{$CLEO .cm}
{$NOSOURCE}

thread "Playabattle9x"
if
not 0@ == 1
jf @ProfileWB
:ProfileWB
wait 0
0AB4: 20@ = var 291
if
not 20@ == 10
jf @Skipping     
wait 0
if
80A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1472.7187 -1429.8342 100.7136 cornerB -1399.9674 -1605.0201 1000.4005
jf @ProfileWow
:Skipping
08E7: disable_entrance_markers 0
0A93: end_custom_thread

:ProfileWow

:legacy
wait 0
0376: 2@ = create_random_actor_at 0.0 0.0 0.0
0337: set_actor 2@ visibility 0
0665: get_actor 2@ model_to 3@
0247: load_model 3@
038B: load_requested_models
009B: destroy_actor 2@
wait 0
0209: 4@ = random_int_in_ranges 0 4
4@ == 0
jf @1
009A: 2@ = create_actor_pedtype 5 model 3@ at -1441.775 -1489.1615 100.748
jump @Roller
:1

4@ == 1
jf @2
009A: 2@ = create_actor_pedtype 5 model 3@ at -1441.2272 -1511.4497 100.7578
jump @Roller
:2
4@ == 2
jf @3
009A: 2@ = create_actor_pedtype 5 model 3@ at -1437.4537 -1496.9878 100.7364
jump @Roller
:3
009A: 2@ = create_actor_pedtype 5 model 3@ at -1442.7593 -1472.1963 100.7578

:Roller
0209: 4@ = random_int_in_ranges 0 5
if
4@ == 0
jf @Rollboom
01B2: give_actor 2@ weapon 16 ammo 1
jump @TakesGren
:Rollboom
:TakesGren

01B2: give_actor 2@ weapon 22 ammo 64
0209: 4@ = random_int_in_ranges 0 30
if or
4@ == 0
4@ == 1
4@ == 2
4@ == 3
4@ == 4
jf @Roll3
01B2: give_actor 2@ weapon 28 ammo 30
jump @TakesSM
:Roll3
if or
4@ == 5
4@ == 6
4@ == 7
4@ == 8
4@ == 9
jf @Roll4
01B2: give_actor 2@ weapon 32 ammo 30
jump @TakesSM
:Roll4
if or
4@ == 10
4@ == 11
4@ == 12
4@ == 13
jf @Roll5
01B2: give_actor 2@ weapon 25 ammo 10
jump @TakesSM
:Roll5
if or
4@ == 14
4@ == 15
4@ == 16
4@ == 17
jf @Roll6
01B2: give_actor 2@ weapon 27 ammo 10
jump @TakesSM
:Roll6
if or
4@ == 18
4@ == 19
4@ == 20
jf @Roll7
01B2: give_actor 2@ weapon 30 ammo 30
jump @TakesSM
:Roll7
if or
4@ == 21
4@ == 22
4@ == 23
jf @Roll8
01B2: give_actor 2@ weapon 31 ammo 30
jump @TakesSM
:Roll8
if or
4@ == 24
4@ == 25
4@ == 26
jf @Roll9
01B2: give_actor 2@ weapon 23 ammo 40
jump @TakesSM
:Roll9
if
4@ == 27
jf @Roll10
01B2: give_actor 2@ weapon 35 ammo 1
jump @TakesSM
:Roll10
:TakesSM

0209: 4@ = random_int_in_ranges 0 6
if
4@ == 3
jf @Rollboomz
01B2: give_actor 2@ weapon 16 ammo 1
jump @TakesGrenz
:Rollboomz
:TakesGrenz

0209: 4@ = random_int_in_ranges 0 6
if
4@ == 4
jf @Shitboomz
081A: set_actor 2@ weapon_skill_to 2
jump @ShitGrenz
:Shitboomz
:ShitGrenz

0249: release_model 3@
035F: actor 2@ armour += 150
0946: set_actor 2@ actions_uninterupted_by_weapon_fire 1
060F: set_actor 2@ melee_accuracy_to 100.0
02E2: set_actor 2@ weapon_accuracy_to 85
07DD: set_actor 2@ attack_rate 50
02AB: set_actor 2@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0337: set_actor 2@ visibility 1
099F: AS_actor 2@ ignore_weapon_range 1
07CB: set_actor 2@ supporting_fire 1
09B5: set_actor 2@ signal_after_kill 0
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 1
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 2
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 3
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 4
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 6
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 7
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 8
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 9
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 10
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 11
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 12
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 13
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 14
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 15
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 16
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 17
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 18
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 19
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 20
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 21
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 22
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 23
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 24
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 25
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 26
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 27
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 28
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 29
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 30
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 31
05D7: add_point_to_scmpath -1442.7593 -1472.1963 101.7578
05D7: add_point_to_scmpath -1424.0616 -1472.8009 101.6822
05D7: add_point_to_scmpath -1422.3943 -1512.1085 101.6964
05D7: add_point_to_scmpath -1469.6361 -1510.5498 101.7513
05D7: add_point_to_scmpath -1463.1669 -1448.7869 101.7578
05D7: add_point_to_scmpath -1423.0902 -1450.1113 101.7339
05D7: add_point_to_scmpath -1423.2208 -1472.0837 101.6574
05D7: add_point_to_scmpath -1444.1464 -1474.8622 101.7578
05D8: AS_assign_scmpath to_actor 2@ flags 6 2
05D6: clear_scmpath
0187: 0@ = create_marker_above_actor 2@
0168: set_marker 0@ size 1
0165: set_marker 0@ color_to 3
018B: set_marker 0@ radar_mode 3
wait 3000
018B: set_marker 0@ radar_mode 2
07E0: set_marker 0@ type_to 3 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 0 CP 0 MP 0

