Atrium 3 Missions

Добавляет 3 миссии в GTA SA.

DEFINE OBJECTS 389
DEFINE OBJECT (noname)
DEFINE OBJECT INFO // Object number -1
DEFINE OBJECT KEYCARD // Object number -2
DEFINE OBJECT AD_FLATDOOR // Object number -3
DEFINE OBJECT KB_BANDIT_U // Object number -4
DEFINE OBJECT ROULETTE_TBL // Object number -5
DEFINE OBJECT OTB_MACHINE // Object number -6
DEFINE OBJECT CJ_COIN_OP_3 // Object number -7
DEFINE OBJECT CJ_COIN_OP_2 // Object number -8
DEFINE OBJECT CJ_COIN_OP_1 // Object number -9
DEFINE OBJECT CJ_COIN_OP // Object number -10
DEFINE OBJECT SWANK_CONSOLE // Object number -11
DEFINE OBJECT SNESISH // Object number -12
DEFINE OBJECT LOW_CONSOLE // Object number -13
DEFINE OBJECT VENDMACHFD // Object number -14
DEFINE OBJECT VENDMACH // Object number -15
DEFINE OBJECT VENDIN3 // Object number -16
DEFINE OBJECT CJ_SPRUNK1 // Object number -17
DEFINE OBJECT CJ_CANDYVENDOR // Object number -18
DEFINE OBJECT CJ_EXT_CANDY // Object number -19
DEFINE OBJECT CJ_EXT_SPRUNK // Object number -20
DEFINE OBJECT ICESCART_PROP // Object number -21
DEFINE OBJECT CHILLIDOGCART // Object number -22
DEFINE OBJECT NOODLECART_PROP // Object number -23
DEFINE OBJECT GATE_AUTOL // Object number -24
DEFINE OBJECT GATE_AUTOR // Object number -25
DEFINE OBJECT GYM_BIKE // Object number -26
DEFINE OBJECT GYM_BENCH1 // Object number -27
DEFINE OBJECT GYM_TREADMILL // Object number -28
DEFINE OBJECT GYM_MAT1 // Object number -29
DEFINE OBJECT BSKBALL_LAX // Object number -30
DEFINE OBJECT BSKBALLHUB_LAX01 // Object number -31
DEFINE OBJECT VGSXREFBBALLNET // Object number -32
DEFINE OBJECT VGSXREFBBALLNET2 // Object number -33
DEFINE OBJECT K_POOLTABLESM // Object number -34
DEFINE OBJECT NEIL_SLOT // Object number -35
DEFINE OBJECT CJ_SLOT_BANK // Object number -36
DEFINE OBJECT BLCK_JACK // Object number -37
DEFINE OBJECT WHEEL_O_FORTUNE // Object number -38
DEFINE OBJECT CRACKFACT_SFS // Object number -39
DEFINE OBJECT CF_EXT_DEM_SFS // Object number -40
DEFINE OBJECT LODCRACKFACT_SFS // Object number -41
DEFINE OBJECT LODEXT_DEM_SFS // Object number -42
DEFINE OBJECT PICKUPSAVE // Object number -43
DEFINE OBJECT WOODENBOX // Object number -44
DEFINE OBJECT NF_BLACKBOARD // Object number -45
DEFINE OBJECT NF_LIST_1 // Object number -46
DEFINE OBJECT NF_LIST_2 // Object number -47
DEFINE OBJECT NF_LIST_3 // Object number -48
DEFINE OBJECT WANTED_CROSS_OFF // Object number -49
DEFINE OBJECT WS_APGATE // Object number -50
DEFINE OBJECT GEN_DOOREXT03 // Object number -51
DEFINE OBJECT GEN_DOOREXT07 // Object number -52
DEFINE OBJECT GEN_DOORSHOP02 // Object number -53
DEFINE OBJECT GEN_DOOREXT04 // Object number -54
DEFINE OBJECT GEN_DOORSHOP3 // Object number -55
DEFINE OBJECT CUNTGIRLDOOR // Object number -56
DEFINE OBJECT PIZZAHIGH // Object number -57
DEFINE OBJECT CJ_PIZZA_1 // Object number -58
DEFINE OBJECT CJ_PIZZA_2 // Object number -59
DEFINE OBJECT BURGERHIGH // Object number -60
DEFINE OBJECT CJ_BURG_1 // Object number -61
DEFINE OBJECT CJ_BURG_2 // Object number -62
DEFINE OBJECT CIGAR // Object number -63
DEFINE OBJECT TRDCSGRGDOOR_LVS // Object number -64
DEFINE OBJECT MD_POSTER // Object number -65
DEFINE OBJECT CR_DOOR_01 // Object number -66
DEFINE OBJECT CR_DOOR_03 // Object number -67
DEFINE OBJECT SHUTTER_VEGAS // Object number -68
DEFINE OBJECT CR1_DOOR // Object number -69
DEFINE OBJECT CT_GATEXR // Object number -70
DEFINE OBJECT A51_BLASTDOORR // Object number -71
DEFINE OBJECT A51_BLASTDOORL // Object number -72
DEFINE OBJECT A51_LABDOOR // Object number -73
DEFINE OBJECT A51_JETDOOR // Object number -74
DEFINE OBJECT PORTAKABIN // Object number -75
DEFINE OBJECT FREIGHT_SFW_DOOR // Object number -76
DEFINE OBJECT AB_CASDORLOK // Object number -77
DEFINE OBJECT IMY_SHASH_WALL // Object number -78
DEFINE OBJECT TWRCRANE_M_04 // Object number -79
DEFINE OBJECT TWRCRANE_M_01 // Object number -80
DEFINE OBJECT TWRCRANE_M_02 // Object number -81
DEFINE OBJECT LODCRANE_M_04 // Object number -82
DEFINE OBJECT LODCRANE_M_01 // Object number -83
DEFINE OBJECT MAGNOCRANE_01 // Object number -84
DEFINE OBJECT MAGNOCRANE_02 // Object number -85
DEFINE OBJECT MAGNOCRANE_03 // Object number -86
DEFINE OBJECT LODNOCRANE_01 // Object number -87
DEFINE OBJECT LODNOCRANE_02 // Object number -88
DEFINE OBJECT LODNOCRANE_03 // Object number -89
DEFINE OBJECT QUARRY_CRANEBASE // Object number -90
DEFINE OBJECT QUARRY_CRANE // Object number -91
DEFINE OBJECT QUARRY_CRANEARM // Object number -92
DEFINE OBJECT BODYARMOUR // Object number -93
DEFINE OBJECT BRIBE // Object number -94
DEFINE OBJECT A51_VENTCOVERB // Object number -95
DEFINE OBJECT CARRIER_DOOR_SFSE // Object number -96
DEFINE OBJECT CARRIER_LIFT2_SFSE // Object number -97
DEFINE OBJECT CARRIER_LIFT1_SFSE // Object number -98
DEFINE OBJECT GWFORUM1_LAE // Object number -99
DEFINE OBJECT GANGSHOPS4_LAE2 // Object number -100
DEFINE OBJECT CE_HILLSEAST06 // Object number -101
