ flags 6 105D8: AS_assign_scmpath to_actor 28@ flags 6 105D8: AS_assign_scmpath to_actor 29@ flags 6 105D8: AS_assign_scmpath to_actor 30@ flags 6 105D8: AS_assign_scmpath to_actor 31@ flags 6 102AB: set_actor 22@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 23@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 24@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 25@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 5@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 6@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 7@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 8@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 9@ immunities BP 0 FP 0 EP 0 DP 0 SP 00001: wait 10000 ms
:SCENE_020015F: set_camera_position 2481.611 -1645.757 22.273 rotation 0.0 0.0 0.00160: set_camera_point_at 2490.620 -1671.115 13.336 mode 10001: wait 7000 ms 0460: set_camera_transverse_delay 0.0 time 250000160: set_camera_point_at 2467.134 -1663.728 13.293 mode 10001: wait 50000 ms
:SCENE_9980001: wait 7000 ms 0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut01B4: toggle_player $PLAYER_CHAR can_move 1 01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 9999 //TEC9
:SCENE_00103A4: name_thread 'SCENE1'01B4: toggle_player $PLAYER_CHAR can_move 002A3: toggle_widescreen 0 //Widescreen off (1 = on | 0 = off)0826: toggle_hud 0 //HUD off (1 = on | 0 = off)0581: toggle_radar 0 //Radar off (1 = on | 0 = off) //PATH COORDS://Balla_Car//2290.188 -1661.210 14.519//2341.206 -1659.069 13.077//2476.207 -1659.009 13.024:SCENE_0020247: load_model #GREENWOO //Car: Greenwood0247: load_model #TAHOMA //Car: Tahoma0247: load_model #ENFORCER //Car: Enforcer0247: load_model #COPCARLA //Car: Copcar (LSPD)0247: load_model #FAM1 //PED: Grove_10247: load_model #FAM2 //PED: Grove_20247: load_model #FAM3 //PED: Grove_30247: load_model #BALLAS1 //PED: Balla_10247: load_model #BALLAS2 //PED: Balla_20247: load_model #BALLAS3 //PED: Balla_3 0247: load_model #LAPD1 //PED: Policemen0247: load_model #SWAT //PED: SWAT0247: load_model #TEC9 //GUN: Tec90247: load_model #COLT45 //GUN: Pistol0247: load_model #MP5LNG //GUN: AK-470247: load_model #AK47 //GUN: MP5 0247: load_model #MICRO_UZI //GUN: UZI 0247: load_model #SNIPER //GUN: Sniper Rifle 0247: load_model #M4 //GUN: M4A1 0247: load_model #CELLPHONE //OBJECT: Mobile038B: load_request_models 00A5: 0@ = create_car #GREENWOO at 2483.499 -1667.010 13.344 00A5: 1@ = create_car #TAHOMA at 2290.188 -1661.210 14.5190175: set_car 0@ Z_angle_to 280.0 0175: set_car 1@ Z_angle_to 267.3634030674: set_car_model 0@ numberplate "GROVE4L_" 0674: set_car_model 1@ numberplate "BALLAS__" //gang_2 = GROVES (ID=8)//gang_1 = BALLAS (ID=7) :SCENE_003//Groves009A: 11@ = create_actor_pedtype 8 model #FAM1 at 2481.606 -1700.239 13.524 009A: 12@ = create_actor_pedtype 8 model #FAM3 at 2480.171 -1704.558 13.532009A: 13@ = create_actor_pedtype 8 model #FAM2 at 2459.221 -1687.116 13.543 009A: 14@ = create_actor_pedtype 8 model #FAM3 at 2463.329 -1684.491 13.5340173: set_actor 11@ Z_angle_to 7.6445670173: set_actor 12@ Z_angle_to 271.260498 0173: set_actor 13@ Z_angle_to 275.3200990173: set_actor 