// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'UFO' 

:UFO_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @UFO_11 
if 
00EC:   actor $PLAYER_ACTOR 0 near_point -160.7188 1581.061 radius 150.0 150.0 
else_jump @UFO_11 
023C: load_special_actor 'ALIEN' as 9 // models 290-299 
Model.Load(#SPARROW)
Model.Load(#SPECIAL09)
Model.Load(#ARMY)
Model.Load(#M4)
Model.Load(#BARRACKS)
Model.Load(#PATRIOT)
060A: create_decision_maker_type 0 store_to 10@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 10@ to 11@ 
038B: load_requested_models 
jump @UFO_136 

:UFO_136
wait 0 
if 
   Model.Available(#SPARROW)
   Model.Available(#SPECIAL09)
   Model.Available(#ARMY)
   Model.Available(#M4)
   Model.Available(#BARRACKS)
   Model.Available(#PATRIOT)
else_jump @UFO_136 
00BA: show_text_styled GXT 'RWU0' time 1000 style 2 
0@ = Car.Create(#SPARROW, -160.7188, 1581.061, 16.6209)
4@ = Car.Create(#BARRACKS, -152.7582, 1615.534, 15.2294)
5@ = Car.Create(#BARRACKS, -192.5876, 1610.986, 18.2451)
21@ = Car.Create(#PATRIOT, -143.0309, 1545.991, 17.6077)
6@ = Actor.Create(CivMale, #ARMY, -162.6093, 1597.556, 16.9099)
7@ = Actor.Create(CivMale, #ARMY, -166.2532, 1597.147, 16.2841)
8@ = Actor.Create(CivMale, #ARMY, -169.9561, 1595.178, 15.5677)
9@ = Actor.Create(CivMale, #ARMY, -174.0346, 1592.44, 16.3986)
12@ = Actor.Create(CivMale, #ARMY, -174.6146, 1596.905, 16.0739)
13@ = Actor.Create(CivMale, #ARMY, -147.0154, 1730.277, 26.4828)
14@ = Actor.Create(CivMale, #ARMY, -145.171, 1725.951, 25.7128)
19@ = Actor.Create(CivMale, #ARMY, -167.6144, 1607.851, 15.2999)
15@ = Car.Create(#PATRIOT, -141.2813, 1715.375, 24.3859)
1@ = Actor.Create(CivMale, #SPECIAL09, -160.6114, 1575.649, 16.9484)
2@ = Actor.Create(CivMale, #SPECIAL09, -160.4679, 1578.473, 16.807)
3@ = Actor.Create(CivMale, #SPECIAL09, -159.4079, 1580.527, 16.6985)
16@ = Actor.Create(CivMale, #SPECIAL09, -161.2185, 1580.916, 16.6571)
17@ = Actor.Create(CivMale, #SPECIAL09, -164.4448, 1581.861, 16.6933)
18@ = Actor.Create(CivMale, #SPECIAL09, -169.0728, 1594.244, 15.677)
20@ = Actor.Create(CivMale, #ARMY, -139.1039, 1531.152, 18.3427)
22@ = Actor.Create(CivMale, #ARMY, -137.7656, 1538.501, 17.5736)
Actor.SetImmunities(1@, 0, 1, 1, 1, 0)
Actor.SetImmunities(2@, 0, 1, 1, 1, 0)
Actor.SetImmunities(3@, 0, 1, 1, 1, 0)
Actor.SetImmunities(6@, 0, 1, 1, 1, 0)
Actor.SetImmunities(7@, 0, 1, 1, 1, 0)
Actor.SetImmunities(8@, 0, 1, 1, 1, 0)
Actor.SetImmunities(9@, 0, 1, 1, 1, 0)
Actor.SetImmunities(12@, 0, 1, 1, 1, 0)
Actor.SetImmunities(13@, 0, 1, 1, 1, 0)
Actor.SetImmunities(14@, 0, 1, 1, 1, 0)
Actor.SetImmunities(16@, 0, 1, 1, 1, 0)
Actor.SetImmunities(17@, 0, 1, 1, 1, 0)
Actor.SetImmunities(18@, 0, 1, 1, 1, 0)
Actor.SetImmunities(19@, 0, 1, 1, 1, 0)
Actor.SetImmunities(20@, 0, 1, 1, 1, 0)
Actor.SetImmunities(22@, 0, 1, 1, 1, 0)
Actor.Health(1@) = 7500
Actor.Health(2@) = 7500
Actor.Health(3@) = 7500
Actor.Health(6@) = 75
Actor.Health(7@) = 75
Actor.Health(8@) = 75
Actor.Health(9@) = 75
Actor.Health(12@) = 75
Actor.Health(13@) = 75
Actor.Health(14@) = 75
Actor.Health(19@) = 75
Actor.Health(20@) = 75
Actor.Health(22@) = 75
Actor.Health(16@) = 7500
Actor.Health(17@) = 7500
Actor.Health(18@) = 7500
060B: set_actor 1@ decision_maker_to 11@ 
060B: set_actor 2@ decision_maker_to 11@ 
060B: set_actor 3@ decision_maker_to 11@ 
060B: set_actor 6@ decision_maker_to 11@ 
060B: set_actor 7@ decision_maker_to 11@ 
060B: set_actor 8@ decision_maker_to 11@ 
060B: set_actor 9@ decision_maker_to 11@ 
060B: set_actor 12@ decision_maker_to 11@ 
060B: set_actor 13@ decision_maker_to 11@ 
060B: set_actor 14@ decision_maker_to 11@ 
060B: set_actor 16@ decision_maker_to 11@ 
060B: set_actor 17@ decision_maker_to 11@ 
060B: set_actor 18@ decision_maker_to 11@ 
060B: set_actor 19@ decision_maker_to 11@ 
060B: set_actor 20@ decision_maker_to 11@ 
