{$CLEO .CS}

thread 'p2_shielding'
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
//0ACD: show_text_highpriority "Started." time 3500
04ED: load_animation  "knife" 
04ED: load_animation  "PAULNMAC"  
04ED: load_animation  "RIOT"
04ED: load_animation  "gangs"    
04ED: load_animation  "PLAYIDLES"   
04ED: load_animation  "SWAT"  
04ED: load_animation  "SKATE"    //skate_sprint
04ED: load_animation  "BSKTBALL"    //EV_dive
//JMP_Wall1m_180
//0494: get_joystick 1 data_to 5@ 6@ 29@ 30@
//0494: get_joystick 1 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y
      {
:DEFINE_now
WAIT 0  
if
056D:   actor $second_player_Actor defined

jf @DEFINE_now
ACTOR.Health($second_player_Actor) = 99999999999999
0226: 3@ = actor $second_player_Actor health 
 }
25@ = 0
26@ = 0
27@ = 0
33@ = 5550
jump @catch_ped
:reset 
/////5@ = 0
25@ = 0
26@ = 0
27@ = 0
33@ = 5550
//33@ = 0
//0467: clear_actor $second_player_Actor last_weapon_damage
jump @catch_ped

//069B: attach_object 88@ to_actor 38@ with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0

:OFF
if  and
25@ == 1
856D:  not  actor 10@ defined
056D:   actor $second_player_Actor defined
then
////5@ = 0
25@ = 0
26@ = 0
//27@ = 0
//33@ = 5550
0792: disembark_instantly_actor $second_player_Actor

end
:turn_off    {    
if
0ADC:   test_cheat "off"

then

0ACD: show_text_highpriority "Done!" time 3000
end_thread
end          }
:catch_ped
wait 0
gosub @resist_grabs_2nd
if and
25@ == 0
33@ >= 3000
056D:   actor $second_player_Actor defined
00E1:   player 1 pressed_key 14 //14  //jump   15
00E1:   player 1 pressed_key 6   //aim
then
04C4: store_coords_to 0@ 1@ 2@ from_actor $second_player_Actor  with_offset 0.0 0.0 0.0
0AE1: 10@ = random_actor_near_point 0@ 1@ 2@ in_radius 5.0 find_next 1 pass_deads 1
if  and
8611: not  actor $second_player_Actor performing_animation "shield_player_1"
8611: not  actor $second_player_Actor performing_animation "KO_shot_stom"
8611: not  actor $second_player_Actor performing_animation "getup_front"  
8611: not  actor $second_player_Actor performing_animation "gas_cwr"
8611: not  actor $second_player_Actor performing_animation "getup"  
056D:   actor 10@ defined
then
//if
//0364:   actor $second_player_Actor spotted_actor 10@
//then
089F: get_actor 10@ pedtype_to 20@
if and
not 20@ == 15
not 20@ == 16
not 20@ == 23
not 20@ == 17
not 20@ == 0
not 20@ == 1
else_jump @resist_grab 


if and
not actor.Driving(10@)
8965:  not actor 10@ swimming
not actor.Dead(10@)                    
8818: not actor 10@ in_air
//86EE: not  actor 10@ in_group $PLAYER_GROUP 
8611:  not actor 10@ performing_animation "shield_actor_idle"
8611:  not actor $second_player_Actor performing_animation  "KILL_Knife_Player"
0105:   actor $second_player_Actor near_actor 10@ radius 2.2 2.2 2.2 sphere 0 on_foot
then
0226: 3@ = actor $second_player_Actor health 
0687: clear_actor $second_player_Actor task
25@ = 1
33@ = 0
27@ = 1
26@ = 0
0568: set_actor 10@ untargetable 1
//06C9: remove_actor 10@ from_group
0470: 12@ = actor $second_player_Actor current_weapon
/// set_player $PLAYER_CHAR able_to_use_crouch_button 0
/// enable_player $PLAYER_CHAR jump_key 1
/// set_player $PLAYER_CHAR sprint_mode 0
0470: 13@ = actor 10@ current_weapon
actor.GiveWeaponAndAmmo($second_player_Actor, 13@, 30)
099F: AS_actor $second_player_Actor ignore_weapon_range 1

///0114: set_actor $second_player_Actor weapon 13@ add_ammo 30
//032B: 11@ = create_weapon_pickup 13@ group 3 ammo 30 at 0@ 1@ 2@
//// = 0
//actor.GiveWeaponAndAmmo($second_player_Actor, 13@, 30)
048F: actor 10@ remove_weapons
//// set_actor $second_player_Actor upper_body_damage_anims_only 1
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset 0.0 0.4 -1.0 //0.0 1.05 -1.0
0172: 28@ = actor $second_player_Actor Z_angle 
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@ 
//054E: clear_actor 10@ damage
06AB: set_actor 10@ all_weapons_hidden 1   
0619: enable_actor 10@ collision_detection 0

33@ = 0
//0687: clear_actor $second_player_Actor task
0792: disembark_instantly_actor $second_player_Actor
0792: disembark_instantly_actor 10@
0992: set_player $second_player weapons_scrollable 1

//0687: clear_actor 1@ task
//0687: clear_actor $second_player_Actor task  
///// play_sound 1136  at 21@ 22@ 23@
05C1: AS_actor 10@ speak_from_audio_table 342             
0615: define_AS_pack_begin 15@    
//0812: AS_actor -1 perform_animation "KILL_Knife_Player" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2000  // versionB
//0812: AS_actor -1 perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000  // versionB
0812: AS_actor -1 perform_animation "shield_player_1" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor -1 perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB
                                     
//05B9: AS_actor -1 stay_idle 100 ms
//0635: AS_actor -1 aim_at_actor $second_player_Actor -1 ms
//0667: AS_actor -1 aim_at 969.3931 -1098.341 22.877 120000 ms

0616: define_AS_pack_end 15@
0618: assign_actor $second_player_Actor to_AS_pack 15@
061B: remove_references_to_AS_pack 15@

0615: define_AS_pack_begin 15@
//05C1: AS_actor -1 speak_from_audio_table 342
0812: AS_actor -1 perform_animation "shield_actor_1" IFP "knife" framedelta 3.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor -1 perform_animation "shield_actor_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB
0647: AS_actor -1 clear_look_task

