{$CLEO .cm}
{$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 1543.7137 -2035.6506 0.5564 cornerB 1838.792 -2191.7993 1000.4005
jf @ProfileWow
:Skipping
08E7: disable_entrance_markers 0
0A93: end_custom_thread

:ProfileWow
0209: 4@ = random_int_in_ranges 0 6
if
4@ == 0
jf @1
3@ = 105
jump @legacy
:1
if
4@ == 1
jf @2
3@ = 106
jump @legacy
:2
if
4@ == 2
jf @3
3@ = 107
jump @legacy
:3
if
4@ == 3
jf @4
3@ = 114
jump @legacy
:4
if
4@ == 4
jf @5
3@ = 115
jump @legacy
:5
3@ = 116

:legacy
009A: 2@ = create_actor_pedtype 8 model 3@ at 1645.2539 -2120.6006 12.5547
Actor.Angle(2@) = 31.0
01B2: give_actor 2@ weapon 22 ammo 9999
035F: actor 2@ armour += 150
6@ = 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 100
07DD: set_actor 2@ attack_rate 100
0223: set_actor 2@ health_to 700
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
0350: set_actor 2@ maintain_position_when_attacked 1
07CB: set_actor 2@ supporting_fire 1
09B5: set_actor 2@ signal_after_kill 0
087E: set_actor 2@ weapon_droppable 0
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 7
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 9
0187: 0@ = create_marker_above_actor 2@
0168: set_marker 0@ size 1
0165: set_marker 0@ color_to 1
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
:Skup
wait 20000
:Skip
034F: destroy_actor_with_fade 2@
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
6@ += 100
if
6@ >= 20000
jf @Start1
6@ = 0
: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

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 26 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 28 ammo 30
jump @TakesSM
:Roll8
if or
4@ == 24
4@ == 25
4@ == 26
jf @Roll9
01B2: give_actor 2@ weapon 32 ammo 30
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
jump @Start1
