{$CLEO .cs}
03A4: name_thread 'PLCHUTE' 
0247: load_model #GUN_PARA    
0247: load_model 371   //para weapon   
0247: load_model 3060  //block para
0247: load_model 3060 //3060 
0247: load_model 371 // 371
0247: load_model 3131
038B: load_requested_models
//0004: $P2_FreeFall_Stage = 0 
//0004: $P2_Parachute_Creation_Stage = 0 
04ED: load_animation  "PARACHUTE"
//0A95: enable_thread_saving


//$POKER_Highl_Width = 0
//$BJACK_Z_table_offset = 0
//$player_sprite2_X = 0
//$           

                  {
$player_sprite1_X = 0
$player_sprite1_Y = 0
$player_sprite1B_X = 0
$player_sprite1B_Y = 0
$player_sprite2_X = 0
$player_sprite2_Y = 0
$POKER_Highl_X = 0
$POKER_Highl_Y = 0
$POKER_Highl_Width = 0
$POKER_Highl_Height = 0
$BJACK_Z_table_offset = 0

$BJACK_Z_table_offset = 0
$BJACK_Y_table_offset = 0
$BJACK_Z_table2_offset = 0
$BJACK_Z_table_offset = 0   }

:load
wait 0 
if
056D:   actor $SECOND_PLAYER_ACTOR defined

jf @load
04ED: load_animation  "PARACHUTE"
:PLCHUTE_3079604

0247: load_model #GUN_PARA 
038B: load_requested_models
:PLCHUTE_3079620
wait 0
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @PLCHUTE_3079647 
//0001: wait 0 ms 
0002: jump @PLCHUTE_3079620 

:PLCHUTE_3079647
00D6: if 
8118:   not actor $SECOND_PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_3079663 

:PLCHUTE_3079663
0004: $BJACK_Z_table_offset = 0 
0004: $P2_FreeFall_Stage = 0 
0004: $P2_Parachute_Creation_Stage = 0 
00D6: if 
0038:   $BJACK_Z_table_offset == 999 
004D: jump_if_false @PLCHUTE_3079722 
0213: $P2_Pickup_Parachute = create_pickup #GUN_PARA type 3 at $X_offset_from_BBHOOP $Y_offset_from_BBHOOP $Z_offset_from_BBHOOP 

:PLCHUTE_3079722
0001: wait 0 ms 
00D6: if 
056D:   actor $SECOND_PLAYER_ACTOR defined
jf @load
8118:   not actor $SECOND_PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_3085046 
00D6: if 
8038:   not  $P2_FreeFall_Stage == 0 
004D: jump_if_false @PLCHUTE_3079767 
//// set_player $SECOND_PLAYER weapons_scrollable 0 

:PLCHUTE_3079767
////
00D6: if 
0018:   $P2_Parachute_Creation_Stage > 0 
004D: jump_if_false @PLCHUTE_3079810 
////
00D6: if  or   
8491:   not actor $SECOND_PLAYER_ACTOR has_weapon 46 
82D8: not  actor $SECOND_PLAYER_ACTOR current_weapon == 46
//8818:  not actor $SECOND_PLAYER_ACTOR in_air

004D: jump_if_false @PLCHUTE_3079810 
jump @end_para 

:PLCHUTE_3079810
////
00D6: if 
0038:   $P2_Parachute_Creation_Stage == 0 
004D: jump_if_false @PLCHUTE_3079865 
////
00D6: if 
0491:   actor $SECOND_PLAYER_ACTOR has_weapon 46 
//02D8:   actor $SECOND_PLAYER_ACTOR current_weapon == 46
004D: jump_if_false @PLCHUTE_3079865 
0247: load_model 371 
0004: $P2_Parachute_Creation_Stage = 1 
0004: $BJACK_Z_table_offset = 0 

