

{$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(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  "COP_AMBIENT"
fade 0 500


wait 1000
$LUIGI = actor.Create(civmale,#SPECIAL08, 761.8463, 1440.3789, 1102.7031)
actor.Angle($LUIGI) = 94.3286
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 0 time -1  // versionB

0296: unload_special_actor 8

select_interior 6
0860: link_actor $PLAYER_ACTOR to_interior 6
00A1: put_actor $PLAYER_ACTOR at 746.3748 1441.2689 1102.7031
actor.Angle($PLAYER_ACTOR) = 355.8448

fade 1 500


0107: $dummy = create_object 1820 at 743.4771 1439.1698 1102.7031 
0750: set_object $dummy visibility 0 
0382: set_object $dummy collision_detection 0 

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



1@ = actor.Create(civmale,#SBMORI, 731.5072, 1442.1609, 1102.7031 )
actor.Angle(1@) = 269.5392
actor.Health(1@) = 800
0446: set_actor 1@ dismemberment_possible 0
0615: define_AS_pack_begin 40@

2@ = actor.Create(civfemale,#VBFYPRO, 741.6893, 1440.3981, 1102.7031 )
actor.Angle(2@) = 91.2032
actor.Health(2@) = 600
0446: set_actor 2@ dismemberment_possible 0
//04C4: store_coords_to 4@ 5@ 6@ from_actor $second_player_actor with_offset 0.0 0.0 -5.0
$Smoke = object.Create(1485 ,741.2007, 1442.0101, 1097.7031)
05D3: AS_actor -1 goto_point 731.5072 1442.1609 1102.7031 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 736.2636 1442.1223 1102.7031 mode 4 time -1 ms // versionA
0812: actor -1 perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
05C1: AS_actor -1 speak_from_audio_table 118
05D3: AS_actor -1 goto_point 741.5046 1442.0807 1102.7031 mode 4 time -1 ms // versionA

05D3: AS_actor -1 goto_point 732.1152 1442.036 1102.7031 mode 4 time -1 ms // versionA
05D3: AS_actor -1 goto_point 741.2007 1442.0101 1102.7031 mode 4 time -1 ms // versionA
05C1: AS_actor -1 speak_from_audio_table 78
0812: actor -1 perform_animation "stretch" IFP "PLAYIDLES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0643: set_AS_pack 40@ loop 1

0618: assign_actor 1@ to_AS_pack 40@

0616: define_AS_pack_end 40@
061B: remove_references_to_AS_pack 40@

070A: AS_actor 2@ attach_to_object $Smoke offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0

0615: define_AS_pack_begin 41@
05D3: AS_actor -1 goto_point 741.6893 1440.3981 1102.7031 mode 4 time -1 ms // versionA
0605: actor -1 perform_animation "F_smklean_loop" IFP "SMOKING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
05C1: AS_actor -1 speak_from_audio_table 108                                        
0605: actor -1 perform_animation "F_smklean_loop" IFP "SMOKING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
0605: actor -1 perform_animation "F_smklean_loop" IFP "SMOKING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
05C1: AS_actor -1 speak_from_audio_table 138
0605: actor -1 perform_animation "F_smklean_loop" IFP "SMOKING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
0643: set_AS_pack 41@ loop 1
0618: assign_actor 2@ to_AS_pack 41@

0616: define_AS_pack_end 41@
061B: remove_references_to_AS_pack 41@

3@ = actor.Create(civfemale,#WFYPRO, 726.5803, 1435.984, 1102.2734 )
actor.Angle(3@) = 355.2392
actor.Health(3@) = 600
0446: set_actor 3@ dismemberment_possible 0
0615: define_AS_pack_begin 42@
05D3: AS_actor -1 goto_point 726.5803 1435.984 1102.2734  mode 4 time -1 ms // versionA
0605: actor -1 perform_animation "ParkSit_W_loop" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
05C1: AS_actor -1 speak_from_audio_table 212
0605: actor -1 perform_animation "ParkSit_W_loop" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor -1 perform_animation "ParkSit_W_loop" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
05C1: AS_actor -1 speak_from_audio_table 218
0605: actor -1 perform_animation "ParkSit_W_loop" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0643: set_AS_pack 43@ loop 1
0618: assign_actor 3@ to_AS_pack 42@

0616: define_AS_pack_end 42@
061B: remove_references_to_AS_pack 42@


4@ = actor.Create(civfemale,#VBFYST2, 728.177, 1435.4564, 1102.2734 )
actor.Angle(4@) = 350.6211
actor.Health(4@) = 700
0446: set_actor 4@ dismemberment_possible 0
0615: define_AS_pack_begin 43@
0605: actor -1 perform_animation "bather" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0643: set_AS_pack 43@ loop 1
0618: assign_actor 4@ to_AS_pack 43@
0616: define_AS_pack_end 43@
061B: remove_references_to_AS_pack 43@

