{$CLEO .cs}

//-------------MAIN---------------
0000:nop
wait 1100
 :UDO4KA_ZONE_OBJECT_1
 //jump @BALL_ZONE_OBJECT_1
 wait 0
 if
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 528.0627 -1753.8199 14.7669 radius 20.0 20.0 10.0
//00E1: key_pressed 0 4 //TAB
else_jump @UDO4KA_ZONE_OBJECT_1
19@ = 0//
01b6: set_weather 2// 
//5@ = #SPEEDER // 1-
//gosub @LOAD_new_Object_1
//car.Create(0@,5@,2502.9277, -1676.1393, 13.3655)
//wait 1000
//car.RemoveReferences(0@)
//model.Destroy(5@)
//actor.PutAt($PLAYER_ACTOR,530.2498, -1765.3503, 14.2899)
//select_interior 0
//0860: link_actor $PLAYER_ACTOR to_interior 0
//0390: load_txd_dictionary "FISHER"  // TXD  -        
//038F: request_texture "UDILO" as  1  // -        
//038F: request_texture "KATUSHKA" as  2
//wait 1000
//038D: create_texture  1 position  300.0  450.0 scale  200.0  200.0 color  255  255  255 alpha 255 //    ( ,    )
//038D: create_texture  2 position  300.0  400.0 scale  70.0  65.0 color  255  255  255 alpha 255 //    ( ,    )
gosub @UDO4KA_NA_ZEMLE
11@ = 0.8//0.8
12@ = 0.6//0.6
13@ = 0.5//0.5
14@ = 0.3//0.3
069A: attach_object 7@ to_object 6@ at_offset 0.0 11@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 8@ to_object 7@ at_offset 0.0 12@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 9@ to_object 8@ at_offset 0.0 13@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 10@ to_object 9@ at_offset 0.0 14@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 0.0 rotation -80.0 0.0 0.0
object.PutAt(6@,528.4479, -1752.5453, 14.4)
0453: object 6@ set_rotation 80.0 0.0 0.0

:MAGAZIN_FISHER_1
03F0: text_draw_toggle  0
wait 0
if
0471: unknown_actor $PLAYER_ACTOR near_object 6@ radius 1.0 1.0 unknown 0
else_jump @MAGAZIN_FISHER_2
038D: create_texture  13 position  160.0  350.0 scale  100.0  100.0 color  255  255  255 alpha 255
if
00E1: key_pressed 0 11 //YES
else_jump @MAGAZIN_FISHER_1
gosub @UDO4KA_UDALIT
player.Money($PLAYER_CHAR) += -500
wait 0
20@ = 5 // 
gosub @UDO4KA_B_PyKE // 
 069B: attach_object 3@ to_actor $PLAYER_ACTOR at_offset 0.10 -0.20 0.10 rotation 180.0 90.0 180.0
 wait 1000
jump  @UDOCHKA_RUKA_0

:MAGAZIN_FISHER_2
wait 0
if
8471: not unknown_actor $PLAYER_ACTOR near_object 6@ radius 30.0 30.0 unknown 0
else_jump @MAGAZIN_FISHER_1
gosub @UDO4KA_UDALIT
jump @UDO4KA_ZONE_OBJECT_1

//========================
:UDO4KA_UDALIT
wait 0
 //object.Destroy(2@)
 object.Destroy(3@)
 object.Destroy(4@)
 object.Destroy(6@) //-1
 object.Destroy(7@) //-2
 object.Destroy(8@) //-3
 object.Destroy(9@)  //-4
 object.Destroy(10@) //-5
 return
//=========================== 
 :UDO4KA_UDALIT_1
 object.Destroy(2@)
 object.Destroy(3@)
 object.Destroy(4@)
 return
//=========================
 
 :UDO4KA_B_PyKE
04C4: create_coordinate 21@ 22@ 23@ from_actor $PLAYER_ACTOR offset 0.0 1.0 30.0
5@ = 1044 // 1-
gosub @LOAD_new_Object_1
object.Create(2@,5@,21@,22@,23@)
08D2: object 2@ scale_model 0.6
model.Destroy(5@)
 
5@ = 2006 //
gosub @LOAD_new_Object_1
object.Create(3@,5@,21@,22@,23@)
//069A: attach_object 3@ to_object 6@ at_offset -0.10 -0.20 0.0 rotation 0.0 0.0 90.0
model.Destroy(5@)

5@ = 2590 //
gosub @LOAD_new_Object_1
object.Create(4@,5@,21@,22@,23@)
//069A: attach_object 4@ to_object 2@ at_offset 0.07 -0.07 1.20 rotation 0.0 0.0 0.0
069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 0.0 rotation -180.0 0.0 0.0
08D2: object 4@ scale_model 0.3 
model.Destroy(5@)
069A: attach_object 4@ to_object 2@ at_offset 0.0 0.20 0.0 rotation -85.0 0.0 0.0
//069A: attach_object 3@ to_object 2@ at_offset -0.10 -0.20 0.0 rotation 0.0 0.0 90.0
069A: attach_object 2@ to_object 3@ at_offset -0.10 0.09 0.0 rotation 0.0 0.0 90.0
04C4: create_coordinate 21@ 22@ 23@ from_actor $PLAYER_ACTOR offset 0.0 1.0 -1.0
object.PutAt(3@,21@, 22@, 23@)
return