DEFINE OBJECT CUNTEGROUND23 // Object number -102
DEFINE OBJECT HILLSEAST05_LAE // Object number -103
DEFINE OBJECT K_POOLQ // Object number -104
DEFINE OBJECT K_POOLBALLCUE // Object number -105
DEFINE OBJECT K_POOLBALLSPT01 // Object number -106
DEFINE OBJECT K_POOLBALLSPT02 // Object number -107
DEFINE OBJECT K_POOLBALLSPT03 // Object number -108
DEFINE OBJECT K_POOLBALLSPT04 // Object number -109
DEFINE OBJECT K_POOLBALLSPT05 // Object number -110
DEFINE OBJECT K_POOLBALLSPT06 // Object number -111
DEFINE OBJECT K_POOLBALLSPT07 // Object number -112
DEFINE OBJECT K_POOLBALL8 // Object number -113
DEFINE OBJECT K_POOLBALLSTP01 // Object number -114
DEFINE OBJECT K_POOLBALLSTP02 // Object number -115
DEFINE OBJECT K_POOLBALLSTP03 // Object number -116
DEFINE OBJECT K_POOLBALLSTP04 // Object number -117
DEFINE OBJECT K_POOLBALLSTP05 // Object number -118
DEFINE OBJECT K_POOLBALLSTP06 // Object number -119
DEFINE OBJECT K_POOLBALLSTP07 // Object number -120
DEFINE OBJECT K_POOLQ2 // Object number -121
DEFINE OBJECT CIGAR_GLOW // Object number -122
DEFINE OBJECT DYN_WINE_BIG // Object number -123
DEFINE OBJECT KB_BEER // Object number -124
DEFINE OBJECT LAEROAD30 // Object number -125
DEFINE OBJECT CASKET_LAW // Object number -126
DEFINE OBJECT LAEJEFFERSALPHA // Object number -127
DEFINE OBJECT LAELODPARK02 // Object number -128
DEFINE OBJECT LAEMACPARK02 // Object number -129
DEFINE OBJECT BD_WINDOW // Object number -130
DEFINE OBJECT BREAK_WALL_1B // Object number -131
DEFINE OBJECT BREAK_WALL_2B // Object number -132
DEFINE OBJECT BREAK_WALL_3B // Object number -133
DEFINE OBJECT BD_FIRE1_O // Object number -134
DEFINE OBJECT CR_AMMOBOX // Object number -135
DEFINE OBJECT BREAK_WALL_1A // Object number -136
DEFINE OBJECT BREAK_WALL_2A // Object number -137
DEFINE OBJECT BREAK_WALL_3A // Object number -138
DEFINE OBJECT BD_WINDOW_SHATTER // Object number -139
DEFINE OBJECT SEC_KEYPAD // Object number -140
DEFINE OBJECT KMB_RAMP // Object number -141
DEFINE OBJECT IMCMPTRKDRL_LAS // Object number -142
DEFINE OBJECT IMCMPTRKDRR_LAS // Object number -143
DEFINE OBJECT IMCOMPMOVEDR1_LAS // Object number -144
DEFINE OBJECT BARREL4 // Object number -145
DEFINE OBJECT HEALTH // Object number -146
DEFINE OBJECT IMY_BBOX // Object number -147
DEFINE OBJECT IMY_LA_DOOR // Object number -148
DEFINE OBJECT DB_AMMO // Object number -149
DEFINE OBJECT MED_BED_8 // Object number -150
DEFINE OBJECT CR_GUNCRATE // Object number -151
DEFINE OBJECT GUNBOX // Object number -152
DEFINE OBJECT TMP_BIN // Object number -153
DEFINE OBJECT AMMOTRN_OBJ // Object number -154
DEFINE OBJECT KMB_FRONTGATE // Object number -155
DEFINE OBJECT WAREHOUSE_DOOR2B // Object number -156
DEFINE OBJECT WAREHOUSE_DOOR1 // Object number -157
DEFINE OBJECT CJ_CARDBRD_PICKUP // Object number -158
DEFINE OBJECT NF_PED_COLL // Object number -159
DEFINE OBJECT CM_BOX // Object number -160
DEFINE OBJECT FAKE_MULE_COL // Object number -161
DEFINE OBJECT CARDBOARDBOX2 // Object number -162
DEFINE OBJECT LAE_SMOKECUTSCENE // Object number -163
DEFINE OBJECT IMMMCRAN // Object number -164
DEFINE OBJECT TRNTRK8_LAS // Object number -165
DEFINE OBJECT IMY_TRACK_BARRIER // Object number -166
DEFINE OBJECT KMB_SKIP // Object number -167
DEFINE OBJECT STORM_DRAIN_COVER // Object number -168
DEFINE OBJECT WHEEL_OR1 // Object number -169
DEFINE OBJECT DYN_WOODPILE2 // Object number -170
DEFINE OBJECT KMB_RHYMESBOOK // Object number -171
DEFINE OBJECT CJ_JUICE_CAN // Object number -172
DEFINE OBJECT DYN_ROADBARRIER_2 // Object number -173
DEFINE OBJECT KMB_GOFLAG // Object number -174
DEFINE OBJECT IMY_SKYLIGHT // Object number -175
DEFINE OBJECT KMB_TROLLEY // Object number -176
DEFINE OBJECT LXR_MOTEL_DOORSIM // Object number -177
DEFINE OBJECT LXR_MOTELVENT // Object number -178
DEFINE OBJECT DYN_SCAFFOLD_4B // Object number -179
DEFINE OBJECT MUNCH_DONUT // Object number -180
DEFINE OBJECT CHOPCOP_ARMR // Object number -181
DEFINE OBJECT CHOPCOP_LEGR // Object number -182
DEFINE OBJECT CHOPCOP_HEAD // Object number -183
DEFINE OBJECT CHOPCOP_TORSO // Object number -184
DEFINE OBJECT WD_FENCE_ANIM // Object number -185
DEFINE OBJECT CHOPCOP_ARML // Object number -186
DEFINE OBJECT CHOPCOP_LEGL // Object number -187
DEFINE OBJECT DYN_SCAFFOLD_3B // Object number -188
DEFINE OBJECT ROADWORKBARRIER1 // Object number -189
DEFINE OBJECT BRIEFCASE // Object number -190
DEFINE OBJECT KMB_ATM1 // Object number -191
DEFINE OBJECT KMB_ATM2 // Object number -192
DEFINE OBJECT KMB_ATM3 // Object number -193
DEFINE OBJECT MTSAFE // Object number -194
DEFINE OBJECT CAT2_SAFE_COL // Object number -195
DEFINE OBJECT MAN_SAFENEW // Object number -196
DEFINE OBJECT KEV_SAFE // Object number -197
DEFINE OBJECT RIDER1_DOOR // Object number -198
DEFINE OBJECT KMB_MARIJUANA // Object number -199
DEFINE OBJECT SW_HAYBREAK02 // Object number -200