14@ Z_angle_to 150.583267 //Ballas - doesnt matter where they are spawned!009A: 15@ = create_actor_pedtype 7 model #BALLAS1 at 0.0 0.0 0.0 009A: 16@ = create_actor_pedtype 7 model #BALLAS2 at 0.0 0.0 0.0 009A: 17@ = create_actor_pedtype 7 model #BALLAS3 at 0.0 0.0 0.0 009A: 18@ = create_actor_pedtype 7 model #BALLAS1 at 0.0 0.0 0.0 0173: set_actor 15@ Z_angle_to 0.00173: set_actor 16@ Z_angle_to 0.00173: set_actor 17@ Z_angle_to 0.00173: set_actor 18@ Z_angle_to 0.0//Setting Up Groups0631: put_actor 11@ in_group $PLAYER_GROUP0631: put_actor 12@ in_group $PLAYER_GROUP0631: put_actor 13@ in_group $PLAYER_GROUP0631: put_actor 14@ in_group $PLAYER_GROUP//Setting Ballas into car 072A: put_actor 15@ into_car 1@ driverseat 072B: put_actor 16@ into_car 1@ passengerseat -1 072B: put_actor 17@ into_car 1@ passengerseat -1072B: put_actor 18@ into_car 1@ passengerseat -1//Giving everyone a weapon01B2: give_actor 11@ weapon 32 ammo 9999 //TEC901B2: give_actor 12@ weapon 29 ammo 9999 //MP501B2: give_actor 13@ weapon 22 ammo 9999 //PISTOL01B2: give_actor 14@ weapon 29 ammo 9999 //MP501B9: set_actor 11@ armed_weapon_to 32 01B9: set_actor 12@ armed_weapon_to 2901B9: set_actor 13@ armed_weapon_to 2201B9: set_actor 14@ armed_weapon_to 2901B2: give_actor 15@ weapon 30 ammo 9999 //AK-4701B2: give_actor 16@ weapon 28 ammo 9999 //UZI01B2: give_actor 17@ weapon 28 ammo 9999 //UZI01B2: give_actor 18@ weapon 22 ammo 9999 //PISTOL01B9: set_actor 15@ armed_weapon_to 30 01B9: set_actor 16@ armed_weapon_to 2801B9: set_actor 17@ armed_weapon_to 2801B9: set_actor 18@ armed_weapon_to 22//Creating Immunitives for everyone02AB: set_actor 11@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 12@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 13@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 14@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 15@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 16@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 17@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 18@ immunities BP 1 FP 0 EP 0 DP 0 SP 002AC: set_car 0@ immunities BP 1 FP 0 EP 0 DP 0 SP 002AC: set_car 1@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 //Making Actors only use Weapons02E2: set_actor 11@ weapon_accuracy_to 100 02E2: set_actor 12@ weapon_accuracy_to 100 02E2: set_actor 13@ weapon_accuracy_to 100 02E2: set_actor 14@ weapon_accuracy_to 100 02E2: set_actor 15@ weapon_accuracy_to 100 02E2: set_actor 16@ weapon_accuracy_to 100 02E2: set_actor 17@ weapon_accuracy_to 100 02E2: set_actor 18@ weapon_accuracy_to 100:SCENE_004015F: set_camera_position 2287.091 -1664.189 14.930 rotation 0.0 0.0 0.00160: set_camera_point_at 2341.206 -1659.069 13.077 mode 205D6: clear_scmpath05D7: add_point_to_scmpath 2290.188 -1661.210 14.51905D7: add_point_to_scmpath 2341.206 -1659.069 13.07705D7: add_point_to_scmpath 2476.207 -1659.009 13.0240460: set_camera_transverse_delay 0.0 time 10000//Wait for Starting Film0001: wait 10000 ms:SCENE_00506BB: set_actor 15@ drive_car 1@ speed 10.0 along_SCM_path 015F: set_camera_position 2290.188 -1661.210 34.519 rotation 0.0 0.0 0.00160: set_camera_point_at 2341.206 -1659.069 13.077 mode 10001: wait 10000 ms 015F: set_camera_position 2476.207 -1656.009 13.024 rotation 0.0 0.0 0.00160: set_camera_point_at 2470.207 -1659.009 14.024 mode 10001: wait 13500 ms05CF: AS_actor 15@ exit_car 1@ when_at 2476.207 -1659.009 13.024 05CF: AS_actor 16@ exit_car 1@ when_at 2476.207 -1659.009 13.024 05CF: AS_actor 17@ exit_car 1@ when_at 2476.207 -1659.009 13.024 05CF: AS_actor 18@ exit_car 1@ when_at 2476.207 -1659.009 13.024 :SCENE_00605D6: clear_scmpath05D7: add_point_to_scmpath 2483.308 -1670.123 13.33605D7: add_point_to_scmpath 2482.613 -1682.936 13.33005D8: AS_assign_scmpath to_actor 11@ flags 6 1 05D8: AS_assign_scmpath to_actor 12@ flags 6 105D8: AS_assign_scmpath to_actor 13@ flags 6 105D8: AS_assign_scmpath to_actor 14@ flags 6 1 0460: set_camera_transverse_delay 0.0 time 5000015F: set_camera_position 2497.089 -1667.746 21.968 rotation 0.0 0.0 0.00160: set_camera_point_at 2476.207 -1659.009 13.024 mode 10001: wait 7000 ms015F: set_camera_position 2482.613 -1682.936 13.330 rotation 0.0 0.0 0.00160: set_camera_point_at 2476.207 -1659.009 13.024 mode 10001: wait 7000 ms 015F: set_camera_position 2464.332 -1673.342 19.127 rotation 0.0 0.0 0.00160: set_camera_point_at 2476.207 -1659.009 13.024 mode 10001: wait 7000 ms015F: set_camera_position 2482.581 -1647.620 18.931 rotation 0.0 0.0 0.00160: set_camera_point_at 2483.499 -1667.010 13.344 mode 10001: wait 10000 ms:SCENE_007016A: fade 0 time 5000001: wait 500 ms //Reinforcemence:SCENE_008009A: 21@ = create_actor_pedtype 8 model #FAM2 at 2515.713 -1680.229 13.466 0173: set_actor 21@ Z_angle_to 255.938110 01B2: give_actor 21@ weapon 29 ammo 9999 //MP502E2: set_actor 21@ weapon_accuracy_to 100 02AB: set_actor 21@ immunities BP 1 FP 0 EP 0 DP 0 SP 0015F: set_camera_position 2516.765 -1680.873 13.456 rotation 0.0 0.0 0.0 0160: set_camera_point_at 2515.713 -1680.229 13.966 mode 20729: AS_actor 21@ hold_cellphone 10967: actor 21@ move_mouth 100 ms 0001: wait 500 ms 016A: fade 1 time 5000001: wait 10000 ms0729: AS_actor 21@ hold_cellphone 005D3: AS_actor 21@ goto_point 2483.308 -1670.123 13.336 mode 6 7500 ms 0001: wait 100 ms 01B9: set_actor 21@ armed_weapon_to 29 0001: wait 900 ms 015F: set_camera_position 2464.332 -1673.342 19.127 rotation 0.0 0.0 0.00160: set_camera_point_at 2483.499 -1667.010 13.344 mode 10001: wait 10000 ms:SCENE_009016A: fade 0 time 5000001: wait 500 ms009A: 5@ = create_actor_pedtype 7 model #BALLAS1 at 2481.807 -1719.387 13.546009A: 6@ = create_actor_pedtype 7 model #BALLAS2 at 2481.184 -1722.680 13.555009A: 7@ = create_actor_pedtype 7 model #BALLAS3 at 2482.469 -1715.928 13.543009A: 8@ = create_actor_pedtype 7 model #BALLAS1 at 2479.322 -1712.078 13.537009A: 22@ = create_actor_pedtype 8 model #FAM1 at 2510.481 -1696.526 13.480009A: 23@ = create_actor_pedtype 8 model #FAM3 at 2502.140 -1643.145 13.783009A: 24@ = create_actor_pedtype 8 model #FAM2 at 2528.099 -1690.698 13.658009A: 25@ = create_actor_pedtype 8 model #FAM3 at 2527.253 -1686.881 13.80801B2: give_actor 22@ weapon 32 ammo 9999 //TEC901B2: give_actor 23@ weapon 29 ammo 9999 //MP501B2: give_actor 24@ weapon 22 ammo 9999 //PISTOL01B2: give_actor 