{$CLEO .cs}

//-------------MAIN---------------
0000:nop

:NA4alo_1game
wait 0
if and
 $ONMISSION == 0
 //not actor.Driving($PLAYER_ACTOR)
 //00E1: key_pressed 0 4
 0AB0:   key_pressed 8 //BACK SPACE
 Player.Defined($PLAYER_CAHR)
 else_jump @NA4alo_1game
   1@ = 0.0
 2@ = 0.0
11@ = 38.0 //  
12@ = 38.0 //  
13@ = 2.0  // 
14@ = 10.0   // 
15@ = 38.0  // 
16@ = 38.0  // 
17@ = 38.0  // 
18@ = 38.0  // 
20@ = 50.0  //˸
19@ = 40.0 //

:NA4alo_1
wait 0
if and
 //80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 529.5554 -1759.6824 14.2807 radius 23.0 23.0 23.0 
 //not Actor.Animation($PLAYER_ACTOR) == "CLO_Pose_Torso" //
 //not Actor.Animation($PLAYER_ACTOR) == "IDLE_csaw" //
 //84AD:   not actor $PLAYER_ACTOR in_water 

 $ONMISSION == 0
 Player.Defined($PLAYER_CAHR)
 else_jump @NA4alo_1
   gosub @FUN_SRAKA
   gosub @MINUS_POINT_DRIVER  //========================
   gosub @PROVERKA_ANIMATION_1
 if //and
// 00E1: key_pressed 0 4
 not actor.Driving($PLAYER_ACTOR)
 else_jump @NA4alo_1
 if
 $ONMISSION == 0
 else_jump @NA4alo_1
   gosub @LOAD_TXD_1
//20@ = 0.0 //˸
//21@ = 1.0 //
//23@ - 
//22@ = 152.0      
  jump @SCALE_1
  
  :NA4alo_2 // ˨ 
wait 0
if 
 0AB0:   key_pressed 8 //BACK SPACE
 else_jump @NA4alo_2
 jump @NA4alo_1
 
0390: load_txd_dictionary "GASOLINE" 
038F: load_texture "SCALEF" as 1 // Load dictionary with 0390 first 
038F: load_texture "SCALEE" as 2 // Load dictionary with 0390 first 
038F: load_texture "ARROW" as 3 // Load dictionary with 0390 first 
038F: load_texture "LOCK" as 4 // Load dictionary with 0390 first 
038F: load_texture "SPEEDOM" as 5 // Load dictionary with 0390 first 
038F: load_texture "STRELK" as 6 // Load dictionary with 0390 first 
 
:NA4alo_3 // ˨ 
wait 0
if and
 $ONMISSION == 0
 Player.Defined($PLAYER_CAHR)
 actor.Driving($PLAYER_ACTOR)
 else_jump @NA4alo_1 
 gosub @MINUS_POINT_DRIVER  //========================
 if
  14@ < 1.0
  else_jump @NA4alo_3
  14@ = 1.0
  fade 0 5000 
 wait 5000
 fade 1 10000
 wait 5000
 jump @NA4alo_3
 
 

//========================
//======================== 
//========================
:MINUS_POINT
 11@ -= 0.1 //  
 12@ -= 0.03 //  
 14@ -= 0.08   // 
 15@ -= 0.002  // 
 16@ -= 0.03  // 
 17@ -= 0.03  // 
 return
 
 :MINUS_POINT_DRIVER
 11@ -= 0.009 //  
 12@ -= 0.003 //  
 14@ -= 0.003   // 
 15@ -= 0.002  // 
 16@ -= 0.003  // 
 17@ -= 0.003  // 
 return
 
 :FUN_SRAKA
 if
 17@ < 2.0
 else_jump @FUN_SRAKA_2
 0669: 0@ = attach_particle "insects"  to_actor $PLAYER_ACTOR offset 0.0 -0.3 -0.20 1 
 0669: 1@ = attach_particle "insects"  to_actor $PLAYER_ACTOR offset 0.0 0.30 -0.20 1 
 0669: 2@ = attach_particle "insects"  to_actor $PLAYER_ACTOR offset 0.0 0.30 -0.20 1 
 064C: make_particle 0@ visible 
 064C: make_particle 1@ visible 
 064C: make_particle 2@ visible 
 wait 2000
 0650: destroy_particle 0@ 
 0650: destroy_particle 1@
 0650: destroy_particle 2@
 
 :FUN_SRAKA_2
 return
 //=================     ================
 :MINUS_sistem_1  //
 11@ < 2.0
 jf @MINUS_sistem_2
 11@ -= 0.0  // 
 12@ -= 0.01  // 
 13@ -= 0.0  // 
 14@ -= 0.01  // 
 15@ -= 0.01  // 
 16@ -= 0.01  // 
 17@ -= 0.0  // 
 17@ -= 0.0  // 
 