//==================================================================
:UDO4KA_NA_ZEMLE
//5@ = 338
//gosub @LOAD_new_Object_1
//04C4: create_coordinate 21@ 22@ 23@ from_actor $PLAYER_ACTOR offset 0.0 0.0 -0.50
//object.Create(2@,5@,21@,22@,23@)
//08D2: object 2@ scale_model 0.7
//model.Destroy(5@)

5@ = 1044 // 1-
gosub @LOAD_new_Object_1
04C4: create_coordinate 21@ 22@ 23@ from_actor $PLAYER_ACTOR offset 0.0 0.0 -0.50
object.Create(6@,5@,21@,22@,23@)
//069A: attach_object 6@ to_object 2@ at_offset 0.08 0.05 0.0 rotation 93.0 0.0 0.0
08D2: object 6@ scale_model 0.6
model.Destroy(5@)

5@ = 1044 // 2-
gosub @LOAD_new_Object_1
04C4: create_coordinate 21@ 22@ 23@ from_actor $PLAYER_ACTOR offset 0.0 0.0 -0.50
object.Create(7@,5@,21@,22@,23@)
//069A: attach_object 7@ to_object 6@ at_offset 0.0 0.80 0.02 rotation 0.0 0.0 0.0
08D2: object 7@ scale_model 0.5
model.Destroy(5@)

5@ = 1044 // 3-
gosub @LOAD_new_Object_1
04C4: create_coordinate 21@ 22@ 23@ from_actor $PLAYER_ACTOR offset 0.0 0.0 -0.50
object.Create(8@,5@,21@,22@,23@)
//069A: attach_object 8@ to_object 7@ at_offset 0.0 0.60 0.02 rotation 0.0 0.0 0.0
08D2: object 8@ scale_model 0.4
model.Destroy(5@)

5@ = 1044 // 4-
gosub @LOAD_new_Object_1
04C4: create_coordinate 21@ 22@ 23@ from_actor $PLAYER_ACTOR offset 0.0 0.0 -0.50
object.Create(9@,5@,21@,22@,23@)
//069A: attach_object 9@ to_object 8@ at_offset 0.0 0.50 0.02 rotation 0.0 0.0 0.0
08D2: object 9@ scale_model 0.3
model.Destroy(5@)

5@ = 1044 // 5-
gosub @LOAD_new_Object_1
04C4: create_coordinate 21@ 22@ 23@ from_actor $PLAYER_ACTOR offset 0.0 0.0 -0.50
object.Create(10@,5@,21@,22@,23@)
//069A: attach_object 10@ to_object 9@ at_offset 0.0 0.30 0.01 rotation 0.0 0.0 0.0
08D2: object 10@ scale_model 0.2
model.Destroy(5@)

5@ = 2006 //
gosub @LOAD_new_Object_1
object.Create(3@,5@,21@,22@,23@)
069A: attach_object 3@ to_object 6@ at_offset -0.10 -0.20 0.0 rotation 0.0 0.0 90.0
model.Destroy(5@)

5@ = 2590 //
gosub @LOAD_new_Object_1
object.Create(4@,5@,21@,22@,23@)
//069A: attach_object 4@ to_object 2@ at_offset 0.07 -0.07 1.20 rotation 0.0 0.0 0.0
069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 0.0 rotation -180.0 0.0 0.0
08D2: object 4@ scale_model 0.3 

11@ = 0.1//0.8
12@ = 0.1//0.6
13@ = 0.1//0.5
14@ = 0.1//0.3
069A: attach_object 7@ to_object 6@ at_offset 0.0 11@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 8@ to_object 7@ at_offset 0.0 12@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 9@ to_object 8@ at_offset 0.0 13@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 10@ to_object 9@ at_offset 0.0 14@ 0.01 rotation 0.0 0.0 0.0
return
//jump @BALL_ZONE_OBJECT_1
 wait 1000
 //===============================================
 //=================  ================
 //===============================================
  :UDOCHKA_ATACH_CAR_1
 wait 0
  0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
   if
   056E: 0@
  else_jump @UDOCHKA_ATACH_CAR_2
  //04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
   if   or
    0137:   car 0@ model == #MARQUIS
    0137:   car 0@ model == #TROPIC
    0202:   actor $PLAYER_ACTOR near_car 0@ radius 4.0 4.0 flag 0 
   else_jump @UDOCHKA_ATACH_CAR_2
if  or
 0137:   car 0@ model == #SQUALO
 0137:   car 0@ model == #MARQUIS
 0137:   car 0@ model == #DINGHY
 0137:   car 0@ model == #PREDATOR
 0137:   car 0@ model == #VORTEX
 0137:   car 0@ model == #TROPIC
 0137:   car 0@ model == #SPEEDER
  0137:   car 0@ model == #REEFER
 else_jump @UDOCHKA_ATACH_CAR_3
 5@ = 1044 // 1-
gosub @LOAD_new_Object_1
04C4: create_coordinate 21@ 22@ 23@ from_actor $PLAYER_ACTOR offset 0.0 0.0 -20.0
object.Create(2@,5@,21@,22@,23@)
08D2: object 2@ scale_model 0.6
model.Destroy(5@)
 
