{$CLEO .cm}
{$NOSOURCE}

$ONMISSION = 1
0ADF: add_dynamic_GXT_entry "A9xBES" text "~r~New Best Score : ~1~ Second"
0ADF: add_dynamic_GXT_entry "A9xCou" text "Time_:_~1~_Millisecond"
0ADF: add_dynamic_GXT_entry "A9xFin" text "~r~Finish In ~1~ Second"
0ADF: add_dynamic_GXT_entry "A9xFi2" text "~w~Parkour Passed"
0ADF: add_dynamic_GXT_entry "AxFall" text "~r~You Fall From Parkour"
0ADF: add_dynamic_GXT_entry "A9xFa2" text "~r~Parkour Failed"
0223: set_actor $PLAYER_ACTOR health_to 36000000
wait 0
00BA: show_text_styled GXT "Kour_9" time 4000 style 2
0924: enable_screen_darkness 1 with_value 30
0001: wait 0 ms
0924: enable_screen_darkness 1 with_value 70
0001: wait 0 ms
0924: enable_screen_darkness 1 with_value 110
0001: wait 0 ms
0924: enable_screen_darkness 1 with_value 150
0001: wait 0 ms
0924: enable_screen_darkness 1 with_value 190
0001: wait 0 ms
0924: enable_screen_darkness 1 with_value 230
0001: wait 0 ms
0924: enable_screen_darkness 1 with_value 255
0@ = 0
04BB: select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
01B6: set_weather 1
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1758.907 -1357.8154 116.3837
0619: enable_actor $PLAYER_ACTOR collision_detection 0
Actor.Angle($PLAYER_ACTOR) = 270.000
02EB: restore_camera_with_jumpcut
:Object
wait 0
0247: load_model 944
0247: load_model 1684
0247: load_model 7463
0247: load_model #NVGOGGLES
if and
0248:   model 944 available
0248:   model 1684 available
0248:   model 7463 available
0248:   model #NVGOGGLES available
0248:   model 0 available
jf @Object
038B: load_requested_models
Jump @Next_Step
:Next_Step
00BC: show_text_highpriority GXT 'RACE5' time 3000 flag 1
0924: enable_screen_darkness 1 with_value 230
0001: wait 0 ms
0924: enable_screen_darkness 1 with_value 190
0001: wait 0 ms
0924: enable_screen_darkness 1 with_value 150
0001: wait 0 ms
0924: enable_screen_darkness 1 with_value 110
0001: wait 0 ms
0924: enable_screen_darkness 1 with_value 70
0001: wait 0 ms
0924: enable_screen_darkness 1 with_value 30
0001: wait 0 ms
0924: enable_screen_darkness 0 with_value 0
0619: enable_actor $PLAYER_ACTOR collision_detection 1
////////////////////////////////////////////////////////////
0213: 10@ = create_pickup #INFO type 3 at 1791.8766 -1358.6289 116.3837
03DC: 11@ = create_marker_above_pickup 10@
018B: set_marker 11@ radar_mode 2
Marker.SetColor(11@,4)
gosub @Create_Object
gosub @Create_Pickup
:1
wait 0
gosub @Time_Count
gosub @Dead_Check
gosub @Busted_Check
gosub @Mission_Check
gosub @Fall_Check1
if
0214:   pickup 10@ picked_up
jf @1
jump @2D

:2D
0213: 10@ = create_pickup #INFO type 3 at 1830.3879 -1357.5294 117.8296
03DC: 11@ = create_marker_above_pickup 10@
018B: set_marker 11@ radar_mode 2
Marker.SetColor(11@,4)

:2
wait 0
gosub @Time_Count
gosub @Dead_Check
gosub @Busted_Check
gosub @Mission_Check
gosub @Fall_Check1
if
0214:   pickup 10@ picked_up
jf @2
jump @3D

:3D
0213: 10@ = create_pickup #INFO type 3 at 1873.9357 -1374.5746 131.7073
0924: enable_screen_darkness 1 with_value 250

:3
wait 0
gosub @Time_Count
gosub @Dead_Check
gosub @Busted_Check
gosub @Mission_Check
gosub @Fall_Check1
if
0214:   pickup 10@ picked_up
jf @3
jump @4D

:4D
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1946.0817 -1326.7788 115.3837
0213: 10@ = create_pickup #INFO type 3 at 1947.0503 -1386.744 138.3563

:4
wait 0
gosub @Time_Count
gosub @Dead_Check
gosub @Busted_Check
gosub @Mission_Check
gosub @Fall_Check
if
0214:   pickup 10@ picked_up
jf @4
jump @5D

:5D
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1927.3099 -1420.2433 115.3837
Actor.Angle($PLAYER_ACTOR) = 88.000
0213: 10@ = create_pickup #INFO type 3 at 1873.502 -1420.4086 116.3837
02EB: restore_camera_with_jumpcut

:5
wait 0
gosub @Time_Count
gosub @Dead_Check
gosub @Busted_Check
gosub @Mission_Check
gosub @Fall_Check
if
0214:   pickup 10@ picked_up
jf @5
jump @6D