DEFINE OBJECT GRASSPLANT // Object number -201
DEFINE OBJECT PARKBENCH1 // Object number -202
DEFINE OBJECT PORTALOO // Object number -203
DEFINE OBJECT HUBHOLE1_SFSE // Object number -204
DEFINE OBJECT HUBHOLE2_SFSE // Object number -205
DEFINE OBJECT HUBHOLE3_SFSE // Object number -206
DEFINE OBJECT HUBHOLE4_SFSE // Object number -207
DEFINE OBJECT CLOTHESP // Object number -208
DEFINE OBJECT LAMPPOST3 // Object number -209
DEFINE OBJECT CT_STALL1 // Object number -210
DEFINE OBJECT CT_TABLE // Object number -211
DEFINE OBJECT CHINATGARAGEDOOR // Object number -212
DEFINE OBJECT CHINA_TOWN_GATEB // Object number -213
DEFINE OBJECT A51_SPOTBASE // Object number -214
DEFINE OBJECT A51_SPOTHOUSING // Object number -215
DEFINE OBJECT A51_SPOTBULB // Object number -216
DEFINE OBJECT KMB_CONTAINER_RED // Object number -217
DEFINE OBJECT CJ_CHRIS_CRATE // Object number -218
DEFINE OBJECT CJ_CHRIS_CRATE_LD // Object number -219
DEFINE OBJECT CJ_CHRIS_CRATE_RD // Object number -220
DEFINE OBJECT CJ_PADLOCK // Object number -221
DEFINE OBJECT KATANA_ANIM // Object number -222
DEFINE OBJECT KATANA_LHAND // Object number -223
DEFINE OBJECT MOBILE1993B // Object number -224
DEFINE OBJECT WONGS_GATE // Object number -225
DEFINE OBJECT DYN_RAMP // Object number -226
DEFINE OBJECT SNIPER_ANIM // Object number -227
DEFINE OBJECT KMB_PACKET // Object number -228
DEFINE OBJECT NTO_B_S // Object number -229
DEFINE OBJECT CARDBOARDBOX // Object number -230
DEFINE OBJECT DYN_ROADBARRIER_3 // Object number -231
DEFINE OBJECT DYN_ROADBARRIER_4 // Object number -232
DEFINE OBJECT DYN_DUMPSTER // Object number -233
DEFINE OBJECT KMB_CONTAINER_BLUE // Object number -234
DEFINE OBJECT KMB_CONTAINER_YEL // Object number -235
DEFINE OBJECT KMB_CONTAINER_OPEN // Object number -236
DEFINE OBJECT TEMP_STINGER2 // Object number -237
DEFINE OBJECT TRAFFICCONE // Object number -238
DEFINE OBJECT AD_JUMP // Object number -239
DEFINE OBJECT GARYS_LUV_RAMP // Object number -240
DEFINE OBJECT AD_ROADMARK1 // Object number -241
DEFINE OBJECT AD_ROADMARK2 // Object number -242
DEFINE OBJECT AD_FINISH // Object number -243
DEFINE OBJECT MINIGUN_BASE // Object number -244
DEFINE OBJECT WONGS_ERECTION // Object number -245
DEFINE OBJECT WONGS_ERECTION2 // Object number -246
DEFINE OBJECT RCBOMB // Object number -247
DEFINE OBJECT BARREL2 // Object number -248
DEFINE OBJECT MINI_MAGNET // Object number -249
DEFINE OBJECT KMB_PLANK // Object number -250
DEFINE OBJECT KMB_HOLDALL // Object number -251
DEFINE OBJECT KMB_PARACHUTE // Object number -252
DEFINE OBJECT AMMO_CAPSULE // Object number -253
DEFINE OBJECT BARREL1 // Object number -254
DEFINE OBJECT KB_BARREL // Object number -255
DEFINE OBJECT CR_CRATESTACK // Object number -256
DEFINE OBJECT D9_RUNWAY // Object number -257
DEFINE OBJECT CARGO_TEST // Object number -258
DEFINE OBJECT CARGO_STUFF // Object number -259
DEFINE OBJECT CARGO_STORE // Object number -260
DEFINE OBJECT KMILITARY_CRATE // Object number -261
DEFINE OBJECT KMILITARY_BASE // Object number -262
DEFINE OBJECT BLOCKPALLET // Object number -263
DEFINE OBJECT TEMP_CRATE1 // Object number -264
DEFINE OBJECT K_SMASHBOXES // Object number -265
DEFINE OBJECT K_CARGO1 // Object number -266
DEFINE OBJECT K_CARGO4 // Object number -267
DEFINE OBJECT GREEN_GLOOP // Object number -268
DEFINE OBJECT BASEJUMP_TARGET // Object number -269
DEFINE OBJECT DES_QUARRYGATE2 // Object number -270
DEFINE OBJECT DES_QUARRYGATE // Object number -271
DEFINE OBJECT CJ_DYN_PLUNGE_1 // Object number -272
DEFINE OBJECT DYNAMITE // Object number -273
DEFINE OBJECT DYNO_BOX_A // Object number -274
DEFINE OBJECT DYNO_BOX_B // Object number -275
DEFINE OBJECT PRIVATESIGN3 // Object number -276
DEFINE OBJECT PRIVATESIGN1 // Object number -277
DEFINE OBJECT BARRIER_4ANDY // Object number -278
DEFINE OBJECT CJ_CHIP_MAKER_BITS // Object number -279
DEFINE OBJECT CJ_CHIP_MAKER // Object number -280
DEFINE OBJECT CJ_WHEELCHAIR1 // Object number -281
DEFINE OBJECT AB_CARCASS // Object number -282
DEFINE OBJECT AB_HOOK // Object number -283
DEFINE OBJECT FREEZER_DOOR // Object number -284
DEFINE OBJECT CJ_MEAT_BAG_1 // Object number -285
DEFINE OBJECT CJ_MEAT_1 // Object number -286
DEFINE OBJECT CJ_MEAT_2 // Object number -287
DEFINE OBJECT JET_BAGGAGE_DOOR // Object number -288
DEFINE OBJECT JET_INTERIOR // Object number -289
DEFINE OBJECT SMLPLANE_DOOR // Object number -290
DEFINE OBJECT JET_DOOR // Object number -291
DEFINE OBJECT SMASH_BOX_STAY // Object number -292
DEFINE OBJECT SMASH_BOX_BRK // Object number -293
DEFINE OBJECT SMASHBOXPILE // Object number -294
