{$CLEO}

0A95: enable_thread_saving

const
  _5838 = 19@
  _5839 = 20@
  _5840 = 23@
  _5841 = 24@
end

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0A95: enable_thread_saving 
thread 'R_MILY' 

:R_MILY_D
wait 5 
if 
   Player.Defined($PLAYER_CHAR)
jf @R_MILY_D
if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 941.166 -16.059 1000.95 radius 50.5 50.5 30.0 
jf @BURDEL_1_AC2 
wait 250  
0@ = Object.Create(14540, 0.0, 0.0, -25.0)
Object.PutAt(0@, 994.367, -19.053, 994.65)
0566: link_object 0@ to_interior 3 
Object.Angle(0@) = 0.8
if 
03CA:   object 0@ exists 
jf @R_MILY_79 
Object.KeepInMemory(0@) = True

:R_MILY_79
wait 250  
{1@ = Object.Create(14540, 0.0, 0.0, -25.0)
Object.PutAt(1@, 958.746, -13.3431, 994.65)
0566: link_object 1@ to_interior 3 
Object.Angle(1@) = 0.0999996
if 
03CA:   object 1@ exists 
jf @R_MILY_D1 
Object.KeepInMemory(1@) = True

:R_MILY_D1
wait 250  
2@ = Object.Create(14540, 0.0, 0.0, -25.0)
Object.PutAt(2@, 948.348, -3.24313, 1000.35)
0566: link_object 2@ to_interior 3 
Object.Angle(2@) = 39.8
if 
03CA:   object 2@ exists 
jf @R_MILY_129 
Object.KeepInMemory(2@) = True

:R_MILY_129 }
wait 250  
3@ = Object.Create(1726, 0.0, 0.0, -25.0)
Object.PutAt(3@, 957.489, -10.438, 1000.07)
0566: link_object 3@ to_interior 3 
Object.Angle(3@) = -180.6
if 
03CA:   object 3@ exists 
jf @R_MILY_181 
Object.KeepInMemory(3@) = True

:R_MILY_181
wait 250  
4@ = Object.Create(1726, 0.0, 0.0, -25.0)
Object.PutAt(4@, 959.888, -10.438, 1000.07)
0566: link_object 4@ to_interior 3 
Object.Angle(4@) = -180.6
if 
03CA:   object 4@ exists 
jf @R_MILY_1D9 
Object.KeepInMemory(4@) = True

:R_MILY_1D9
wait 250  
5@ = Object.Create(1726, 0.0, 0.0, -25.0)
Object.PutAt(5@, 963.987, -10.438, 1000.07)
0566: link_object 5@ to_interior 3 
Object.Angle(5@) = -180.6
if 
03CA:   object 5@ exists 
jf @R_MILY_231 
Object.KeepInMemory(5@) = True

:R_MILY_231
wait 250  
6@ = Object.Create(1726, 0.0, 0.0, -25.0)
Object.PutAt(6@, 966.486, -10.438, 1000.07)
0566: link_object 6@ to_interior 3 
Object.Angle(6@) = -180.6
if 
03CA:   object 6@ exists 
jf @R_MILY_289 
Object.KeepInMemory(6@) = True

:R_MILY_289
wait 250  
7@ = Object.Create(2517, 0.0, 0.0, -25.0)
Object.PutAt(7@, 939.417, -2.86517, 1001.85)
0566: link_object 7@ to_interior 3 
Object.Angle(7@) = -91.1999


if 
03CA:   object 7@ exists 
jf @R_MILY_2E1 
Object.KeepInMemory(7@) = True

:R_MILY_2E1
0661: NOP "==========null===============" 
jump @R_MILY_339 
wait 250  
8@ = Object.Create(14828, 0.0, 0.0, -25.0)
Object.PutAt(8@, 960.8, 0.0, 999.7)
0566: link_object 8@ to_interior 3 
Object.Angle(8@) = 269.0
if 
03CA:   object 8@ exists 
jf @R_MILY_339 
Object.KeepInMemory(8@) = True

:R_MILY_339
wait 250  
12@ = Object.Create(2232, 0.0, 0.0, -25.0)
Object.PutAt(12@, 934.788, -10.4048, 1003.24)
0566: link_object 12@ to_interior 3 
Object.Angle(12@) = 138.6
if 
03CA:   object 12@ exists 
jf @R_MILY_496 
Object.KeepInMemory(12@) = True

