// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------

:UFONICE
model.Load(#SPARROW)
038B: load_requested_models 

:UFONICE2
wait 10
if and
   not Actor.Driving($PLAYER_ACTOR) 
    0ADC:   test_cheat "d4fufo"
    model.Available(#SPARROW) 
jf @UFONICE2
04C4: store_coords_to 2@ 3@ 4@ from_actor $PLAYER_ACTOR with_offset 0.0 4.0 0.0
wait 100      
00A5: 1@ = create_car #SPARROW at 2@ 3@ 4@
 0175: set_car 1@ Z_angle_to 90  


:UFONICE3
wait 10
gosub @UFOATK1
if
    0ADC:   test_cheat "d4fufo"
jf @UFONICE3
wait 100
00A6: destroy_car 1@
model.Destroy(#SPARROW) 
wait 1000
jump @UFONICE2    

:UFOATK1
wait 10
if and
0AB0:   key_pressed 1//-----------------------press lmb 
0AB0:   key_pressed 2//-----------------------press rmb
then
jf @UFOATK1
Model.Load(3065) // bkst ball
Model.Load(#FLARE)
wait 0
if and
  Model.Available(#FLARE)
    Model.Available(3065)
jf @UFOATK1  
0407: store_coords_to 12@ 13@ 14@ from_car 1@ with_offset 0.0 1.5 -0.8 
wait 10
066C: 0@ = attach_particle "ELECTRIC_TINY" to_car 1@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.00 0.0 type 1
064C: make_particle 0@ visible
2@ = Object.Create(3065, 12@, 13@, 14@)
3@ = Object.Create(#FLARE, 12@, 13@, 14@)
04D9: object 2@ set_scripted_collision_check 1
Object.CollisionDetection(2@) = True
Object.ToggleInMovingList(2@) = True
04D9: object 3@ set_scripted_collision_check 1
Object.CollisionDetection(3@) = FALSE
Object.ToggleInMovingList(3@) = True
069A: attach_object 3@ to_object 2@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
0906: set_object 2@ mass_to 30000.0 // float
0908: set_object 2@ turn_mass_to 30000.0 // float 
08D2: object 2@ scale_model 0.1
08D2: object 3@ scale_model 0.1
9@ = 0.0
10@ = 0.1
11@ = -65.0
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
04C4: store_coords_to 18@ 19@ 20@ from_actor $PLAYER_ACTOR with_offset 9@ 10@ 11@
0063: 18@ -= 15@ // (float) 
0063: 19@ -= 16@ // (float) 
0063: 20@ -= 17@ // (float)
Object.Throw(2@, 18@, 19@, 20@)

:UFOATK2
wait 0
if 
04DA:   has_object 2@ collided
jf @UFOATK2
0400: store_coords_to 5@ 6@ 7@ from_object 2@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 3 at 5@ 6@ 7@
Object.Destroy(2@)
Object.Destroy(3@)
wait 1000
end
return
