{$CLEO .cm}
{$NOSOURCE}

thread "Eminembattle9x"
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 -1199.3984 -908.0161 127.234 cornerB -1000.7458 -1067.7887 1290.2187
jf @ProfileWow
:Skipping
08E7: disable_entrance_markers 0
0A93: end_custom_thread

:ProfileWow
:legacy
0209: 4@ = random_int_in_ranges 0 2
if
4@ == 0
jf @A1
009A: 2@ = create_actor_pedtype 7 model #ARMY at -1092.7147 -1045.4235 135.9672
Actor.Angle(2@) = 0.0
jump @ok
:A1
009A: 2@ = create_actor_pedtype 7 model #ARMY at -1088.3053 -1027.4824 128.2187
Actor.Angle(2@) = 16.0
:ok

0AB4: 0@ = var 301 // 28
0209: 4@ = random_int_in_ranges 0 0@
if or
4@ == 0
4@ == 1
4@ == 2
4@ == 3
4@ == 4
jf @Roll3
01B2: give_actor 2@ weapon 28 ammo 9999
jump @TakesSM
:Roll3
if or
4@ == 5
4@ == 6
4@ == 7
4@ == 8
4@ == 9
jf @Roll4
01B2: give_actor 2@ weapon 32 ammo 9999
jump @TakesSM
:Roll4
if or
4@ == 10
4@ == 11
4@ == 12
4@ == 13
jf @Roll5
01B2: give_actor 2@ weapon 25 ammo 9999
jump @TakesSM
:Roll5
if or
4@ == 14
4@ == 15
4@ == 16
4@ == 17
jf @Roll6
01B2: give_actor 2@ weapon 27 ammo 9999
jump @TakesSM
:Roll6
if or
4@ == 18
4@ == 19
4@ == 20
jf @Roll7
01B2: give_actor 2@ weapon 33 ammo 9999
jump @TakesSM
:Roll7
if or
4@ == 21
4@ == 22
4@ == 23
jf @Roll8
01B2: give_actor 2@ weapon 30 ammo 9999
jump @TakesSM
:Roll8
if or
4@ == 24
4@ == 25
4@ == 26
jf @Roll9
01B2: give_actor 2@ weapon 31 ammo 9999
jump @TakesSM
:Roll9
if
4@ == 27
jf @Roll10
01B2: give_actor 2@ weapon 30 ammo 9999
wait 0
01B2: give_actor 2@ weapon 35 ammo 2
jump @TakesSM
:Roll10
:TakesSM

0350: set_actor 2@ maintain_position_when_attacked 1
0AB4: 0@ = var 302
035F: actor 2@ armour += 0@
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 20
07DD: set_actor 2@ attack_rate 50
0AB4: 0@ = var 303
0223: set_actor 2@ health_to 0@
02AB: set_actor 2@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
0337: set_actor 2@ visibility 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 8
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 0
0187: 0@ = create_marker_above_actor 2@
0168: set_marker 0@ size 1
0165: set_marker 0@ color_to 0
018B: set_marker 0@ radar_mode 3
wait 1000
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
:Skup
0165: set_marker 0@ color_to 6
0AB4: 5@ = var 290
5@ += 1  
0AB3: var 290 = 5@
wait 3000
wait 2000
:Skip
034F: destroy_actor_with_fade 2@
jump @ProfileWB

:Start2
if
80A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1199.3984 -908.0161 127.234 cornerB -1000.7458 -1067.7887 1290.2187
jf @Start1
jump @Skip