:PLCHUTE_3079865
////
00D6: if 
0038:   $P2_Parachute_Creation_Stage == 1 
004D: jump_if_false @PLCHUTE_3079968 
00D6: if 
0248:   model 371 available 
004D: jump_if_false @PLCHUTE_3079968 
0107: 17@ = create_object 3131 at $X_offset_from_BBHOOP $Y_offset_from_BBHOOP $Z_offset_from_BBHOOP  // 371//
069B: attach_object 17@ to_actor $SECOND_PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0750: set_object 17@ visibility 0 
0004: $P2_Parachute_Creation_Stage = 2 

:PLCHUTE_3079968
00D6: if and
0038:   $P2_Parachute_Creation_Stage == 2 
0038:   $P2_FreeFall_Stage == 1 
004D: jump_if_false @PLCHUTE_3080000 
0004: $P2_Parachute_Creation_Stage = 3 

:PLCHUTE_3080000
////
00D6: if and
0038:   $P2_FreeFall_Stage == 0 
0018:   $P2_Parachute_Creation_Stage > 0 
004D: jump_if_false @PLCHUTE_3080156 
00D6: if 
0818:   actor $SECOND_PLAYER_ACTOR in_air 
004D: jump_if_false @PLCHUTE_3080156 
083D: get_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ $BJACK_X_table_offset $BJACK_Y_table_offset $BJACK_Z_table2_offset 
00D6: if 
0022:   -10.0 > $BJACK_Z_table2_offset 
004D: jump_if_false @PLCHUTE_3080156 
0819: 7@ = actor $SECOND_PLAYER_ACTOR distance_from_ground 
00D6: if 
0021:   7@ > 20.0 
004D: jump_if_false @PLCHUTE_3080156 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037 
0004: $P2_FreeFall_Stage = 1 
01B9: set_actor $SECOND_PLAYER_ACTOR armed_weapon_to 46 
0006: 0@ = 0 
0005: $POKER_Highl_Height = 0.0 

:PLCHUTE_3080156
00D6: if 
0038:   $P2_FreeFall_Stage == 1 
004D: jump_if_false @PLCHUTE_3081977 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @PLCHUTE_3080199 
0006: 0@ = 2 

:PLCHUTE_3080199
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @PLCHUTE_3080320 
062E: get_actor $SECOND_PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
00D6: if 
04A4:   27@ == 7 // == constant 
004D: jump_if_false @PLCHUTE_3080320 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
04ED: load_animation "PARACHUTE" 
0006: 15@ = 1 
0172: 1@ = actor $SECOND_PLAYER_ACTOR Z_angle 
0006: 0@ = 3 

:PLCHUTE_3080320
00D6: if 
0039:   0@ == 3 
004D: jump_if_false @PLCHUTE_3081977 
062E: get_actor $SECOND_PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
00D6: if 
04A4:   27@ == 7 // == constant 
004D: jump_if_false @PLCHUTE_3080406 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:PLCHUTE_3080406
0819: 7@ = actor $SECOND_PLAYER_ACTOR distance_from_ground 
00D6: if and
0023:   100.0 > 7@ 
0021:   7@ > 60.0 
004D: jump_if_false @PLCHUTE_3080503 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3080503 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @PLCHUTE_3080503 
//00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1  // ~s~Open your parachute!

:PLCHUTE_3080503
0494: get_joystick 1 direction_offset_to 10@ 11@ 12@ 12@ 
00D6: if 
0038:   $POKER_Highl_Y == 1 
004D: jump_if_false @PLCHUTE_3080551 
0006: 10@ = 0 
0006: 11@ = 0 

:PLCHUTE_3080551
0093: 21@ = integer 10@ to_float 
0017: 21@ /= 4.267 
0063: 21@ -= 2@ // (float) 
0017: 21@ /= 20.0 
005B: 2@ += 21@ // (float) 
0087: 21@ = 2@ // (float) 
0017: 21@ /= 5.0 
0063: 1@ -= 21@ // (float) 
00D6: if 
0021:   1@ > 180.0 
004D: jump_if_false @PLCHUTE_3080652 
000F: 1@ -= 360.0 

:PLCHUTE_3080652
00D6: if 
0023:   -180.0 > 1@ 
004D: jump_if_false @PLCHUTE_3080683 
000B: 1@ += 360.0 