5@ = 2006 //
gosub @LOAD_new_Object_1
object.Create(3@,5@,21@,22@,23@)
//069A: attach_object 3@ to_object 6@ at_offset -0.10 -0.20 0.0 rotation 0.0 0.0 90.0
model.Destroy(5@)
069A: attach_object 2@ to_object 3@ at_offset -0.10 0.09 0.0 rotation 0.0 0.0 90.0
/// 0681: attach_object 3@ to_car 0@ at_offset 0.0 -8.0 2.60 rotation -40.0 -260.0 190.0

:CAR_TIPE_BOAT_1 
if 
 0137:   car 0@ model == #DINGHY
else_jump @CAR_TIPE_BOAT_2 
   0681: attach_object 3@ to_car 0@ at_offset 0.0 -1.50 0.60 rotation -40.0 -260.0 190.0
  return
  
:CAR_TIPE_BOAT_2 
if 
 0137:   car 0@ model == #SQUALO
else_jump @CAR_TIPE_BOAT_3 
   0681: attach_object 3@ to_car 0@ at_offset 0.0 -1.10 1.20 rotation -40.0 -260.0 190.0
  return  
  
 :CAR_TIPE_BOAT_3
if 
 0137:   car 0@ model == #MARQUIS
else_jump @CAR_TIPE_BOAT_4
   0681: attach_object 3@ to_car 0@ at_offset 0.90 -6.0 1.50 rotation -40.0 -260.0 190.0
  return   
  
  :CAR_TIPE_BOAT_4
if and
 0202:   actor $PLAYER_ACTOR near_car 0@ radius 6.0 6.0 flag 0
 0137:   car 0@ model == #TROPIC
else_jump @CAR_TIPE_BOAT_5
   0681: attach_object 3@ to_car 0@ at_offset 0.0 -4.0 0.50 rotation -40.0 -260.0 190.0
  return  
  
    :CAR_TIPE_BOAT_5
if and
 0202:   actor $PLAYER_ACTOR near_car 0@ radius 6.0 6.0 flag 0
 0137:   car 0@ model == #REEFER
else_jump @CAR_TIPE_BOAT_6
   0681: attach_object 3@ to_car 0@ at_offset 0.0 -3.0 0.90 rotation -40.0 -260.0 190.0
  return  
  
   :CAR_TIPE_BOAT_6
if and
 0202:   actor $PLAYER_ACTOR near_car 0@ radius 6.0 6.0 flag 0
 0137:   car 0@ model == #SPEEDER
else_jump @CAR_TIPE_BLIZKO_0
   0681: attach_object 3@ to_car 0@ at_offset 0.0 0.70 1.0 rotation -40.0 -260.0 190.0
  return  
  
  :CAR_TIPE_BLIZKO_0
  if
  0202:   actor $PLAYER_ACTOR near_car 0@ radius 2.0 2.0 flag 0 
  else_jump @UDO4KA_B_PyKE
  jump @UDOCHKA_ATACH_CAR_3
//=============================================================  
  :UDOCHKA_ATACH_CAR_2
  gosub @UDO4KA_B_PyKE // 
  return
  
  :UDOCHKA_ATACH_CAR_3
  5@ = 1044 // 1-
gosub @LOAD_new_Object_1
04C4: create_coordinate 21@ 22@ 23@ from_actor $PLAYER_ACTOR offset 0.0 0.0 -20.0
object.Create(2@,5@,21@,22@,23@)
08D2: object 2@ scale_model 0.6
model.Destroy(5@)
 
5@ = 2006 //
gosub @LOAD_new_Object_1
object.Create(3@,5@,21@,22@,23@)
//069A: attach_object 3@ to_object 6@ at_offset -0.10 -0.20 0.0 rotation 0.0 0.0 90.0
model.Destroy(5@)
069A: attach_object 2@ to_object 3@ at_offset -0.10 0.09 0.0 rotation 0.0 0.0 90.0
0681: attach_object 3@ to_car 0@ at_offset 0.7 0.3 -0.0 rotation -40.0 -260.0 190.0
  return
  
  :UDOCHKA_ATACH_CAR_4
  return
//============================
:UDOCHKA_PICKUP_1 //
wait 0
if
03CA: object 2@ exists
else_jump  @UDOCHKA_PICKUP_1a
wait 0
if and
 not actor.Driving($PLAYER_ACTOR)
 0471: unknown_actor $PLAYER_ACTOR near_object 2@ radius 1.0 1.0 unknown 0
 00E1: key_pressed 0 4 //TAB
 else_jump @UDOCHKA_PICKUP_1a
 01B4: toggle_player $PLAYER_CHAR can_move 0 //  
 gosub @UDO4KA_UDALIT_1// 
 gosub @UDO4KA_B_PyKE // 
 01B4: toggle_player $PLAYER_CHAR can_move 1 //  
21@ = actor.Angle($PLAYER_ACTOR)
21@ += 90.0
0453: object 3@ set_rotation 90.0 0.0 21@
070A: AS_actor $PLAYER_ACTOR attach_to_object 3@ offset -0.15 0.21 -0.05 on_bone 6 0 perform_animation "NULL" IFP_file "NULL" time 1
//069B: attach_object 2@ to_actor $PLAYER_ACTOR at_offset -0.10 0.50 0.20 rotation 290.0 340.0 0.0
wait 1000
//08D2: object 3@ scale_model 0.6
jump  @UDOCHKA_RUKA_0

