//-------------Mission---------------
increment_mission_attempts
038B: load_requested_models
while not model.Available(#ADMIRAL)
camera.Restore_WithJumpCut
player.CanMove($PLAYER_CHAR) = true
actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0AD0: show_formatted_text_lowpriority "Run to car" time 2000
008C: $TEMP = float $TEMP to_integer
04F7: status_text $TEMP type 1 line 1 GXT 'GXTNAME'
actor.Dead($PLAYER_ACTOR)
0741: actor $PLAYER_ACTOR busted
008C: $NERV = float $NERV to_integer
0086: $TEMP = $NERV // (float)
0122: player $PLAYER_CHAR pressing_horn
player.CanMove($PLAYER_CHAR) = false
actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
0633: AS_actor $PLAYER_ACTOR exit_car
camera.Restore_WithJumpCut
player.CanMove($PLAYER_CHAR) =true
actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0ACF: show_formatted_styled_text "MISSION PASSED" time 2000 style 1
0ACF: show_formatted_styled_text "~r~MISSION FILED" time 2000 style 1
0AD0: show_formatted_text_lowpriority "Critical dystance" time 2000
0ACF: show_formatted_styled_text "~r~MISSION FILED" time 2000 style 1
0AD0: show_formatted_text_lowpriority "You pressing horn" time 2000
0ACF: show_formatted_styled_text "~r~MISSION FILED" time 2000 style 1
0AD0: show_formatted_text_lowpriority "You exit in car" time 2000
:MISSION_29_144 // ÁËÎÊ ÏÐÎÂÀËÀ ÌÈÑÑÈÈ
0ACF: show_formatted_styled_text "~r~MISSION FILED" time 2000 style 1
0151: remove_status_text $TEMP