:PLCHUTE_3080683
0093: 22@ = integer 11@ to_float 
0017: 22@ /= 4.267 
0063: 22@ -= 3@ // (float) 
0017: 22@ /= 20.0 
005B: 3@ += 22@ // (float) 
083D: get_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ $BJACK_Z_table2_offset 
00D6: if 
0024:   $POKER_Highl_Width > $BJACK_Z_table2_offset // (float) 
004D: jump_if_false @PLCHUTE_3080768 
0086: $BJACK_Z_table2_offset = $POKER_Highl_Width // (float) 

:PLCHUTE_3080768
00D6: if 
0024:   $POKER_Highl_Height > $BJACK_Z_table2_offset // (float) 
004D: jump_if_false @PLCHUTE_3080795 
0086: $POKER_Highl_Height = $BJACK_Z_table2_offset // (float) 

:PLCHUTE_3080795
00D6: if 
0024:   $POKER_Highl_Width > $POKER_Highl_Height // (float) 
004D: jump_if_false @PLCHUTE_3080822 
0086: $POKER_Highl_Height = $POKER_Highl_Width // (float) 

:PLCHUTE_3080822
00D6: if and
0024:   $BJACK_Z_table2_offset > $POKER_Highl_Height // (float) 
8038:   not  $player_sprite2_X == 1 
004D: jump_if_false @PLCHUTE_3080998 
00D6: if 
84AD:   not actor $SECOND_PLAYER_ACTOR in_water 
004D: jump_if_false @PLCHUTE_3080952 
00D6: if 
0022:   -20.0 > $POKER_Highl_Height 
004D: jump_if_false @PLCHUTE_3080899 
0004: $P2_FreeFall_Stage = 2 
0002: jump @PLCHUTE_3080945 

:PLCHUTE_3080899
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
0004: $P2_FreeFall_Stage = 7 

:PLCHUTE_3080945
0002: jump @PLCHUTE_3080998 

:PLCHUTE_3080952
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
0004: $P2_FreeFall_Stage = 7 

:PLCHUTE_3080998
0087: 4@ = 3@ // (float) 
0017: 4@ /= 30.0 
006F: 4@ *= $player_sprite1_X // (float) 
02F6: $BJACK_X_table_offset = sine 1@ // (float) 
02F7: $BJACK_Y_table_offset = cosine 1@ // (float) 
006D: $BJACK_X_table_offset *= 4@ // (float) 
006D: $BJACK_Y_table_offset *= 4@ // (float) 
0011: $BJACK_Y_table_offset *= -1.0 
0059: $BJACK_Y_table_offset += $1506 // (float) 
0087: 21@ = 8@ // (float) 
0065: 21@ -= $BJACK_X_table_offset // (float) 
0013: 21@ *= 0.01 
0088: $BJACK_X_table_offset = 8@ // (float) 
0067: $BJACK_X_table_offset -= 21@ // (float) 
0087: 21@ = 9@ // (float) 
0065: 21@ -= $BJACK_Y_table_offset // (float) 
0013: 21@ *= 0.01 
0088: $BJACK_Y_table_offset = 9@ // (float) 
0067: $BJACK_Y_table_offset -= 21@ // (float) 
0085: 12@ = 10@ // (int) 
0085: 13@ = 11@ // (int) 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
00D6: if or
0019:   12@ > 40 
0019:   13@ > 40 
004D: jump_if_false @PLCHUTE_3081700 
00D6: if 
001D:   12@ > 13@ // (int) 
004D: jump_if_false @PLCHUTE_3081463 
00D6: if 
0029:   10@ >= 0 
004D: jump_if_false @PLCHUTE_3081342 
00D6: if 
8039:   not  15@ == 2 
004D: jump_if_false @PLCHUTE_3081342 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3081335 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_3081335
0006: 15@ = 2 

:PLCHUTE_3081342
00D6: if 
001B:   0 > 10@ 
004D: jump_if_false @PLCHUTE_3081456 
00D6: if 
8039:   not  15@ == 3 
004D: jump_if_false @PLCHUTE_3081456 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3081449 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_3081449
0006: 15@ = 3 