:UDOCHKA_PICKUP_1a //
wait 0
if and 
not actor.Driving($PLAYER_ACTOR)
02D8:   actor $PLAYER_ACTOR current_weapon == 6 
00E1: key_pressed 0 15 //tab
else_jump  @UDOCHKA_PICKUP_2
gosub @LOAD_ANIM_LOPATA_1
wait 0
jump @UDOCHKA_PICKUP_1

:UDOCHKA_PICKUP_2 //
wait 0
if or
 83CA: not object 2@ exists
 8471: not unknown_actor $PLAYER_ACTOR near_object 2@ radius 30.0 30.0 unknown 0
 else_jump @UDOCHKA_PICKUP_1
marker.Disable(18@)//- 
gosub @UDO4KA_UDALIT_1// 
 wait 1000
 jump @UDO4KA_ZONE_OBJECT_1
 //=========================
 //=========================
 //=========================
:UDOCHKA_RUKA_0 //
wait 0
if or
 actor.Dead($PLAYER_ACTOR)
 00E1: key_pressed 0 15 //E
 else_jump  @UDOCHKA_RUKA_1a
 gosub @UDO4KA_UDALIT_1// 
 gosub @UDOCHKA_ATACH_CAR_1 // 
wait 0
jump @UDOCHKA_PICKUP_1

:UDOCHKA_RUKA_1a //  
wait 0
if //or
 00E1: key_pressed 0 7 //NEXT
// 00E1: key_pressed 0 5 //NEXT
 else_jump  @UDOCHKA_RUKA_1bonus
 gosub @UDO4KA_UDALIT_1// 
 gosub @UDO4KA_B_PyKE // 
 069B: attach_object 3@ to_actor $PLAYER_ACTOR at_offset 0.10 -0.20 0.10 rotation 180.0 90.0 180.0
wait 0
jump @UDOCHKA_PICKUP_1

:UDOCHKA_RUKA_1bonus
wait 0
if and
 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 722.9459 -1495.4072 1.9343 radius 1.0 1.0 15.0 
 19@ > 0
 else_Jump @UDOCHKA_RUKA_1 
 19@ *= 100
 player.Money($PLAYER_CHAR) += 19@
 19@ = 0
 marker.Disable(18@)//- 
 03CF: load_wav 31204 as 1 //- 
wait 0
03CF: load_wav 31204 as 1// -   
wait 1000
03D1: play_wav 1         // - 

