

{$CLEO .cm}


model.Load(#BFORI)
model.Load(#male01)
model.Load(#BFYRI)
model.Load(#BMORI)
model.Load(#BMYDJ)
model.Load(#BMYRI)
model.Load(#WMOTR1)
model.Load(#SWMOTR1)
model.Load(#WFYSTEW)
model.Load(#VWFYST1)  //stripper
model.Load(#WFYJG)   //jogger
model.Load(#WMYST)
model.Load(#ballas1)
model.Load(#ballas2)
model.Load(#ballas3)
model.Load(#fam1)
model.Load(#fam2)
model.Load(#fam3)
model.Load(#VLA2)
model.Load(#LSV2)
model.Load(#VMAFF4)
model.Load(#VMAFF3)
model.Load(#DNMYLC)
model.Load(#DNMOLC2)
model.Load(#DNMOLC1)
model.Load(#SWMOTR2)
model.Load(#HFYBE)
model.Load(#WFYPRO)  //stripper
model.Load(#DWFYLC1)
model.Load(#BMOCHIL)
model.Load(#SOMYST)
model.Load(#VWMYBJD)  //black jack
model.Load(#SBMORI)         
model.Load(#SFYPRO) //hoe
model.Load(#VBFYST2)       //white stripper
model.Load(#VHFYST3)       //cop stripper
model.Load(#VBFYPRO)      //hoe 2      
model.Load(#VBMOCD)      //cab
model.Load(#SBMYRI) 
	
model.Load(#VHMYCR) 
model.Load(#WFYSEX)
model.Load(#SFR1)
model.Load(#CWFYHB)
model.Load(#SBMYST)
model.Load(#SBMYTR3)   //player 1
model.Load(#SWMOTR2)    //player 2
model.Load(#VWFYST1)
model.Load(#WMOPREA)
model.Load(#WMOSCI)
model.Load(#BMYCR)
model.Load(#BFYST)
model.Load(#BMYST)
model.Load(#BMYDRUG)
model.Load(#DWFOLC)
model.Load(#SBFYST)
model.Load(#BFYPRO)
model.Load(#BMYPOL1)
model.Load(#OFYST)
model.Load(#WMYMECH)
model.Load(#HMYST)
model.Load(#HFYST)  

       
model.Load(#wmygol1)
model.Load(#shfypro)
model.Load(#sbfystr)
model.Load(#hfost)	  //homer
model.Load(1820) //dummy
model.Load(1485) //smoke
model.Load(1486) //Beer
model.Load(1487) //Wine 
model.Load(1488) //Spirit
model.Load(1489) //sale post
023C: load_special_actor 'TENPEN' as 8 // models 290-299
038B: load_requested_models     
04ED: load_animation  "SMOKING"
04ED: load_animation  "PLAYIDLES"
04ED: load_animation  "BEACH"
04ED: load_animation  "BD_FIRE"
04ED: load_animation  "DANCING"                          
04ED: load_animation  "SCRATCHING"  
04ED: load_animation  "RIOT"  
fade 0 500


wait 1000
$LUIGI = actor.Create(civmale,#SPECIAL08, 222.565, 1075.511, 1084.1953)
actor.Angle($LUIGI) = 87.2426
actor.Health($LUIGI) = 500
0446: set_actor $LUIGI dismemberment_possible 0
0638: AS_actor $LUIGI stay_put 1

0812: AS_actor $LUIGI perform_animation "BD_Fire1" IFP "BD_FIRE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1  // versionB

0296: unload_special_actor 8

select_interior 6
0860: link_actor $PLAYER_ACTOR to_interior 6
00A1: put_actor $PLAYER_ACTOR at 234.1705 1067.3884 1084.2069
actor.Angle($PLAYER_ACTOR) = 357.197

fade 1 500

0107: $dummy = create_object 1820 at 234.7856 1081.2886 1084.1875
0750: set_object $dummy visibility 0 
0382: set_object $dummy collision_detection 0 

0107: $dummy2 = create_object 1820 at 233.8222 1082.7672 1087.8203
0750: set_object $dummy2 visibility 0 
0382: set_object $dummy2 collision_detection 0 