:R_MILY_496
wait 250  
13@ = Object.Create(2232, 0.0, 0.0, -25.0)
Object.PutAt(13@, 947.285, 8.19519, 1003.44)
0566: link_object 13@ to_interior 3 
Object.Angle(13@) = 322.202
if 
03CA:   object 13@ exists 
jf @R_MILY_4EE 
Object.KeepInMemory(13@) = True

:R_MILY_4EE
wait 250  
14@ = Object.Create(2232, 0.0, 0.0, -25.0)
Object.PutAt(14@, 947.285, -18.8048, 1003.34)
0566: link_object 14@ to_interior 3 
Object.Angle(14@) = 582.601
if 
03CA:   object 14@ exists 
jf @R_MILY_546 
Object.KeepInMemory(14@) = True

:R_MILY_546
wait 250  
15@ = Object.Create(3503, 0.0, 0.0, -25.0)
Object.PutAt(15@, 962.531, 2.06368, 1001.45)
0566: link_object 15@ to_interior 3 
Object.Angle(15@) = 267.601
if 
03CA:   object 15@ exists 
jf @R_MILY_59E 
Object.KeepInMemory(15@) = True

:R_MILY_59E
0661: NOP "==========null===============" 
jump @R_MILY_5F6 
wait 250  
16@ = Object.Create(14817, 0.0, 0.0, -25.0)
Object.PutAt(16@, 980.379, 5.63618, 1002.07)
0566: link_object 16@ to_interior 3 
Object.Angle(16@) = -269.401
if 
03CA:   object 16@ exists 
jf @R_MILY_5F6 
Object.KeepInMemory(16@) = True
0661: NOP "=========================" 
:R_MILY_5F6
wait 250 
17@ = Object.Create(2101, 0.0, 0.0, -25.0)
Object.PutAt(17@, 937.128, 5.65503, 1001.07)
0566: link_object 17@ to_interior 3 
Object.Angle(17@) = 848.99
if 
03CA:   object 17@ exists 
jf @R_MILY_64E 
Object.KeepInMemory(17@) = True

:R_MILY_64E
wait 250 
18@ = Object.Create(1701, 0.0, 0.0, -25.0)
Object.PutAt(18@, 971.98, -15.5159, 1000.07)
0566: link_object 18@ to_interior 3 
Object.Angle(18@) = -90.5999
if 
03CA:   object 18@ exists 
jf @R_MILY_64Eh 
Object.KeepInMemory(18@) = True

:R_MILY_64Eh
19@ = Object.Create(1701, 0.0, 0.0, -25.0)
Object.PutAt(19@, 968.142 -17.3737, 1000.07)
0566: link_object 19@ to_interior 3 
Object.Angle(19@) = 89.9999
if 
03CA:   object 19@ exists 
jf @R_MILY_64Ehl 
Object.KeepInMemory(19@) = True

:R_MILY_64Ehl
wait 250 

_5838 = Object.Create(1745, 0.0, 0.0, -25.0)
Object.PutAt(_5838, 960.8, 0.0, 999.7)
0566: link_object _5838 to_interior 3 
Object.Angle(_5838) = 269.0
if 
03CA:   object _5838 exists 
jf @BURDEL_1_E51 
Object.KeepInMemory(_5838) = True

:BURDEL_1_E51
wait 500 
_5839 = Object.Create(1745, 0.0, 0.0, -25.0)
Object.PutAt(_5839, 961.0, 1, 999.7)
0566: link_object _5839 to_interior 3 
Object.Angle(_5839) = 89.0
if 
03CA:   object _5839 exists 
jf @BURDEL_1_EA6 
Object.KeepInMemory(_5839) = True

:BURDEL_1_EA6
wait 500 
_5840 = Object.Create(1708, 0.0, 0.0, -25.0)
Object.PutAt(_5840, 959.0, -3.6, 1000.0)
0566: link_object _5840 to_interior 3 
Object.Angle(_5840) = 148.0
if 
03CA:   object _5840 exists 
jf @BURDEL_1_EFE 
Object.KeepInMemory(_5840) = True

:BURDEL_1_EFE
wait 500 
_5841 = Object.Create(1708, 0.0, 0.0, -25.0)
Object.PutAt(_5841, 964.0, -3.2, 1000.0)
0566: link_object _5841 to_interior 3 
Object.Angle(_5841) = 225.0
if 
03CA:   object _5841 exists 
jf @BURDEL_1_F56 
Object.KeepInMemory(_5841) = True