:UDOCHKA_RUKA_1 //
wait 0
if
 00E1: key_pressed 0 4 //TAB
 else_jump  @UDOCHKA_RUKA_0
$ONMISSION = 1
0180: set_on_mission_flag_to $ONMISSION
 marker.Disable(18@)//- 
 //19@ = 0//
 gosub @UDO4KA_UDALIT_1// 
 gosub @UDO4KA_NA_ZEMLE // 
069B: attach_object 6@ to_actor $PLAYER_ACTOR at_offset 0.0 0.55 0.20 rotation 30.0 340.0 20.0
11@ = 0.1//0.8
12@ = 0.1//0.6
13@ = 0.1//0.5
14@ = 0.1//0.3
069A: attach_object 7@ to_object 6@ at_offset 0.0 11@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 8@ to_object 7@ at_offset 0.0 12@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 9@ to_object 8@ at_offset 0.0 13@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 10@ to_object 9@ at_offset 0.0 14@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 0.0 rotation 0.0 0.0 90.0
gosub @LOAD_ANIM_UDO4KA
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_csaw" from_file "PED" 4.0 loop 0 0 0 1 -1 ms
0390: load_txd_dictionary "FISHER"  // TXD  -        
038F: request_texture "UDILO" as  1  // -        
038F: request_texture "KATUSHKA" as  2
038F: request_texture "POPLAVOK" as  3
038F: request_texture "POPLAVOK2" as  4
038F: request_texture "POPLAVOK3" as  5
038F: request_texture "POPLAVOK4" as  6
038F: request_texture "POPLAVOK5" as  7
038F: request_texture "CHERVI1" as  8
//wait 1000
//038D: create_texture  1 position  300.0  450.0 scale  200.0  200.0 color  255  255  255 alpha 255 //    ( ,    )
//038D: create_texture  2 position  300.0  400.0 scale  70.0  65.0 color  255  255  255 alpha 255 //    ( ,    )
24@ = 0.0
15@ = 0.0 //
//=========
if
 20@ > 0 //
else_jump @UDOCHKA_RUKA_2
5@ = 1600 //   
gosub @LOAD_new_Object_1
if
 20@ > 5 //
else_jump @UDOCHKA_RUKA_2
5@ = 1604 //
gosub @LOAD_new_Object_1
if
 20@ > 10 //
else_jump @UDOCHKA_RUKA_2
5@ = 1599 //
gosub @LOAD_new_Object_1
jump @UDOCHKA_RUKA_2
//======================
//======================
//======================
:UDOCHKA_RUKA_2
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  1 position  300.0  440.0 scale  200.0  200.0 color  255  255  255 alpha 255 //    ( ,    )
074B: draw_texture 2 position 300.0  390.0 scale 70.0  65.0 angle 24@ color_RGBA 255 255 255 255
045B: draw_text_2numbers 70.0 420.0 GXT 'KICK1_9' numbers 20@ 0
045B: draw_text_2numbers 270.0 420.0 GXT 'KICK1_9' numbers 19@ 0
038D: create_texture  8 position  100.0  400.0 scale  100.0  100.0 color  255  255  255 alpha 255
if 
00E1: key_pressed 0 7
else_jump @UDOCHKA_RUKA_3
wait 0
gosub @LOAD_ANIM_UDO4KA
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_csaw" from_file "PED" 4.0 loop 0 0 0 1 -1 ms
24@ += 10.0
11@ += 0.1
12@ += 0.08
13@ += 0.06
14@ += 0.04
069A: attach_object 7@ to_object 6@ at_offset 0.0 11@ 0.014 rotation 0.0 0.0 0.0
069A: attach_object 8@ to_object 7@ at_offset 0.0 12@ 0.014 rotation 0.0 0.0 0.0
069A: attach_object 9@ to_object 8@ at_offset 0.0 13@ 0.014 rotation 0.0 0.0 0.0
069A: attach_object 10@ to_object 9@ at_offset 0.0 14@ 0.01 rotation 0.0 0.0 0.0
if
11@ >= 0.8
else_jump @UDOCHKA_RUKA_2
wait 0
11@ = 0.8
12@ = 0.6
13@ = 0.5
14@ = 0.3
069A: attach_object 7@ to_object 6@ at_offset 0.0 11@ 0.02 rotation 0.0 0.0 0.0
069A: attach_object 8@ to_object 7@ at_offset 0.0 12@ 0.02 rotation 0.0 0.0 0.0
069A: attach_object 9@ to_object 8@ at_offset 0.0 13@ 0.02 rotation 0.0 0.0 0.0
069A: attach_object 10@ to_object 9@ at_offset 0.0 14@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 15@ rotation 0.0 0.0 0.0
jump @UDOCHKA_RUKA_2

:UDOCHKA_RUKA_3
//wait 0
if
00E1: key_pressed 0 5
else_jump @UDOCHKA_RUKA_4
wait 0
gosub @LOAD_ANIM_UDO4KA
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_csaw" from_file "PED" 4.0 loop 0 0 0 1 -1 ms
24@ -= 10.0
11@ -= 0.1
12@ -= 0.08
13@ -= 0.06
14@ -= 0.04
069A: attach_object 7@ to_object 6@ at_offset 0.0 11@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 8@ to_object 7@ at_offset 0.0 12@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 9@ to_object 8@ at_offset 0.0 13@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 10@ to_object 9@ at_offset 0.0 14@ 0.01 rotation 0.0 0.0 0.0
if
 11@ <= 0.1
else_jump @UDOCHKA_RUKA_3
wait 0
11@ = 0.1//0.8
12@ = 0.1//0.6
13@ = 0.1//0.5
14@ = 0.1//0.3
069A: attach_object 7@ to_object 6@ at_offset 0.0 11@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 8@ to_object 7@ at_offset 0.0 12@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 9@ to_object 8@ at_offset 0.0 13@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 10@ to_object 9@ at_offset 0.0 14@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 -0.01 rotation -80.0 0.0 0.0
//0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_csaw" from_file "PED" 4.0 loop 0 0 0 0 1000 ms
gosub @LOAD_ANIM_UDO4KA_2
0605: actor $PLAYER_ACTOR perform_animation_sequence "gsign5" from_file "GHANDS" 4.0 loop 0 0 0 0 -1 ms
wait 2000
gosub @LOAD_ANIM_UDO4KA
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_csaw" from_file "PED" 4.0 loop 0 0 0 1 -1 ms
jump @UDOCHKA_RUKA_3

:UDOCHKA_RUKA_4 //   
wait 0
if or
 actor.Dead($PLAYER_ACTOR)
 00E1: key_pressed 0 15 //E
 else_jump  @UDOCHKA_RUKA_5
$ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION
03F0: text_draw_toggle  0 //     
wait 0
0391: release_txd_dictionary //  TXD'
gosub @UDO4KA_UDALIT // 
gosub @UDO4KA_B_PyKE // 
21@ = actor.Angle($PLAYER_ACTOR)
21@ += 90.0
0453: object 3@ set_rotation 90.0 0.0 21@
070A: AS_actor $PLAYER_ACTOR attach_to_object 3@ offset -0.15 0.21 -0.05 on_bone 6 0 perform_animation "NULL" IFP_file "NULL" time 1
gosub @LOAD_ANIM_UDO4KA_2
0605: actor $PLAYER_ACTOR perform_animation_sequence "gsign5" from_file "GHANDS" 4.0 loop 0 0 0 0 -1 ms
if
 19@ > 0
 else_jump  @UDOCHKA_RUKA_0
 marker.CreateIconAndSphere(18@,9,722.9459, -1495.4072, 1.9343)
 jump  @UDOCHKA_RUKA_0
 
