// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 17.2.2014
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

//Another Kiss

:KISS_2
thread : 'PAULNMAC'
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
   04ED: load_animation "PAULNMAC" 
if and
0ADC:   test_cheat "piss1"
04EE:   animation "PAULNMAC" loaded 

   
jf @KISS_2 
//30@ = Marker.CreateAboveActor($PLAYER_ACTOR)
//Marker.SetColor(30@, 1)
//Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
//0631: put_actor $PLAYER_ACTOR in_group $PLAYER_GROUP 
//07CB: set_actor $PLAYER_ACTOR supporting_fire 0 
//0A20: disable_player $PLAYER_CHAR group_control_back 1
jump @SECOND

:SECOND   
wait 0 
if 
//Marker.Disable(30@)
   not Actor.Driving($PLAYER_ACTOR)
 
else_jump @KISS_2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
:PISSING
wait 0
03CF: load_wav 14200 as 1
//0615: define_AS_pack_begin 3@ 
0605: actor $PLAYER_ACTOR perform_animation "PISS_IN" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 9000 
wait 2670 
$P1_PISSING = 1
03D1: play_wav 1  
066A: 29@ = attach_particle "PETROLCAN" to_actor $PLAYER_ACTOR with_offset -0.1 0.116 0.0 rotation 0.0 0.01 0.0 type 1 
0883: attach_particle 29@ to_actor $PLAYER_ACTOR mode 1 
064C: make_particle 29@ visible      
wait 6330     
0605: actor $PLAYER_ACTOR perform_animation "PISS_LOOP" IFP "PAULNMAC" framedelta 4.0 loop -1 lockX 0 lockY 0 lockF 0 time -1             
:PISSING2
wait 0
if 
00E1:   player 0 pressed_key 16  
else_jump @KILLED
jf @PISSING2

jump @PISSING_END

:KILLED
wait 0 
if 
actor.Dead($PLAYER_ACTOR)


else_jump @PISSING2
jump @END



:PISSING_END
wait 0
0605: actor $PLAYER_ACTOR perform_animation "PISS_OUT" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 15000
wait 6800
$P1_PISSING = 0

061B: remove_references_to_AS_pack 29@ 
040D: unload_wav 1 
0650: destroy_particle 29@ 
wait 12000        //8790  



//0616: define_AS_pack_end 3@ 
//0618: assign_actor $PLAYER_ACTOR to_AS_pack 3@      



//040D: unload_wav 1 



04EF: release_animation "PAULNMAC"  
jump @KISS_2  

:END
$P1_PISSING = 0
wait 0
061B: remove_references_to_AS_pack 29@ 
040D: unload_wav 1 
0650: destroy_particle 29@ 
04EF: release_animation "PAULNMAC"  


jump @KISS_2                   


//04EF: release_animation "INT_HOUSE" 