 :MINUS_sistem_2  //
 12@ < 2.0
 jf @MINUS_sistem_3
 11@ -= 0.01  // 
 12@ -= 0.0  // 
 13@ -= 0.0  // 
 14@ -= 0.01  // 
 15@ -= 0.01  // 
 16@ -= 0.0  // 
 17@ -= 0.01  // 
 17@ -= 0.0  // 
 
 :MINUS_sistem_3  //
 13@ < 2.0
 jf @MINUS_sistem_4
 11@ -= 0.0  // 
 12@ -= 0.0  // 
 13@ -= 0.0  // 
 14@ -= 0.0  // 
 15@ -= 0.0  // 
 16@ -= 0.0  // 
 17@ -= 0.0  // 
 17@ -= 0.0  // 
 :MINUS_sistem_4   //
 14@ < 2.0
 jf @MINUS_sistem_5
 11@ -= 0.1  // 
 12@ -= 0.1  // 
 13@ -= 0.0  // 
 14@ -= 0.0  // 
 15@ -= 0.1  // 
 16@ -= 0.1  // 
 17@ -= 0.1  // 
 17@ -= 0.0  // 
 :MINUS_sistem_5  //
 15@ < 2.0
 jf @MINUS_sistem_6
  11@ -= 0.01  // 
 12@ -= 0.0  // 
 13@ -= 0.0  // 
 14@ -= 0.01  // 
 15@ -= 0.0  // 
 16@ -= 0.01  // 
 17@ -= 0.0  // 
 17@ -= 0.0  // 
 :MINUS_sistem_6   //
 16@ < 2.0
 jf @MINUS_sistem_7
  11@ -= 0.0  // 
 12@ -= 0.0  // 
 13@ -= 0.0  // 
 14@ -= 0.0  // 
 15@ -= 0.1  // 
 16@ -= 0.0  // 
 17@ -= 0.01  // 
 17@ -= 0.0  // 
 :MINUS_sistem_7   //
 17@ < 10.0
 jf @MINUS_sistem_8
 11@ -= 0.0  // 
 12@ -= 0.1  // 
 13@ -= 0.0  // 
 14@ -= 0.1  // 
 15@ -= 0.5  // 
 16@ -= 0.1  // 
 17@ -= 0.0  // 
 17@ -= 0.0  // 
 :MINUS_sistem_8  //
 11@ < 2.0
 jf @MINUS_sistem_99
 11@ -= 0.0  // 
 12@ -= 0.0  // 
 13@ -= 0.0  // 
 14@ -= 0.0  // 
 15@ -= 0.0  // 
 16@ -= 0.0  // 
 17@ -= 0.0  // 
 17@ -= 0.0  // 
 
 :MINUS_sistem_99
 return
//=================================================
//=================================================   
//=================================================
:SCALE_1 //
gosub @MINUS_POINT  //========================
gosub @MINUS_sistem_1 //     
if
 17@ < 2.0
 else_jump @SCALE_2
 12@ -= 0.01 //
 0669: 0@ = attach_particle "insects"  to_actor $PLAYER_ACTOR offset 0.0 -0.3 -0.20 1 
 0669: 1@ = attach_particle "insects"  to_actor $PLAYER_ACTOR offset 0.0 0.0 0.20 1 
// 0669: 2@ = attach_particle "spraycan"  to_actor $PLAYER_ACTOR offset 0.0 -0.20 -0.20 1 
 066A: 2@ = attach_particle "spraycan" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 flag 1 
 064C: make_particle 0@ visible 
 064C: make_particle 1@ visible 
 064C: make_particle 2@ visible 
 wait 1000
 0650: destroy_particle 0@ 
 0650: destroy_particle 1@ 
 0650: destroy_particle 2@ 
 if
 17@ <= 1.5
 else_jump @SCALE_2
 17@ += 0.1
 0669: 0@ = attach_particle "puke"  to_actor $PLAYER_ACTOR offset 0.0 0.0 -0.20 1
 0669: 1@ = attach_particle "puke"  to_actor $PLAYER_ACTOR offset 0.0 0.0  0.10 1
 0669: 2@ = attach_particle "puke"  to_actor $PLAYER_ACTOR offset 0.0 0.0 -0.10 1
 064C: make_particle 0@ visible 
 064C: make_particle 1@ visible 
 064C: make_particle 2@ visible 
 wait 1000
 0650: destroy_particle 0@ 
 0650: destroy_particle 1@ 
 0650: destroy_particle 2@ 

:SCALE_2   //C
0653: 21@ = float_stat 24
21@ /= 30.0
21@ < 5.0
jf @SCALE_3
21@ = 5.0