:PLCHUTE_3081456
0002: jump @PLCHUTE_3081693 

:PLCHUTE_3081463
00D6: if 
0029:   11@ >= 0 
004D: jump_if_false @PLCHUTE_3081575 
00D6: if 
8039:   not  15@ == 4 
004D: jump_if_false @PLCHUTE_3081575 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3081568 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_3081568
0006: 15@ = 4 

:PLCHUTE_3081575
00D6: if 
001B:   0 > 11@ 
004D: jump_if_false @PLCHUTE_3081693 
00D6: if 
8039:   not  15@ == 5 
004D: jump_if_false @PLCHUTE_3081693 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3081686 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_3081686
0006: 15@ = 5 

:PLCHUTE_3081693
0002: jump @PLCHUTE_3081794 

:PLCHUTE_3081700
00D6: if 
8039:   not  15@ == 1 
004D: jump_if_false @PLCHUTE_3081794 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3081794 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
0006: 15@ = 1 

:PLCHUTE_3081794
00D6: if or
00E1:   player 1 pressed_key 17 
0038:   $player_sprite1B_Y == 1 
004D: jump_if_false @PLCHUTE_3081977 
00D6: if 
8038:   not  $player_sprite2_X == 1 
004D: jump_if_false @PLCHUTE_3081977 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3081977 
00D6: if and
0038:   $P2_Parachute_Creation_Stage == 3 
0038:   $POKER_Highl_Y == 0 
004D: jump_if_false @PLCHUTE_3081977 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038 
008A: $player_sprite1_Y = 32@ // (int) 
0008: $player_sprite1_Y += 1100 
0004: $P2_FreeFall_Stage = 3 
0006: 0@ = 0 

:PLCHUTE_3081977
////
00D6: if 
0038:   $P2_FreeFall_Stage == 2 
004D: jump_if_false @PLCHUTE_3082095 
////
if
056D:   actor $SECOND_PLAYER_ACTOR defined
jf @load
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3082083 
0173: set_actor $SECOND_PLAYER_ACTOR Z_angle_to 1@ 
//0829: actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
0615: define_AS_pack_begin 14@
0812: AS_actor -1 perform_animation "FALL_SKYDIVE_DIE" IFP "PARACHUTE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "getup_front" IFP "ped" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 14@
0618: assign_actor $SECOND_PLAYER_ACTOR to_AS_pack 14@
061B: remove_references_to_AS_pack 14@

09F1: play_audio_at_actor $SECOND_PLAYER_ACTOR event 1189 
0002: jump @PLCHUTE_3082088 

:PLCHUTE_3082083
//05BE: AS_actor $SECOND_PLAYER_ACTOR die 

:PLCHUTE_3082088
jump @end_para 

:PLCHUTE_3082095
00D6: if 
0038:   $P2_FreeFall_Stage == 3 
004D: jump_if_false @PLCHUTE_3084372 
00D6: if 
0018:   $player_sprite1_Y > 0 
004D: jump_if_false @PLCHUTE_3082177 
00D6: if 
001F:   32@ > $player_sprite1_Y // (int) 
004D: jump_if_false @PLCHUTE_3082177 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039 
0004: $player_sprite1_Y = 0 

:PLCHUTE_3082177
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @PLCHUTE_3082280 
0087: 25@ = 3@ // (float) 
0017: 25@ /= 500.0 
0087: 26@ = 2@ // (float) 
0017: 26@ /= 500.0 
0085: 18@ = 32@ // (int) 
0085: 19@ = 32@ // (int) 
0087: 5@ = 4@ // (float) 
0013: 5@ *= -1.0 
0089: 6@ = $BJACK_Z_table2_offset // (float) 
0006: 0@ = 1 

:PLCHUTE_3082280
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @PLCHUTE_3082447 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 19@ // (int) 
00D6: if 
001B:   500 > 10@ 
004D: jump_if_false @PLCHUTE_3082420 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 18@ // (int) 
0085: 18@ = 32@ // (int) 
0093: 21@ = integer 10@ to_float 
0087: 22@ = 25@ // (float) 
006B: 22@ *= 21@ // (float) 
0087: 23@ = 26@ // (float) 
006B: 23@ *= 21@ // (float) 
0063: 3@ -= 22@ // (float) 
0063: 2@ -= 23@ // (float) 
0002: jump @PLCHUTE_3082447 