0616: define_AS_pack_end 15@
0618: assign_actor 10@ to_AS_pack 15@
061B: remove_references_to_AS_pack 15@ 

:current_weapon
if 
056D:   actor $second_player_Actor defined
then
if and
82D8:   actor $second_player_Actor current_weapon == 0
82D8:   actor $second_player_Actor current_weapon == 1
02D8:   actor $second_player_Actor current_weapon == 15 
82D8:   actor $second_player_Actor current_weapon == 10
82D8:   actor $second_player_Actor current_weapon == 11
82D8:   actor $second_player_Actor current_weapon == 12
82D8:   actor $second_player_Actor current_weapon == 13
82D8:   actor $second_player_Actor current_weapon == 14
then
if and
82D8:   actor $second_player_Actor current_weapon == 9
82D8:   actor $second_player_Actor current_weapon == 8
82D8:   actor $second_player_Actor current_weapon == 2
82D8:   actor $second_player_Actor current_weapon == 3
82D8:   actor $second_player_Actor current_weapon == 4
82D8:   actor $second_player_Actor current_weapon == 5
82D8:   actor $second_player_Actor current_weapon == 6
82D8:   actor $second_player_Actor current_weapon == 7
then
//if or
//0491:   actor $second_player_Actor has_weapon 22 
//0491:   actor $second_player_Actor has_weapon 23 
//0491:   actor $second_player_Actor has_weapon 24 
actor.GiveWeaponAndAmmo($second_player_Actor, 12@, 0)
//then
//01B9: set_actor $second_player_Actor armed_weapon_to 3
//end
end
end
end
wait 1000  
end
end
end
   

//end
//end
//end
//end
:NOT_DEFINE_p2
if and
25@ == 1
856D: not  actor $second_player_actor defined
056D:  actor 10@ defined
then
//25@ = 0
//26@ = 0
25@ = 0
27@ = 0
0792: disembark_instantly_actor 10@
jump  @clear_shield 
end             

:MOVE_UP_SPRINT
if and
25@ == 1
    //move up
056D:   actor 10@ defined
056D:   actor $second_player_actor defined
then
if  and
8611: not   actor $second_player_actor performing_animation "shield_player_1"
8611: not   actor 10@ performing_animation "shield_actor_1"


//0AB0:   key_pressed 38    
//0AB0:   key_pressed 101   
00E1:   player 1 pressed_key 1
00E1:   player 1 pressed_key 16                             
then        
0494: get_joystick 1 data_to 5@ 6@ 29@ 30@
if
0 > 6@
then
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_actor with_offset 0.0 0.9 -1.0 //0.0 0.3 -1.0 
0172: 28@ = actor $second_player_actor Z_angle                                //        0.0 1.05 -1.0
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@ 

05C1: AS_actor 10@ speak_from_audio_table 115

0812: AS_actor $second_player_actor perform_animation "Sprint_Wuzi" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1  // versionB
//0812: AS_actor -1 perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB


0812: AS_actor 10@ perform_animation "sprint_civi" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1  // versionB      

//33@ = 0
end
end
end

:MOVE_UP
if and
25@ == 1
    //move up
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
if  and
8611: not   actor $second_player_Actor performing_animation "shield_player_1"
8611: not   actor 10@ performing_animation "shield_actor_1"


//0AB0:   key_pressed 38    
//0AB0:   key_pressed 101   
00E1:   player 1 pressed_key 1
80E1:  not player 1 pressed_key 16  
then        
0494: get_joystick 1 data_to 5@ 6@ 29@ 30@
if
0 > 6@
then
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset 0.0 0.9 -1.0 //0.0 0.3 -1.0 
0172: 28@ = actor $second_player_Actor Z_angle                                //        0.0 1.05 -1.0
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@ 

05C1: AS_actor 10@ speak_from_audio_table 115

0812: AS_actor $second_player_Actor perform_animation "shield_player_FWD" IFP "knife" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1  // versionB
//0812: AS_actor -1 perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB


0812: AS_actor 10@ perform_animation "shield_actor_FWD" IFP "knife" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1  // versionB      

//33@ = 0
end
end
end
:MOVE_DOWN
if and
25@ == 1
    //move up
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
if  and
8611: not   actor $second_player_Actor performing_animation "shield_player_1"
8611: not   actor 10@ performing_animation "shield_actor_1"
//0AB0:   key_pressed 40    
//0AB0:   key_pressed 98     
00E1:   player 1 pressed_key 1

then  
0494: get_joystick 1 data_to 5@ 6@ 29@ 30@
if
6@ > 0

then
                 
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset 0.0 0.7 -1.0 //0.0 0.3 -1.0 
0172: 28@ = actor $second_player_Actor Z_angle                                //        0.0 1.05 -1.0
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@ 
06C9: remove_actor 10@ from_group

05C1: AS_actor 10@ speak_from_audio_table 115
0812: AS_actor $second_player_Actor perform_animation "shield_player_BWD" IFP "knife" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1  // versionB
//0812: AS_actor -1 perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

0812: AS_actor 10@ perform_animation "shield_actor_BWD" IFP "knife" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1  // versionB      
//0812: AS_actor -1 perform_animation "shield_actor_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1  // versionB


//
end
end
end
:MOVE_RIGHT
if and
25@ == 1
    //move up
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
if  and
8611: not   actor $second_player_Actor performing_animation "shield_player_1"
8611: not   actor 10@ performing_animation "shield_actor_1"
//    00E1:   player 1 pressed_key 6
//    00E1:   player 1 pressed_key 17
//0AB0:   key_pressed 99    
//0AB0:   key_pressed 39     
00E1:   player 1 pressed_key 0
then        
0494: get_joystick 1 data_to 5@ 6@ 29@ 30@
if
0 > 5@  
then
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset 0.0 1.0 -1.0 //0.0 0.3 -1.0 
0172: 28@ = actor $second_player_Actor Z_angle                                //        0.0 1.05 -1.0
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@      
//083C: set_actor $second_player_Actor velocity_in_direction_XYZ 1.0 0.0 0.0
//083C: set_actor 10@ velocity_in_direction_XYZ 1.0 0.0 0.0
//04C4: store_coords_to 16@ 17@ 18@ from_actor $second_player_Actor with_offset 1.0 0.0 0.0
//083D: get_actor $second_player_Actor velocity_in_direction_XYZ 16@ 17@ 18@
//083C: set_actor $second_player_Actor velocity_in_direction_XYZ 16@ 17@ 18@

