{$CLEO .cm}
{$NOSOURCE}

0000:
0247: load_model 1239
WAIT 0
:Start
0209: 2@ = random_int_in_ranges 0 5

if
2@ == 0
jf @MissingStep1  
4@ = -1083.6877
5@ = -979.0919
6@ = 144.8181
jump @Abnormal
:MissingStep1
if
2@ == 1
jf @MissingStep2
4@ = -1083.6877
5@ = -979.0919
6@ = 144.8181
jump @Abnormal
:MissingStep2
if
2@ == 2
jf @MissingStep3    
4@ = -1083.6877
5@ = -979.0919
6@ = 144.8181
jump @Abnormal
:MissingStep3
if
2@ == 3
jf @MissingStep4 
4@ = -1083.6877
5@ = -979.0919
6@ = 144.8181
jump @Abnormal
:MissingStep4
4@ = -1083.6877
5@ = -979.0919
6@ = 144.8181
jump @Abnormal
{:MissingStep5
if
2@ == 5
jf @MissingStep6  
4@ = -1458.6304
5@ = -1483.6443 
6@ = 103.6484
jump @Abnormal
:MissingStep6
if
2@ == 6
jf @MissingStep7  
4@ = -1448.3949   
5@ = -1576.7555 
6@ = 111.2617
jump @Abnormal
:MissingStep7
if
2@ == 7
jf @MissingStep8 
4@ = -1445.6914
5@ = -1593.5847 
6@ = 101.7578
jump @Abnormal
:MissingStep8
if
2@ == 8
jf @MissingStep9    
4@ = -1422.9629 
5@ = -1503.703 
6@ = 111.2358
jump @Abnormal
:MissingStep9
if
2@ == 9
jf @MissingStep10    
4@ = -1440.1202 
5@ = -1497.51 
6@ = 101.7436
jump @Abnormal
:MissingStep10
4@ = -1434.8525 
5@ = -1534.4087 
6@ = 101.7558
}                            

:Abnormal                     
1@ = Pickup.Create(1239, 3, 4@, 5@, 6@)
018A: 7@ = create_checkpoint_at 4@ 5@ 6@
Marker.SetColor(7@, 4)


:Pogo_Pogo
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 @Pogi_Pogi
0215: destroy_pickup 1@
0164: disable_marker 7@
0249: release_model 1239  
0A93: end_custom_thread


:Pogi_Pogi
if
Pickup.Picked_up(1@)
jf @Pogo_Pogo
0215: destroy_pickup 1@
0164: disable_marker 7@
0209: 2@ = random_int_in_ranges 0 5
if
2@ == 0
jf @Step1
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
0187: 20@ = create_marker_above_actor $PLAYER_ACTOR
wait 10000
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0
Marker.Disable(20@)
wait 20000
jump @Start
:Step1
if
2@ == 1
jf @Step2
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 5
jump @StepGot
:Step2
if
2@ == 2
jf @Step3
01B2: give_actor $PLAYER_ACTOR weapon 38 ammo 100
jump @StepGot
:Step3
if
2@ == 3
jf @Step4
0948: create_explosion_at -1094.4124 -929.8271 145.3725 type 10 camera_shake 1.0
wait 0
0948: create_explosion_at -1167.8176 -984.9664 145.3725 type 10 camera_shake 1.0
wait 0
0948: create_explosion_at -1095.9799 -1048.8562 145.3656 type 10 camera_shake 1.0
wait 0
0948: create_explosion_at -1030.2192 -983.6711 145.3663 type 10 camera_shake 1.0
jump @StepGot
:Step4
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 8
:StepGot  
wait 30000
jump @Start























