{$CLEO .cm}
{$NOSOURCE}

thread "Rockbattle9x"
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@ = 102
jump @legacy
:1
if
4@ == 1
jf @2
3@ = 103
jump @legacy
:2
if
4@ == 2
jf @3
3@ = 104
jump @legacy
:3
if
4@ == 3
jf @4
3@ = 108
jump @legacy
:4
if
4@ == 4
jf @5
3@ = 109
jump @legacy
:5
3@ = 110

:legacy
0209: 4@ = random_int_in_ranges 0 5
if
4@ == 0
jf @A1
009A: 2@ = create_actor_pedtype 7 model 3@ at 1766.9973 -2112.7146 12.3828
Actor.Angle(2@) = 89.0
jump @ok
:A1
if
4@ == 1
jf @A2
009A: 2@ = create_actor_pedtype 7 model 3@ at 1595.0543 -2123.75 28.6211
Actor.Angle(2@) = 277.0
jump @ok
:A2
if
4@ == 2
jf @A3
009A: 2@ = create_actor_pedtype 7 model 3@ at 1682.6022 -2022.0651 34.8672
Actor.Angle(2@) = 178.0
jump @ok
:A3
if
4@ == 3
jf @A4
009A: 2@ = create_actor_pedtype 7 model 3@ at 1646.9546 -2070.2869 29.6545
Actor.Angle(2@) = 228.0
jump @ok
:A4
009A: 2@ = create_actor_pedtype 7 model 3@ at 1684.851 -2203.7925 27.652
Actor.Angle(2@) = 0.09
:ok

01B2: give_actor 2@ weapon 35 ammo 9999
:TakesSM

0350: set_actor 2@ maintain_position_when_attacked 1
035F: actor 2@ armour += 100
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 5
0223: set_actor 2@ health_to 100
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 5000
wait 5000
: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 @Start1
jump @Skip