 
:UDOCHKA_RUKA_5 
0494: get_joystick 0 data 28@ 29@ 30@ 31@ 
if
29@ > 0
else_jump @UDOCHKA_RUKA_6 
24@ -= 10.0
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  1 position  300.0  440.0 scale  200.0  200.0 color  255  255  255 alpha 255 //    ( ,    )
074B: draw_texture 2 position 300.0  390.0 scale 70.0  65.0 angle 24@ color_RGBA 255 255 255 255
045B: draw_text_2numbers 70.0 420.0 GXT 'KICK1_9' numbers 20@ 0
045B: draw_text_2numbers 270.0 420.0 GXT 'KICK1_9' numbers 19@ 0
038D: create_texture  8 position  100.0  400.0 scale  100.0  100.0 color  255  255  255 alpha 255
15@ -= 0.1
 069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 15@ rotation 0.0 0.0 90.0
 if
   15@ <= -10.0
else_jump @UDOCHKA_RUKA_5 
wait 0
 15@ = -10.0
 069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 15@ rotation 0.0 0.0 90.0
//if
// 83CA: not object 16@ exists 
 //else_jump @UDOCHKA_RUKA_5 
 gosub @FISH_NUM_0  //   
 if   // 
 03CA: object 16@ exists
 else_jump @UDOCHKA_RUKA_5 
jump @FISH_GAME_01  // 
//jump @UDOCHKA_RUKA_5 


:UDOCHKA_RUKA_6 
0494: get_joystick 0 data 28@ 29@ 30@ 31@ 
if
29@ < 0
else_jump @UDOCHKA_RUKA_2 
24@ += 10.0
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  1 position  300.0  440.0 scale  200.0  200.0 color  255  255  255 alpha 255 //    ( ,    )
074B: draw_texture 2 position 300.0  390.0 scale 70.0  65.0 angle 24@ color_RGBA 255 255 255 255
045B: draw_text_2numbers 70.0 420.0 GXT 'KICK1_9' numbers 20@ 0
038D: create_texture  8 position  100.0  400.0 scale  100.0  100.0 color  255  255  255 alpha 255
15@ += 0.1
 069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 15@ rotation 0.0 0.0 90.0
 if
   15@ >= 0.0
else_jump @UDOCHKA_RUKA_6 
wait 0
 15@ = 0.0
 069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 15@ rotation 0.0 0.0 90.0
 jump @UDOCHKA_RUKA_6 
 //===========================================
 //=========================================== 
 //===========================================
//11@ = 0.1//0.8
//12@ = 0.1//0.6
//13@ = 0.1//0.5
//14@ = 0.1//0.3
:UDILO_GNEM_1
32@ -= 1.0

33@ -= 0.005
069A: attach_object 7@ to_object 6@ at_offset 0.0 11@ 33@ rotation 32@ 0.0 0.0
//33@ -= 0.005
069A: attach_object 8@ to_object 7@ at_offset 0.0 12@ 33@ rotation 32@ 0.0 0.0
33@ += 0.002
32@ -= 0.2 //
069A: attach_object 9@ to_object 8@ at_offset 0.0 13@ 33@ rotation 32@ 0.0 0.0
33@ -= 0.01
32@ -= 0.4 //
069A: attach_object 10@ to_object 9@ at_offset 0.0 14@ 33@ rotation 32@ 0.0 0.0
33@ += 0.008

32@ += 0.6 //
//069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 -0.01 rotation -80.0 0.0 0.0
if
32@ <= -15.0
else_jump @UDILO_GNEM_2
32@ = -15.0
33@ = -0.08
069A: attach_object 10@ to_object 9@ at_offset 0.0 14@ -0.05 rotation 32@ 0.0 0.0

:UDILO_GNEM_2
return
//===========================================
 //========================= ====================
 //===========================================
 :FISH_GAME_01
//11@ = 0.1//0.8
//12@ = 0.1//0.6
//13@ = 0.1//0.5
//14@ = 0.1//0.3
32@ = 0.0 // 
33@ = 0.01
 wait 0
 21@ = 1
    
    
 