DEFINE OBJECT ST_ARCH_PLAN // Object number -295
DEFINE OBJECT GEN_DOORINT01 // Object number -296
DEFINE OBJECT KMB_LOCKEDDOOR // Object number -297
DEFINE OBJECT DYN_AIRCON // Object number -298
DEFINE OBJECT SW_BIT_09 // Object number -299
DEFINE OBJECT GENERATOR_BIG // Object number -300
DEFINE OBJECT AB_VAULTDOOR // Object number -301
DEFINE OBJECT GENERATOR_BIG_D // Object number -302
DEFINE OBJECT CJ_MONEY_BAG // Object number -303
DEFINE OBJECT PARA_PACK // Object number -304
DEFINE OBJECT CARGO_REAR // Object number -305
DEFINE OBJECT D9_RAMP // Object number -306
DEFINE OBJECT PARACHUTE // Object number -307
DEFINE OBJECT OPMANS01_CUNTE // Object number -308
DEFINE OBJECT CEHOLLYHIL06 // Object number -309
DEFINE OBJECT SUNSET22_LAWN // Object number -310
DEFINE OBJECT DRG_NU_EXT // Object number -311
DEFINE OBJECT MISSILE_07_SFXR // Object number -312
DEFINE OBJECT KMB_KEYPAD // Object number -313
DEFINE OBJECT WATERJUMPX2 // Object number -314
DEFINE OBJECT BBALL_INGAME // Object number -315
DEFINE OBJECT CJ_WIN_POP2 // Object number -316
DEFINE OBJECT LA_FUCKCAR1 // Object number -317
DEFINE OBJECT LA_FUCKCAR2 // Object number -318
DEFINE OBJECT TARGET_FRAME // Object number -319
DEFINE OBJECT TARGET_LLEG // Object number -320
DEFINE OBJECT TARGET_RLEG // Object number -321
DEFINE OBJECT TARGET_LTORSO // Object number -322
DEFINE OBJECT TARGET_RTORSO // Object number -323
DEFINE OBJECT TARGET_LARM // Object number -324
DEFINE OBJECT TARGET_RARM // Object number -325
DEFINE OBJECT TARGET_HEAD // Object number -326
DEFINE OBJECT DEAD_TIED_COP // Object number -327
DEFINE OBJECT DYN_QUARRYROCK03 // Object number -328
DEFINE OBJECT BLACKBAG2 // Object number -329
DEFINE OBJECT DYN_WOODPILE // Object number -330
DEFINE OBJECT DYN_QUARRYROCK02 // Object number -331
DEFINE OBJECT BOUY // Object number -332
DEFINE OBJECT WATERJUMP1 // Object number -333
DEFINE OBJECT LANDJUMP2 // Object number -334
DEFINE OBJECT BB_PICKUP // Object number -335
DEFINE OBJECT PARA_COLLISION // Object number -336
DEFINE OBJECT CJ_WHEEL_1 // Object number -337
DEFINE OBJECT CJ_WHEEL_02 // Object number -338
DEFINE OBJECT CJ_WHEEL_03 // Object number -339
DEFINE OBJECT CHIP_STACK07 // Object number -340
DEFINE OBJECT CHIP_STACK08 // Object number -341
DEFINE OBJECT CHIP_STACK12 // Object number -342
DEFINE OBJECT CHIP_STACK09 // Object number -343
DEFINE OBJECT CHIP_STACK11 // Object number -344
DEFINE OBJECT WHEEL_WEE // Object number -345
DEFINE OBJECT ROULETTE_MARKER // Object number -346
DEFINE OBJECT PEDALS // Object number -347
DEFINE OBJECT BEACHTOWEL01 // Object number -348
DEFINE OBJECT KMB_BPRESS // Object number -349
DEFINE OBJECT BEACHTOWEL03 // Object number -350
DEFINE OBJECT BEACHTOWEL04 // Object number -351
DEFINE OBJECT KMB_DUMBBELL_R // Object number -352
DEFINE OBJECT KMB_DUMBBELL_L // Object number -353
DEFINE OBJECT BBALL_COL // Object number -354
DEFINE OBJECT KMB_ROCK // Object number -355
DEFINE OBJECT CHIP_STACK10 // Object number -356
DEFINE OBJECT CHIP_STACK13 // Object number -357
DEFINE OBJECT CHIP_STACK14 // Object number -358
DEFINE OBJECT WHEEL_SUPPORT // Object number -359
DEFINE OBJECT WHEEL_TABLE // Object number -360
DEFINE OBJECT CLICKER // Object number -361
DEFINE OBJECT MONEY // Object number -362
DEFINE OBJECT CJ_FF_TILL_QUE // Object number -363
DEFINE OBJECT CJ_BURG_CHAIR // Object number -364
DEFINE OBJECT CJ_PIZZA_CHAIR // Object number -365
DEFINE OBJECT CJ_PIZZA_CHAIR2 // Object number -366
DEFINE OBJECT CJ_PIZZA_CHAIR3 // Object number -367
DEFINE OBJECT TATTOO_KIT // Object number -368
DEFINE OBJECT CJ_BARSTOOL // Object number -369
DEFINE OBJECT CJ_BINCO_DOOR // Object number -370
DEFINE OBJECT CJ_SUBURB_DOOR_2 // Object number -371
DEFINE OBJECT CJ_PRO_DOOR_01 // Object number -372
DEFINE OBJECT CJ_GAP_DOOR_ // Object number -373
DEFINE OBJECT CJ_VICTIM_DOOR // Object number -374
DEFINE OBJECT CJ_DS_DOOR // Object number -375
DEFINE OBJECT PIZZALOW // Object number -376
DEFINE OBJECT PIZZAMED // Object number -377
DEFINE OBJECT PIZZA_HEALTHY // Object number -378
DEFINE OBJECT CLUCKLOW // Object number -379
DEFINE OBJECT CLUCKMED // Object number -380
DEFINE OBJECT CLUCKHIGH // Object number -381
DEFINE OBJECT CLUCK_HEALTHY // Object number -382
DEFINE OBJECT BURGERLOW // Object number -383
DEFINE OBJECT BURGERMED // Object number -384
DEFINE OBJECT BURGER_HEALTHY // Object number -385
DEFINE OBJECT POLICE_BARRIER // Object number -386
DEFINE OBJECT KMB_SHUTTER // Object number -387
DEFINE OBJECT SFCOPDR // Object number -388