$radio1 = audiostream.Load3D("cleo\house_party\Florida.mp3")
audiostream.LinkToObject($radio1, $dummy)
audiostream.Loop($radio1, $dummy)
audiostream.PerformAction($radio1, play)

$radio2 = audiostream.Load3D("cleo\house_party\maintheme.mp3")
audiostream.LinkToObject($radio2, $dummy2)
audiostream.Loop($radio2, $dummy2)
audiostream.PerformAction($radio2, play)

1@ = actor.Create(civmale, #BALLAS2, 231.712, 1080.3617, 1084.2344)
actor.Angle(1@) = 271.6567
actor.Health(1@) = 800
0446: set_actor 1@ dismemberment_possible 0
0605: actor 1@ perform_animation "SEAT_idle" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                                            

2@ = actor.Create(civmale, #BALLAS3, 231.713, 1082.359, 1084.2344)
actor.Angle(2@) = 268.5235
actor.Health(2@) = 600
0446: set_actor 2@ dismemberment_possible 0
0605: actor 2@ perform_animation "SEAT_idle" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                                            

3@ = actor.Create(civmale, #DNMOLC2, 236.5698, 1078.29, 1084.2344)
actor.Angle(3@) = 83.6592
actor.Health(3@) = 600
0446: set_actor 3@ dismemberment_possible 0
0605: actor 3@ perform_animation "SEAT_idle" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1                                            

4@ = actor.Create(civmale, #VBMOCD, 236.5665, 1077.2273, 1084.2344)
actor.Angle(4@) = 83.6592
actor.Health(4@) = 600
0446: set_actor 4@ dismemberment_possible 0
0605: actor 4@ perform_animation "SEAT_idle" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1  

5@ = actor.Create(civmale, #SBMYRI, 234.7061, 1085.2162, 1084.2344)
actor.Angle(5@) = 174.5325
actor.Health(5@) = 300
0446: set_actor 5@ dismemberment_possible 0
0605: actor 5@ perform_animation "SEAT_idle" IFP "ped" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1  
        
6@ = actor.Create(civmale, #WFYSTEW, 224.6675, 1080.3484, 1084.202)
actor.Angle(6@) = 162.7505
actor.Health(6@) = 300
0446: set_actor 6@ dismemberment_possible 0
05DE: AS_actor 6@ walk_around_ped_path

7@ = actor.Create(civmale, #fam3, 224.6675, 1080.3484, 1084.202)
actor.Angle(7@) = 162.7505
actor.Health(7@) = 300
0446: set_actor 7@ dismemberment_possible 0
05DE: AS_actor 7@ walk_around_ped_path
//0605: actor 7@ perform_animation "dnce_M_c" IFP "dancing" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1  

8@ = actor.Create(civmale, #SBMYST, 239.3967, 1070.4939, 1084.1875)
actor.Angle(8@) = 167.5865
actor.Health(8@) = 300
0446: set_actor 8@ dismemberment_possible 0
0615: define_AS_pack_begin 40@
//04C4: store_coords_to 4@ 5@ 6@ from_actor $second_player_actor with_offset 0.0 0.0 -5.0
//$Smoke = object.Create(1485 ,224.5046, 1071.6793, 1071.8185)
05D3: AS_actor -1 goto_point 239.3967 1070.4939 1084.1875 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 239.5687 1079.5852 1084.1875 mode 4 time -1 ms // versionA
05C1: AS_actor -1 speak_from_audio_table 119
05D4: AS_actor -1 rotate_angle 270.0979
0605: actor -1 perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
05D3: AS_actor -1 goto_point 239.7199 1083.3618 1084.1875 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 239.2214 1073.3258 1084.1875 mode 4 time -1 ms // versionA
05C1: AS_actor -1 speak_from_audio_table 116
05D4: AS_actor -1 rotate_angle 270.0979
05C1: AS_actor -1 speak_from_audio_table 78
0605: actor -1 perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
05D3: AS_actor -1 goto_point 239.3974 1073.1835 1084.1875 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 239.266 1070.1779 1084.1875 mode 4 time -1 ms // versionA
0643: set_AS_pack 40@ loop 1