 :FISH_GAME_02
 0494: get_joystick 0 data 28@ 29@ 30@ 31@
 if and
  28@ > 0
  21@  == 1
  else_jump @FISH_GAME_03
  24@ += 10.0
  gosub @UDILO_GNEM_1// 
03F0: text_draw_toggle  0 //     
038D: create_texture  5 position  300.0  320.0 scale  100.0  100.0 color  255  255  255 alpha 255
wait 0
038D: create_texture  1 position  300.0  440.0 scale  200.0  200.0 color  255  255  255 alpha 255 //    ( ,    )
074B: draw_texture 2 position 300.0  390.0 scale 70.0  65.0 angle 24@ color_RGBA 255 255 255 255
038D: create_texture  5 position  300.0  320.0 scale  100.0  100.0 color  255  255  255 alpha 255
  gosub @LOAD_ANIM_UDO4KA_3
  21@ = 2
  0605: actor $PLAYER_ACTOR perform_animation_sequence "Van_Crate_L" IFP_file "RYDER" 1004.0 loop 0 1 1 1 time -1
  15@ += 0.4
 069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 15@ rotation 0.0 0.0 120.0
  jump @FISH_GAME_02
  
  :FISH_GAME_03
 0494: get_joystick 0 data 28@ 29@ 30@ 31@
 if and
  28@ < 0
  21@ == 2
  else_jump @FISH_GAME_04
  24@ += 10.0
  gosub @UDILO_GNEM_1// 
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  1 position  300.0  440.0 scale  200.0  200.0 color  255  255  255 alpha 255 //    ( ,    )
074B: draw_texture 2 position 300.0  390.0 scale 70.0  65.0 angle 24@ color_RGBA 255 255 255 255
038D: create_texture  5 position  300.0  320.0 scale  100.0  100.0 color  255  255  255 alpha 255
  21@ = 1 
  gosub @LOAD_ANIM_UDO4KA_3
  0605: actor $PLAYER_ACTOR perform_animation_sequence "Van_Crate_R" IFP_file "RYDER" 1004.0 loop 0 1 1 1 time -1
  15@ += 0.4
  069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 15@ rotation 0.0 0.0 120.0
  jump @FISH_GAME_02
  
  :FISH_GAME_04  // 
 24@ -= 10.0
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  1 position  300.0  440.0 scale  200.0  200.0 color  255  255  255 alpha 255 //    ( ,    )
074B: draw_texture 2 position 300.0  390.0 scale 70.0  65.0 angle 24@ color_RGBA 255 255 255 255
038D: create_texture  4 position  300.0  320.0 scale  100.0  100.0 color  255  255  255 alpha 255
  15@ -= 0.1
  069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 15@ rotation 0.0 0.0 120.0
 if or
   actor.Dead($PLAYER_ACTOR)
   15@ >= 0.0
   15@ <= -15.0
else_jump @FISH_GAME_02
object.destroy(16@) 
24@ = 0.0
20@ -= 1
if
 20@ <= 0 //  
 else_jump @FISH_FULL
 20@ = 0
 model.Destroy(1600)
 model.Destroy(1604)
 model.Destroy(1599)

:FISH_FULL   //  .
wait 0
if
15@ <= -10.0
else_jump @FISH_WIN  
 15@ = 0.0
 069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 15@ rotation 0.0 0.0 90.0
gosub @LOAD_ANIM_UDO4KA_4 
03F0: text_draw_toggle  0 //     
wait 0
069A: attach_object 7@ to_object 6@ at_offset 0.0 11@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 8@ to_object 7@ at_offset 0.0 12@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 9@ to_object 8@ at_offset 0.0 13@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 10@ to_object 9@ at_offset 0.0 14@ 0.01 rotation 0.0 0.0 0.0
038D: create_texture  6 position  300.0  320.0 scale  100.0  100.0 color  255  255  255 alpha 255
0605: actor $PLAYER_ACTOR perform_animation_sequence "plyr_shkhead" from_file "MISC" 4.0 loop 0 0 0 1 -1 ms
wait 2000 
gosub @LOAD_ANIM_UDO4KA
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_csaw" from_file "PED" 4.0 loop 0 0 0 1 -1 ms
jump  @UDOCHKA_RUKA_6

:FISH_WIN 
player.Money($PLAYER_CHAR) += 10
19@ += 1
03F0: text_draw_toggle  0 //     
wait 0
038D: create_texture  7 position  300.0  320.0 scale  100.0  100.0 color  255  255  255 alpha 255 
 15@ = 0.0
 069A: attach_object 7@ to_object 6@ at_offset 0.0 11@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 8@ to_object 7@ at_offset 0.0 12@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 9@ to_object 8@ at_offset 0.0 13@ 0.01 rotation 0.0 0.0 0.0
069A: attach_object 10@ to_object 9@ at_offset 0.0 14@ 0.01 rotation 0.0 0.0 0.0
 069A: attach_object 4@ to_object 10@ at_offset 0.0 0.10 15@ rotation 0.0 0.0 90.0
 //object.destroy(16@)
 wait 2000
gosub @LOAD_ANIM_UDO4KA
0605: actor $PLAYER_ACTOR perform_animation_sequence "IDLE_csaw" from_file "PED" 4.0 loop 0 0 0 1 -1 ms
jump  @UDOCHKA_RUKA_6
 
 //=============================================================
:FISH_NUM_0
wait 0
if 
 03CA: object 16@ exists
 else_jump @FISH_NUM_1
 object.destroy(16@)
 wait 1000
 