DEFINE MISSIONS 0
DEFINE EXTERNAL_SCRIPTS -1 // Use -1 to not write AAA script
DEFINE UNKNOWN_EMPTY_SEGMENT 0
DEFINE UNKNOWN_THREADS_MEMORY 0


thread 'Main'
var
$PLAYER_CHAR: Player
end // var
01F0: set_max_wanted_level_to 6
set_wb_check_to 0
00C0: set_current_time 8 0
04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84
Camera.SetAtPos(2488.5601, -1666.84, 13.38)
$PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.84, 13.38)
$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)
Camera.SetBehindPlayer
set_weather 0
wait 0 ms
$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)
$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)
$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)
$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)
$PLAYER_CHAR.Build
$PLAYER_CHAR.CanMove = True
fade 1 (out) 0 ms
select_interior 0
0629: change_stat 181 (islands unlocked) to 4
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
// put your create_thread commands here

create_thread @HITMAN
end_thread


// ------------------------ Mission 0 -------------------------

:HITMAN
wait 0
model.Load(#MALE01)
model.Load(#BMYBE)
model.Load(#DWFOLC)
model.Load(#WMYGOL1)
model.Load(#OMYRI)
model.Load(#WMOMIB)
model.Load(#VMAFF1)
model.Load(#ALPHA)
038B: load_requested_models

:HITMAN1
wait 0
if and
model.Available(#MALE01)
model.Available(#BMYBE)
model.Available(#DWFOLC)
model.Available(#WMYGOL1)
model.Available(#OMYRI)
model.Available(#WMOMIB)
model.Available(#VMAFF1)
model.Available(#ALPHA)
jf @HITMAN1
wait 0
Player.SetClothes($PLAYER_CHAR, "chinoskhaki", "chinosb", 2)
Player.Build($PLAYER_CHAR)
Player.SetClothes($PLAYER_CHAR, "sportjack", "trackytop1", 0)
Player.Build($PLAYER_CHAR)
select_interior 18
actor.PutAt($PLAYER_ACTOR,1726.288, -1643.8959, 20.2259)
0860: link_actor $PLAYER_ACTOR to_interior 18
object.Create($Obj,-190,1717.8683 -1646.578 20.2272)
wait 0
Player.CanMove($PLAYER_CHAR) = False
wait 1000
camera.SetPosition(1726.1268, -1643.0837, 24.0803,0.0,0.0,0.0)
camera.PointAt(1726.1268, -1643.0837, 24.0803,1)
wait 0
actor.Create($gost,CivMale,#MALE01,1728.8542, -1669.1113, 22.6151)
0860: link_actor $gost to_interior 18
actor.Angle($gost) = 46.7596
wait 0
actor.Create($gost1,CivMale,#BMYBE,1721.1519, -1664.9008, 20.2272)
0860: link_actor $gost1 to_interior 18
actor.Angle($gost1) = 249.0298
wait 0
actor.Create($guarder1,Gang1,#WMOMIB,1730.1694, -1651.4811, 20.2324)
0860: link_actor $guarder1 to_interior 18
actor.Angle($guarder1) = 91.735
wait 0
actor.Create($guarder2,Gang1,#WMOMIB,1712.6281, -1659.186, 20.2221)
0860: link_actor $guarder2 to_interior 18
actor.Angle($guarder2) = 270.4817
wait 0
actor.Create($gost2,CivMale,#MALE01,1722.5149, -1650.3782, 20.2291)
0860: link_actor $gost2 to_interior 18
actor.Angle($gost2) = 178.2159
wait 0
actor.Create($gost3,Criminal,#VMAFF1,1710.4523, -1643.2679, 20.2187)
0860: link_actor $gost3 to_interior 18
actor.Angle($gost3) = 225.3613
wait 0
car.Create($surprize,#ALPHA,1721.5187, -1646.6399, 20.2272)
car.Angle($surprize) = 90.0
car.DoorStatus($surprize,2)
0840: link_car $surprize to_interior 18
064B: $PaLe = create_particle "smoke30lit" at 1721.8192 -1655.3015 21.8601 1
064C: make_particle $PaLe visible
wait 0
camera.SetPosition(1719.6167, -1668.9017, 23.1192,0.0,0.0,0.0)
camera.PointAt(1719.6167, -1668.9017, 23.1192,2)
camera.OnPed($guarder1,15,2)
00BC: text_highpriority 'GUARD1' 2000 ms 1
wait 2000
Player.CanMove($PLAYER_CHAR) = True
camera.OnPed($PLAYER_ACTOR,15,2)