25@ weapon 29 ammo 9999 //MP501B9: set_actor 22@ armed_weapon_to 32 01B9: set_actor 23@ armed_weapon_to 2901B9: set_actor 24@ armed_weapon_to 2201B9: set_actor 25@ armed_weapon_to 2901B2: give_actor 5@ weapon 30 ammo 9999 //AK-4701B2: give_actor 6@ weapon 28 ammo 9999 //UZI01B2: give_actor 7@ weapon 28 ammo 9999 //UZI01B2: give_actor 8@ weapon 22 ammo 9999 //PISTOL01B9: set_actor 5@ armed_weapon_to 30 01B9: set_actor 6@ armed_weapon_to 2801B9: set_actor 7@ armed_weapon_to 2801B9: set_actor 8@ armed_weapon_to 22//Creating Immunitives for everyone02AB: set_actor 22@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 23@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 24@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 25@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 5@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 6@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 7@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 8@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 //Making Actors only use Weapons02E2: set_actor 22@ weapon_accuracy_to 100 02E2: set_actor 23@ weapon_accuracy_to 100 02E2: set_actor 24@ weapon_accuracy_to 100 02E2: set_actor 25@ weapon_accuracy_to 100 02E2: set_actor 5@ weapon_accuracy_to 100 02E2: set_actor 6@ weapon_accuracy_to 100 02E2: set_actor 7@ weapon_accuracy_to 100 02E2: set_actor 8@ weapon_accuracy_to 100:SCENE_010 0460: set_camera_transverse_delay 0.0 time 7000015F: set_camera_position 2482.613 -1682.936 13.330 rotation 0.0 0.0 0.00160: set_camera_point_at 2482.613 -1685.936 13.330 mode 2016A: fade 1 time 5000001: wait 700 ms 02AB: set_actor 11@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 12@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 13@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 14@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 15@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 16@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 17@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 18@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 05D6: clear_scmpath05D7: add_point_to_scmpath 2483.797 -1685.592 13.50805D7: add_point_to_scmpath 2490.620 -1671.115 13.33605D8: AS_assign_scmpath to_actor 5@ flags 6 1 05D8: AS_assign_scmpath to_actor 6@ flags 6 105D8: AS_assign_scmpath to_actor 7@ flags 6 105D8: AS_assign_scmpath to_actor 8@ flags 6 1015F: set_camera_position 2476.207 -1659.009 23.024 rotation 0.0 0.0 0.00160: set_camera_point_at 2483.499 -1667.010 13.344 mode 1 0160: set_camera_point_at 2515.713 -1680.229 13.466 mode 1:SCENE_01105D6: clear_scmpath05D7: add_point_to_scmpath 2490.620 -1671.115 13.33605D8: AS_assign_scmpath to_actor 22@ flags 6 1 05D8: AS_assign_scmpath to_actor 23@ flags 6 105D8: AS_assign_scmpath to_actor 24@ flags 6 105D8: AS_assign_scmpath to_actor 25@ flags 6 10001: wait 7000 ms:SCENE_012015F: set_camera_position 2513.292 -1666.519 13.570 rotation 0.0 0.0 0.00160: set_camera_point_at 2490.620 -1671.115 13.336 mode 20001: wait 10000 ms016A: fade 0 time 5000001: wait 500 ms:SCENE_01305D6: clear_scmpath05D7: add_point_to_scmpath 2528.646 -1667.925 15.16905D7: add_point_to_scmpath 2523.344 -1669.096 14.97805D7: add_point_to_scmpath 2490.620 -1671.115 13.336015F: set_camera_position 2524.079 -1666.532 15.059 rotation 0.0 0.0 0.00160: set_camera_point_at 2523.344 -1669.096 14.978 mode 2009A: 9@ = create_actor_pedtype 7 model #BALLAS2 at 2528.646 -1667.925 15.16901B2: give_actor 9@ weapon 34 ammo 9999 //SNIPER02E2: set_actor 9@ weapon_accuracy_to 100 02AB: set_actor 9@ immunities BP 1 FP 0 EP 0 DP 0 SP 001B9: set_actor 9@ armed_weapon_to 34:SCENE_01405D8: AS_assign_scmpath to_actor 9@ flags 4 1 016A: fade 1 time 5000001: wait 10000 ms:SCENE_015016A: fade 0 time 5000001: wait 1000 ms016A: fade 1 time 5000001: wait 500 ms 015F: set_camera_position 2494.763 -1690.037 21.657 rotation 0.0 0.0 0.00160: set_camera_point_at 2513.430 -1670.087 13.513 mode 20001: wait 7500 ms :SCENE_0160460: set_camera_transverse_delay 0.0 time 250000160: set_camera_point_at 2467.655 -1671.798 13.489 mode 10001: wait 25000 ms 0460: set_camera_transverse_delay 0.0 time 7000015F: set_camera_position 2490.620 -1671.115 17.336 rotation 0.0 0.0 0.00160: set_camera_point_at 2483.797 -1685.592 13.508 mode 10001: wait 10000 ms:SCENE_01700A5: 3@ = create_car #ENFORCER at 2342.256 -1655.591 12.988 00A5: 2@ = create_car #COPCARLA at 2345.657 -1660.752 13.045009A: 26@ = create_actor_pedtype 9 model #LAPD1 at 0.0 0.0 0.0 009A: 27@ = create_actor_pedtype 9 model #LAPD1 at 0.0 0.0 0.0009A: 28@ = create_actor_pedtype 9 model #SWAT at 0.0 0.0 0.0009A: 29@ = create_actor_pedtype 9 model #SWAT at 0.0 0.0 0.0009A: 30@ = create_actor_pedtype 9 model #SWAT at 0.0 0.0 0.0009A: 31@ = create_actor_pedtype 9 model #SWAT at 0.0 0.0 0.001B2: give_actor 26@ weapon 22 ammo 9999 //PISTOL01B2: give_actor 27@ weapon 22 ammo 9999 //PISTOL01B9: set_actor 26@ armed_weapon_to 32 01B9: set_actor 27@ armed_weapon_to 2901B2: give_actor 28@ weapon 28 ammo 9999 //UZI01B2: give_actor 29@ weapon 28 ammo 9999 //UZI01B2: give_actor 30@ weapon 28 ammo 9999 //UZI01B2: give_actor 31@ weapon 28 ammo 9999 //UZI01B9: set_actor 28@ armed_weapon_to 30 01B9: set_actor 29@ armed_weapon_to 2801B9: set_actor 30@ armed_weapon_to 2801B9: set_actor 31@ armed_weapon_to 22//Creating Immunitives for everyone02AB: set_actor 26@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 27@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 28@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 29@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 30@ immunities BP 1 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 31@ immunities BP 1 FP 0 EP 0 DP 0 SP 002AC: set_car 2@ immunities BP 1 FP 0 EP 0 DP 0 SP 002AC: set_car 3@ immunities BP 1 FP 0 EP 0 DP 0 SP 0072A: put_actor 26@ into_car 2@ driverseat 072B: put_actor 27@ into_car 2@ passengerseat -1072A: put_actor 28@ into_car 3@ driverseat 072B: put_actor 29@ into_car 3@ passengerseat -1072B: put_actor 30@ into_car 3@ passengerseat -1 072B: put_actor 31@ into_car 3@ passengerseat -1:SCENE_01805D6: clear_scmpath05D7: add_point_to_scmpath 2342.256 -1655.591 12.98805D7: add_point_to_scmpath 2460.311 -1656.473 12.91405D7: add_point_to_scmpath 2476.071 -1653.240 13.05906BB: set_actor 28@ drive_car 