:6D
jump @Finish
:Finish
01E3: show_text_1number_styled GXT 'A9xFi2' number 3 time 5000 style 1 
0394: play_music 1
0AF1: write_int 1 to_ini_file "CLEO\A9xParkour\Parkour2" section "No10"  key  "Pass"
0@ /= 1000 
0AF1: write_int 0@ to_ini_file "CLEO\A9xParkour\Parkour2" section "No9" key "Last" 
0AF0: 60@ = get_int_from_ini_file "CLEO\A9xParkour\Parkour2" section "No9" key "Time"
if
not 60@ == 0
jf @New_Score
if
802D:   0@ >= 60@
jf @Still_Best
:New_Score
0AF1: write_int 0@ to_ini_file "CLEO\A9xParkour\Parkour2" section "No9" key "Time" 
01E5: show_text_1number_Highpriority GXT 'A9xBES' number 0@ time 5000 flag 2
Jump @END
:Still_Best
01E5: show_text_1number_Highpriority GXT 'A9xFin' number 0@ time 5000 flag 2

:END
if
09D1:   pickup 10@ created
jf @Pickup_Pass
0215: destroy_pickup 10@
:Pickup_Pass
Gosub @Delete_Object
Gosub @Delete_Pickup
0249: release_model 944
0249: release_model 1684
0249: release_model 7463
0924: enable_screen_darkness 0 with_value 0
$ONMISSION = 0
04BB: select_interior 0
0860: link_actor $PLAYER_ACTOR to_interior 0
01B6: set_weather 1
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1772.9604 -1349.9167 14.7541
Actor.Angle($PLAYER_ACTOR) = 180.0
03F0: enable_text_draw 0
02EB: restore_camera_with_jumpcut
0A93: end_custom_thread

:Mission_Check
if
not $ONMISSION == 0
jf @Fail
return

:Dead_Check
if
not Actor.Dead($PLAYER_ACTOR)
jf @Fail
return

:Busted_Check
if
8741:   actor $PLAYER_ACTOR busted
jf @Fail
return

:Fall_Check
04C4: store_coords_to 20@ 20@ 30@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
not 30@ <= 90.9747
jf @Fail_Fall
return

:Fall_Check1
04C4: store_coords_to 20@ 20@ 30@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if
not 30@ <= 90.0244
jf @Fail_Fall
return

:Fail_Fall
00BC: show_text_highpriority GXT 'AxFall' time 3000 flag 1
jump @Fail

:Fail
00BA: show_text_styled GXT 'A9xFa2' time 5000 style 1 
jump @END

:Create_Object
0107: 1@ = create_object 7463 at 1827.0134 -1441.6392 109.9219
0177: set_object 1@ Z_angle_to 90.0
0107: 2@ = create_object 1684 at 1817.6501 -1357.7469 115.3837
0177: set_object 2@ Z_angle_to 182.0
0107: 3@ = create_object 944 at 1830.4535 -1357.5194 115.3837
0177: set_object 3@ Z_angle_to 182.0
0107: 4@ = create_object 1684 at 1874.2894 -1345.6687 115.3837
0177: set_object 4@ Z_angle_to 90.0   
0107: 5@ = create_object 1684 at 1874.0494 -1359.0979 118.4145
0177: set_object 5@ Z_angle_to 90.0   
0107: 6@ = create_object 1684 at 1874.1625 -1372.5352 124.4453
0453: set_object 6@ XY_rotation 0.0 50.0 angle 90.0
0107: 7@ = create_object 1684 at 1946.6954 -1338.7627 115.3837
0453: set_object 7@ XY_rotation 0.0 0.0 angle 90.0
0107: 8@ = create_object 1684 at 1943.7906 -1346.4872 120.3837
0453: set_object 8@ XY_rotation 15.0 45.0 angle 90.0
0107: 9@ = create_object 1684 at 1950.2776 -1352.0504 125.1259
0453: set_object 9@ XY_rotation -15.0 25.0 angle 90.0
0107: 12@ = create_object 944 at 1950.1903 -1360.8606 130.0394
0453: set_object 12@ XY_rotation 0.0 0.0 angle 90.0
0107: 13@ = create_object 944 at 1949.2837 -1367.8016 131.0394
0453: set_object 13@ XY_rotation 0.0 0.0 angle 90.0
0107: 14@ = create_object 944 at 1948.2476 -1375.7343 132.0394
0453: set_object 14@ XY_rotation 0.0 0.0 angle 90.0
0107: 15@ = create_object 1684 at 1947.0819 -1384.6584 131.0394
0453: set_object 15@ XY_rotation 0.0 50.0 angle 90.0
return

:Delete_Object
Object.Destroy(1@)
Object.Destroy(2@)
Object.Destroy(3@)
Object.Destroy(4@)
Object.Destroy(5@)
Object.Destroy(6@)
Object.Destroy(7@)
Object.Destroy(8@)
Object.Destroy(9@)
Object.Destroy(15@)
Object.Destroy(12@)
Object.Destroy(13@)
Object.Destroy(14@)
return
                        
:Create_Pickup
032B: 500@ = create_weapon_pickup #NVGOGGLES group 3 ammo 1 at 1830.2623 -1357.5748 117.8296
return

:Delete_Pickup
if
09D1:   pickup 500@ created
jf @Pickup_Passs
0215: destroy_pickup 500@
:Pickup_Passs
return

:Time_Count 
0@ += 20
03F0: enable_text_draw 0
081C: draw_text_outline 1 RGBA 255 255 255 255
0349: set_text_draw_font 3 
033F: set_text_draw_letter_size 0.4 1.21                                             
0340: set_text_draw_RGBA 250 1 1 255   
045A: draw_text_1number 35.0 70.0 GXT 'A9xCou' number 0@
return