:PLCHUTE_3082420
0007: 2@ = 0.0 
0007: 3@ = 0.0 
0006: 0@ = 2 

:PLCHUTE_3082447
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @PLCHUTE_3082555 
00D6: if 
03CA:   object 17@ exists 
004D: jump_if_false @PLCHUTE_3082555 
0750: set_object 17@ visibility 1 //1  
08D2: object 17@ scale_model 0.0 
0085: 19@ = 32@ // (int) 
0001: wait 0 ms 
075A: set_object 17@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0006: 0@ = 3 

:PLCHUTE_3082555
00D6: if 
0039:   0@ == 3 
004D: jump_if_false @PLCHUTE_3082658 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 19@ // (int) 
00D6: if 
001B:   500 > 10@ 
004D: jump_if_false @PLCHUTE_3082641 
0093: 21@ = integer 10@ to_float 
0017: 21@ /= 500.0 
08D2: object 17@ scale_model 21@ 
0002: jump @PLCHUTE_3082658 

:PLCHUTE_3082641
08D2: object 17@ scale_model 1.0 
0006: 0@ = 4 

:PLCHUTE_3082658
00D6: if 
0039:   0@ == 5 
004D: jump_if_false @PLCHUTE_3082727 
0107: 20@ = create_object 3060 at 0.0 0.0 0.0 
0750: set_object 20@ visibility 0 
0392: make_object 20@ moveable 1 
04D9: object 20@ set_scripted_collision_check 1 
0006: 0@ = 6 

:PLCHUTE_3082727
00D6: if 
0039:   0@ == 6 
004D: jump_if_false @PLCHUTE_3083945 
0494: get_joystick 1 direction_offset_to 10@ 11@ 12@ 12@ 
00D6: if 
0038:   $POKER_Highl_Y == 1 
004D: jump_if_false @PLCHUTE_3082793 
0006: 10@ = 0 
0006: 11@ = 0 

:PLCHUTE_3082793
0093: 21@ = integer 10@ to_float 
0017: 21@ /= 4.267 
0063: 21@ -= 2@ // (float) 
0017: 21@ /= 20.0 
005B: 2@ += 21@ // (float) 
0087: 21@ = 2@ // (float) 
0017: 21@ /= 15.0 
0063: 1@ -= 21@ // (float) 
00D6: if 
0021:   1@ > 180.0 
004D: jump_if_false @PLCHUTE_3082894 
000F: 1@ -= 360.0 

:PLCHUTE_3082894
00D6: if 
0023:   -180.0 > 1@ 
004D: jump_if_false @PLCHUTE_3082925 
000B: 1@ += 360.0 
 
:PLCHUTE_3082925
02F6: $BJACK_X_table_offset = sine 1@ // (float) 
02F7: $BJACK_Y_table_offset = cosine 1@ // (float) 
0069: $BJACK_X_table_offset *= $BJACK_X_table_offset // (float) 
0069: $BJACK_Y_table_offset *= $BJACK_X_table_offset // (float) 
0011: $BJACK_X_table_offset *= -1.0 
0085: 12@ = 10@ // (int) 
0085: 13@ = 11@ // (int) 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
00D6: if or
0019:   12@ > 40 
0019:   13@ > 40 
004D: jump_if_false @PLCHUTE_3083657 
00D6: if 
001D:   12@ > 13@ // (int) 
004D: jump_if_false @PLCHUTE_3083332 
0089: 21@ = $BJACK_Y_table_offset // (float) 
0065: 21@ -= $BJACK_Z_table2_offset // (float) 
0017: 21@ /= 20.0 
005F: $BJACK_Z_table2_offset += 21@ // (float) 
00D6: if 
0029:   10@ >= 0 
004D: jump_if_false @PLCHUTE_3083198 
00D6: if 
8039:   not  15@ == 2 
004D: jump_if_false @PLCHUTE_3083198 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 2 