//0812: AS_actor $second_player_Actor perform_animation "shield_player_R" IFP "knife" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1  // versionB
//0812: AS_actor -1 perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

0812: AS_actor 10@ perform_animation "shield_actor_R" IFP "knife" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1  // versionB
0812: AS_actor $second_player_Actor perform_animation "shield_player_L" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB

//0812: AS_actor 10@ perform_animation "shield_actor_R" IFP "knife" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1  // versionB      

//0A1A: actor $second_player_Actor perform_walk_animation "shield_player_R" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC
//0A1A: actor 10@ perform_walk_animation "shield_actor_R" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC
//088A: actor $second_player_Actor perform_animation "shield_player_R" IFP "knife" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 disable_force 1 disable_lockZ 1
//088A: actor 10@ perform_animation "shield_actor_R" IFP "knife" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 disable_force 1 disable_lockZ 1

end
end
end
:MOVE_LEFT
if and
25@ == 1
    //move up

056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
if  and
8611: not   actor $second_player_Actor performing_animation "shield_player_1"
8611: not   actor 10@ performing_animation "shield_actor_1"
//    00E1:   player 1 pressed_key 6
//    00E1:   player 1 pressed_key 17
//0AB0:   key_pressed 37  
then  
0494: get_joystick 1 data_to 5@ 6@ 29@ 30@
if
5@ > 0   
then
06C9: remove_actor 10@ from_group

04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset 0.0 1.0 -1.0 //0.0 0.3 -1.0 
0172: 28@ = actor $second_player_Actor Z_angle                                //        0.0 1.05 -1.0
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@ 
//04C4: store_coords_to 16@ 17@ 18@ from_actor $second_player_Actor with_offset -1.0 0.0 0.0
//083D: get_actor $second_player_Actor velocity_in_direction_XYZ 16@ 17@ 18@
//083C: set_actor $second_player_Actor velocity_in_direction_XYZ 16@ 17@ 18@
//083C: set_actor 10@ velocity_in_direction_XYZ -1.0 0.0 0.0

0812: AS_actor 10@ perform_animation "shield_actor_L" IFP "knife" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1  // versionB
//0812: AS_actor -1 perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
0812: AS_actor $second_player_Actor perform_animation "shield_player_L" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB

//0A1A: actor $second_player_Actor perform_walk_animation "shield_player_L" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC
//0A1A: actor 10@ perform_walk_animation "shield_actor_L" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC

//0812: AS_actor 10@ perform_animation "shield_actor_L" IFP "knife" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1  // versionB      
//088A: actor 34@ perform_animation "RAIL_FALL" IFP "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 disable_force 0 disable_lockZ 1
//088A: actor $second_player_Actor perform_animation "shield_player_l" IFP "knife" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 disable_force 1 disable_lockZ 1
//088A: actor 10@ perform_animation "shield_actor_l" IFP "knife" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 disable_force 1 disable_lockZ 1

end
end
end
:RELEASE
if  and
25@ == 1
33@ > 3000   
//00E1:   player 1 pressed_key 1          //move up
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
if 
00E1:   player 1 pressed_key 15  //enter car
 //jump
then
if and
8611: not   actor $second_player_Actor performing_animation "shield_player_1"
8611: not   actor 10@ performing_animation "shield_actor_1"
then
0792: disembark_instantly_actor 10@
0792: disembark_instantly_actor $second_player_Actor
25@ = 0
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset 0.0 0.50 -1.0 //0.0 0.3 -1.0 
0172: 28@ = actor $second_player_Actor Z_angle                                //        0.0 1.05 -1.0
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@ 
0792: disembark_instantly_actor 10@
0792: disembark_instantly_actor $second_player_Actor
06AB: set_actor 10@ all_weapons_hidden 0
0619: enable_actor 10@ collision_detection 1
0615: define_AS_pack_begin 15@
0812: AS_actor -1 perform_animation "shield_player_2" IFP "knife" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
//0812: AS_actor -1 perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB

0616: define_AS_pack_end 15@
0618: assign_actor $second_player_Actor to_AS_pack 15@
061B: remove_references_to_AS_pack 15@
0615: define_AS_pack_begin 15@
0812: AS_actor -1 perform_animation "shield_actor_2" IFP "knife" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB      
//05E2: AS_actor -1 kill_actor $second_player_Actor
0568: set_actor 10@ untargetable 0
               


0616: define_AS_pack_end 15@
0618: assign_actor 10@ to_AS_pack 15@
061B: remove_references_to_AS_pack 15@   
//// set_actor $second_player_Actor upper_body_damage_anims_only 0
/// set_player $PLAYER_CHAR able_to_use_crouch_button 1
/// enable_player $PLAYER_CHAR jump_key 1
/// set_player $PLAYER_CHAR sprint_mode 1
gosub @HOSTAGE_ATTACK
jump @reset
end
end
end


:STOP_MOVING_IDLE         //iusses
if  and
//not 25@ == 0
25@ == 1
27@ == 1
//80E1:  not player 1 pressed_key 17 
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
if and
80E1:  not player 1 pressed_key 0 
80E1:  not player 1 pressed_key 1 
8611: not  actor $second_player_Actor performing_animation "shield_player_idle"
8611: not   actor $second_player_Actor performing_animation "shield_player_1"
8611: not   actor 10@ performing_animation "shield_actor_1"
////8611: not  actor 10@ performing_animation "shield_actor_L"
////8611: not  actor 10@ performing_animation "shield_actor_R"
//8AB0: not  key_pressed 38 
//8AB0: not  key_pressed 37 
//8AB0: not  key_pressed 39 
//8AB0: not  key_pressed 40    
//8AB0: not  key_pressed 101  
//8AB0: not  key_pressed 97  
//8AB0: not  key_pressed 99  
//8AB0: not  key_pressed 98  
then                         
05C1: AS_actor 10@ speak_from_audio_table 89