0618: assign_actor 8@ to_AS_pack 40@

0616: define_AS_pack_end 40@
061B: remove_references_to_AS_pack 40@

9@ = actor.Create(civmale, #WMOPREA, 226.3669, 1069.5632, 1084.2128)
actor.Angle(9@) = 100.5271
actor.Health(9@) = 300
0446: set_actor 9@ dismemberment_possible 0
05DE: AS_actor 9@ walk_around_ped_path

10@ = actor.Create(civmale, #sbfystr, 226.2451, 1073.0859, 1086.2266)
actor.Angle(10@) = 266.9086
actor.Health(10@) = 500
0446: set_actor 10@ dismemberment_possible 0
0615: define_AS_pack_begin 41@

05D3: AS_actor -1 goto_point 226.2451 1073.0859 1086.2266 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle 266.9086
0605: actor -1 perform_animation "dnce_M_c" IFP "dancing" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1

0643: set_AS_pack 41@ loop 1
0618: assign_actor 10@ to_AS_pack 41@
0616: define_AS_pack_end 41@
061B: remove_references_to_AS_pack 41@

11@ = actor.Create(civmale, #shfypro, 226.5854, 1072.5692, 1086.2266)
actor.Angle(11@) = 314.2335
actor.Health(11@) = 500
0446: set_actor 11@ dismemberment_possible 0
0615: define_AS_pack_begin 42@

05D3: AS_actor -1 goto_point 226.5854 1072.5692 1086.2266 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle 314.2335
0605: actor -1 perform_animation "dnce_M_c" IFP "dancing" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1

0643: set_AS_pack 42@ loop 1
0618: assign_actor 11@ to_AS_pack 42@
0616: define_AS_pack_end 42@
061B: remove_references_to_AS_pack 42@

12@ = actor.Create(civmale, #WMYMECH, 237.0098, 1081.1521, 1087.8203)
actor.Angle(12@) = 83.3135
actor.Health(12@) = 800
0446: set_actor 12@ dismemberment_possible 0
0615: define_AS_pack_begin 43@

05D3: AS_actor -1 goto_point 237.0098 1081.1521 1087.8203 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle 83.3135
0605: actor -1 perform_animation "dnce_M_c" IFP "dancing" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1

0643: set_AS_pack 43@ loop 1
0618: assign_actor 12@ to_AS_pack 43@
0616: define_AS_pack_end 43@
061B: remove_references_to_AS_pack 43@

13@ = actor.Create(civmale, #DWFOLC, 235.4011, 1083.3875, 1087.8203)
actor.Angle(13@) = 58.0669
actor.Health(13@) = 800
0446: set_actor 13@ dismemberment_possible 0
0615: define_AS_pack_begin 44@

05D3: AS_actor -1 goto_point 235.4011 1083.3875 1087.8203 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  58.0669
0605: actor -1 perform_animation "dnce_M_b" IFP "dancing" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1

0643: set_AS_pack 44@ loop 1
0618: assign_actor 13@ to_AS_pack 44@
0616: define_AS_pack_end 44@
061B: remove_references_to_AS_pack 44@

14@ = actor.Create(civmale, #BALLAS2, 239.7649, 1080.8616, 1087.8203)
actor.Angle(14@) = 55.0191
actor.Health(14@) = 600
0446: set_actor 14@ dismemberment_possible 0
0615: define_AS_pack_begin 45@

05D3: AS_actor -1 goto_point 239.7649 1080.8616 1087.8203 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  55.0191
0605: actor -1 perform_animation "dnce_M_d" IFP "dancing" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1

0643: set_AS_pack 45@ loop 1
0618: assign_actor 14@ to_AS_pack 45@
0616: define_AS_pack_end 45@
061B: remove_references_to_AS_pack 45@


15@ = actor.Create(civmale, #BALLAS3, 236.9845, 1079.5164, 1087.8126)
actor.Angle(15@) = 357.4902
actor.Health(15@) = 600
0446: set_actor 15@ dismemberment_possible 0
0615: define_AS_pack_begin 46@