:SCALE_3
//0653: 20@ = float_stat 24
//20@ /= 30.0
//20@ < 5.0
//jf @SCALE_4
//20@ = 50.0  //˸
if
 20@ > 60.0
 else_jump @SCALE_4
 20@ = 50.0  //˸
 
 

:SCALE_4
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  10 position  200.0  451.0 scale  130.0  130.0 color  255  255  255 alpha 255
038D: create_texture  40 position  100.0  350.0 scale  200.0  200.0 color  255  255  255 alpha 255
gosub @FOOD_SIMS_01
gosub @JIR_CARL_1 //==== ======  21
gosub @TOLSTIY_CARL_1//=============== ==================
gosub @STILE_CARL_1 //============= ====================
gosub @STILE_CARL_W1 //===== ===   80
gosub @SILA_CARL_1 //=========== MAX 1000.0      23
gosub @SILA_CARL_W1 //=========== MAX 1000.0 
gosub @STAMINA_CARL_1  //======== =========
gosub @STAMINA_CARL_w1 //======== =========  22
gosub @LEGKIE_1      //===============˨  =================
gosub @GLAZA_1      //====================  =================================

20@ -= 0.20
if or
 actor.Driving($PLAYER_ACTOR)
 $ONMISSION > 0
20@ < 47.0
else_jump @SCALE_4
20@ = 47.0
038D: create_texture  35 position  245.0  417.0 scale  20@  20@ color  255  255  255 alpha 255
if or
 actor.Driving($PLAYER_ACTOR)
 $ONMISSION > 0
 else_jump @SCALE_5
jump @END_TXD_ATART_MISSION_OR_DRIVER 
 
:SCALE_5
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  10 position  200.0  451.0 scale  130.0  130.0 color  255  255  255 alpha 255
038D: create_texture  40 position  100.0  350.0 scale  200.0  200.0 color  255  255  255 alpha 255
gosub @FOOD_SIMS_01
gosub @JIR_CARL_1 //==== ======  21
gosub @TOLSTIY_CARL_1//=============== ==================
gosub @STILE_CARL_1 //============= ====================
gosub @STILE_CARL_W1 //===== ===   80
gosub @SILA_CARL_1 //=========== MAX 1000.0      23
gosub @SILA_CARL_W1 //=========== MAX 1000.0 
gosub @STAMINA_CARL_1  //======== =========
gosub @STAMINA_CARL_w1 //======== =========  22
gosub @LEGKIE_1    //===============˨  =================
gosub @GLAZA_1     //====================  ====

20@ += 0.1
if or
 actor.Driving($PLAYER_ACTOR)
 $ONMISSION > 0
 20@ > 50.0
else_jump @SCALE_5
20@ = 50.0
038D: create_texture  35 position  245.0  417.0 scale  20@  20@ color  255  255  255 alpha 255
if or
 actor.Driving($PLAYER_ACTOR)
 $ONMISSION > 0
 else_jump @EXIT_1
jump @END_TXD_ATART_MISSION_OR_DRIVER 

 
:EXIT_1
wait 0
if or
 0AB0:   key_pressed 8 //BACK SPACE
 actor.Driving($PLAYER_ACTOR)
 $ONMISSION > 0
 else_jump @SCALE_1
 
:END_TXD_ATART_MISSION_OR_DRIVER 
03F0: text_draw_toggle  0 //     
wait 0
if
not actor.Driving($PLAYER_ACTOR)
else_jump @NA4alo_1
0391: release_txd_dictionary //  TXD'
if
 0AB0:   key_pressed 8 //BACK SPACE
else_jump @NA4alo_1
wait 3000
jump @NA4alo_2
//============================  =================
:ANIM_MISSION_ON
 if or
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 529.5554 -1759.6824 14.2807 radius 25.0 25.0 15.0 
 Actor.Animation($PLAYER_ACTOR) == "CLO_Pose_Torso" //
 Actor.Animation($PLAYER_ACTOR) == "IDLE_csaw" //
 0965: actor $PLAYER_ACTOR swimming_in_water
 else_jump @ANIM_MISSION_ON_99
 Jump @END_TXD_ATART_MISSION_OR_DRIVER 
 
 :ANIM_MISSION_ON_99
 return
//=========================================
//========================================= 
//=========================================
:FOOD_SIMS_01
//gosub @PROVERKA_ANIMATION_1
//if
//not actor.Driving($PLAYER_ACTOR)
//else_jump @EXIT_1