:PLCHUTE_3083198
00D6: if 
001B:   0 > 10@ 
004D: jump_if_false @PLCHUTE_3083325 
00D6: if 
8039:   not  15@ == 3 
004D: jump_if_false @PLCHUTE_3083325 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 3 

:PLCHUTE_3083325
0002: jump @PLCHUTE_3083650 

:PLCHUTE_3083332
00D6: if 
0029:   11@ >= 0 
004D: jump_if_false @PLCHUTE_3083491 
0089: 21@ = $POKER_Highl_X // (float) 
0065: 21@ -= $BJACK_Z_table2_offset // (float) 
0017: 21@ /= 20.0 
005F: $BJACK_Z_table2_offset += 21@ // (float) 
00D6: if 
8039:   not  15@ == 4 
004D: jump_if_false @PLCHUTE_3083491 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 4 

:PLCHUTE_3083491
00D6: if 
001B:   0 > 11@ 
004D: jump_if_false @PLCHUTE_3083650 
0089: 21@ = $BJACK_Y_table_offset // (float) 
0065: 21@ -= $BJACK_Z_table2_offset // (float) 
0017: 21@ /= 20.0 
005F: $BJACK_Z_table2_offset += 21@ // (float) 
00D6: if 
8039:   not  15@ == 5 
004D: jump_if_false @PLCHUTE_3083650 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 5 

:PLCHUTE_3083650
0002: jump @PLCHUTE_3083816 

:PLCHUTE_3083657
0089: 21@ = $BJACK_Y_table_offset // (float) 
0065: 21@ -= $BJACK_Z_table2_offset // (float) 
0017: 21@ /= 20.0 
005F: $BJACK_Z_table2_offset += 21@ // (float) 
00D6: if 
8039:   not  15@ == 5 
004D: jump_if_false @PLCHUTE_3083816 
00D6: if 
8039:   not  15@ == 1 
004D: jump_if_false @PLCHUTE_3083816 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 1 

:PLCHUTE_3083816
01BB: store_object 17@ position_to $P2_tempvar_Float_1 $P2_tempvar_Float_2 $P2_tempvar_Float_3 
0815: put_object 20@ at $P2_tempvar_Float_1 $P2_tempvar_Float_2 $P2_tempvar_Float_3 and_keep_rotation 
00D6: if 
04DA:   has_object 20@ collided 
004D: jump_if_false @PLCHUTE_3083909 
075A: set_object 17@ animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET 
0006: 0@ = 7 

:PLCHUTE_3083909
00D6: if 
00E1:   player 1 pressed_key 15 
004D: jump_if_false @PLCHUTE_3083945 
0792: disembark_instantly_actor $SECOND_PLAYER_ACTOR 
0004: $P2_FreeFall_Stage = 6 
0004: $BJACK_Z_table_offset = 3 

:PLCHUTE_3083945
00D6: if 
03CA:   object 17@ exists 
004D: jump_if_false @PLCHUTE_3084184 
00D6: if 
0837:   object 17@ animation == "PARA_OPEN_O" 
004D: jump_if_false @PLCHUTE_3084184 
0839: get_object 17@ animation "PARA_OPEN_O" progress_to 21@ 
0087: 22@ = 6@ // (float) 
0065: 22@ -= $BJACK_Y_table_offset // (float) 
0087: 23@ = 22@ // (float) 
006B: 23@ *= 21@ // (float) 
0088: $BJACK_Z_table2_offset = 6@ // (float) 
0067: $BJACK_Z_table2_offset -= 23@ // (float) 
0087: 22@ = 5@ // (float) 
0065: 22@ -= $BJACK_X_table_offset // (float) 
0087: 23@ = 22@ // (float) 
006B: 23@ *= 21@ // (float) 
0087: 4@ = 5@ // (float) 
0063: 4@ -= 23@ // (float) 
02F6: $BJACK_X_table_offset = sine 1@ // (float) 
02F7: $BJACK_Y_table_offset = cosine 1@ // (float) 
006D: $BJACK_X_table_offset *= 4@ // (float) 
006D: $BJACK_Y_table_offset *= 4@ // (float) 
0011: $BJACK_X_table_offset *= -1.0 
00D6: if and
0043:   21@ == 1.0 
0039:   0@ == 4 
004D: jump_if_false @PLCHUTE_3084184 
0006: 0@ = 5 