05D3: AS_actor -1 goto_point 236.9845 1079.5164 1087.8126 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  357.4902
0605: actor -1 perform_animation "dnce_M_d" IFP "dancing" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1

0643: set_AS_pack 46@ loop 1
0618: assign_actor 15@ to_AS_pack 46@
0616: define_AS_pack_end 46@
061B: remove_references_to_AS_pack 46@

16@ = actor.Create(civmale, #BALLAS1, 231.4034, 1082.8488, 1087.8203)
actor.Angle(16@) = 96.3238
actor.Health(16@) = 600
0446: set_actor 16@ dismemberment_possible 0
05DE: AS_actor 16@ walk_around_ped_path


17@ = actor.Create(civmale, #BALLAS2, 225.1024, 1080.0311, 1087.8142)
actor.Angle(17@) = 322.9337
actor.Health(17@) = 600
0446: set_actor 17@ dismemberment_possible 0
05DE: AS_actor 17@ walk_around_ped_path

18@ = actor.Create(civmale, #FAM1, 229.5057, 1078.6747, 1087.8168)
actor.Angle(18@) = 1.1077
actor.Health(18@) = 600
0446: set_actor 18@ dismemberment_possible 0
//05DE: AS_actor 18@ walk_around_ped_path
$Smoke2 = object.Create(1485 ,224.5046, 1071.6793, 1071.8185)
09A0: actor 18@ attach_object $Smoke2 with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 50

0615: define_AS_pack_begin 46@

05D3: AS_actor -1 goto_point 229.5057 1078.6747 1087.8168 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  1.1077
0605: actor -1 perform_animation "M_smklean_loop" IFP "smoking" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1

0643: set_AS_pack 46@ loop 1
0618: assign_actor 18@ to_AS_pack 46@
0616: define_AS_pack_end 46@
061B: remove_references_to_AS_pack 46@


19@ = actor.Create(civmale, #FAM2, 237.3546, 1082.579, 1087.8203)
actor.Angle(19@) = 111.0413
actor.Health(19@) = 600
0446: set_actor 19@ dismemberment_possible 0
//05DE: AS_actor 18@ walk_around_ped_path
$Smoke3 = object.Create(1485 ,224.5046, 1071.6793, 1071.8185)
09A0: actor 19@ attach_object $Smoke3 with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 50

0615: define_AS_pack_begin 47@

05D3: AS_actor -1 goto_point 237.3546 1082.579 1087.8203 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  111.0413
0605: actor -1 perform_animation "SEAT_idle" IFP "ped" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1

0643: set_AS_pack 47@ loop 1
0618: assign_actor 19@ to_AS_pack 47@
0616: define_AS_pack_end 47@
061B: remove_references_to_AS_pack 47@


20@ = actor.Create(civmale, #FAM1,228.8624, 1081.8727, 1087.8184)
actor.Angle(20@) = 104.8586
actor.Health(20@) = 1000
0446: set_actor 20@ dismemberment_possible 0
07FE: set_actor 20@ fighting_style_to 15 moves 6
07DD: set_actor 20@ attack_rate 40 // previously known as temper_to

21@ = actor.Create(civmale, #BALLAS2, 226.1102, 1080.5211, 1087.8195)
actor.Angle(21@) = 284.5859
actor.Health(21@) = 1000
0446: set_actor 21@ dismemberment_possible 0
05E2: AS_actor 20@ kill_actor 21@
05E2: AS_actor 21@ kill_actor 20@
07FE: set_actor 21@ fighting_style_to 5 moves 6
07DD: set_actor 21@ attack_rate 60 // previously known as temper_to

22@ = actor.Create(civmale, #ballas1, 248.1745, 1071.454, 1084.1875)
actor.Angle(22@) = 85.2478
actor.Health(22@) = 600
0446: set_actor 22@ dismemberment_possible 0
//05DE: AS_actor 18@ walk_around_ped_path
07FE: set_actor 22@ fighting_style_to 15 moves 6
$Smoke4 = object.Create(1485 ,224.5046, 1071.6793, 1071.8185)
09A0: actor 22@ attach_object $Smoke4 with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 50