038D: create_texture  12 position  339.0  451.0 scale  160.0  155.0 color  255  255  255 alpha 255
gosub @PROVERKA_ANIMATION_1
gosub @MAX_POLOSA_1 //   
gosub @MIN_POLOSA_1
0089: 2@ = 11@ // (float) 
2@ /= 2.0
2@ += 300.0
038D: create_texture  11 position  2@  395.50 scale  11@  4.0 color  255  255  255 alpha 255
0089: 2@ = 12@ // (float) 
2@ /= 2.0
2@ += 300.0
038D: create_texture  11 position  2@  409.50 scale  12@  4.0 color  255  255  255 alpha 255
0089: 2@ = 13@ // (float) 
2@ /= 2.0
2@ += 300.0
038D: create_texture  11 position  2@  423.50 scale  13@  4.0 color  255  255  255 alpha 255
0089: 2@ = 14@ // (float) 
2@ /= 2.0
2@ += 300.0
038D: create_texture  11 position  2@  436.50 scale  14@  4.0 color  255  255  255 alpha 255

           // 
0089: 2@ = 15@ // (float) 
2@ /= 2.0
2@ += 355.0
038D: create_texture  11 position  2@  395.50 scale  15@  4.0 color  255  255  255 alpha 255
0089: 2@ = 16@ // (float) 
2@ /= 2.0
2@ += 355.0
038D: create_texture  11 position  2@  409.50 scale  16@  4.0 color  255  255  255 alpha 255
0089: 2@ = 17@ // (float) 
2@ /= 2.0
2@ += 355.0
038D: create_texture  11 position  2@  423.50 scale  17@  4.0 color  255  255  255 alpha 255
0089: 2@ = 18@ // (float) 
2@ /= 2.0
2@ += 355.0
038D: create_texture  11 position  2@  436.50 scale  18@  4.0 color  255  255  255 alpha 255


return

:MIN_POLOSA_1//
if
 12@ < 0.1
 else_jump @MIN_POLOSA_2
 12@ = 0.1
 //14@ -= 0.1 //
// 15@ -= 0.1 //
 
 :MIN_POLOSA_2//
if
 14@ < 0.1
 else_jump @MIN_POLOSA_3
 14@ = 1.1
 //12@ = 1.1
 gosub @LOAD_ANIM_PED
 gosub @LOAD_ANIM_CRACK
//0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_spin_L" IFP_file "PED" 1004.0 loop 0 0 0 0 time -1 // versionA 
0615: define_action_sequences 0@  // .  1@  (      ) 
0605: actor -1 perform_animation_sequence "KO_spin_L" IFP_file "PED" 1004.0 loop 0 0 0 0 time -1 // versionA 
0605: actor -1 perform_animation_sequence "crckdeth2" IFP_file "CRACK" 4.10 loop 0 1 1 1 time -1
0616: define_action_sequences_end 0@ // 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 0@ //    
061B: remove_references_to_action_sequences 0@ //       .

 
 :MIN_POLOSA_3//
if
 13@ < 0.1
 else_jump @MIN_POLOSA_4
 13@ = 0.1
 
 :MIN_POLOSA_4//
if
 11@ < 0.1
 else_jump @MIN_POLOSA_5
 11@ = 0.1
 //===================================
  :MIN_POLOSA_5//
if
 15@ < 0.1
 else_jump @MIN_POLOSA_6
 15@ = 0.1
 
  :MIN_POLOSA_6//
if
 16@ < 0.1
 else_jump @MIN_POLOSA_7
 16@ = 0.1
 
  :MIN_POLOSA_7//
if
 17@ < 1.0
 else_jump @MIN_POLOSA_8
 17@ = 0.2
 12@ -= 0.1 //
 15@ -= 0.1 //
 16@ -= 0.1 //
 
  :MIN_POLOSA_8//
if
 18@ < 0.1
 else_jump @MIN_POLOSA_99
 18@ = 0.1
 
:MIN_POLOSA_99
return 
//====================  =================================
:GLAZA_1
 20@ > 48.50
 jf @GLAZA_2
038D: create_texture  36 position  250.0  380.0 scale  19@  19@ color  255  255  255 alpha 255 //
038D: create_texture  38 position  250.0  380.0 scale  40.0  40.0 color  255  255  255 alpha 255 //
 if
 19@ < 10.0//
 else_jump @GLAZA_3

:GLAZA_2
038D: create_texture  36 position  250.0  380.0 scale  19@  19@ color  255  255  255 alpha 255 //
038D: create_texture  37 position  250.0  380.0 scale  40.0  40.0 color  255  255  255 alpha 255 //

:GLAZA_3
if
 19@ < 10.0//
 else_jump @GLAZA_99 
 19@ = 40.0
gosub @LOAD_ANIM_CRACK
0605: actor $PLAYER_ACTOR perform_animation_sequence "crckdeth1" IFP_file "CRACK" 1004.0 loop 0 0 0 1 time -1//   