5@ = actor.Create(civmale,#VLA2, 744.2854, 1442.6882, 1102.7031)
actor.Angle(5@) = 283.2809
actor.Health(5@) = 800
0446: set_actor 5@ dismemberment_possible 0
05DE: AS_actor 5@ walk_around_ped_path

6@ = actor.Create(civmale,#ballas2, 758.0684, 1436.4469, 1102.7031)
actor.Angle(6@) = 2.0388
actor.Health(6@) = 800
0446: set_actor 6@ dismemberment_possible 0
//05DE: AS_actor 6@ walk_around_ped_path

7@ = actor.Create(civmale,#fam1,761.9061, 1441.8945, 1102.7031)
actor.Angle(7@) = 99.6114
actor.Health(7@) = 900
0446: set_actor 7@ dismemberment_possible 0
//05DE: AS_actor 7@ walk_around_ped_path

$Smoke2 = object.Create(1485 ,741.2007, 1442.0101, 1097.7031)
070A: AS_actor 7@ attach_to_object $Smoke2 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0

8@ = actor.Create(civmale,#WFYSTEW, 754.3524, 1440.6481, 1102.7031)
actor.Angle(8@) = 283.2809
actor.Health(8@) = 800
0446: set_actor 8@ dismemberment_possible 0
05DE: AS_actor 8@ walk_around_ped_path

9@ = actor.Create(civmale,#SWMOTR2, 746.605, 1441.1932, 1102.7031)
actor.Angle(9@) = 189.4415
actor.Health(9@) = 650
0446: set_actor 9@ dismemberment_possible 0
05DE: AS_actor 9@ walk_around_ped_path


10@ = actor.Create(civmale,#BFYRI, 754.7191, 1438.3701, 1102.7031)
actor.Angle(10@) = 127.6826
actor.Health(10@) = 650
0446: set_actor 10@ dismemberment_possible 0
05DE: AS_actor 10@ walk_around_ped_path
$Smoke3 = object.Create(1485 ,741.2007, 1442.0101, 1097.7031)
070A: AS_actor 10@ attach_to_object $Smoke3 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0


0615: define_AS_pack_begin 44@
05D3: AS_actor -1 goto_point 761.9061 1441.8945 1102.7031 mode 4 time -1 ms // versionA
0605: actor -1 perform_animation "M_smkstnd_loop" IFP "SMOKING" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
05C1: AS_actor -1 speak_from_audio_table 201
0605: actor -1 perform_animation "M_smkstnd_loop" IFP "SMOKING" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
0605: actor -1 perform_animation "M_smkstnd_loop" IFP "SMOKING" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
05C1: AS_actor -1 speak_from_audio_table 213
0605: actor -1 perform_animation "M_smkstnd_loop" IFP "SMOKING" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
0643: set_AS_pack 44@ loop 1
0618: assign_actor 7@ to_AS_pack 44@

0616: define_AS_pack_end 44@
061B: remove_references_to_AS_pack 44@

0615: define_AS_pack_begin 45@
05D3: AS_actor -1 goto_point  758.0684 1436.4469 1102.7031 mode 4 time -1 ms // versionA
0605: actor -1 perform_animation "M_smklean_loop" IFP "SMOKING" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
05C1: AS_actor -1 speak_from_audio_table 238
0605: actor -1 perform_animation "M_smklean_loop" IFP "SMOKING" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
0605: actor -1 perform_animation "M_smklean_loop" IFP "SMOKING" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
05C1: AS_actor -1 speak_from_audio_table 242
0605: actor -1 perform_animation "M_smklean_loop" IFP "SMOKING" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
0605: actor -1 perform_animation "M_smklean_loop" IFP "SMOKING" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
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 45@ loop 1
0618: assign_actor 6@ to_AS_pack 45@

0616: define_AS_pack_end 45@
061B: remove_references_to_AS_pack 45@

11@ = actor.Create(civmale,#ballas1, 725.7533, 1442.116, 1102.7031)
actor.Angle(11@) = 181.4792
actor.Health(11@) = 650
0446: set_actor 11@ dismemberment_possible 0
//05DE: AS_actor 10@ walk_around_ped_path
0605: actor 11@ perform_animation "dance_loop" IFP "DANCING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1


12@ = actor.Create(civmale,#BMYDJ, 728.0505, 1443.1848, 1102.7031)
actor.Angle(12@) = 181.6695
actor.Health(12@) = 650
0446: set_actor 12@ dismemberment_possible 0
//05DE: AS_actor 12@ walk_around_ped_path
0605: actor 12@ perform_animation "dnce_M_c" IFP "DANCING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1