//if 
//80E1:  not player 1 pressed_key 6  //15
//80E1:  not player 1 pressed_key 17 
//8611: not  actor $second_player_Actor performing_animation "shield_player_FWD"
//8611: not  actor $second_player_Actor performing_animation "shield_player_BWD"
//8611: not  actor $second_player_Actor performing_animation "shield_player_idle"
//82E0: not  actor $second_player_Actor firing_weapon
//then
0792: disembark_instantly_actor $second_player_Actor
0792: disembark_instantly_actor 10@       
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset 0.0 0.4 -1.0 //0.0 0.3 -1.0 
0172: 28@ = actor $second_player_Actor Z_angle                                //        0.0 1.05 -1.0
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@ 
0812: AS_actor $second_player_Actor perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 10@ perform_animation "shield_actor_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB

end
//end
end
:FIRE
if and
25@ == 1
27@ == 1
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
if or
00E1:   player 1 pressed_key 17  
00E1:   player 1 pressed_key 6 
then
//if 
27@ = 0
0792: disembark_instantly_actor $second_player_Actor
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset 0.0 0.4 -1.0 //0.0 0.3 -1.0 
0172: 28@ = actor $second_player_Actor Z_angle                                //        0.0 1.05 -1.0
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@ 
//0812: AS_actor $second_player_Actor perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 10@ perform_animation "shield_actor_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
//then


end
end
:UN_FIRE
if  and
25@ == 1
27@ == 0                         
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then 
if and
80E1: not  player 1 pressed_key 17  
80E1: not  player 1 pressed_key 6
then
27@ = 1
//0792: disembark_instantly_actor $second_player_Actor
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset 0.0 0.4 -1.0 //0.0 0.3 -1.0 
0172: 28@ = actor $second_player_Actor Z_angle                                //        0.0 1.05 -1.0
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@  
//0812: AS_actor $second_player_Actor perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
//0812: AS_actor 10@ perform_animation "shield_actor_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 10@ perform_animation "shield_actor_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB

end
end
//0812: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
//

:KEEP_FIRING
if and
25@ == 1
//27@ == 1

056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
if
02A0:   actor $second_player_Actor stopped
then
//0792: disembark_instantly_actor $second_player_Actor
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset 0.0 0.4 -1.0 //0.0 0.3 -1.0 
0172: 28@ = actor $second_player_Actor Z_angle                                //        0.0 1.05 -1.0
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@  
//0812: AS_actor $second_player_Actor perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
//0812: AS_actor 10@ perform_animation "shield_actor_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 10@ perform_animation "shield_actor_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
end
end
:MOVE_rotatE
if and
25@ == 1
//26@ == 1
////// > 200
00E1:   player 1 pressed_key 0
056D:   actor $second_player_Actor defined
056D:   actor 10@ defined
  
then        
0494: get_joystick 1 data_to 5@ 6@ 29@ 30@
if
0 > 5@

//0AB0:   key_pressed 97 
//0736:   is_keyboard_key_just_pressed 97

//00E1:   player 1 pressed_key 0  
//8611: not  actor $second_player_Actor performing_animation "shield_player_R"

then
if and
8611: not   actor $second_player_Actor performing_animation "shield_player_1"
8611: not   actor 10@ performing_animation "shield_actor_1"
then       
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset 0.0 0.9 -1.0 //0.0 0.3 -1.0 
//04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset 0.0 0.4 -1.0 //0.0 0.3 -1.0 
0172: 28@ = actor $second_player_Actor Z_angle                                //        0.0 1.05 -1.0
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@ 
0172: 24@ = actor $second_player_Actor Z_angle                                //        0.0 1.05 -1.0
0009: 24@ += 5.0 
0173: set_actor $second_player_Actor Z_angle_to 24@ 
//05D4: AS_actor $second_player_Actor rotate_angle 24@

26@ = 0
//0792: disembark_instantly_actor $second_player_Actor

////0812: AS_actor $second_player_Actor perform_animation "shield_player_L" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB

//0812: AS_actor $second_player_Actor perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
//0812: AS_actor 10@ perform_animation "shield_actor_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
//then

end
end
end
:MOVE_NO_rotatE
if  and
25@ == 1
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
00E1:   player 1 pressed_key 0
then        
0494: get_joystick 1 data_to 5@ 6@ 29@ 30@
if
5@ > 0  
//0736:   is_keyboard_key_just_pressed 99                 
//80E1: not    player 1 pressed_key 0  

then 
if  and
8611: not   actor $second_player_Actor performing_animation "shield_player_1"
8611: not   actor 10@ performing_animation "shield_actor_1"

then   
26@ = 1
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset 0.0 0.9 -1.0 //0.0 0.3 -1.0 
0172: 28@ = actor $second_player_Actor Z_angle                                //        0.0 1.05 -1.0
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@ 
0172: 24@ = actor $second_player_Actor Z_angle                                //        0.0 1.05 -1.0
0009: 24@ += -5.0 
0173: set_actor $second_player_Actor Z_angle_to 24@ 
//05D4: AS_actor $second_player_Actor rotate_angle 24@

//0792: disembark_instantly_actor $second_player_Actor

//0812: AS_actor $second_player_Actor perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
//0812: AS_actor 10@ perform_animation "shield_actor_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
////0812: AS_actor $second_player_Actor perform_animation "shield_player_L" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1  // versionB
////// = 0
end
end
end
:KILL_SHIELD
if and
25@ == 1
33@ > 1300  
00E1:   player 1 pressed_key 18 //crouch 
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
if  and
8611: not   actor $second_player_Actor performing_animation "shield_player_1"
8611: not   actor 10@ performing_animation "shield_actor_1"
then
25@ = 0
0568: set_actor 10@ untargetable 0
077C: clear_actor 10@ acquaintance 1 to_all_pedtypes 
077C: clear_actor 10@ acquaintance 2 to_all_pedtypes 
077C: clear_actor 10@ acquaintance 3 to_all_pedtypes 
077C: clear_actor 10@ acquaintance 4 to_all_pedtypes // see ped.dat
0792: disembark_instantly_actor 10@
0792: disembark_instantly_actor $second_player_Actor      
//0687: clear_actor 1@ task
0687: clear_actor 10@ task       
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset   0.0 1.05 -1.0
0172: 28@ = actor $second_player_Actor Z_angle                                       
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@ 
0615: define_AS_pack_begin 15@    
////// = 0
0812: AS_actor -1 perform_animation "KILL_Knife_Player" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
//0812: AS_actor -1 perform_animation "shield_player_2" IFP "knife" framedelta 9.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000  // versionB
//05DE: AS_actor -1 walk_around_ped_path
0616: define_AS_pack_end 15@
0618: assign_actor $second_player_Actor to_AS_pack 15@
061B: remove_references_to_AS_pack 15@

