{$CLEO .cm}
{$NOSOURCE}

thread "Fullbattle9x"
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 1543.7137 -2035.6506 0.5564 cornerB 1838.792 -2191.7993 1000.4005
jf @ProfileWow
:Skipping
if or
not 3@ == -1
not 3@ == 0
jf @pack1
034F: destroy_actor_with_fade 3@
:pack1
if or
not 6@ == -1
not 6@ == 0
jf @pack2
034F: destroy_actor_with_fade 6@
:pack2
if or
not 7@ == -1
not 7@ == 0
jf @pack3
034F: destroy_actor_with_fade 7@
:pack3
if or
not 8@ == -1
not 8@ == 0
jf @pack4
034F: destroy_actor_with_fade 8@
:pack4
if or
not 9@ == -1
not 9@ == 0
jf @pack5
034F: destroy_actor_with_fade 9@
:pack5
if or
not 10@ == -1
not 10@ == 0
jf @pack6
034F: destroy_actor_with_fade 10@
:pack6
if or
not 11@ == -1
not 11@ == 0
jf @pack7
034F: destroy_actor_with_fade 11@
:pack7
if or
not 12@ == -1
not 12@ == 0
jf @pack8
034F: destroy_actor_with_fade 12@
:pack8
if or
not 13@ == -1
not 13@ == 0
jf @pack9
034F: destroy_actor_with_fade 13@
:pack9
08E7: disable_entrance_markers 0
0A93: end_custom_thread

:ProfileWow
gosub @Roundless
009A: 3@ = create_actor_pedtype 7 model 1@ at 1723.9711 -2119.7427 12.5469
Actor.Angle(3@) = 91.0
0085: 2@ = 3@ // (int)
gosub @Freddy
0209: 4@ = random_int_in_ranges 0 2
if
4@ == 0
jf @NO1
gosub @Roundless
009A: 13@ = create_actor_pedtype 7 model 1@ at 1731.7039 -2108.3457 12.3828
Actor.Angle(13@) = 90.0
0085: 2@ = 13@ // (int)
gosub @Freddy
:NO1
0209: 4@ = random_int_in_ranges 0 2
if
4@ == 0
jf @NO2
gosub @Roundless
009A: 6@ = create_actor_pedtype 7 model 1@ at 1726.3396 -2115.6763 12.3828
Actor.Angle(6@) = 90.0
0085: 2@ = 6@ // (int)
gosub @Freddy
:NO2
0209: 4@ = random_int_in_ranges 0 2
if
4@ == 0
jf @NO3
gosub @Roundless
009A: 7@ = create_actor_pedtype 7 model 1@ at 1722.8929 -2101.877 12.5469
Actor.Angle(7@) = 118.0
0085: 2@ = 7@ // (int)
gosub @Freddy
:NO3
0209: 4@ = random_int_in_ranges 0 2
if
4@ == 0
jf @NO4
gosub @Roundless
009A: 8@ = create_actor_pedtype 7 model 1@ at 1714.2294 -2102.4729 17.0481
Actor.Angle(8@) = 112.0
0085: 2@ = 8@ // (int)
gosub @Freddy
:NO4
0209: 4@ = random_int_in_ranges 0 2
if
4@ == 0
jf @NO5
gosub @Roundless
009A: 9@ = create_actor_pedtype 7 model 1@ at 1709.77 -2127.0181 16.447
Actor.Angle(9@) = 54.0
0085: 2@ = 9@ // (int)
gosub @Freddy
:NO5
0209: 4@ = random_int_in_ranges 0 2
if
4@ == 0
jf @NO6
gosub @Roundless
009A: 10@ = create_actor_pedtype 7 model 1@ at 1730.489 -2105.3337 12.5469
Actor.Angle(10@) = 101.0
0085: 2@ = 10@ // (int)
gosub @Freddy
:NO6
0209: 4@ = random_int_in_ranges 0 2
if
4@ == 0
jf @NO7
gosub @Roundless
009A: 11@ = create_actor_pedtype 7 model 1@ at 1720.6315 -2116.6201 12.3828
Actor.Angle(11@) = 84.0
0085: 2@ = 11@ // (int)
gosub @Freddy
:NO7
0209: 4@ = random_int_in_ranges 0 2
if
4@ == 0
jf @NO8
gosub @Roundless
009A: 12@ = create_actor_pedtype 7 model 1@ at 1720.611 -2124.4707 12.5543
Actor.Angle(12@) = 65.0
0085: 2@ = 12@ // (int)
gosub @Freddy
:NO8

:Start1
wait 0
0AB4: 20@ = var 291
if
not 20@ == 10
jf @Skip 
if
not 3@ == -1
jf @Start2
if
0118:   actor 3@ dead
jf @Start2
:Skup
0AB4: 5@ = var 290
5@ += 1  
0AB3: var 290 = 5@
01C2: remove_references_to_actor 3@ // Like turning an actor into a random pedestrian
3@ = -1
jump @Start1