:GLAZA_99
return
 //===============˨  =================
:LEGKIE_1
038D: create_texture  35 position  245.0  417.0 scale  20@  20@ color  255  255  255 alpha 255//
21@ -= 0.50
21@ < 10.0
jf @LEGKIE_2
21@ = 20.0
038D: create_texture  34 position  250.0  410.0 scale  21@  21@ color  255  255  255 alpha 255//˨
return

 :LEGKIE_2
 038D: create_texture  34 position  250.0  410.0 scale  21@  21@ color  255  255  255 alpha 255//˨
 return 
//========================
//========================
//========================
:LOAD_TXD_1
wait 0
0390: load_txd_dictionary "GTASIMS"  // TXD  -        
038F: request_texture "TABLO1" as  10
038F: request_texture "POLOSA" as  11  // -        
038F: request_texture "TABLO2" as  12
038F: request_texture "JIR1" as  21
038F: request_texture "JIR2" as  22
038F: request_texture "JIR3" as  23
038F: request_texture "MODA1" as  24
038F: request_texture "MODA2" as  25
038F: request_texture "MODA3" as  26
038F: request_texture "SILA1" as  27
038F: request_texture "SILA2" as  28
038F: request_texture "SILA3" as  29
038F: request_texture "SPRINT1" as  31
038F: request_texture "SPRINT2" as  32
038F: request_texture "SPRINT3" as  33
038F: request_texture "HERD" as  34
038F: request_texture "LEGKIE" as  35
038F: request_texture "MOZG" as  36
038F: request_texture "GLAZA" as  37
038F: request_texture "GLAZ2" as  38
038F: request_texture "RADAR" as  40
return
//=====================================================
///==== ======
//=====================================================
:JIR_CARL_1
0653: 23@ = float_stat 21
23@ /= 30.0
0087: 22@ = 23@ // (float) 
22@ /= 2.0
22@ += 152.0
if
 23@ < 0.1
 else_jump @JIR_CARL_2
 23@ = 0.1
 22@ = 152.0
 038D: create_texture  11 position  22@  400.0 scale  23@  10.0 color  255  255  255 alpha 255
 return
:JIR_CARL_2    // - 
if
 23@ > 33.0
 else_jump @JIR_CARL_3
23@ = 33.0
0087: 22@ = 23@ // (float) 
22@ /= 2.0
22@ += 152.0
038D: create_texture  11 position  22@  400.0 scale  23@  10.0 color  255  255  255 alpha 255
return
:JIR_CARL_3
038D: create_texture  11 position  22@  400.0 scale  23@  10.0 color  255  255  255 alpha 255
return
//=====================================================
//=============== ==================
//=====================================================
:TOLSTIY_CARL_1
 23@ >= 26.0
jf @TOLSTIY_CARL_2
038D: create_texture  23 position  205.0  400.0 scale  40.0  40.0 color  255  255  255 alpha 255 
return
:TOLSTIY_CARL_2
 23@ > 15.0
jf @TOLSTIY_CARL_3
038D: create_texture  22 position  205.0  400.0 scale  40.0  40.0 color  255  255  255 alpha 255 
return
:TOLSTIY_CARL_3
038D: create_texture  21 position  205.0  400.0 scale  40.0  40.0 color  255  255  255 alpha 255 
return
//=====================================================
//============= ====================
//=====================================================
 :STILE_CARL_1
0653: 23@ = float_stat 80
23@ > 1700.0
jf @STILE_CARL_2 
038D: create_texture  26 position  215.0  415.0 scale  20.0  20.0 color  255  255  255 alpha 255
return
 :STILE_CARL_2
23@ > 1500.0
jf @STILE_CARL_3 
038D: create_texture  25 position  215.0  415.0 scale  20.0  20.0 color  255  255  255 alpha 255
return
 :STILE_CARL_3
23@ > 1000.0
jf @STILE_CARL_4 
038D: create_texture  24 position  215.0  415.0 scale  20.0  20.0 color  255  255  255 alpha 255
return
:STILE_CARL_4
return
//=====================================================
//============= ====================
:STILE_CARL_W1 //  MAX-2000.0
0653: 23@ = float_stat 80
23@ /= 60.0 //      
0087: 22@ = 23@ // (float) 
22@ /= 2.0
22@ += 152.0
if
 23@ < 0.1
 else_jump @STILE_CARL_W2
 23@ = 0.1
 22@ = 152.0
038D: create_texture  11 position  22@  414.0 scale  23@  10.0 color  255  255  255 alpha 255
return

:STILE_CARL_W2    // - 
if
 23@ > 33.0
 else_jump @STILE_CARL_W3
23@ = 33.0
0087: 22@ = 23@ // (float) 
22@ /= 2.0
22@ += 152.0
038D: create_texture  11 position  22@  414.0 scale  23@  10.0 color  255  255  255 alpha 255
return