0615: define_AS_pack_begin 15@
//0812: AS_actor -1 perform_animation "IDLE_HBHB" IFP "ped" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1100  // versionB
0812: AS_actor -1 perform_animation "KILL_Knife_Ped_Damage" IFP "knife" framedelta 3.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
05BE: AS_actor -1 die
0812: AS_actor -1 perform_animation "KILL_Knife_Ped_Die" IFP "knife" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
//0829: actor -1 perform_animation "KILL_Knife_Ped_Die" IFP_file "knife" rate 4.0 time 0 and_dies
//0643: set_AS_pack 15@ loop 1

0616: define_AS_pack_end 15@
// = 0
 
0618: assign_actor 10@ to_AS_pack 15@

061B: remove_references_to_AS_pack 15@   
///// play_sound 1163  at 21@ 22@ 23@
0619: enable_actor 10@ collision_detection 1
33@ = 0

end
end

:NO_ANIMS_GUNS
if and 
25@ == 1
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
if or
0611:   actor $second_player_Actor performing_animation "Gun_2_IDLE"
0611:   actor $second_player_Actor performing_animation "GUN_BUTT"
then
if and
8611: not   actor $second_player_Actor performing_animation "shield_player_1"
8611: not   actor 10@ performing_animation "shield_actor_1"
then
0687: clear_actor $second_player_Actor task

//0792: disembark_instantly_actor $second_player_Actor
//0812: AS_actor $second_player_Actor perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB


end
end
end

:IN_AIR_OR_WATER
if and 
25@ == 1
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
if or
0965:   actor $second_player_Actor swimming
0965:   actor 10@ swimming
0818:  actor $second_player_Actor in_air
0818:  actor 10@ in_air
00DF:   actor $second_player_Actor driving
00DF:   actor 10@ driving          
8105: not  actor $second_player_Actor near_actor 10@ radius 2.2 2.2 2.2 sphere 0 on_foot
then
25@ = 0
jump @clear_shield 




end
end



:damage_by_melee_A

if and
25@ == 1
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
000A: 3@ = actor $second_player_Actor health 
if or
031D:   actor $second_player_Actor hit_by_weapon 0
031D:   actor $second_player_Actor hit_by_weapon 1
031D:   actor $second_player_Actor hit_by_weapon 2
031D:   actor $second_player_Actor hit_by_weapon 3
031D:   actor $second_player_Actor hit_by_weapon 4
031D:   actor $second_player_Actor hit_by_weapon 5
031D:   actor $second_player_Actor hit_by_weapon 6
031D:   actor $second_player_Actor hit_by_weapon 7
then
0851: set_actor 10@ decrease_health_by 40 affect_armour 1
0467: clear_actor $second_player_Actor last_weapon_damage
05C1: AS_actor 10@ speak_from_audio_table 344 
//000A: 3@ = actor $second_player_Actor health 
000A: 3@ += 18 
0223: set_actor $second_player_Actor health_to 3@ 
end
end

:damage_by_melee_B
if and
25@ == 1
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then    
000A: 3@ = actor $second_player_Actor health 
if or
031D:   actor $second_player_Actor hit_by_weapon 8
031D:   actor $second_player_Actor hit_by_weapon 9
031D:   actor $second_player_Actor hit_by_weapon 10
031D:   actor $second_player_Actor hit_by_weapon 11
031D:   actor $second_player_Actor hit_by_weapon 12
031D:   actor $second_player_Actor hit_by_weapon 13
031D:   actor $second_player_Actor hit_by_weapon 14
031D:   actor $second_player_Actor hit_by_weapon 15
then
0851: set_actor 10@ decrease_health_by 70 affect_armour 1
0467: clear_actor $second_player_Actor last_weapon_damage
05C1: AS_actor 10@ speak_from_audio_table 344 
//000A: 3@ = actor $second_player_Actor health 
000A: 3@ += 14 
0223: set_actor $second_player_Actor health_to 3@ 
end
end


:damage_by_weapon_A
if and
25@ == 1
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
000A: 3@ = actor $second_player_Actor health 
if or
031D:   actor $second_player_Actor hit_by_weapon 22 
031D:   actor $second_player_Actor hit_by_weapon 23
031D:   actor $second_player_Actor hit_by_weapon 24
031D:   actor $second_player_Actor hit_by_weapon 28 
031D:   actor $second_player_Actor hit_by_weapon 29 
031D:   actor $second_player_Actor hit_by_weapon 32 
031D:   actor $second_player_Actor hit_by_weapon 30 
031D:   actor $second_player_Actor hit_by_weapon 31 
then
0851: set_actor 10@ decrease_health_by 50 affect_armour 1
0467: clear_actor $second_player_Actor last_weapon_damage
05C1: AS_actor 10@ speak_from_audio_table 344 
//000A: 3@ = actor $second_player_Actor health 
000A: 3@ += 20 
0223: set_actor $second_player_Actor health_to 3@ 
end
end


:damage_by_weapon_B
if and
25@ == 1
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
000A: 3@ = actor $second_player_Actor health 
if or
031D:   actor $second_player_Actor hit_by_weapon 25  
031D:   actor $second_player_Actor hit_by_weapon 26
031D:   actor $second_player_Actor hit_by_weapon 27
031D:   actor $second_player_Actor hit_by_weapon 46  
031D:   actor $second_player_Actor hit_by_weapon 43  
031D:   actor $second_player_Actor hit_by_weapon 44  
031D:   actor $second_player_Actor hit_by_weapon 45  
031D:   actor $second_player_Actor hit_by_weapon 17  
then
0851: set_actor 10@ decrease_health_by 150 affect_armour 1
0467: clear_actor $second_player_Actor last_weapon_damage
05C1: AS_actor 10@ speak_from_audio_table 344 
//000A: 3@ = actor $second_player_Actor health 
000A: 3@ += 15 
0223: set_actor $second_player_Actor health_to 3@ 
end
end