060B: set_actor 22@ decision_maker_to 11@ 
0245: set_actor 1@ walk_style_to "OLDMAN" 
0245: set_actor 2@ walk_style_to "OLDMAN" 
0245: set_actor 3@ walk_style_to "OLDMAN" 
0245: set_actor 16@ walk_style_to "OLDMAN" 
0245: set_actor 17@ walk_style_to "OLDMAN" 
0245: set_actor 18@ walk_style_to "OLDMAN" 
0245: set_actor 12@ walk_style_to "SWAT" 
0245: set_actor 13@ walk_style_to "SWAT" 
0245: set_actor 14@ walk_style_to "SWAT" 
0245: set_actor 6@ walk_style_to "SWAT" 
0245: set_actor 7@ walk_style_to "SWAT" 
0245: set_actor 8@ walk_style_to "SWAT" 
0245: set_actor 9@ walk_style_to "SWAT" 
0245: set_actor 19@ walk_style_to "SWAT" 
0245: set_actor 20@ walk_style_to "SWAT" 
0245: set_actor 22@ walk_style_to "SWAT" 
0446: set_actor 1@ immune_to_headshots 0 
0446: set_actor 2@ immune_to_headshots 0 
0446: set_actor 3@ immune_to_headshots 0 
0446: set_actor 6@ immune_to_headshots 0 
0446: set_actor 7@ immune_to_headshots 0 
0446: set_actor 8@ immune_to_headshots 0 
0446: set_actor 9@ immune_to_headshots 0 
0446: set_actor 12@ immune_to_headshots 0 
0446: set_actor 13@ immune_to_headshots 0 
0446: set_actor 14@ immune_to_headshots 0 
0446: set_actor 16@ immune_to_headshots 0 
0446: set_actor 17@ immune_to_headshots 0 
0446: set_actor 18@ immune_to_headshots 0 
0446: set_actor 19@ immune_to_headshots 0 
0446: set_actor 20@ immune_to_headshots 0 
0446: set_actor 22@ immune_to_headshots 0 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 3@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 6@ kill_actor 1@ 
05E2: AS_actor 7@ kill_actor 2@ 
05E2: AS_actor 8@ kill_actor 3@ 
05E2: AS_actor 9@ kill_actor 16@ 
05E2: AS_actor 12@ kill_actor 17@ 
05E2: AS_actor 19@ kill_actor 18@ 
05E2: AS_actor 13@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 14@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 16@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 17@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 20@ kill_actor $PLAYER_ACTOR 
05E2: AS_actor 22@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 1@ fighting_style_to 5 6 
07FE: set_actor 2@ fighting_style_to 5 6 
07FE: set_actor 3@ fighting_style_to 5 6 
07FE: set_actor 6@ fighting_style_to 5 6 
07FE: set_actor 7@ fighting_style_to 5 6 
07FE: set_actor 8@ fighting_style_to 5 6 
07FE: set_actor 9@ fighting_style_to 5 6 
07FE: set_actor 12@ fighting_style_to 5 6 
07FE: set_actor 13@ fighting_style_to 5 6 
07FE: set_actor 14@ fighting_style_to 5 6 
07FE: set_actor 16@ fighting_style_to 5 6 
07FE: set_actor 17@ fighting_style_to 5 6 
07FE: set_actor 18@ fighting_style_to 5 6 
07FE: set_actor 19@ fighting_style_to 5 6 
07FE: set_actor 20@ fighting_style_to 5 6 
07FE: set_actor 22@ fighting_style_to 5 6 
01B2: give_actor 6@ weapon 31 ammo 999 // Load the weapon model before using this 
01B2: give_actor 7@ weapon 31 ammo 999 // Load the weapon model before using this 
01B2: give_actor 8@ weapon 31 ammo 999 // Load the weapon model before using this 
01B2: give_actor 9@ weapon 31 ammo 999 // Load the weapon model before using this 
01B2: give_actor 12@ weapon 31 ammo 999 // Load the weapon model before using this 
01B2: give_actor 13@ weapon 31 ammo 999 // Load the weapon model before using this 
01B2: give_actor 14@ weapon 31 ammo 999 // Load the weapon model before using this 
01B2: give_actor 19@ weapon 31 ammo 999 // Load the weapon model before using this 
01B2: give_actor 20@ weapon 31 ammo 999 // Load the weapon model before using this 
01B2: give_actor 22@ weapon 31 ammo 999 // Load the weapon model before using this 
00BC: show_text_highpriority GXT 'RWU1' time 2000 flag 1 
wait 2000 
070C: explode_car 0@ // versionB 
00BC: show_text_highpriority GXT 'RWU2' time 2000 flag 1 
wait 2000 
00BC: show_text_highpriority GXT 'RWU3' time 2000 flag 1 
jump @UFO_1940 