:HITMAN3
wait 0
if and
00F0: actor $PLAYER_ACTOR 0 near_point 1712.6235 -1640.4702 20.2239 radius 2.0 2.0 stopped_on_foot
jf @HITMAN3
wait 0
fade 0 100
actor.PutAt($PLAYER_ACTOR,1713.5479, -1641.3092, 27.2125)
actor.Create($guarder3,Gang1,#WMOMIB,1716.5157, -1640.3959, 27.2046)
actor.Angle($guarder3) = 120.8025
camera.SetPosition(1721.2887, -1647.0294, 23.4151,0.0,0.0,0.0)
camera.PointAt(1721.2887, -1647.0294, 23.4151,2)
camera.OnPed($PLAYER_ACTOR,15,2)
00BC: text_highpriority 'GUARD2' 5000 ms 1
wait 500
fade 1 100

:HITMAN4
wait 0
if and
00F0: actor $PLAYER_ACTOR 0 near_point 1702.8831 -1668.5406 20.2187 radius 1.0 1.0 stopped_on_foot
jf @HITMAN4
wait 0
fade 0 1000
Player.CanMove($PLAYER_CHAR) = False
select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
actor.PutAt($PLAYER_ACTOR,1695.3285, -1667.16, 20.1968)
fade 1 1000
Player.CanMove($PLAYER_CHAR) = True
camera.SetBehindPlayer
camera.Restore_WithJumpCut
00BC: text_highpriority 'MPASS' 5000 ms 0
wait 100
00BC: text_highpriority 'GUARDP' 5000 ms 1
0394: play_music 1
Player.Money($PLAYER_CHAR) += 50
actor.Create($guarder4,Cop,#WMOMIB,1693.5426, -1668.7512, 20.1982)
actor.Angle($guarder4) = 86.7804
marker.CreateAboveActor($mark,$guarder4)

:HITMAN5
wait 0
if and
actor.Dead($guarder4)
jf @HITMAN5
wait 0
marker.Disable($mark)
actor.StorePos($guarder4,$X,$Y,$Z)
064B: $BLOOD = create_particle "blood_heli" at $X $Y $Z 1
064C: make_particle $BLOOd visible
03D1: play_wav 1
wait 2000
object.Create($kard,#KEYCARD,$X,$Y,$Z)

:HITMAN6
wait 0
if and
0471: unknown_actor $PLAYER_ACTOR near_object $kard radius 1.0 1.0 unknown 0
jf @HITMAN6
wait 0
00BC: text_highpriority 'GUARD3' 2000 ms 1
object.Destroy($kard)
car.Create($thread_car,#ALPHA,1828.8402, -1612.6202, 13.3786)
fade 0 1000
Player.CanMove($PLAYER_CHAR) = False
camera.SetPosition(1878.3501, -1602.756, 29.9365,0.0,0.0,0.0)
camera.PointAt(1878.3501, -1602.756, 29.9365,2)
camera.OnVehicle($thread_car,15,2)
fade 1 1000
car.DriveTo($thread_car,1938.8638, -1714.6891, 13.3828)

:HITMAN7
wait 0
if and
01AE: car $thread_car sphere 0 near_point 1938.8638 -1714.6891 13.3828 radius 2.0 2.0 stopped
jf @HITMAN7
wait 0
fade 0 1000
camera.SetBehindPlayer
camera.Restore_WithJumpCut
car.Destroy($thread_car)
wait 1000
fade 1 1000
wait 1000
Player.CanMove($PLAYER_CHAR) = True
camera.SetBehindPlayer
0570: $next_mission = create_asset_radar_marker_with_icon 15 at 2360.697 -1375.1989 24.0145

:OLDHOUS
wait 0
if and
0102: actor $PLAYER_ACTOR in_sphere 2360.697 -1375.1989 24.0145 radius 2.0 2.0 4.0 sphere 1 stopped_on_foot
jf @OLDHOUS
wait 0
fade 0 1000
marker.Disable($next_mission)
Player.CanMove($PLAYER_CHAR) = False
wait 1000
fade 1 1000
wait 2001
Player.CanMove($PLAYER_CHAR) = True
01E3: show_text_1number_styled GXT 'M_PASSS' number 2000 time 5000 style 1
// MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0998: add_respect 7
Player.Money($PLAYER_CHAR) += 1000000

0394: play_music 1
marker.CreateIconAndSphere($OSV_KINGL,25,2118.0642, -1001.1979, 57.5692)


// --------------------------- Mission 1 -----------------------------

:MEXICAN
wait 0
if and
0102: actor $PLAYER_ACTOR in_sphere 2118.0642 -1001.1979 57.5692 radius 2.0 2.0 4.0 sphere 1 stopped_on_foot
jf @MEXICAN
wait 0
marker.Disable($OSV_KINGL)
fade 0 1000
Player.CanMove($PLAYER_CHAR) = False
fade 1 1000
camera.SetPosition(2358.8228, -1062.6741, 62.9131,0.0,0.0,0.0)
camera.PointAt(2358.8228, -1062.6741, 62.9131,1)
actor.PutAt($PLAYER_ACTOR,2348.4258, -1046.9619, 53.9305)
camera.OnPed($PLAYER_ACTOR,15,2)
00BC: text_highpriority 'MEXICA1' 5000 ms 1
fade 0 1000
camera.SetBehindPlayer
camera.Restore_WithJumpCut
actor.PutAt($PLAYER_ACTOR,2282.7957, -1060.1033, 47.6939)
Player.CanMove($PLAYER_CHAR) = True
fade 1 1000

