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

//-------------MAIN---------------
thread 'JACK_HELICOPTER' 
0A95: enable_thread_saving 

:JACK_HELICOPTER_15
wait 6 
if 
   Player.Defined($PLAYER_CHAR)
jf @JACK_HELICOPTER_15 
0209: $40000 = random_int_in_ranges 0 7 
if 
  $40000 == 0 
jf @JACK_HELICOPTER_66 
0209: $50000 = random_int_in_ranges 102 104 
0209: $60000 = random_int_in_ranges 102 104 
0209: $70000 = random_int_in_ranges 102 104 
jump @JACK_HELICOPTER_1B7 

:JACK_HELICOPTER_66
if 
  $40000 == 1 
jf @JACK_HELICOPTER_9A 
0209: $50000 = random_int_in_ranges 105 107 
0209: $60000 = random_int_in_ranges 105 107 
0209: $70000 = random_int_in_ranges 105 107 
jump @JACK_HELICOPTER_1B7 

:JACK_HELICOPTER_9A
if 
  $40000 == 2 
jf @JACK_HELICOPTER_CE 
0209: $50000 = random_int_in_ranges 108 110 
0209: $60000 = random_int_in_ranges 108 110 
0209: $70000 = random_int_in_ranges 108 110 
jump @JACK_HELICOPTER_1B7 

:JACK_HELICOPTER_CE
if 
  $40000 == 3 
jf @JACK_HELICOPTER_102 
0209: $50000 = random_int_in_ranges 111 113 
0209: $60000 = random_int_in_ranges 111 113 
0209: $70000 = random_int_in_ranges 111 113 
jump @JACK_HELICOPTER_1B7 

:JACK_HELICOPTER_102
if 
  $40000 == 4 
jf @JACK_HELICOPTER_136 
0209: $50000 = random_int_in_ranges 114 116 
0209: $60000 = random_int_in_ranges 114 116 
0209: $70000 = random_int_in_ranges 114 116 
jump @JACK_HELICOPTER_1B7 

:JACK_HELICOPTER_136
if 
  $40000 == 5 
jf @JACK_HELICOPTER_16A 
0209: $50000 = random_int_in_ranges 122 124 
0209: $60000 = random_int_in_ranges 122 124 
0209: $70000 = random_int_in_ranges 122 124 
jump @JACK_HELICOPTER_1B7 

:JACK_HELICOPTER_16A
if 
  $40000 == 6 
jf @JACK_HELICOPTER_19E 
0209: $50000 = random_int_in_ranges 125 127 
0209: $60000 = random_int_in_ranges 125 127 
0209: $70000 = random_int_in_ranges 125 127 
jump @JACK_HELICOPTER_1B7 

:JACK_HELICOPTER_19E
if 
  $40000 == 7 
jf @JACK_HELICOPTER_1B7 
jump @JACK_HELICOPTER_1B7 

:JACK_HELICOPTER_1B7
Model.Load(#MAVERICK)
Model.Load($50000)
Model.Load($60000)
Model.Load($70000)
Model.Load(#M4)
Model.Load(#DESERT_EAGLE)
Model.Load(#MICRO_UZI)
Model.Load(#AK47)
038B: load_requested_models 
jump @JACK_HELICOPTER_1E8 

:JACK_HELICOPTER_1E8
wait 0 
if or
   not Model.Available(#MAVERICK)
   not Model.Available($50000)
   not Model.Available($60000)
   not Model.Available($70000)
   not Model.Available(#M4)
   not Model.Available(#DESERT_EAGLE)
   not Model.Available(#MICRO_UZI)
jf @JACK_HELICOPTER_225 
wait 0 
jump @JACK_HELICOPTER_1E8 

:JACK_HELICOPTER_225
0208: $80000 = random_float_in_ranges -2800.0 2800.0 
0208: $90000 = random_float_in_ranges -2700.0 2700.0 
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset $80000 $90000 0.0 
02C1: store_to $100000 $110000 $120000 car_path_coords_closest_to 1@ 2@ 3@ 
0167: $130000 = create_marker_at $100000 $110000 $120000 color 0 flag 3 
Marker.SetIconSize($130000, 3)
00BC: show_text_highpriority GXT 'CONH1' time 5000 flag 1 