:damage_by_weapon_C_Explosives
if and
25@ == 1
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
000A: 3@ = actor $second_player_Actor health 
if or
031D:   actor $second_player_Actor hit_by_weapon 38   
031D:   actor $second_player_Actor hit_by_weapon 36   
031D:   actor $second_player_Actor hit_by_weapon 35   
031D:   actor $second_player_Actor hit_by_weapon 16   


then
0851: set_actor 10@ decrease_health_by 200 affect_armour 1
0467: clear_actor $second_player_Actor last_weapon_damage
05C1: AS_actor 10@ speak_from_audio_table 344 
//000A: 3@ = actor $second_player_Actor health 
000A: 3@ += 7 
0223: set_actor $second_player_Actor health_to 3@ 
end
end

:damage_by_weapon_D_Releaseable
if and
25@ == 1
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
000A: 3@ = actor $second_player_Actor health 
if or
031D:   actor $second_player_Actor hit_by_weapon 18    
031D:   actor $second_player_Actor hit_by_weapon 37    
031D:   actor $second_player_Actor hit_by_weapon 36    
031D:   actor $second_player_Actor hit_by_weapon 35    
031D:   actor $second_player_Actor hit_by_weapon 39     
031D:   actor $second_player_Actor hit_by_weapon 16     
031D:   actor $second_player_Actor hit_by_weapon 41      
031D:   actor $second_player_Actor hit_by_weapon 42


then
05C1: AS_actor 10@ speak_from_audio_table 344 
0851: set_actor 10@ decrease_health_by 50 affect_armour 1
0467: clear_actor $second_player_Actor last_weapon_damage
//000A: 3@ = actor $second_player_Actor health 
000A: 3@ += 9 
0223: set_actor $second_player_Actor health_to 3@ 
jump @clear_shield
end
end

           
:break_shield
if and
25@ == 1
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
if or
0611:   actor $second_player_Actor performing_animation "gas_cwr"
//0611:   actor $second_player_Actor performing_animation "woman_runpanic"
0611:   actor $second_player_Actor performing_animation "EV_dive"
0611:   actor $second_player_Actor performing_animation "EV_step"
0611:   actor $second_player_Actor performing_animation "KO_skid_front"
0611:   actor $second_player_Actor performing_animation "KO_skid_back"
0611:   actor $second_player_Actor performing_animation "KO_spin_L"
0611:   actor $second_player_Actor performing_animation "KO_spin_R"
then
jump @clear_shield
end
end 

:throw_shield
if and      
25@ == 1
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
00E1:   player 1 pressed_key 14 //jump
then
//25@ = 0
0568: set_actor 10@ untargetable 0

0792: disembark_instantly_actor 10@
0792: disembark_instantly_actor $second_player_Actor      
//0687: clear_actor 1@ task
0687: clear_actor 10@ task       
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset   0.0 1.05 -1.0
0172: 28@ = actor $second_player_Actor Z_angle                                       
0009: 28@ += 360.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@               
05C1: AS_actor 10@ speak_from_audio_table 346
0812: AS_actor $second_player_Actor perform_animation "Shove_Partial" IFP "ped" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
//0851: set_actor 10@ decrease_health_by 50 affect_armour 0
0172: 28@ = actor $second_player_Actor Z_angle 
02F6: 21@ = sine 28@ // (float) 
02F7: 22@ = cosine 28@ // (float) 
0013: 21@ *= -15.0 
0013: 22@ *= 22.0 
083C: set_actor 10@ velocity_in_direction_XYZ 21@ 22@ 28.0 
////083C: set_actor 10@ velocity_in_direction_XYZ  7@ 8@ 9@
////083E: set_actor 10@ rotation 28@ 0.0 0.0 while_in_air 
//0851: set_actor 10@ decrease_health_by 50 affect_armour 0
//083E: set_actor $PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air 
0619: enable_actor 10@ collision_detection 1
06AB: set_actor 10@ all_weapons_hidden 0
gosub @HOSTAGE_ATTACK
jump @reset
end


:DEAD_PLAYER
if and 
25@ == 1
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
if or
actor.Dead(10@)
actor.Dead($second_player_Actor)
then
25@ = 0    
27@ = 0          
0792: disembark_instantly_actor 10@
0619: enable_actor 10@ collision_detection 1
06AB: set_actor 10@ all_weapons_hidden 0
jump @clear_shield 
end
end

jump @OFF
//8611: not  actor $second_player_Actor performing_animation "shield_player_BWD"
//8611: not  actor $second_player_Actor performing_animation "shield_player_FWD"

:NOT_DEFINE
if and
25@ == 1
856D: not  actor 10@ defined
then
25@ = 0
27@ = 0
//26@ = 0
0792: disembark_instantly_actor $second_player_Actor
jump  @reset 
end        

:RAPE
if  and
32@ > 6000
25@ == 1    
056D:   actor $second_player_Actor defined
056D:   actor 10@ defined
then
05C1: AS_actor 10@ speak_from_audio_table 340       
32@ = 0
end

:NO_PLAYER
if and
25@ == 1
056D:  actor 10@ defined
856D: not  actor $second_player_Actor defined
then
27@ = 0
25@ = 0
jump @clear_shield 
end