:MEXICAN1
wait 0
if and
0102: actor $PLAYER_ACTOR in_sphere 2329.7512 -1058.5663 52.3516 radius 1.0 1.0 2.0 sphere 1 stopped_on_foot
jf @MEXICAN1
wait 0
fade 0 1000
select_interior 18
actor.PutAt($PLAYER_ACTOR,1726.288, -1643.8959, 20.2259)
0860: link_actor $PLAYER_ACTOR to_interior 18
camera.SetPosition(1721.9988, -1653.4637, 24.099,0.0,0.0,0.0)
camera.PointAt(1721.9988, -1653.4637, 24.099,1)
camera.OnPed($gost3,15,2)
fade 1 1000
05D3: AS_actor $gost3 goto_point 1729.9409 -1668.3439 22.6094 mode 4 5000 ms // versionA
00BC: text_highpriority 'MEXICA2' 5000 ms 1
wait 5000
Player.CanMove($PLAYER_CHAR) = True
select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
actor.PutAt($PLAYER_ACTOR,2118.0642,-1001.1979,57.5692)
marker.CreateIconAndSphere($GOTCHA,0,1727.6121, -1634.3519, 20.2161)
marker.SetIconSize($GOTCHA,3)
camera.SetBehindPlayer
camera.Restore_WithJumpCut
actor.DestroyInstantly($gost3)

:MEXICAN2
wait 0
if and
0102: actor $PLAYER_ACTOR in_sphere 1727.6121 -1634.3519 20.2161 radius 2.0 2.0 4.0 sphere 1 stopped_on_foot
jf @MEXICAN2
wait 0
fade 0 1000
actor.PutAt($PLAYER_ACTOR,1700.6573, -1693.2739, 13.5469)
camera.SetPosition(1700.6573, -1693.2739, 15.5469,0.0,0.0,0.0)
camera.PointAt(1700.6573, -1693.2739, 15.5469,1)
actor.Create($COLUMBIANS,Criminal,#VMAFF1,1708.1246, -1693.786, 13.5134)
camera.OnPed($COLUMBIANS,15,2)
0674: set_car_model #ALPHA numberplate "BELOV"
car.Create($ESCAPING_CAR,#ALPHA,1693.5508, -1709.915, 13.3828)
car.SetImmunities($ESCAPING_CAR,1,1,1,1,1)
marker.CreateAboveCar($marker_car,$ESCAPING_CAR)
marker.SetColor($marker_car,2)
fade 1 1000
05CB: AS_actor $COLUMBIANS enter_car $ESCAPING_CAR as_driver 10000 ms
00BC: text_highpriority 'MEXICA3' 5000 ms 1
marker.Disable($GOTCHA)
car.Create($cj_car,#ALPHA,1694.782, -1699.8846, 13.5469)
car.Angle($cj_car) = 350.9127
01EB: set_traffic_density_multiplier_to 0.0
// ioee??aai o?aoee
03DE: set_pedestrians_density_multiplier_to 0.0
// oae?aai iiyaeaiea neo?aeiuo aeoa?ia

:MEXICAN2a
wait 0
if and
actor.InCar($COLUMBIANS,$ESCAPING_CAR)
jf @MEXICAN2a
wait 0
fade 0 1000
car.DoorStatus($ESCAPING_CAR,2)
car.DriveTo($ESCAPING_CAR,1656.963, -1434.7975, 13.5469)
Player.CanMove($PLAYER_CHAR) = True
camera.SetBehindPlayer
camera.Restore_WithJumpCut
00AE: unknown_set_car $ESCAPING_CAR to_ignore_traffic_lights 2
fade 1 1000

:MEXICAN3
wait 0
if and
01AE: car $ESCAPING_CAR sphere 0 near_point 1656.963 -1434.7975 13.5469 radius 5.0 5.0 stopped
jf @MEXICAN3
wait 0
00D9: $PLAYER_ACTOR_CAR_DRIVER = actor $PLAYER_ACTOR car // mission only
05CD: AS_actor $COLUMBIANS exit_car $ESCAPING_CAR

:MEXICAN4
wait 0
fade 0 1000
Player.CanMove($PLAYER_CHAR) = False
actor.Create($INFORMATOR,Dealer,#OMYRI,1663.743, -1421.5024, 13.7702)
actor.Angle($INFORMATOR) = 180.8464
camera.SetPosition(1672.8004, -1450.5526, 21.0469,0.0,0.0,0.0)
camera.PointAt(1672.8004, -1450.5526, 21.0469,2)
camera.OnPed($COLUMBIANS,15,2)
05D3: AS_actor $COLUMBIANS goto_point 1663.9447 -1425.9382 13.7056 mode 4 10000 ms // versionA
00BC: text_highpriority 'MEXICA4a' 5000 ms 1
wait 5000
fade 0 1000
marker.Disable($marker_car)
// object.Create($keis,#KEYCARD,1137.2147, -1507.2346, 15.7912)
Player.CanMove($PLAYER_CHAR) = True
actor.StorePos($INFORMATOR,0@,1@,2@)
fade 1 1000
marker.CreateAboveActor($CEL_INF,$INFORMATOR)
marker.CreateAboveActor($CEL_COLUMBIAN,$COLUMBIANS)
camera.SetBehindPlayer
camera.Restore_WithJumpCut

:MEXICAN5
wait 0
if or
actor.Dead($COLUMBIANS)
actor.Dead($INFORMATOR)
jf @MEXICAN5
wait 0
object.Create($keis,#KEYCARD,0@,1@,2@)
marker.Disable($CEL_COLUMBIAN)
marker.Disable($CEL_INF)

:MEXICAN6
wait 0
if and
0471: unknown_actor $PLAYER_ACTOR near_object $keis radius 1.0 1.0 unknown 0
jf @MEXICAN6
wait 0
object.Destroy($keis)
car.Destroy($ESCAPING_CAR)
marker.CreateIconAndSphere($OSV_KINGL1,0,2330.1396, -1059.3689, 52.3516)
marker.SetIconSize($OSV_KINGL1,3)