:Skip
jump @ProfileWB

:Start2
if
80A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1543.7137 -2035.6506 0.5564 cornerB 1838.792 -2191.7993 1000.4005
jf @Start3
jump @Skip

:Start3
if
not 13@ == -1
jf @Start4
if
0118:   actor 13@ dead
jf @Start4
0AB4: 5@ = var 290
5@ += 1  
0AB3: var 290 = 5@
01C2: remove_references_to_actor 13@ // Like turning an actor into a random pedestrian
13@ = -1
jump @Start1

:Start4
if
not 6@ == -1
jf @Start5
if
0118:   actor 6@ dead
jf @Start5
0AB4: 5@ = var 290
5@ += 1  
0AB3: var 290 = 5@
01C2: remove_references_to_actor 6@ // Like turning an actor into a random pedestrian
6@ = -1
jump @Start1

:Start5
if
not 7@ == -1
jf @Start6
if
0118:   actor 7@ dead
jf @Start6
0AB4: 5@ = var 290
5@ += 1  
0AB3: var 290 = 5@
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian
7@ = -1
jump @Start1

:Start6
if
not 8@ == -1
jf @Start7
if
0118:   actor 8@ dead
jf @Start7
0AB4: 5@ = var 290
5@ += 1  
0AB3: var 290 = 5@
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian
8@ = -1
jump @Start1

:Start7
if
not 9@ == -1
jf @Start8
if
0118:   actor 9@ dead
jf @Start8
0AB4: 5@ = var 290
5@ += 1  
0AB3: var 290 = 5@
01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian
9@ = -1
jump @Start1

:Start8
if
not 10@ == -1
jf @Start9
if
0118:   actor 10@ dead
jf @Start9
0AB4: 5@ = var 290
5@ += 1  
0AB3: var 290 = 5@
01C2: remove_references_to_actor 10@ // Like turning an actor into a random pedestrian
10@ = -1
jump @Start1

:Start9
if
not 11@ == -1
jf @Start10
if
0118:   actor 11@ dead
jf @Start10
0AB4: 5@ = var 290
5@ += 1  
0AB3: var 290 = 5@
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian
11@ = -1
jump @Start1

:Start10
if
not 12@ == -1
jf @Start11
if
0118:   actor 12@ dead
jf @Start11
0AB4: 5@ = var 290
5@ += 1  
0AB3: var 290 = 5@
01C2: remove_references_to_actor 12@ // Like turning an actor into a random pedestrian
12@ = -1
jump @Start1

:Start11
if and
3@ == -1
6@ == -1
7@ == -1
8@ == -1
9@ == -1
10@ == -1
11@ == -1
12@ == -1
jf @Start1
if
13@ == -1
jf @Start1
0209: 4@ = random_int_in_ranges 0 4
if
4@ == 1
jf @ProfileWB
00BB: show_text_lowpriority GXT '@Wait9x' time 5000 flag 1  
wait 20000
00BB: show_text_lowpriority GXT '@Wiit9x' time 5000 flag 1  
0209: 4@ = random_int_in_ranges 0 4
if
4@ == 0
jf @End1
0A92: create_custom_thread "event9x\WsBr3\WsBrFoeSetUp1.cm"
jump @Nomatter
:End1
if
4@ == 1
jf @End3
0A92: create_custom_thread "event9x\WsBr3\WsBrFoeSetUp2.cm"
jump @Nomatter
:End2
if
4@ == 2
jf @End3
0A92: create_custom_thread "event9x\WsBr3\WsBrFoeSetUp3.cm"
jump @Nomatter
:End3
0A92: create_custom_thread "event9x\WsBr3\WsBrFoeSetUp4.cm"
:Nomatter
0A93: end_custom_thread

:Freddy
0209: 4@ = random_int_in_ranges 0 28
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 26 ammo 9999
jump @TakesSM
:Roll6
if or
4@ == 18
4@ == 19
4@ == 20
jf @Roll7
01B2: give_actor 2@ weapon 30 ammo 9999
jump @TakesSM
:Roll7
if or
4@ == 21
4@ == 22
4@ == 23
jf @Roll8
01B2: give_actor 2@ weapon 28 ammo 9999
jump @TakesSM
:Roll8
if or
4@ == 24
4@ == 25
4@ == 26
jf @Roll9
01B2: give_actor 2@ weapon 32 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 1
jump @TakesSM
:Roll10

:TakesSM
0350: set_actor 2@ maintain_position_when_attacked 1
035F: actor 2@ armour += 10
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
0223: set_actor 2@ health_to 100
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
02AB: set_actor 2@ immunities BP 0 FP 0 EP 0 CP 0 MP 0
return

:Roundless
0209: 4@ = random_int_in_ranges 0 6
if
4@ == 0
jf @1
1@ = 102
jump @legacy
:1
if
4@ == 1
jf @2
1@ = 103
jump @legacy
:2
if
4@ == 2
jf @3
1@ = 104
jump @legacy
:3
if
4@ == 3
jf @4
1@ = 108
jump @legacy
:4
if
4@ == 4
jf @5
1@ = 109
jump @legacy
:5
1@ = 110

:legacy
return