:UFO_1940
wait 0 
if and
   Actor.Dead(1@)
   Actor.Dead(2@)
   Actor.Dead(3@)
   Actor.Dead(16@)
   Actor.Dead(17@)
   Actor.Dead(18@)
else_jump @UFO_1992 
jump @UFO_2019 

:UFO_1992
wait 0 
if 
   Actor.Dead($PLAYER_ACTOR)
else_jump @UFO_1940 
jump @UFO_2185 

:UFO_2019
wait 0 
0394: play_music 2 
00BA: show_text_styled GXT 'MISCMP' time 1000 style 2 
00BC: show_text_highpriority GXT 'RWU5' time 1000 flag 1 
Player.Money($PLAYER_CHAR) += 250000
Actor.RemoveReferences(1@)
Actor.RemoveReferences(2@)
Actor.RemoveReferences(3@)
Actor.RemoveReferences(6@)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(16@)
Actor.RemoveReferences(17@)
Actor.RemoveReferences(18@)
Actor.RemoveReferences(19@)
Actor.RemoveReferences(20@)
Actor.RemoveReferences(22@)
Car.RemoveReferences(0@)
Car.RemoveReferences(4@)
Car.RemoveReferences(5@)
Car.RemoveReferences(15@)
Car.RemoveReferences(21@)
0296: unload_special_actor 9 
jump @UFO_2338 

:UFO_2185
00BA: show_text_styled GXT 'MISFLD' time 1000 style 2 
00BC: show_text_highpriority GXT 'RWU6' time 1000 flag 1 
Actor.RemoveReferences(1@)
Actor.RemoveReferences(2@)
Actor.RemoveReferences(3@)
Actor.RemoveReferences(6@)
Actor.RemoveReferences(7@)
Actor.RemoveReferences(8@)
Actor.RemoveReferences(9@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences(14@)
Actor.RemoveReferences(16@)
Actor.RemoveReferences(17@)
Actor.RemoveReferences(18@)
Actor.RemoveReferences(19@)
Actor.RemoveReferences(20@)
Actor.RemoveReferences(22@)
Car.RemoveReferences(0@)
Car.RemoveReferences(4@)
Car.RemoveReferences(5@)
Car.RemoveReferences(15@)
Car.RemoveReferences(21@)
0296: unload_special_actor 9 
wait 15000 
jump @UFO_11 

:UFO_2338
wait 0 
0A93: end_custom_thread 