:FIRING
if and
25@ == 1
056D:   actor 10@ defined
056D:   actor $second_player_Actor defined
then
if or
00E1:   player 1 pressed_key 17  
00E1:   player 1 pressed_key 6 
02E0:   actor $second_player_Actor firing_weapon
then
if and
8611: not   actor $second_player_Actor performing_animation "shield_player_1"
8611: not   actor 10@ performing_animation "shield_actor_1"
8611: not  actor 10@ performing_animation "shield_actor_BWD"
8611: not  actor 10@ performing_animation "shield_actor_FWD"
then
0812: AS_actor 10@ perform_animation "shield_actor_idle" IFP "knife" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB

end
end
end

//0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB





jump @OFF




:resist_grab
//if and
//25@ == 0
//33@ >= 1000
//056D:   actor $second_player_Actor defined
//00E1:   player 1 pressed_key 14 //14  //jump   15
//00E1:   player 1 pressed_key 6   //aim
//then
//04C4: store_coords_to 0@ 1@ 2@ from_actor $second_player_Actor  with_offset 0.0 0.0 0.0
//0AE1: 10@ = random_actor_near_point 0@ 1@ 2@ in_radius 5.0 find_next 1 pass_deads 1
if and
25@ == 0      
056D:   actor 10@ defined   
056D:   actor $second_player_Actor defined
then
089F: get_actor 10@ pedtype_to 20@
if 
not 20@ == 17
else_jump @OFF
if and  
8818: not  actor 10@ in_air
8611: not  actor $second_player_Actor performing_animation "shield_player_1"
8611: not  actor $second_player_Actor performing_animation "KO_shot_stom"
8611: not  actor $second_player_Actor performing_animation "getup_front"  
8611: not  actor $second_player_Actor performing_animation "gas_cwr"
8611: not  actor $second_player_Actor performing_animation "getup"  
8965: not  actor 10@ swimming
0105:   actor $second_player_Actor near_actor 10@ radius 2.2 2.2 2.2 sphere 0 on_foot
then
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_Actor with_offset 0.0 0.8 -1.0   //0.0 0.3 -1.0 
0172: 28@ = actor $second_player_Actor Z_angle                                //        0.0 1.05 -1.0
0009: 28@ += 180.0 
08C7: put_actor 10@ at 7@ 8@ 9@
0173: set_actor 10@ Z_angle_to 28@    
//33@ = 0            
0792: disembark_instantly_actor $second_player_Actor
0792: disembark_instantly_actor 10@

//05C1: AS_actor 10@ speak_from_audio_table 164           
05C1: AS_actor 10@ speak_from_audio_table 28
05BF: AS_actor 10@ look_at_actor $second_player_actor 2000 ms
05BF: AS_actor $second_player_actor look_at_actor 10@ 2000 ms          
0615: define_AS_pack_begin 15@    
//0812: AS_actor -1 perform_animation "KILL_Knife_Player" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2000  // versionB
//0812: AS_actor -1 perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000  // versionB
0812: AS_actor -1 perform_animation "PnM_Argue1_A" IFP "PAULNMAC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2000 // versionB
0647: AS_actor -1 clear_look_task
05E2: AS_actor -1 kill_actor $second_player_actor

                                     
//05B9: AS_actor -1 stay_idle 100 ms
//0635: AS_actor -1 aim_at_actor $second_player_actor -1 ms
//0667: AS_actor -1 aim_at 969.3931 -1098.341 22.877 120000 ms

0616: define_AS_pack_end 15@
0618: assign_actor 10@ to_AS_pack 15@
061B: remove_references_to_AS_pack 15@


0615: define_AS_pack_begin 15@
//05C1: AS_actor -1 speak_from_audio_table 342
05C1: AS_actor -1 speak_from_audio_table  358
0812: AS_actor -1 perform_animation "PnM_Argue1_B" IFP "PAULNMAC" framedelta 3.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2000  // versionB
0647: AS_actor -1 clear_look_task
33@ = 0
0616: define_AS_pack_end 15@
0618: assign_actor $second_player_actor to_AS_pack 15@
061B: remove_references_to_AS_pack 15@ 
{    
0615: define_AS_pack_begin 15@    
//0812: AS_actor -1 perform_animation "KILL_Knife_Player" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2000  // versionB
//0812: AS_actor -1 perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000  // versionB
//0812: AS_actor -1 perform_animation "PnM_Argue1_A" IFP "PAULNMAC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2000 // versionB
0812: AS_actor -1 perform_animation "JMP_Wall1m_180" IFP "swat" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
0639: AS_actor -1 rotate_to_actor $second_player_Actor

//0812: AS_actor -1 perform_animation "RIOT_ANGRY" IFP "riot" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
//0812: AS_actor -1 perform_animation "RIOT_PUNCHES" IFP "riot" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB

//0647: AS_actor -1 clear_look_task
05E2: AS_actor -1 kill_actor $second_player_Actor

                                     
//05B9: AS_actor -1 stay_idle 100 ms
//0635: AS_actor -1 aim_at_actor $second_player_Actor -1 ms
//0667: AS_actor -1 aim_at 969.3931 -1098.341 22.877 120000 ms

0616: define_AS_pack_end 15@
0618: assign_actor 10@ to_AS_pack 15@
061B: remove_references_to_AS_pack 15@


0615: define_AS_pack_begin 15@
//05C1: AS_actor -1 speak_from_audio_table 342
0812: AS_actor -1 perform_animation "shield_player_1" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 400  // versionB
//05C1: AS_actor -1 speak_from_audio_table 350
//0812: AS_actor -1 perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
//0812: AS_actor -1 perform_animation "getup_front" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB

//0812: AS_actor -1 perform_animation "PnM_Argue1_B" IFP "PAULNMAC" framedelta 3.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2000  // versionB
0647: AS_actor -1 clear_look_task
33@ = 0
0616: define_AS_pack_end 15@
0618: assign_actor $second_player_Actor to_AS_pack 15@
061B: remove_references_to_AS_pack 15@           }
32@ = 0
end


end
jump @OFF              
              
:resist_grabs_2nd
if and
25@ == 0
//21@ == 0
33@ >= 1500
056D:   actor $second_player_actor defined
00E1:   player 1 pressed_key 14 //14  //jump   15
00E1:   player 1 pressed_key 6   //aim
then
if and
8818: not actor $second_player_actor in_air
0457:   player $second_player aiming_at_actor $PLAYER_ACTOR
//8611: not  actor $PLAYER_ACTOR performing_animation "shield_player_1"
8611: not  actor $PLAYER_ACTOR performing_animation "KO_shot_stom"
8611: not  actor $PLAYER_ACTOR performing_animation "getup_front"  
8611: not  actor $PLAYER_ACTOR performing_animation "gas_cwr"
8611: not  actor $PLAYER_ACTOR performing_animation "getup"  
8965: not  actor $second_player_actor swimming
0105:   actor $PLAYER_ACTOR near_actor $second_player_actor radius 2.2 2.2 2.2 sphere 0 on_foot
then
04C4: store_coords_to 7@ 8@ 9@ from_actor $second_player_actor with_offset  0.0 0.8 -1.0  //  0.0 1.05 -1.0
0172: 28@ = actor $second_player_actor Z_angle                                //        0.0 1.05 -1.0
0009: 28@ += 360.0 
08C7: put_actor $PLAYER_ACTOR at 7@ 8@ 9@
0173: set_actor $PLAYER_ACTOR Z_angle_to 28@   
0173: set_actor $second_player_actor Z_angle_to 28@    
//33@ = 0            


