{$CLEO .cm}
{$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"   
0ADF: add_dynamic_GXT_entry "A9xHi1" text "Put The object into Red Marker !"
0223: set_actor $PLAYER_ACTOR health_to 36000000
wait 0
00BA: show_text_styled GXT "Kour_12" 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 1362.5452 -1458.0492 29.3281
0619: enable_actor $PLAYER_ACTOR collision_detection 0
Actor.Angle($PLAYER_ACTOR) = 345.000
02EB: restore_camera_with_jumpcut
:Object
wait 0
0247: load_model 1684
0247: load_model #CARDBOARDBOX2
if and
0248:   model 1684 available
0248:   model #CARDBOARDBOX2 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 1366.541 -1440.3695 25.9766
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 1366.3308 -1422.5063 19.2344
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 1387.6714 -1423.1514 19.2344
03DC: 11@ = create_marker_above_pickup 10@
018B: set_marker 11@ radar_mode 2
Marker.SetColor(11@,4)

: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
0213: 10@ = create_pickup #INFO type 3 at 1390.6609 -1428.3729 23.0074
03DC: 11@ = create_marker_above_pickup 10@
018B: set_marker 11@ radar_mode 2
Marker.SetColor(11@,4)

: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
0213: 10@ = create_pickup #INFO type 3 at 1390.6495 -1447.9523 31.0074
03DC: 11@ = create_marker_above_pickup 10@
018B: set_marker 11@ radar_mode 2
Marker.SetColor(11@,4)

: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
0213: 10@ = create_pickup #INFO type 3 at 1380.4185 -1375.9299 34.5542
03DC: 11@ = create_marker_above_pickup 10@
018B: set_marker 11@ radar_mode 2
Marker.SetColor(11@,4)
0107: 7@ = create_object #CARDBOARDBOX2 at 1378.5248 -1447.7888 29.8047
0177: set_object 7@ Z_angle_to 90.0
08E9: set_object 7@ liftable 1
01E4: show_text_1number_lowpriority GXT 'A9xHi1' number 0 time 1000 flag 1

:6
wait 0
gosub @Time_Count
gosub @Dead_Check
gosub @Busted_Check
gosub @Mission_Check
gosub @Fall_Check
if
04E5:   object 7@ near_point 1376.0647 -1419.7722 radius 1.0 1.0 sphere 1
jf @6
jump @7D

:7D
0107: 8@ = create_object 1684 at 1380.2319 -1411.8154 28.8047
0177: set_object 8@ Z_angle_to 90.0
0107: 9@ = create_object 1684 at 1380.2319 -1401.8154 28.8047
0177: set_object 9@ Z_angle_to 90.0
0107: 12@ = create_object 1684 at 1380.2319 -1391.8154 28.8047
0177: set_object 12@ Z_angle_to 90.0
0107: 13@ = create_object 1684 at 1380.2319 -1381.8154 28.8047
0177: set_object 13@ Z_angle_to 90.0

:7
wait 0
gosub @Time_Count
gosub @Dead_Check
gosub @Busted_Check
gosub @Mission_Check
gosub @Fall_Check
if
0214:   pickup 10@ picked_up
jf @7
jump @8D

:8D
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\Parkour3" section "No13"  key  "Pass"
0@ /= 1000 
0AF1: write_int 0@ to_ini_file "CLEO\A9xParkour\Parkour3" section "No12" key "Last" 
0AF0: 60@ = get_int_from_ini_file "CLEO\A9xParkour\Parkour3" section "No12" 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\Parkour3" section "No12" 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 #CARDBOARDBOX2
0249: release_model 1684
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 $PLAYER_ACTOR from_car_and_place_at 1407.6975 -1421.8752 13.2031
Actor.Angle($PLAYER_ACTOR) = 90.0
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@ <= 14.9747
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@ <= 14.9747
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

:Teleport
{if
80EC:   actor $PLAYER_ACTOR sphere 0 near_point 2678.7698 -3657.1262 radius 1.0 1.0
jf @Teleporting
}return

:Teleporting
{0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2564.842 -3657.5127 49.5073
Actor.Angle($PLAYER_ACTOR) = 270.000
}return

:Create_Object
0107: 6@ = create_object 1684 at 1390.7385 -1425.3175 16.9766
0177: set_object 6@ Z_angle_to 90.0
0107: 1@ = create_object 1684 at 1390.7385 -1430.3175 18.9766
0177: set_object 1@ Z_angle_to 90.0
0107: 2@ = create_object 1684 at 1390.5908 -1435.3151 20.9766
0177: set_object 2@ Z_angle_to 90.0
0107: 3@ = create_object 1684 at 1390.5908 -1440.3151 22.9766
0177: set_object 3@ Z_angle_to 90.0
0107: 4@ = create_object 1684 at 1390.5908 -1445.3151 24.9766
0177: set_object 4@ Z_angle_to 90.0
0107: 5@ = create_object 1684 at 1390.5908 -1450.3151 26.9766
0177: set_object 5@ Z_angle_to 90.0
return

:Delete_Object
Object.Destroy(1@)
Object.Destroy(2@)
Object.Destroy(3@)
Object.Destroy(4@)
Object.Destroy(5@)
Object.Destroy(6@)
if
03CA:   object 7@ exists
jf @Objskip
Object.Destroy(7@)
:Objskip
if and
03CA:   object 8@ exists
03CA:   object 9@ exists
03CA:   object 13@ exists
03CA:   object 12@ exists
jf @Objskip1
Object.Destroy(12@)
Object.Destroy(8@)
Object.Destroy(9@)
Object.Destroy(13@)
:Objskip1
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

