{$CLEO .cs}
                       
04ED: load_animation  "CHOPPA"                       
04ED: load_animation  "PARACHUTE"
04ED: load_animation  "SWAT"
//0ADF: add_dynamic_GXT_entry "TRICK_1" text "Grab Trick ~1~"
//0ADF: add_dynamic_GXT_entry "TRICK_2" text "Drift Trick ~1~"
//0ADF: add_dynamic_GXT_entry "TRICK_3" text "Total Grab Trick ~1~"
//0ADF: add_dynamic_GXT_entry "TRICK_4" text "Total Drift Trick ~1~"

31@ = audiostream.Load("cleo/skateSA/HUD_specialtrick.wav")
:PLAYA_TRICKS
wait 0
if
056D:   actor $second_player_actor defined

jf @NOT_TRICKING
if and      
82A0: not   actor $SECOND_PLAYER_ACTOR stopped
// not is_actor_waiting_for_world_collision $SECOND_PLAYER_ACTOR

//8818: not  actor $SECOND_PLAYER_ACTOR in_air
actor.Driving($SECOND_PLAYER_ACTOR)
8611:  not actor $SECOND_PLAYER_ACTOR performing_animation "CHOPPA_Still"
//80E1: not  player 0 pressed_key 14

jf @HANDSTAND


:NOT_TRICKING
wait 0
if

056D:   actor $second_player_actor defined
jf @PLAYA_TRICKS
//01E3: show_text_1number_styled GXT "TRICK_1" number 20@ time 4000 style 4  // NEW HIGH SCORE!!~n~~w~~1~

20@ += 2
$Team_2 += 2
$Speical_Meter2 += 1
wait 0
if and
// not is_actor_waiting_for_world_collision $SECOND_PLAYER_ACTOR
82A0: not   actor $SECOND_PLAYER_ACTOR stopped
8611:  not actor $SECOND_PLAYER_ACTOR performing_animation "CHOPPA_fwd"
8611:  not actor $SECOND_PLAYER_ACTOR performing_animation "CHOPPA_Still"
jf @NOT_TRICKING
//wait 100
//01E5: show_text_1number_highpriority GXT 'TRICK_3' number 20@ time 4000 flag 1  // ~s~You need $~1~ to compete.

20@ = 0
:HANDSTAND
if

056D:   actor $second_player_actor defined
jf @PLAYA_TRICKS
if and
82A0: not   actor $SECOND_PLAYER_ACTOR stopped
// not is_actor_waiting_for_world_collision $SECOND_PLAYER_ACTOR

//8818: not actor $SECOND_PLAYER_ACTOR in_air
actor.Driving($SECOND_PLAYER_ACTOR)
0611:   actor $SECOND_PLAYER_ACTOR performing_animation "CHOPPA_back"
8611:  not actor $SECOND_PLAYER_ACTOR performing_animation "CHOPPA_Still"
jf @SPECIAL_TRICK_1

:NOT_TRICKING_B
//01E3: show_text_1number_styled GXT "TRICK_2" number 30@ time 4000 style 4  // NEW HIGH SCORE!!~n~~w~~1~
wait 0
if 


056D:   actor $second_player_actor defined
jf @PLAYA_TRICKS
30@ += 3
$Team_2 += 3
$Speical_Meter2 += 2


if and
// not is_actor_waiting_for_world_collision $SECOND_PLAYER_ACTOR

82A0: not   actor $SECOND_PLAYER_ACTOR stopped
actor.Driving($SECOND_PLAYER_ACTOR)
8611:  not actor $SECOND_PLAYER_ACTOR performing_animation "CHOPPA_back"
8611:  not actor $SECOND_PLAYER_ACTOR performing_animation "CHOPPA_Still"
jf @NOT_TRICKING_B
//01E5: show_text_1number_highpriority GXT 'TRICK_4' number 30@ time 4000 flag 1  // ~s~You need $~1~ to compete.

30@ = 0

:SPECIAL_TRICK_1
if
056D:   actor $second_player_actor defined
jf @SPECIAL_TRICK_2
if AND
// not is_actor_waiting_for_world_collision $SECOND_PLAYER_ACTOR

82A0: not   actor $SECOND_PLAYER_ACTOR stopped
00E1:   player 1 pressed_key 3
8611:  not actor $SECOND_PLAYER_ACTOR performing_animation "CHOPPA_Still"
//0818:  actor $SECOND_PLAYER_ACTOR in_air
$Speical_Meter2 > 500
jf @SPECIAL_TRICK_2
audiostream.PerformAction(31@, play)
0605: actor $SECOND_PLAYER_ACTOR perform_animation "FALL_skyDive" IFP "PARACHUTE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
//0ACB: show_styled_text "~y~Air-Sky Dive ~w~2500~y~pts." time 3000 style 4

$Team_2 += 2500
$Speical_Meter2 -= 500

:SPECIAL_TRICK_2
if 
056D:   actor $second_player_actor defined
jf @MISSION
if AND
// not is_actor_waiting_for_world_collision $SECOND_PLAYER_ACTOR

82A0: not   actor $SECOND_PLAYER_ACTOR stopped
00E1:   player 1 pressed_key 2
8611:  not actor $SECOND_PLAYER_ACTOR performing_animation "CHOPPA_Still"
//0818:  actor $SECOND_PLAYER_ACTOR in_air
$Speical_Meter2 > 1000
jf @MISSION
audiostream.PerformAction(31@, play)
0605: actor $SECOND_PLAYER_ACTOR perform_animation "JMP_Wall1m_180" IFP "swat" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
//0ACB: show_styled_text "~y~Sideway Spin ~w~5000~y~pts." time 3000 style 4

$Team_2 += 5000
$Speical_Meter2 -= 1000
:MISSION
if
$ONMISSION == 0
jf @PLAYA_TRICKS
04EF: release_animation "swat"
04EF: release_animation "PARACHUTE"
04EF: release_animation "CHOPPA"

audiostream.Release(31@)
end_thread
//gosub @SCORE_COMBO











//:SCORE_COMBO