:JACK_HELICOPTER_299
wait 10 
if or
00EE:   actor $PLAYER_ACTOR sphere 0 near_point $100000 $110000 radius 165.0 165.0 in_car 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point $100000 $110000 radius 100.0 100.0 on_foot 
jf @JACK_HELICOPTER_299 
00BC: show_text_highpriority GXT 'CONH2' time 5000 flag 1 
Marker.Disable($130000)
wait 500 
$140000 = Car.Create(#MAVERICK, $100000, $110000, $120000)
Car.Angle($140000) = 89.6898
wait 600 
$100000 += 3.0 
$150000 = Actor.Create(Gang1, $50000, $100000, $110000, $120000)
Actor.Angle($150000) = 240.6922
Actor.Health($150000) = 500
$160000 = Marker.CreateAboveActor($150000)
Actor.GiveWeaponAndAmmo($150000, M4, 9999)
077A: set_actor $150000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
$100000 += 4.0 
$170000 = Actor.Create(Gang1, $50000, $100000, $110000, $120000)
Actor.Angle($170000) = 240.6922
Actor.Health($170000) = 500
$180000 = Marker.CreateAboveActor($170000)
Actor.GiveWeaponAndAmmo($170000, M4, 9999)
077A: set_actor $170000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
$100000 -= 5.0 
$190000 = Actor.Create(Gang1, $70000, $100000, $110000, $120000)
Actor.Angle($190000) = 240.6922
Actor.Health($190000) = 500
$200000 = Marker.CreateAboveActor($190000)
Actor.GiveWeaponAndAmmo($190000, M4, 9999)
077A: set_actor $190000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
$100000 -= 6.0 
$210000 = Actor.Create(Gang1, $70000, $100000, $110000, $120000)
Actor.Angle($210000) = 240.6922
Actor.Health($210000) = 500
$220000 = Marker.CreateAboveActor($210000)
Actor.GiveWeaponAndAmmo($210000, MicroUzi, 9999)
077A: set_actor $210000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
$100000 += 7.0 
$230000 = Actor.Create(Gang1, $60000, $100000, $110000, $120000)
Actor.Angle($230000) = 240.6922
Actor.Health($230000) = 500
$240000 = Marker.CreateAboveActor($230000)
Actor.GiveWeaponAndAmmo($230000, M4, 9999)
077A: set_actor $230000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
$100000 += 8.0 
$250000 = Actor.Create(Gang1, $60000, $100000, $110000, $120000)
Actor.Angle($250000) = 240.6922
Actor.Health($250000) = 500
$260000 = Marker.CreateAboveActor($250000)
Actor.GiveWeaponAndAmmo($250000, DesertEagle, 9999)
077A: set_actor $250000 acquaintance 4 to_actors_pedtype 0 // see ped.dat 
wait 500 

:JACK_HELICOPTER_4D1
wait 6 
if or
  $ONMISSION == 1 
   Car.Wrecked($140000)
   Player.Wasted($PLAYER_CHAR)
wasted_or_busted 
0741:   actor $PLAYER_ACTOR busted 
jf @JACK_HELICOPTER_53A 
Car.RemoveReferences($140000)
Car.Destroy($140000)
Actor.RemoveReferences($150000)
Actor.RemoveReferences($170000)
Actor.RemoveReferences($190000)
Actor.RemoveReferences($210000)
Actor.RemoveReferences($230000)
Actor.RemoveReferences($250000)
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSO FRACASSADA!
Player.Money($PLAYER_CHAR) += -2000
0A93: end_custom_thread 

:JACK_HELICOPTER_53A
if 
   not Car.Wrecked($140000)
jf @JACK_HELICOPTER_4D1 
if 
   Actor.InCar($PLAYER_ACTOR, $140000)
jf @JACK_HELICOPTER_4D1 
Actor.RemoveReferences($150000)
Actor.RemoveReferences($170000)
Actor.RemoveReferences($190000)
Actor.RemoveReferences($210000)
Actor.RemoveReferences($230000)
Actor.RemoveReferences($250000)
00BC: show_text_highpriority GXT 'CONH3' time 5000 flag 1 
wait 5000 
0AAA: 20@ = thread 'HATEP' pointer 
if 
  20@ == 0 
jf @JACK_HELICOPTER_65F 
0A92: create_custom_thread "DRUG_WARS_V3\SET9.CS"  
0A92: create_custom_thread "DRUG_WARS_V3\SET9.CS"  
0A92: create_custom_thread "DRUG_WARS_V3\SET9.CS"  
0A92: create_custom_thread "DRUG_WARS_V3\SET9.CS"  
0A92: create_custom_thread "DRUG_WARS_V3\SET9.CS"  
0A92: create_custom_thread "DRUG_WARS_V3\SET9.CS"  
0A92: create_custom_thread "DRUG_WARS_V3\SET9.CS"  

:JACK_HELICOPTER_65F
0A93: end_custom_thread 