0615: define_AS_pack_begin 48@

05D3: AS_actor -1 goto_point 248.1745 1071.454 1084.1875 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  85.2478
0605: actor -1 perform_animation "M_smkstnd_loop" IFP "smoking" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1

0643: set_AS_pack 48@ loop 1
0618: assign_actor 22@ to_AS_pack 48@
0616: define_AS_pack_end 48@
061B: remove_references_to_AS_pack 48@

23@ = actor.Create(civmale, #ballas3, 244.2363, 1076.0397, 1084.1875)
actor.Angle(23@) = 30.2051
actor.Health(23@) = 600
0446: set_actor 23@ dismemberment_possible 0
//05DE: AS_actor 18@ walk_around_ped_path
$Smoke = object.Create(1485 ,224.5046, 1071.6793, 1071.8185)
09A0: actor 23@ attach_object $Smoke with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 50
07FE: set_actor 23@ fighting_style_to 5 moves 6

0615: define_AS_pack_begin 49@


0605: actor -1 perform_animation "M_smkstnd_loop" IFP "smoking" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
05D3: AS_actor -1 goto_point 244.1331 1075.3688 1084.1875 mode 4 time -1 ms // versionA
0605: actor -1 perform_animation "M_smkstnd_loop" IFP "smoking" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
05D3: AS_actor -1 goto_point 244.1304 1071.5214 1084.1875 mode 4 time -1 ms // versionA
//05D4: AS_actor -1 rotate_angle  85.2478

0643: set_AS_pack 49@ loop 1
0618: assign_actor 23@ to_AS_pack 49@
0616: define_AS_pack_end 49@
061B: remove_references_to_AS_pack 49@

24@ = actor.Create(civmale, #ballas2, 245.6024, 1075.45, 1084.1875)
actor.Angle(24@) = 89.9026
actor.Health(24@) = 600
0446: set_actor 24@ dismemberment_possible 0
07FE: set_actor 24@ fighting_style_to 7 moves 6
//05DE: AS_actor 18@ walk_around_ped_path
$Smoke5 = object.Create(1485 ,224.5046, 1071.6793, 1071.8185)
09A0: actor 24@ attach_object $Smoke5 with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 50

0615: define_AS_pack_begin 50@

05D3: AS_actor -1 goto_point 245.6024 1075.45 1084.1875 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  89.9026
0605: actor -1 perform_animation "SEAT_idle" IFP "ped" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1

0643: set_AS_pack 50@ loop 1
0618: assign_actor 24@ to_AS_pack 50@
0616: define_AS_pack_end 50@
061B: remove_references_to_AS_pack 50@

25@ = actor.Create(civfemale, #hfost, 226.6801, 1085.1865, 1084.2303)
actor.Angle(25@) = 354.3918
actor.Health(25@) = 600
0446: set_actor 25@ dismemberment_possible 0
07FE: set_actor 25@ fighting_style_to 15 moves 6
//05DE: AS_actor 18@ walk_around_ped_path
//0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1

0615: define_AS_pack_begin 51@

05D3: AS_actor -1 goto_point 226.6801 1085.1865 1084.2303 mode 4 time -1 ms // versionA
05D4: AS_actor -1 rotate_angle  354.3918
0605: actor -1 perform_animation "scshrtr" IFP "SCRATCHING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 7000
0605: actor -1 perform_animation "sc_rtol" IFP "SCRATCHING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0605: actor -1 perform_animation "scshrtl" IFP "SCRATCHING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 7000
0605: actor -1 perform_animation "sc_ltor" IFP "SCRATCHING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1

0643: set_AS_pack 51@ loop 1
0618: assign_actor 25@ to_AS_pack 51@
0616: define_AS_pack_end 51@
061B: remove_references_to_AS_pack 51@

26@ = actor.Create(civmale, #BMYPOL1, 224.5119, 1070.41, 1084.2153)
actor.Angle(26@) = 190.2236
actor.Health(26@) = 300
0446: set_actor 26@ dismemberment_possible 0
05DE: AS_actor 26@ walk_around_ped_path