:Start1
wait 0
0AB4: 20@ = var 291
if
not 20@ == 10
jf @Skip 
if
0118:   actor 2@ dead
jf @Start2
if
051A: actor 2@ damaged_by_actor $PLAYER_ACTOR
jf @Skup
0AB4: 5@ = var 290
5@ += 1  
0AB3: var 290 = 5@
:Skup
wait 200
0209: 4@ = random_int_in_ranges 0 2
if
4@ == 0
jf @Rolls1
01B2: give_actor 2@ weapon 4 ammo 1
jump @TakesMachetez
:Rolls1
01B2: give_actor 2@ weapon 8 ammo 1
:TakesMachetez
06AB: set_actor 2@ all_weapons_hidden 1
07E0: set_marker 0@ type_to 2
0165: set_marker 0@ color_to 5 
wait 5000
:Skip
034F: destroy_actor_with_fade 2@
jump @ProfileWB

:Start2
if
80A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1472.7187 -1429.8342 100.7136 cornerB -1399.9674 -1605.0201 1000.4005
jf @Start2a
jump @Skip

:Start2a
if
02D8:   actor 2@ current_weapon == 0
jf @Start3
0209: 4@ = random_int_in_ranges 0 2
if
4@ == 0
jf @Roll1
01B2: give_actor 2@ weapon 4 ammo 1
jump @TakesMachetes
:Roll1
01B2: give_actor 2@ weapon 8 ammo 1
:TakesMachetes
jump @Start1

:Start3
0470: 1@ = actor 2@ current_weapon
if or
1@ == 8
1@ == 4
jf @Start1
if and
051A:   actor $PLAYER_ACTOR damaged_by_actor 2@
00F2:   actor 2@ near_actor $PLAYER_ACTOR radius 1.0 1.0 sphere 0
jf @Start4
if or
Actor.Animation($PLAYER_ACTOR) == "HIT_behind"
Actor.Animation($PLAYER_ACTOR) == "HIT_front"
Actor.Animation($PLAYER_ACTOR) == "knife_hit_1"
Actor.Animation($PLAYER_ACTOR) == "knife_hit_2"
Actor.Animation($PLAYER_ACTOR) == "knife_hit_3"
Actor.Animation($PLAYER_ACTOR) == "Sword_Hit_1"
Actor.Animation($PLAYER_ACTOR) == "Sword_Hit_2"
Actor.Animation($PLAYER_ACTOR) == "Sword_Hit_3"
jf @Start4
0470: 4@ = actor $PLAYER_ACTOR current_weapon
if
not 4@ == 0
jf @SkipWielding
if
not 4@ == 8
jf @SkipWielding
if
not 4@ == 4
jf @SkipWielding
0781: get_weapon_with_ID 4@ model_to 5@
0247: load_model 5@
038B: load_requested_models
01B2: give_actor 2@ weapon 4@ ammo 15
0AB3: var 292 = 1
:SkipWielding
0762: AS_actor $PLAYER_ACTOR dies
jump @Start1

:Start4
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
if
not 1@ == -1
jf @Start1
if
051A:   actor 1@ damaged_by_actor 2@
jf @Start1
if or
Actor.Animation(1@) == "HIT_behind"
Actor.Animation(1@) == "HIT_front"
Actor.Animation(1@) == "knife_hit_1"
Actor.Animation(1@) == "knife_hit_2"
Actor.Animation(1@) == "knife_hit_3"
Actor.Animation(1@) == "Sword_Hit_1"
Actor.Animation(1@) == "Sword_Hit_2"
Actor.Animation(1@) == "Sword_Hit_3"
jf @Start1
0470: 4@ = actor 1@ current_weapon
if
not 4@ == 0
jf @SkipWield
if
not 4@ == 8
jf @SkipWield
if
not 4@ == 4
jf @SkipWield
0781: get_weapon_with_ID 4@ model_to 5@
0247: load_model 5@
038B: load_requested_models
087E: set_actor 1@ weapon_droppable 0
01B2: give_actor 2@ weapon 4@ ammo 15
:SkipWield
05BE: AS_actor 1@ die
jump @Start1