:FISH_NUM_1
wait 0
038D: create_texture  3 position  300.0  300.0 scale  50.0  50.0 color  255  255  255 alpha 255
if and
  20@ > 0
  04E7: object 4@ in water 
  model.Available(1600)
else_jump @FISH_NUM_2
//object.RemoveReferences(16@)
0400: store_coords_to 21@ 22@ 23@ from_object 4@ with_offset 0.0 0.0 0.0
object.Create(16@,1600,21@, 22@, 23@)  
069A: attach_object 16@ to_object 4@ at_offset 0.0 0.20 -0.90 rotation 90.0 0.0 0.0
gosub @LOAD_ANIM_UDO4KA_3
0605: actor $PLAYER_ACTOR perform_animation_sequence "Van_Stand_Crate" IFP_file "RYDER" 1004.0 loop 0 1 1 1 time -1
wait 1000
return
  
  :FISH_NUM_2
wait 0
if and
  20@ > 0
  04E7: object 4@ in water
  model.Available(1604)
else_jump @FISH_NUM_3
//object.RemoveReferences(16@)
0400: store_coords_to 21@ 22@ 23@ from_object 4@ with_offset 0.0 0.0 0.0
object.Create(16@,1604,21@, 22@, 23@) 
069A: attach_object 16@ to_object 4@ at_offset 0.0 0.20 -0.90 rotation 90.0 0.0 0.0
gosub @LOAD_ANIM_UDO4KA_3
0605: actor $PLAYER_ACTOR perform_animation_sequence "Van_Stand_Crate" IFP_file "RYDER" 1004.0 loop 0 1 1 1 time -1

wait 1000      
return                                                 

  :FISH_NUM_3
wait 0
if  and
  20@ > 0
  04E7: object 4@ in water
  model.Available(1599)
  else_jump @FISH_NUM_4
  //object.RemoveReferences(16@)
  0400: store_coords_to 21@ 22@ 23@ from_object 4@ with_offset 0.0 0.0 0.0
  object.Create(16@,1599,21@, 22@, 23@)
  069A: attach_object 16@ to_object 4@ at_offset 0.0 0.20 -0.90 rotation 90.0 0.0 0.0
  gosub @LOAD_ANIM_UDO4KA_3
0605: actor $PLAYER_ACTOR perform_animation_sequence "Van_Stand_Crate" IFP_file "RYDER" 1004.0 loop 0 1 1 1 time -1

  wait 1000   
  return
  
  :FISH_NUM_4
  return
//=================================================================
 
  //===========================
   :LOAD_ANIM_UDO4KA
   wait 0
//04ED: load_animation "BSKTBALL" 
if
 04EE: animation "PED" loaded
 else_jump @LOAD_ANIM_UDO4KA
  return

   :LOAD_ANIM_UDO4KA_2
   wait 0
04ED: load_animation "GHANDS" 
if
 04EE: animation "GHANDS" loaded
 else_jump @LOAD_ANIM_UDO4KA_2
  return
  
   :LOAD_ANIM_UDO4KA_3
   wait 0
04ED: load_animation "RYDER" 
if
 04EE: animation "RYDER" loaded
 else_jump @LOAD_ANIM_UDO4KA_3
  return
  
 :LOAD_ANIM_UDO4KA_4 
     wait 0
04ED: load_animation "MISC" 
if
 04EE: animation "MISC" loaded
 else_jump @LOAD_ANIM_UDO4KA_4 
  return
  
   :LOAD_ANIM_LOPATA_1     // 
     wait 0
04ED: load_animation "CHAINSAW"
04ED: load_animation "ROB_BANK" 
if and
 04EE: animation "CHAINSAW" loaded
  04EE: animation "ROB_BANK" loaded
 else_jump @LOAD_ANIM_LOPATA_1 
 20@ += 1
045B: draw_text_2numbers 70.0 420.0 GXT 'KICK1_9' numbers 20@ 0 
0615: define_action_sequences 1@  // 
0605: actor -1 perform_animation_sequence "CSAW_G" IFP_file "CHAINSAW" 1004.0 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence "IDLE_csaw" IFP_file "CHAINSAW" 1004.0 loop 0 1 1 0 time -1
 0605: actor -1 perform_animation_sequence "CAT_Safe_Open" IFP_file "ROB_BANK" 1004.0 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence "CAR_Safe_Rob" IFP_file "ROB_BANK" 1004.0 loop 0 1 1 0 time -1
0605: actor -1 perform_animation_sequence "CAT_Safe_End" IFP_file "ROB_BANK" 1004.0 loop 0 1 1 0 time -1
 
0616: define_action_sequences_end 1@ // 
0618: assign_actor $PLAYER_ACTOR to_action_sequences 1@ //    
061B: remove_references_to_action_sequences 1@ //       .
wait 5000
03F0: text_draw_toggle  0 //     
return
//=========================================
:LOAD_new_Object_1
 Model.Load(5@)  
 038B: load_requested_models 
 
 :LOAD_new_Object_2
 wait 0
 if
  model.Available(5@)
  else_jump @LOAD_new_Object_2
  return