:STILE_CARL_W3
038D: create_texture  11 position  22@  414.0 scale  23@  10.0 color  255  255  255 alpha 255
return
//=========================================
//=========================================
//=========================================
:SILA_CARL_1
0653: 23@ = float_stat 23
 23@ >= 1000.0
jf @SILA_CARL_2
038D: create_texture  27 position  200.0  427.0 scale  20.0  15.0 color  255  255  255 alpha 255
return
:SILA_CARL_2
 23@ > 500.0
jf @SILA_CARL_3
038D: create_texture  28 position  200.0  427.0 scale  20.0  15.0 color  255  255  255 alpha 255 
return

:SILA_CARL_3
 23@ > 300.0
jf @SILA_CARL_4
038D: create_texture  29 position  200.0  427.0 scale  20.0  15.0 color  255  255  255 alpha 255 
return

:SILA_CARL_4
return
//=====================================================
//=========== MAX 1000.0 
//=====================================================
:SILA_CARL_W1 //=========== MAX 1000.0 
0653: 23@ = float_stat 23
23@ /= 30.0 //      
0087: 22@ = 23@ // (float) 
22@ /= 2.0
22@ += 152.0
if
 23@ < 0.1
 else_jump @SILA_CARL_W2
 23@ = 0.1
 22@ = 152.0
038D: create_texture  11 position  22@  428.0 scale  23@  10.0 color  255  255  255 alpha 255
return

:SILA_CARL_W2    //=========== MAX 1000.0 
if
 23@ > 33.0
 else_jump @SILA_CARL_W3
23@ = 33.0
0087: 22@ = 23@ // (float) 
22@ /= 2.0
22@ += 152.0
038D: create_texture  11 position  22@  428.0 scale  23@  10.0 color  255  255  255 alpha 255
return

:SILA_CARL_W3
038D: create_texture  11 position  22@  428.0 scale  23@  10.0 color  255  255  255 alpha 255
return
//===================== =========
//===================== =========
//===================== =========
 :STAMINA_CARL_1
0653: 23@ = float_stat 22
23@ >= 1000.0
jf @STAMINA_CARL_2 
038D: create_texture  31 position  217.0  437.0 scale  25.0  25.0 color  255  255  255 alpha 255
return
 :STAMINA_CARL_2
23@ > 500.0
jf @STAMINA_CARL_3 
038D: create_texture  32 position  217.0  437.0 scale  25.0  25.0 color  255  255  255 alpha 255
return
 :STAMINA_CARL_3
23@ > 200.0
jf @STAMINA_CARL_4 
038D: create_texture  33 position  217.0  437.0 scale  25.0  25.0 color  255  255  255 alpha 255
return
:STAMINA_CARL_4
return
//======== =========
:STAMINA_CARL_w1 //  -    0
0653: 23@ = float_stat 22
23@ /= 30.0
0087: 22@ = 23@ // (float) 
22@ /= 2.0
22@ += 152.0
if
 23@ < 0.1
 else_jump @STAMINA_CARL_w2
 23@ = 0.1
 22@ = 152.0
038D: create_texture  11 position  22@  441.0 scale  23@  10.0 color  255  255  255 alpha 255
return
:STAMINA_CARL_w2    // - 
if
 23@ > 33.0
 else_jump @STAMINA_CARL_w3
23@ = 33.0
0087: 22@ = 23@ // (float) 
22@ /= 2.0
22@ += 152.0
038D: create_texture  11 position  22@  441.0 scale  23@  10.0 color  255  255  255 alpha 255
return
:STAMINA_CARL_w3
038D: create_texture  11 position  22@  441.0 scale  23@  10.0 color  255  255  255 alpha 255
return
//==========================================================
//==========================================================
//==========================================================
:PROVERKA_ANIMATION_1 //
if or
Actor.Animation($PLAYER_ACTOR) == "VEND_DRINK2_P"//   
Actor.Animation($PLAYER_ACTOR) == "VEND_Drink_P"//     
Actor.Animation($PLAYER_ACTOR) == "vend_eat1_P"// 
Actor.Animation($PLAYER_ACTOR) == "VEND_Eat_P" //
Actor.Animation($PLAYER_ACTOR) == "dnk_stndM_loop"//   
Actor.Animation($PLAYER_ACTOR) == "OFF_Sit_Drink"//     
Actor.Animation($PLAYER_ACTOR) ==  "drnkbr_prtl" //  
Else_jump @PROVERKA_ANIMATION_2 
12@ += 0.05   //
11@ += 0.2  //
13@ += 0.1  //
if or
 Actor.Animation($PLAYER_ACTOR) == "VEND_DRINK2_P"//   
 Actor.Animation($PLAYER_ACTOR) == "VEND_Drink_P"//     
Else_jump @PROVERKA_ANIMATION_99 
11@ -= 0.1
13@ += 0.1  //
12@ -= 0.1 //
return