//05C1: AS_actor $second_player_actor speak_from_audio_table 164   
//05BF: AS_actor $second_player_actor look_at_actor $PLAYER_ACTOR 2000 ms
//05BF: AS_actor $PLAYER_ACTOR look_at_actor $second_player_actor 2000 ms     
0792: disembark_instantly_actor $PLAYER_ACTOR
0792: disembark_instantly_actor $second_player_actor
//06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0687: clear_actor $PLAYER_ACTOR task
0687: clear_actor $second_player_actor task
0812: AS_actor $second_player_Actor perform_animation "Shove_Partial" IFP "ped" framedelta 100.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
//0851: set_actor $PLAYER_ACTOR decrease_health_by 50 affect_armour 0

0172: 28@ = actor $second_player_Actor Z_angle 
02F6: 21@ = sine 28@ // (float) 
02F7: 22@ = cosine 28@ // (float) 
0013: 21@ *= -15.0 
0013: 22@ *= 23.0 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 22@ 41.0 
////083C: set_actor 10@ velocity_in_direction_XYZ  7@ 8@ 9@
////083E: set_actor 10@ rotation 28@ 0.0 0.0 while_in_air 
//0851: set_actor $PLAYER_ACTOR decrease_health_by 50 affect_armour 0
//083E: set_actor $PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air 
//0619: enable_actor $PLAYER_ACTOR collision_detection 1
//06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 346
//05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 344


33@ = 0


////
//32@ = 3000








 {    
0615: define_AS_pack_begin 15@    
//0812: AS_actor -1 perform_animation "KILL_Knife_Player" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2000  // versionB
//0812: AS_actor -1 perform_animation "shield_player_idle" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000  // versionB
//0812: AS_actor -1 perform_animation "PnM_Argue1_A" IFP "PAULNMAC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2000 // versionB
//0812: AS_actor -1 perform_animation "prtial_hndshk_01" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2000 // versionB
0812: AS_actor -1 perform_animation "time" IFP "PLAYIDLES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 200 // versionB
0812: AS_actor -1 perform_animation "RIOT_PUNCHES" IFP "riot" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
                                    
                                                        
0647: AS_actor -1 clear_look_task
                                           
//shift                                    
//time                                     
//05B9: AS_actor -1 stay_idle 100 ms
//0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR -1 ms
//0667: AS_actor -1 aim_at 969.3931 -1098.341 22.877 120000 ms

0616: define_AS_pack_end 15@
0618: assign_actor $second_player_actor to_AS_pack 15@
061B: remove_references_to_AS_pack 15@


0615: define_AS_pack_begin 15@
//05C1: AS_actor -1 speak_from_audio_table 342
0812: AS_actor -1 perform_animation "shield_player_1" IFP "knife" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 500  // versionB
05C1: AS_actor -1 speak_from_audio_table 350
0812: AS_actor -1 perform_animation "KO_shot_stom" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
0812: AS_actor -1 perform_animation "getup_front" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB

//0812: AS_actor -1 perform_animation "PnM_Argue1_B" IFP "PAULNMAC" framedelta 3.0 loopA 0 lockX 0 lockY 0 lockF 0 time 2000  // versionB
0647: AS_actor -1 clear_look_task
33@ = 0
0616: define_AS_pack_end 15@         
0618: assign_actor $PLAYER_ACTOR to_AS_pack 15@
061B: remove_references_to_AS_pack 15@ 
32@ = 0   }
end
end    {
:hit
if and
0611: NOT  actor $PLAYER_ACTOR performing_animation "EV_dive"
21@ == 1
then
21@ = 0
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 344  
0851: set_actor $PLAYER_ACTOR decrease_health_by 50 affect_armour 0
end   }



return
//jump @OFF
{:next_Weapon
if and
25@ == 1
056D:   actor $PLAYER_ACTOR defined  
then
if  

00E1:   player 1 pressed_key 7   //next
then
//0687: clear_actor $PLAYER_ACTOR task
01B9: set_actor $PLAYER_ACTOR armed_weapon_to///
5@ += 1
end
end      
:prev_Weapon
if and
25@ == 1
056D:   actor $PLAYER_ACTOR defined  
then
if  
00E1:   player 1 pressed_key 5   //previous
then
//0687: clear_actor $PLAYER_ACTOR task
5@ -= 1
01B9: set_actor $PLAYER_ACTOR armed_weapon_to///

end
end 
{
:Select_weapon
if and  
25@ == 1  
5@ >= 0
then
5@ = 0    
end
if and  
25@ == 1  
not/// >= 12
then
5@ = 12    
end

}    
jump @OFF



:HOSTAGE_ATTACK
if
056D:   actor 10@ defined
jf @false
089F: get_actor 10@ pedtype_to 20@
if and
not 20@ == 0
not 20@ == 1
not 20@ == 8
not 20@ == 4
not 20@ == 5
not 20@ == 23
jf @false 

05E2: AS_actor 10@ kill_actor $second_PLAYER_ACTOR
jump @false


:false
return     

:clear_shield 
if      
056D:   actor $second_PLAYER_ACTOR defined
then
//if
//not actor.Dead($PLAYER_ACTOR)
///then
//// set_actor $PLAYER_ACTOR upper_body_damage_anims_only 0
//0792: disembark_instantly_actor $PLAYER_ACTOR  
//05E2: AS_actor 10@ kill_actor $PLAYER_ACTOR

0792: disembark_instantly_actor $second_PLAYER_ACTOR
end
if
056D:   actor 10@ defined
then

0792: disembark_instantly_actor 10@
0619: enable_actor 10@ collision_detection 1
06AB: set_actor 10@ all_weapons_hidden 1
0568: set_actor 10@ untargetable 0 
end
25@ = 0

jump @reset   