{$CLEO .cm}
{$NOSOURCE}


0000:
:OK
wait 0
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1543.7137 -2035.6506 0.5564 cornerB 1838.792 -2191.7993 1000.4005
jf @OKE
if
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1683.0073 -2122.302 13.5469 radius 0.7 0.7 1.0
jf @OK
00BB: show_text_lowpriority GXT '@Hid@9x' time 1 flag 1  
if and
00E1:   player 0 pressed_key 18
044B:   actor $PLAYER_ACTOR on_foot
jf @OK
01B4: set_player $PLAYER_CHAR can_move 0
wait 0
01B4: set_player $PLAYER_CHAR can_move 1
08C7: put_actor $PLAYER_ACTOR at 1682.9661 -2122.1355 12.5469 dont_warp_gang
Actor.Angle($PLAYER_ACTOR) = 178.6265
wait 0
0812: AS_actor $PLAYER_ACTOR perform_animation "SWT_WLLPK_L" IFP "heist9" framedelta 7.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1  // versionB
wait 0
015F: set_camera_position 1683.449 -2119.376 13.5469 rotation 0.0 0.0 0.0
0160: set_camera_point_at 1676.4182 -2153.2166 16.5111 switchstyle 2
wait 0
015F: set_camera_position 1682.0043 -2119.3953 13.5469 rotation 0.0 0.0 0.0
0160: set_camera_point_at 1676.4182 -2153.2166 16.5111 switchstyle 1
:Aha
wait 0
00BB: show_text_lowpriority GXT '@Hi@d9x' time 1 flag 1  
if or
00E1:   player 0 pressed_key 15
0118:   actor $PLAYER_ACTOR dead
jf @AHA
0812: AS_actor $PLAYER_ACTOR perform_animation "swt_wllshoot_in_L" IFP "heist9" framedelta 7.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB
wait 1000
0687: clear_actor $PLAYER_ACTOR task
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR can_move 1
jump @OK


:OKE
0A93: end_custom_thread