:PLCHUTE_3084184
00D6: if 
8118:   not actor $SECOND_PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_3084372 
00D6: if 
04AD:   actor $SECOND_PLAYER_ACTOR in_water 
004D: jump_if_false @PLCHUTE_3084323 
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 
075A: set_object 17@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0004: $P2_FreeFall_Stage = 5 
0006: 0@ = 0 

:PLCHUTE_3084323
083D: get_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ 21@ 21@ 23@ 
00D6: if 
0021:   23@ > -0.1 
004D: jump_if_false @PLCHUTE_3084372 
0004: $P2_FreeFall_Stage = 4 
0006: 0@ = 0 

:PLCHUTE_3084372
00D6: if 
0038:   $P2_FreeFall_Stage == 4 
004D: jump_if_false @PLCHUTE_3084862 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @PLCHUTE_3084759 
0004: $BJACK_Z_table_offset = 1 
00A0: store_actor $SECOND_PLAYER_ACTOR position_to $X_offset_from_BBHOOP $Y_offset_from_BBHOOP $Z_offset_from_BBHOOP 
000D: $Z_offset_from_BBHOOP -= 1.0 
00A1: put_actor $SECOND_PLAYER_ACTOR at $X_offset_from_BBHOOP $Y_offset_from_BBHOOP $Z_offset_from_BBHOOP 
083E: set_actor $SECOND_PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
00D6: if 
0022:   -10.0 > $BJACK_Z_table2_offset 
004D: jump_if_false @PLCHUTE_3084513 
0004: $P2_FreeFall_Stage = 2 
0006: 0@ = 0 
0002: jump @PLCHUTE_3084683 

:PLCHUTE_3084513
00D6: if 
0022:   -4.0 > $BJACK_Z_table2_offset 
004D: jump_if_false @PLCHUTE_3084638 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "FALL_FRONT" IFP "PED" framedelta 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB 
0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor $SECOND_PLAYER_ACTOR to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 
0002: jump @PLCHUTE_3084676 

:PLCHUTE_3084638
//0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP "PED" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 

:PLCHUTE_3084676
0006: 0@ = 1 

:PLCHUTE_3084683
075A: set_object 17@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
0085: 18@ = 32@ // (int) 
000A: 18@ += 1000 

:PLCHUTE_3084759
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @PLCHUTE_3084862 
00D6: if 
0837:   object 17@ animation == "PARA_LAND_O" 
004D: jump_if_false @PLCHUTE_3084862 
0839: get_object 17@ animation "PARA_LAND_O" progress_to 21@ 
00D6: if 
0043:   21@ == 1.0 
004D: jump_if_false @PLCHUTE_3084862 
0004: $BJACK_Z_table_offset = 2 
jump @end_para 

:PLCHUTE_3084862
00D6: if 
0038:   $P2_FreeFall_Stage == 5 
004D: jump_if_false @PLCHUTE_3084919 
0004: $BJACK_Z_table_offset = 1 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @PLCHUTE_3084919 
0004: $BJACK_Z_table_offset = 2 
jump @end_para 

:PLCHUTE_3084919
00D6: if and
0018:   $P2_FreeFall_Stage > 0 
001A:   4 > $P2_FreeFall_Stage 
004D: jump_if_false @PLCHUTE_3084996 
00D6: if 
8118:   not actor $SECOND_PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_3084996 
083C: set_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ $BJACK_X_table_offset $BJACK_Y_table_offset $BJACK_Z_table2_offset 
0173: set_actor $SECOND_PLAYER_ACTOR Z_angle_to 1@ 
083E: set_actor $SECOND_PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air 

:PLCHUTE_3084996
00D6: if 
0038:   $P2_FreeFall_Stage == 6 
004D: jump_if_false @PLCHUTE_3085021 
jump @end_para 

