My mad skizills.
Well, since you still have the request up, I thought I'd send you a better application than that meager previous post. The linked .zip archive above has a main.scm mod-in-progress that I have been working on for, uh, a day, so it's a little rough around the edges. At the moment I think I am the only person to have released a teargas pickup mod (although it's a simple code change and nothing to really fuss about), and I am loosely affiliated with the GTA: Motor City project.
First warning: there's a little debugging code in this script, so you may get some numbers flashing about the bottom of the screen, and if you lay on the horn your fuel will drop to zero and your car will catch on fire. So don't touch that horn.
To take a quick tour of the mad skills, copy the main.scm file to the appropriate directory and start a new game. Get in the Admiral and head North towards the Malibu Club. You'll notice at once that you have a speedometer and randomized fuel gauge. If you step out of the car, these disappear. If you get in a new car, the fuel is randomized again; if you get in the same car, the fuel stays the same. It works by storing your old car when you exit, and then comparing its xpos, ypos, and health upon re-entering a car. If they are different, it recognizes the new car and regenerates the fuel values. This code is a little bit rough, but it's functional. I do intend to clean it up soon. If you don't hold the enter-car key while entering, it may not put the gauge up -- this is an easy fix I just haven't done yet. At the moment, when you run out of fuel, your car will catch fire. I hope to disable it more accurately later. Fuel levels are weighted towards the top, by the way, and I'm planning on making fuel consumption vary by car type and causing it to leak when the car is damaged too much.
You may have noticed by now that you can be picked up for speeding, but you may not have. Every so often, it code runs a random check to see if you were caught while speeding. I plan to generate actual cops to chase you, rather than simply updating the wanted level, and I am going to play the "10-4, we have a drunk driver" wav (PHIL_2" or "_25", I think). So far I haven't had any luck playing wavs, but I've only worked on this for 12 hours or so. By the way, the car number reporting you is randomly generated each time.
Now that you've played with that for a while, go into the Malibu and approach the bar. There is a pickup there. Since I started you with money, there is no need to kill anybody for your drinks. Go up and have a few. Each one (up to will increasingly impair your controls and display (using the Phil mission drunk opcodes). After 8, they continue to count up. At 23, you get liver poisoning and start bleeding. Your health will sap at the rate of one per second. There is no cure yet, but I plan to heal you on entering an ambulance or picking up health, in the future.
Now, go back outside and get in your car. Drive around for a while. You may notice that you're getting less impaired, if you drive around long enough. Each drink takes one real minute (one hour in-game) to wear off, just like real life. You may also notice that you're getting a wanted level. It varies with how drunk you are: at three drinks, one star, at five drinks, two stars, and at eight or more, three stars. I capped it there, because while you might see undercover cops coming after a drunk driver, you'll never see a SWAT team or National Guard unit on that bust. You may not notice this, though, because there is a 5% chance every 30 seconds. That means, on average, you can drive drunk for ten minutes (long enough to sober up!) before you get caught. So you probably won't get caught, although you might. I felt this was realistic.
I also unlocked Hyman Condos from the begining and put a Hunter in Ocean Beach. Nothing earth-shattering, but it's nice to have available when you're screwing around. You can save your game at the hangar on the docks or in the airport by the helipad. Hyman Condo's helipad saves your helicopters, and so does the airport one. Your boats are saved in the docks hangar. There is a glitch in the game code that assumes your garages are enclosed, so it doesn't display saved vehicles until you enter the space. Otherwise it works fine.
Also, go to the Lovefist building. There's a save pickup on the steps: when you grab it, you teleport to the top of the building, where the once-empty helipad has a Maverick. I added this to replace the one I removed from Hyman Condos early on, and the code is pretty bad. If I were to rewrite that, which I will at some point, I would use an in-sphere check rather than a pickup, raise the zpos so you don't restart embedded in concrete, and fade it properly.
Oh yes, to sober up any time, hit the dodo up/dodo down keys. This is some remaining debug code as well.
Everything else is stock code, so most of the game is still locked. You can play a game normally if you're so inclined.
By the way, how about poison darts in MTA? Replace one gun with a tranq. rifle and when you hit the other player with it, trigger some drunk code on the other console... my pick would be the shitty sniper rifle, because it takes a long time to reload, like a real tranq. rifle, and could be used strategically from a distance.