:MEXICAN7
wait 0
if and
0102: actor $PLAYER_ACTOR in_sphere 2330.1396 -1059.3689 52.3516 radius 2.0 2.0 4.0 sphere 1 stopped_on_foot
jf @MEXICAN7
wait 0
fade 0 1000
Player.CanMove($PLAYER_CHAR) = False
00BC: text_highpriority 'MEXICA5' 5000 ms 1
04E4: unknown_refresh_game_renderer_at -1614.6083 -122.434 14.1484
camera.SetPosition(-1586.1235, -133.7311, 23.7416,0.0,0.0,0.0)
camera.PointAt(-1586.1235, -133.7311, 23.7416,1)
car.Create($PLANE_CORRIDES_JAMES,#ALPHA,2351.7527, -1074.7604, 52.7327)
wait 1000
fade 1 1000
camera.OnVehicle($PLANE_CORRIDES_JAMES,15,2)
00BC: text_highpriority 'MEXICA6' 5000 ms 1
wait 5000
fade 0 1000
Player.CanMove($PLAYER_CHAR) = True
camera.SetBehindPlayer
camera.Restore_WithJumpCut
wait 500
fade 1 1000
marker.CreateAboveCar($PLANE_MARKER,$PLANE_CORRIDES_JAMES)
marker.SetColor($PLANE_MARKER,2)

:MEXICAN8
wait 0
if and
actor.InCar($PLAYER_ACTOR,$PLANE_CORRIDES_JAMES)
jf @MEXICAN8
wait 0
00BC: text_highpriority 'MEXICA7' 5000 ms 1
0998: add_respect 7
Player.Money($PLAYER_CHAR) += 1000000

0394: play_music 1
actor.StorePos($PLAYER_ACTOR,3@,4@,5@)
marker.Disable($PLANE_MARKER)
marker.Disable($OSV_KINGL1)
marker.CreateIconAndSphere($FOREST_MISSIONS,15,2351.6184 -654.7562 128.0547)


// -------------------------------- Mission 2 --------------------------

:LOAD
wait 0
model.Load(#INFERNUS)
model.Load(#WMOMIB)
model.Load(#M4)
model.Load(#ARMOUR)
model.Load(#ARMY)
model.Load(#FBITRUCK)
model.Load(#FBIRANCH)
model.Load(#FBI)
038B: load_requested_models

:CHECKING
wait 0
if and
model.Available(#INFERNUS)
model.Available(#WMOMIB)
model.Available(#M4)
model.Available(#ARMOUR)
model.Available(#ARMY)
model.Available(#FBIRANCH)
model.Available(#FBITRUCK)
model.Available(#FBI)
jf @CHECKING
wait 0

:FOREST
wait 0
if or
0102: actor $PLAYER_ACTOR in_sphere 2351.6184 -654.7562 128.0547 radius 2.0 2.0 4.0 sphere 1 stopped_on_foot
0103: actor $PLAYER_ACTOR in_sphere 2351.6184 -654.7562 128.0547 radius 2.0 2.0 4.0 sphere 1 stopped_in_car
jf @FOREST
wait 0
fade 0 1000
Player.CanMove($PLAYER_CHAR) = False
marker.Disable($FOREST_MISSIONS)
camera.SetPosition(2380.7246, -656.4182, 138.3817,0.0,0.0,0.0)
camera.PointAt(2380.7246, -656.4182, 138.3817,2)
car.Create($YOUR_CAR,#INFERNUS,2360.417, -653.7168, 128.0461)
car.Angle($YOUR_CAR) = 269.3867
car.Create($army_car,#FBIRANCH,2398.4053, -626.2911, 124.9344)
car.Angle($army_car) = 158.6106
car.Create($army_car1,#FBITRUCK,2410.9221, -610.1449, 121.1853)
Car.Angle($army_car1) = 139.9554
07F8: car $army_car1 follow_vehicle $army_car radius 0.0
car.DriveTo($army_car,2353.1123, -1524.8495, 23.8281)
camera.OnVehicle($army_car,15,2)
fade 1 1000

:FOREST1
wait 0
if and
01AD: car $army_car sphere 0 near_point 2407.0415 -705.5704 123.0377 radius 3.0 3.0
jf @FOREST1
wait 0
fade 0 1000
Player.CanMove($PLAYER_CHAR) = True
camera.SetBehindPlayer
camera.Restore_WithJumpCut
marker.CreateAboveCar($mark,$army_car)
fade 1 1000

:FOREST2
wait 0
if and
car.Wrecked($army_car)
jf @FOREST2
wait 0
fade 0 1000
marker.Disable($mark)
marker.Disable($mark1)
car.StorePos($army_car1,$X,$Y,$Z)
actor.Create($army_man,Cop,#ARMY,2383.4399, -652.0106, 127.4955)
actor.Create($army_man1,Cop,#ARMY,2383.9089, -646.709, 127.305)
actor.Create($army_man2,Cop,#ARMY,2378.6804, -643.4525, 127.3136)
05E2: AS_actor $army_man kill_actor $PLAYER_ACTOR
05E2: AS_actor $army_man1 kill_actor $PLAYER_ACTOR
05E2: AS_actor $army_man2 kill_actor $PLAYER_ACTOR
01B2: give_actor $army_man weapon 31 ammo 99999
01B2: give_actor $army_man1 weapon 31 ammo 99999
01B2: give_actor $army_man2 weapon 31 ammo 99999
fade 1 1000

:FOREST3
wait 0
if and
actor.Dead($army_man)
actor.Dead($army_man1)
actor.Dead($army_man2)
jf @FOREST3
wait 0
fade 0 1000
01E3: show_text_1number_styled GXT 'M_PASSS' number 2000 time 5000 style 1
// MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0998: add_respect 7
Player.Money($PLAYER_CHAR) += 1000000

0394: play_music 1
fade 1 1000
actor.DestroyInstantly($army_man)
actor.DestroyInstantly($army_man1)
actor.DestroyInstantly($army_man2)
car.Destroy($YOUR_CAR)
car.Destroy($army_car1)
car.Destroy($army_car)
014B: $Car = init_parked_car_generator #INFERNUS 8 8 0 alarm 50 door_lock 0 0 40000 at 2360.6206 -657.3837 128.1632 angle 260.9457
014C: set_parked_car_generator $Car cars_to_generate_to 101
014B: $Car1 = init_parked_car_generator #FBITRUCK 8 8 0 alarm 50 door_lock 0 0 40000 at 2362.1509 -647.8779 128.0087 angle 287.6027
014C: set_parked_car_generator $Car1 cars_to_generate_to 101
end_thread



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Категория: Grand Theft Auto: San Andreas » Скрипты для Grand Theft Auto: San Andreas

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