27@ = actor.Create(civmale, #VMAFF4, 233.1182, 1071.2437, 1084.1963)
actor.Angle(27@) = 211.278
actor.Health(27@) = 300
0446: set_actor 27@ dismemberment_possible 0
05DE: AS_actor 27@ walk_around_ped_path

28@ = actor.Create(civmale, #fam2, 247.8236, 1079.3492, 1084.1875)
actor.Angle(28@) = 279.998
actor.Health(28@) = 800
0446: set_actor 28@ dismemberment_possible 0
//05DE: AS_actor 18@ walk_around_ped_path


0615: define_AS_pack_begin 52@


05D3: AS_actor -1 goto_point 247.8236 1079.3492 1084.1875 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 242.2761 1079.454 1084.1946 mode 4 time -1 ms // versionA
//05D4: AS_actor -1 rotate_angle  85.2478

0643: set_AS_pack 52@ loop 1
0618: assign_actor 28@ to_AS_pack 52@
0616: define_AS_pack_end 52@
061B: remove_references_to_AS_pack 52@


29@ = actor.Create(civmale, #wmygol1, 237.7022, 1073.1729, 1084.1875)
actor.Angle(29@) = 98.1227
actor.Health(29@) = 800
0446: set_actor 29@ dismemberment_possible 0
//05DE: AS_actor 18@ walk_around_ped_path


0615: define_AS_pack_begin 53@


05D3: AS_actor -1 goto_point 237.7022 1073.1729 1084.1875 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 226.8637 1073.489 1086.2266 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 226.8372 1081.1351 1087.8203 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 232.6168 1081.2423 1087.8203 mode 4 time -1 ms // versionA
0605: actor -1 perform_animation "RIOT_CHANT" IFP "riot" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
05D3: AS_actor -1 goto_point 226.716 1081.0792 1087.8203 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 227.0535 1073.3021 1086.2266 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 237.5397 1073.4827 1084.1875 mode 4 time -1 ms // versionA
0643: set_AS_pack 53@ loop 1
0618: assign_actor 29@ to_AS_pack 53@
0616: define_AS_pack_end 53@
061B: remove_references_to_AS_pack 53@

32@ = 0
:EXIT_ROOM
wait 0
if or
80FE: not  actor $PLAYER_ACTOR sphere 0 in_sphere 234.6696 1079.5494 1084.2415 radius 50.0 50.0 50.0
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 234.3189 1064.6108 1084.2109 radius 1.0 1.0 1.0
jf @START_FIGHTING
fade 0 500
wait 1000
select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
00A1: put_actor $PLAYER_ACTOR at 1513.3708 2570.6443 10.8203
actor.Angle($PLAYER_ACTOR) = 346.6725
fade 1 500
audiostream.Release($radio1)
audiostream.Release($radio2)
mission_cleanup
end_thread

:START_FIGHTING
if
32@ > 5000
jf @TEST_KEY
32@ = 0
05E2: AS_actor 20@ kill_actor 21@
05E2: AS_actor 21@ kill_actor 20@

jump @TEST_KEY

:TEST_KEY
if 
0AB0:   key_pressed 220
jf @EXIT_ROOM
//018D: NOP 82@ 3201 2181.127 -2251.999 14.036

//03D7: set_wav 3 location 223.6731 1083.2523 1087.8145

018C: play_sound 	17613 at 0.0 0.0 0.0

wait 400
//018E: stop_sound 83@
//018C: play_sound 3201 at 231.0228 1063.8359 1084.2102
//018D: NOP 82@ 3201 234.1756 1072.3408 1084.1931

//0159: camera_on_ped $PLAYER_ACTOR mode 16 switchstyle 1

wait 6000
//018C: play_sound 	1063 at 0.0 0.0 0.0
018E: stop_sound 83@                   
//018E: stop_sound 1

//018E: stop_sound 82@

camera.Restore_WithJumpCut()
camera.SetBehindPlayer()
jump @EXIT_ROOM