:PROVERKA_ANIMATION_2 //
if or
Actor.Animation($PLAYER_ACTOR) == "SEAT_LR"   //    
Actor.Animation($PLAYER_ACTOR) == "Seat_talk_01"   //      
Actor.Animation($PLAYER_ACTOR) == "Seat_talk_02"   //      
Actor.Animation($PLAYER_ACTOR) == "SEAT_watch"   //     
Actor.Animation($PLAYER_ACTOR) == "Seat_talk_01"   //   
Actor.Animation($PLAYER_ACTOR) == "smkcig_prtl" //
//Actor.Animation($PLAYER_ACTOR) == "LOU_Out" //   .      !!!  
//Actor.Animation($PLAYER_ACTOR) == "wash_up" //   .      !!!  
Else_jump @PROVERKA_ANIMATION_3 
12@ += 0.1  //
14@ -= 0.01 //
20@ = 55.0  //˸
19@ -= 0.01 //
return

:PROVERKA_ANIMATION_3//
if or
Actor.Animation($PLAYER_ACTOR) == "Piss_loop" //
Actor.Animation($PLAYER_ACTOR) == "Piss_out" //
Actor.Animation($PLAYER_ACTOR) == "FF_Die_Fwd"  //
Else_jump @PROVERKA_ANIMATION_4 
13@ -= 0.5  //
if 
 13@ <= 0.1
Else_jump @PROVERKA_ANIMATION_99
13@ = 0.1
0605: actor $PLAYER_ACTOR perform_animation_sequence "Piss_in" IFP_file "PAULNMAC" 4.1 loop 0 1 1 0 time 2000 // versionA 
return

:PROVERKA_ANIMATION_4 //      
if or
Actor.Animation($PLAYER_ACTOR) == "BED_Loop_L" //  
Actor.Animation($PLAYER_ACTOR) == "BED_Loop_R" //  
Actor.Animation($PLAYER_ACTOR) == "crckdeth2" //  
Else_jump @PROVERKA_ANIMATION_5 
14@ += 0.2
00BF: 0@ = current_time_hours, 1@ = current_time_minutes 
0@ += 0
1@  += 2
00C0: set_current_time_hours_to 0@ minutes_to 1@
return
 
:PROVERKA_ANIMATION_5 // 
if or
Actor.Animation($PLAYER_ACTOR) == "POOL_Long_Shot" //
Actor.Animation($PLAYER_ACTOR) == "Dance_B11" //
Actor.Animation($PLAYER_ACTOR) == "M_smkstnd_loop" //
//Actor.Animation($PLAYER_ACTOR) == "M_smklean_loop" //
//Actor.Animation($PLAYER_ACTOR) == "M_smk_drag" //  
//F_smklean_loop       
Actor.Animation($PLAYER_ACTOR) == "SnM_Caned_W" //    
Actor.Animation($PLAYER_ACTOR) == "ParkSit_M_IdleC" //  
Actor.Animation($PLAYER_ACTOR) == "BJ_Couch_End_P"//    
Actor.Animation($PLAYER_ACTOR) == "BBALL_def_jump_shot"//       
Actor.Animation($PLAYER_ACTOR) == "CRIB_Console_Loop"//   
Else_jump @PROVERKA_ANIMATION_6 
15@ += 1.0
return

:PROVERKA_ANIMATION_6 //
if or
Actor.Animation($PLAYER_ACTOR) == "wank_loop" // =)   
Actor.Animation($PLAYER_ACTOR) == "IDLE_chat" //   
Actor.Animation($PLAYER_ACTOR) == "phone_talk" //    
Else_jump @PROVERKA_ANIMATION_7 
16@ += 0.01
15@ += 0.01
return

:PROVERKA_ANIMATION_7 //
if
Actor.Animation($PLAYER_ACTOR) == "wash_up" //  
Else_jump @PROVERKA_ANIMATION_8 
17@ += 1.0
return

:PROVERKA_ANIMATION_8 //
if
Actor.Animation($PLAYER_ACTOR) == "Piss_loop" //  ( ) 
jf @PROVERKA_ANIMATION_9 
18@ += 1.0
return

:PROVERKA_ANIMATION_9 //  
if or
Actor.Animation($PLAYER_ACTOR) == "EAT_Burger"// 
Actor.Animation($PLAYER_ACTOR) == "EAT_Chicken"// 
Actor.Animation($PLAYER_ACTOR) == "EAT_Pizza"// 
Else_jump @PROVERKA_ANIMATION_10 
12@ += 0.05   //
11@ += 0.2  //
13@ += 0.1  //
return