:BURDEL_1_F56
20@ = Object.Create(1723, 0.0, 0.0, -25.0)
Object.PutAt(20@, 935.684, 2.64756, 999.946)
0566: link_object 20@ to_interior 3 
Object.Angle(20@) = 91.7999
if 
03CA:   object 20@ exists 
jf @BURDEL_1_F56o 
Object.KeepInMemory(20@) = True

:BURDEL_1_F56o
//water 1
21@ = Object.Create(4206, 0.0, 0.0, -25.0)
Object.PutAt(21@, 916.673, 9.71026, 1000.13)
0566: link_object 21@ to_interior 3 
Object.Angle(21@) = 41.4
if 
03CA:   object 21@ exists 
jf @BURDEL_1_F56ox 
Object.KeepInMemory(21@) = True
08D2: object 21@ scale_model 0.3

:BURDEL_1_F56ox
//water 2


30@ = Object.Create(1723, 0.0, 0.0, -25.0)
Object.PutAt(30@, 914.873 14.1103 999.933)
0566: link_object 30@ to_interior 3 
Object.Angle(30@) = 89.9999
if 
03CA:   object 30@ exists 
jf @BURDEL_1_F56oxfkh 
Object.KeepInMemory(30@) = True

:BURDEL_1_F56oxfkh
31@ = Object.Create(1723, 0.0, 0.0, -25.0)
Object.PutAt(31@, 919.786 16.1186 1000.03)
0566: link_object 31@ to_interior 3 
Object.Angle(31@) = 270.601
if 
03CA:   object 31@ exists 
jf @BURDEL_1_F56oxfk 
Object.KeepInMemory(31@) = True

:BURDEL_1_F56oxfk
jump @xx

:BURDEL_1_AC2
jump @R_MILY_D

:xx
:b
//thanks to ikizer donno
wait 0
//water func
for 28@ = 41.4 to 45.1 step 0.1
    wait 0
    object.Angle(21@) = 28@
end
for 28@ = 45.4 downto 41.1 step 0.1
    wait 0
    object.Angle(21@) = 28@
end
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 941.166 -16.059 1000.95 radius 50.0 50.0 50.0 
jf @b
if                                     
03CA:   object _5838 exists            
then                                   
Object.Destroy(_5838)                  
end                                    
if                                     
03CA:   object _5839 exists            
then                                   
Object.Destroy(_5839)                  
end                                    
if                                     
03CA:   object _5840 exists            
then                                   
Object.Destroy(_5840)                  
end                                    
if                                     
03CA:   object _5841 exists            
then                                   
Object.Destroy(_5841)                  
end                                    
if 
03CA:   object 0@ exists 
then
Object.Destroy(0@)
end
if 
03CA:   object 1@ exists 
then
Object.Destroy(1@)
end
if 
03CA:   object 2@ exists 
then
Object.Destroy(2@)
end
if 
03CA:   object 3@ exists 
then
Object.Destroy(3@)
end
if 
03CA:   object 4@ exists 
then
Object.Destroy(4@)
end
if 
03CA:   object 5@ exists 
then
Object.Destroy(5@)
end
if 
03CA:   object 6@ exists 
then
Object.Destroy(6@)
end
if 
03CA:   object 7@ exists 
then
Object.Destroy(7@)
end
if 
03CA:   object 8@ exists 
then
Object.Destroy(8@)
end
if 
03CA:   object 9@ exists 
then
Object.Destroy(9@)
end
if 
03CA:   object 10@ exists 
then
Object.Destroy(10@)
end
if 
03CA:   object 11@ exists 
then
Object.Destroy(11@)
end
if 
03CA:   object 12@ exists 
then
Object.Destroy(12@)
end
if 
03CA:   object 13@ exists 
then
Object.Destroy(13@)
end
if 
03CA:   object 14@ exists 
then
Object.Destroy(14@)
end
if 
03CA:   object 15@ exists 
then
Object.Destroy(15@)
end
if 
03CA:   object 16@ exists 
then
Object.Destroy(16@)
end
if 
03CA:   object 17@ exists 
then
Object.Destroy(17@)
end
if 
03CA:   object 18@ exists 
then
Object.Destroy(18@)
end
if 
03CA:   object 19@ exists 
then
Object.Destroy(19@)
end
if 
03CA:   object 20@ exists 
then
Object.Destroy(20@)
end
if 
03CA:   object 21@ exists 
then
Object.Destroy(21@)
end
if 
03CA:   object 22@ exists 
then
Object.Destroy(22@)
end
if 
03CA:   object 30@ exists 
then
Object.Destroy(30@)
end
if 
03CA:   object 31@ exists 
then
Object.Destroy(31@)
end
jump @R_MILY_D
end_thread 