13@ = actor.Create(civmale,#DNMOLC1, 731.0729, 1438.8331, 1102.7031)
actor.Angle(13@) = 229.2563
actor.Health(13@) = 650
0446: set_actor 13@ dismemberment_possible 0
//05DE: AS_actor 12@ walk_around_ped_path
0605: actor 13@ perform_animation "dnce_M_e" IFP "DANCING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1


14@ = actor.Create(civmale,#VMAFF3, 732.126, 1435.6671, 1102.7031)
actor.Angle(14@) = 290.0251
actor.Health(14@) = 750
0446: set_actor 14@ dismemberment_possible 0
//05DE: AS_actor 12@ walk_around_ped_path
0605: actor 14@ perform_animation "dance_loop" IFP "DANCING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1

15@ = actor.Create(civfemale,#VHFYST3, 735.044, 1436.7185, 1103.4363)
actor.Angle(15@) = 88.7831
actor.Health(15@) = 450
0446: set_actor 15@ dismemberment_possible 0
//05DE: AS_actor 12@ walk_around_ped_path
0615: define_AS_pack_begin 46@
05D3: AS_actor -1 goto_point 735.044 1436.7185 1103.4363 mode 4 time -1 ms // versionA

0605: actor -1 perform_animation "bather" IFP "BEACH" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
05C1: AS_actor -1 speak_from_audio_table 76
0605: actor -1 perform_animation "bather" IFP "BEACH" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
0605: actor -1 perform_animation "bather" IFP "BEACH" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
05C1: AS_actor -1 speak_from_audio_table 45
0605: actor -1 perform_animation "bather" IFP "BEACH" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
0605: actor -1 perform_animation "bather" IFP "BEACH" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
0605: actor -1 perform_animation "bather" IFP "BEACH" framedelta 4.0 loop 0 lockX 1 lockY 1 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(civfemale,#WFYPRO,735.3796, 1436.6499, 1103.4363)
actor.Angle(16@) = 359.3815
actor.Health(16@) = 450
0446: set_actor 16@ dismemberment_possible 0
//05DE: AS_actor 12@ walk_around_ped_path
0615: define_AS_pack_begin 47@
05D3: AS_actor -1 goto_point 748.4778 1438.0647 1102.9531 mode 4 time -1 ms // versionA
0605: actor -1 perform_animation "dnce_M_a" IFP "DANCING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
0605: actor -1 perform_animation "dnce_M_a" IFP "DANCING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
0605: actor -1 perform_animation "dnce_M_a" IFP "DANCING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
05C1: AS_actor -1 speak_from_audio_table 64
0605: actor -1 perform_animation "dnce_M_a" IFP "DANCING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
0605: actor -1 perform_animation "dnce_M_a" IFP "DANCING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
0605: actor -1 perform_animation "dnce_M_a" IFP "DANCING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1
0643: set_AS_pack 47@ loop 1
0618: assign_actor 16@ to_AS_pack 47@
0616: define_AS_pack_end 47@
061B: remove_references_to_AS_pack 47@
//$Smoke3 = object.Create(1485 ,741.2007, 1442.0101, 1097.7031)
//070A: AS_actor 10@ attach_to_object $Smoke3 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0
17@ = actor.Create(civmale,#BMOCHIL,743.4768, 1439.2748, 1102.7031)
actor.Angle(17@) = 281.4134
actor.Health(17@) = 650
0446: set_actor 17@ dismemberment_possible 0

18@ = actor.Create(civmale,#SOMYST,755.1065, 1442.9185, 1102.7031)
actor.Angle(18@) = 177.9337
actor.Health(18@) = 650
0446: set_actor 18@ dismemberment_possible 0

19@ = actor.Create(civmale,#fam3,741.0226, 1437.0728, 1102.7031)
actor.Angle(19@) = 89.1152
actor.Health(19@) = 650
0446: set_actor 19@ dismemberment_possible 0
0605: actor 19@ perform_animation "dnce_M_a" IFP "DANCING" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1

20@ = actor.Create(civfemale,#VBFYST2,737.6793, 1436.8531, 1103.4363)
actor.Angle(20@) = 269.1152
actor.Health(20@) = 550
0446: set_actor 20@ dismemberment_possible 0
0605: actor 20@ perform_animation "bather" IFP "BEACH" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1

//actor.LockInCurrentPosition($LUIGI, 1)
//wait 1000
:EXIT_ROOM
wait 0
if or
80A3: not  actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 770.8846 1470.3459  cornerB 708.8871 1419.2478 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 744.5231 1436.7631 1102.7031 radius 1.0 1.0 1.0
jf @EXIT_ROOM
fade 0 500
wait 1000
select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
00A1: put_actor $PLAYER_ACTOR at 1947.5698 -2115.0164 13.5462
actor.Angle($PLAYER_ACTOR) = 284.7574
fade 1 500
audiostream.Release($radio1)
mission_cleanup
end_thread