3@ speed 20.0 along_SCM_path 0001: wait 500 ms 05D6: clear_scmpath05D7: add_point_to_scmpath 2345.657 -1660.752 13.04505D7: add_point_to_scmpath 2463.326 -1661.198 12.91205D7: add_point_to_scmpath 2473.702 -1673.519 12.93606BB: set_actor 26@ drive_car 2@ speed 20.0 along_SCM_path 0160: set_camera_point_at 2470.207 -1659.009 14.024 mode 10001: wait 12500 ms:SCENE_01905CF: AS_actor 26@ exit_car 2@ when_at 2473.702 -1673.519 12.936 05CF: AS_actor 27@ exit_car 2@ when_at 2473.702 -1673.519 12.93605CF: AS_actor 28@ exit_car 3@ when_at 2476.071 -1653.240 13.05905CF: AS_actor 29@ exit_car 3@ when_at 2476.071 -1653.240 13.05905CF: AS_actor 30@ exit_car 3@ when_at 2476.071 -1653.240 13.05905CF: AS_actor 31@ exit_car 3@ when_at 2476.071 -1653.240 13.059 015F: set_camera_position 2519.357 -1674.796 21.089 rotation 0.0 0.0 0.00160: set_camera_point_at 2470.207 -1659.009 14.024 mode 105D6: clear_scmpath05D7: add_point_to_scmpath 2490.620 -1671.115 13.33605D8: AS_assign_scmpath to_actor 26@ flags 6 1 05D8: AS_assign_scmpath to_actor 27@ flags 6 105D8: AS_assign_scmpath to_actor 28@ flags 6 105D8: AS_assign_scmpath to_actor 29@ flags 6 105D8: AS_assign_scmpath to_actor 30@ flags 6 105D8: AS_assign_scmpath to_actor 31@ flags 6 102AB: set_actor 22@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 23@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 24@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 25@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 5@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 6@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 7@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 8@ immunities BP 0 FP 0 EP 0 DP 0 SP 0 02AB: set_actor 9@ immunities BP 0 FP 0 EP 0 DP 0 SP 00001: wait 10000 ms:SCENE_020015F: set_camera_position 2481.611 -1645.757 22.273 rotation 0.0 0.0 0.00160: set_camera_point_at 2490.620 -1671.115 13.336 mode 10001: wait 7000 ms 0460: set_camera_transverse_delay 0.0 time 250000160: set_camera_point_at 2467.134 -1663.728 13.293 mode 10001: wait 50000 ms :SCENE_9980001: wait 7000 ms 0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut01B4: toggle_player $PLAYER_CHAR can_move 1 01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 9999 //TEC9:SCENE_9990249: release_model #GREENWOO //Car: Greenwood0249: release_model #TAHOMA //Car: Tahoma0249: release_model #ENFORCER //Car: Enforcer0249: release_model #COPCARLA //Car: Copcar (LSPD)0249: release_model #FAM1 //PED: Grove_10249: release_model #FAM2 //PED: Grove_20249: release_model #FAM3 //PED: Grove_30249: release_model #BALLAS1 //PED: Balla_10249: release_model #BALLAS2 //PED: Balla_20249: release_model #BALLAS3 //PED: Balla_3 0249: release_model #LAPD1 //PED: Policemen0249: release_model #SWAT //PED: SWAT0249: release_model #TEC9 //GUN: Tec90249: release_model #COLT45 //GUN: Pistol0249: release_model #MP5LNG //GUN: AK-470249: release_model #AK47 //GUN: MP5 0249: release_model #MICRO_UZI //GUN: UZI 0249: release_model #SNIPER //GUN: Sniper Rifle 0249: release_model #M4 //GUN: M4A1 0249: release_model #CELLPHONE //OBJECT: Mobileend_thread
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