:PROVERKA_ANIMATION_10  //
if
 0965: actor $PLAYER_ACTOR swimming_in_water
//Actor.Animation($PLAYER_ACTOR) == "Piss_loop" //  ( ) 
Else_jump @PROVERKA_ANIMATION_99
17@ = 20.0
return

:PROVERKA_ANIMATION_99
return
//===================================
//===================================    .
//===================================
:MAX_POLOSA_1 //
if
 13@ > 40.0
else_jump @MAX_POLOSA_2
//gosub @LOAD_ANIM_PAULNMAC
//0605: actor $PLAYER_ACTOR perform_animation_sequence "Piss_loop" IFP_file "PAULNMAC" 4.10 loop 0 1 1 0 time -1
13@ = 1.0
17@ = 1.0 //
//14@ -= 0.2//

:MAX_POLOSA_2 //
if
 11@ > 40.0
else_jump @MAX_POLOSA_3
//gosub @LOAD_ANIM_PAULNMAC
//0605: actor $PLAYER_ACTOR perform_animation_sequence "Piss_loop" IFP_file "PAULNMAC" 4.10 loop 0 1 1 0 time -1
11@ = 40.0
14@ -= 0.01//

:MAX_POLOSA_3 //
if
 12@ > 40.0
else_jump @MAX_POLOSA_4
12@ = 40.0
//gosub @LOAD_ANIM_INT_HOUSE
//0605: actor $PLAYER_ACTOR perform_animation_sequence "LOU_Out" IFP_file "INT_HOUSE" 1004.0 loop 0 0 0 0 time -1
//wait 2000
//14@ += 0.1//

:MAX_POLOSA_4 //
if
 14@ > 40.0
else_jump @MAX_POLOSA_5
14@ = 40.0 //
12@ = 40.0///
gosub @LOAD_ANIM_SUNBATHE
0605: actor $PLAYER_ACTOR perform_animation_sequence "Lay_Bac_out" IFP_file "SUNBATHE" 1004.0 loop 0 0 0 0 time -1 // versionA 
        //=====================

:MAX_POLOSA_5 //
if
 15@ > 40.0
else_jump @MAX_POLOSA_6
15@ = 40.0 //
//14@ -= 0.005///

:MAX_POLOSA_6 //
if
 16@ > 40.0
else_jump @MAX_POLOSA_7
16@ = 40.0 //
12@ -= 0.05///
15@ += 0.05 //

:MAX_POLOSA_7 //
if
 17@ > 40.0
else_jump @MAX_POLOSA_8
17@ = 40.0 //
12@ = 40.0///

:MAX_POLOSA_8 //
if
 18@ > 40.0
else_jump @MAX_POLOSA_99
18@ = 40.0 //

:MAX_POLOSA_99
return
//===================================
//===================================  
//===================================
:LOAD_ANIM_PAULNMAC //   mkq
04ED: load_animation "PAULNMAC"     //
wait 0
if
04EE:   animation "PAULNMAC" loaded    //
else_jump @LOAD_ANIM_PAULNMAC  //     .
return // 

:LOAD_ANIM_PED //
wait 0
if
04EE:   animation "PED" loaded    //
else_jump @LOAD_ANIM_PED  //     .
return // 

:LOAD_ANIM_BAR //
04ED: load_animation "BAR" 
wait 0
if
04EE:   animation "BAR" loaded    //
else_jump @LOAD_ANIM_BAR  //     .
return // 

:LOAD_ANIM_COP_AMBIENT //
04ED: load_animation "COP_AMBIENT" 
wait 0
if
04EE:   animation "COP_AMBIENT" loaded    //
else_jump @LOAD_ANIM_COP_AMBIENT  //     .
return // 

:LOAD_ANIM_DEALER //
04ED: load_animation "DEALER" 
wait 0
if
04EE:   animation "DEALER" loaded    //
else_jump @LOAD_ANIM_DEALER  //     .
return // 

:LOAD_ANIM_INT_HOUSE
04ED: load_animation "INT_HOUSE" 
wait 0
if
04EE:   animation "INT_HOUSE" loaded    //
else_jump @LOAD_ANIM_INT_HOUSE  //     .
return // 

:LOAD_ANIM_CRACK
 04ED: load_animation "CRACK" 
wait 0
if
04EE:   animation "CRACK" loaded    //
else_jump @LOAD_ANIM_CRACK  //     .
return // 

:LOAD_ANIM_SUNBATHE
 04ED: load_animation "SUNBATHE" 
wait 0
if
04EE:   animation "SUNBATHE" loaded    //
else_jump @LOAD_ANIM_SUNBATHE //     .
return // 