:PLCHUTE_3085021
00D6: if 
0038:   $P2_FreeFall_Stage == 7 
004D: jump_if_false @PLCHUTE_3085046 
0050: gosub @PLCHUTE_3085053 

:PLCHUTE_3085046
0002: jump @PLCHUTE_3079722 

:PLCHUTE_3085053
0004: $P2_FreeFall_Stage = 0 
0006: 0@ = 0 
0249: release_model 371 
04EF: release_animation "PARACHUTE" 
083E: set_actor $SECOND_PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
//// set_player $SECOND_PLAYER weapons_scrollable 1 
0051: return 


:end_para
wait 0
if
056D:   actor $SECOND_PLAYER_ACTOR defined
jf @false      
:off 
//083E: set_actor $SECOND_PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
//// set_player $SECOND_PLAYER weapons_scrollable 1 
//0555: remove_weapon 46 from_actor $SECOND_PLAYER_ACTOR 

//0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0     
:false 
if
03CA:   object 17@ exists
then   
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0     
09A2: destroy_object_with_fade 17@ 
end
if
03CA:   object 20@ exists
then
0108: destroy_object 20@ 
end                           
//0108: destroy_object 20@ 

//:false
//0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 

//03CA:   object 17@ exists
//0108: destroy_object 20@ 
//09A2: destroy_object_with_fade 17@ 
0004: $P2_FreeFall_Stage = 0 
0004: $P2_Parachute_Creation_Stage = 0 
0006: 0@ = 0 
//0249: release_model 371 
04EF: release_animation "PARACHUTE" 
//0249: release_model #GUN_PARA 

jump @load
004E: end_thread 


//:disconnect
//return
{if
//0004: $P2_FreeFall_Stage >= 1
//0004: $P2_Parachute_Creation_Stage >= 1 
056D:   actor $SECOND_PLAYER_ACTOR defined
then
if and
00E1:   player 1 pressed_key 15 //enter car
056D:   actor $SECOND_PLAYER_ACTOR defined
then                 
06AB: set_actor $SECOND_PLAYER_ACTOR all_weapons_hidden 1

//0446: set_actor $SECOND_PLAYER_ACTOR dismemberment_possible 0
0792: disembark_instantly_actor $SECOND_PLAYER_ACTOR

If 
83CA:  not object 17@ exists
then
17@ = object.Create(371, 1407.04, -1470.1149, 125.3672)
object.CollisionDetection(17@, 0)
0750: set_object 17@ visibility 0
end
if
83CA:  not object 20@ exists
then

20@ = object.Create(371, 1407.04, -1470.1149, 125.3672)
object.CollisionDetection(20@, 0)
0750: set_object 20@ visibility 0
end

jump @off  {
end 
if and
0818:  actor $SECOND_PLAYER_ACTOR in_air
056D:   actor $SECOND_PLAYER_ACTOR defined
0AB0:   key_pressed 71  //G

then
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
083C: set_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ -2.0 0.0 0.0

end
if and
0818:  actor $SECOND_PLAYER_ACTOR in_air
056D:   actor $SECOND_PLAYER_ACTOR defined
0AB0:   key_pressed 74  //J

then
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
083C: set_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ 2.0 0.0 0.0
end
if and
0818:  actor $SECOND_PLAYER_ACTOR in_air
056D:   actor $SECOND_PLAYER_ACTOR defined
0AB0:   key_pressed 89  //Y

then
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_float" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
083C: set_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ 0.0 2.0 0.0
end
if and
0818:  actor $SECOND_PLAYER_ACTOR in_air
056D:   actor $SECOND_PLAYER_ACTOR defined
0AB0:   key_pressed 72  //H

then
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_decel" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
083C: set_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ 0.0 -2.0 0.0
end
if and
0818:  actor $SECOND_PLAYER_ACTOR in_air
056D:   actor $SECOND_PLAYER_ACTOR defined
then
if and
8AB0:  not key_pressed 89  
8AB0:  not key_pressed 74  
8AB0:  not key_pressed 72  
8AB0:  not key_pressed 71  
then
0792: disembark_instantly_actor $SECOND_PLAYER_ACTOR

end
end    }

//return
